RocketLauncher Troubleshooting

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Problems?

Follow the Guide below:
Contents

1 Logging:
2 Steps to take before asking for help:



Logging:


HyperLaunch's logs have been updated to be much more informative for each launch. They can also help pinpoint areas that take too long to process by timing each step along the way and telling you how long it took from one log entry, to the last. Here's an example:


02:08:37:041 |  HL  |    INFO  |  +31      | 2020 Super Baseball (USA) will use module: C:\HyperLauch\Modules\Higan\Higan (v0.92 djvj 2.0).ahk
02:08:37:144 |  HL  |    INFO  |  +94      | INI Keys read

The 2-letter identifier in red can be either HL or MD. HL means the logs came from the main HyperLaunch thread. MD means they came from the module's thread. Basically once the MD logs start, the HL thread is paused waiting for the MD thread to finish.

In blue is the importance of the log line. The lines that show in the log are determined by what you set for Logging_Level. The higher the level, the more logs you will see. When troubleshooting an issue, set your Logging_Level higher so you get a more verbose log.

In orange is the amount of milliseconds that have past since the last log took place for the current thread. This really helps find where the script may be getting hung up.

You also have the option to include the entire module thread itself. When troubleshooting some issues, it can be easier to not include it as it adds a ton of lines into the log. Turn it off by unchecking "Include Module Code" in HyperLaunchLHQ.


Steps to take before asking for help:

I cannot play a game in an specific emulator or HyperLaunch does not work correctly. What should I do?


  1. Use HyperLaunch HQ for editing all HyperLaunch and Module settings.
  2. Read the notes for each module in HyperLaunch HQ by clicking on the module tab, hit the green refresh arrows, and select the yellow notes button at the top.
  3. Turn off Fade if any problem is detected, You cannot see problems if they are hidden behind another window or picture.
  4. Check if you are running the latest HyperLaunch. You version can be found in HQ on the HyperLaunchHQ tab and the Information is at the top
  5. Check if you have HyperLaunch enabled in HyperHQ by going to Wheel Settings -> Emulator -> Execution = HyperLaunch. ALL SYSTEMS SHOULD BE USING HYPERLAUNCH AND PC GAMES DISABLED
  6. Check you are running the latest module of the emulator you are trying to launch. Always stay up to date with module versions found here, I will not offer support for older modules or ones you found on the forum/ftp unless stated otherwise.
  7. On the HQ Module tab, each module has a module and an emulator version number. The module was ONLY tested to work with that specific version emu. I cannot stay up to date with every emu release, so eventually a module may break with newer emu releases. After you have exhausted all other options and you still cannot get the module to run, make a post and I will look into updating the module. DO NOT PM THE MODULE AUTHOR ASKING FOR HELP.
  8. Did you set the user settings for your module? Many modules have settings that you can set in HQ by going to the Modules tab, make sure you have the Global system selected. Click the green refresh arrows, select your module, and Click Edit Global Module Settings button. Modules have default settings which many do not need tweaking unless you are troubleshooting or need to change something from the defaults. I set what I believe should be default on them, but they may not work for you. These settings will overwrite any changes you make in the emu itself, so it is vital you are aware they are there and set them appropriately.
  9. If you feel like you are seeing too much of the emulator launch process (eg. the emu window showing before the game does), did you turn on Fade In support to hide it? Each of my modules are designed to use Fade as your finishing touch. When Fade is off, you are supposed to see emu windows or something launching and/or closing. This is how windows works when programs take focus. Fade makes an attempt to hide all that.
  10. If you edit the module in any way, you will break the CRC of the module and it will be alarm in red in HQ and logs will give a silent warning. You take full responsibility if something doesn't work. Restore the module to the official version before asking for any help.
  11. DO NOT PM THE AUTHOR asking for help on a module. First search the forum for your problem, if you just cannot find any info on it, make a post on a relative thread, or create a new one.
  12. Lastly, before you post, test that your emu works via command line by creating a .bat file in your emu folder, then running it. Some emus don't work via command line and I have written procedures to automate launching otherwise, so you can skip this step for those. The bat file should look like this (using N64 as an example):

    Project64.exe "C:\Roms\Nintendo 64\Super Mario 64 (USA).zip

  13. If the bat file successfully launches your emu and your rom works, good chance the module has an issue and you should post your "HyperLaunch.log". Not your log.txt. The HyperLaunch.log has built-in [code] brackets for use on the forum. So just copy/paste the entire log exactly as it is.
  14. You can als pay attention to the time differences on the logs to help determine if something is slowing you down. Look at the section at the top of this page.
  15. Set your Logging Level to troubleshooting and Include your ENTIRE HyperLaunch.log (found in your HyperLaunch dir) in your post.
  16. Please use pastebin to post scripts or relative info if you feel it is necessary. Screenshots or videos go a long way to helping solve your issue.