Ultimate Amiga

Ultimate Amiga Emulation => Amiga Online => Releases => Topic started by: Hungry Horace on November 04, 2012, 12:08:52 AM

Title: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 04, 2012, 12:08:52 AM
Although I know "pack 4" of my Amiga Online setups with Kaillera never really happened in full, i'm moving onto a "pack 5" now....

This is going to be a serious change, and i've started working on few ways of bringing work-load involved down to a minimum.

The pack will consist of a large number of FS-UAE configs, which allows you to share games with users across any platform... PC/Mac/Linux. .... this is already a massive leap forward from the days of using Kaillera.

Thanks to FS-UAE being able to use .ZIP files download from web-addresses as mounted HDs, I will be able to keep the pack-content down considerably.

So far, I'm treating it like a Database pack for FS-UAE.... and in order to manage the processes i'm actually working with some VBA code and macros integrated in MS Excel... it might sound odd, but it's actually easier for me to manage it this way.

Firstly, I have automated a system which grabs game-names and .ZIP web-address from the lsit of *all* games hosted on www.whdownload.com - these are imported into a Spreadsheet automatically, and I will eventually add support for importing a handful of other games (especially PD games) I will host via my own website.

Secondly, the "master list" which is imported, has been copied to a second excel spreadsheet, and has only a single entry for each game where it is listed on HOL, these enables me to keep duplicates to a minimum, This sheet is used to define custom options for each game... so far this relates purely to setting-up Joystick / Mouse preferences, but may be expanded latter on to include more details - Updating this sheet for 2400+ games is hard, so I would be willing to take on any assistance in getting the list updated with (at least) correct control-types for each game, and the number of players who can play each game.

Next, there is a macro which will read through our master-list of WHDownload ZIP files and create a single FS-UAE config for each game... with my own Amiga Online Boot disk as one of it's drives.  This then checks the second-list for control types and tweeks preferences accordingly (e.g. setting up Lemmings as a 2-mouse game , rather than as a  single joystick game, as it would default to) .... it also allows for importing of Customised control options, stored within a separate file... e.g. where we may want to assign some keyboard controls to game-pads etc.

Lastly, I am currently working on a way to use these lists to download as many screenshots as possible, in a format suitable for the FS-UAE Launcher.... ultimately, these would be included in the Amiga Online Pack 5, to make everything as slick as possible.


.....

On the amiga side of things, I have a standard WHDload Slave booter, which also allows you to select which slave to use where more than one is available. I will be developing this further to allow it to;

1) use a pre-defined set of default CUSTOM options for WHDload if applicable (e.g. add double-brightness to Midnight Resistance by default)

2) be able to read from an amiga-side "database" of standardised text files, and allow the user to define CUSTOM tooltypes for each slave on bootup....  i..e the database will define "Cybernoid - Infinite Lives: On/Off" and display that as one of the options on screen.... the function would then know by-itselt, that it need to set BIT0 of CUSTOM1 to perform that option.


Hope this makes sense in terms of what i'm trying to achieve!! I hope i may even have a prototype pack available soon for trial :)
Title: Re: Amiga Online Pack 5 Development.
Post by: MadAngus on November 04, 2012, 06:41:50 AM
 8), great work.

Quote
...Updating this sheet for 2400+ games is hard, so I would be willing to take on any assistance in getting the list updated with (at least) correct control-types for each game, and the number of players who can play each game.
I think this is something I could help with. I would suggest you have a list of games which lack data and could be viewed online.

It would also be handy if you defined a format for submitting data for import into your spreadsheet

For example (INI Style)

A text file with this data could then be submitted for each game. You could right a little VBA macro to read in this data. text filename would be that of the listed game name e.g. "syndicate.txt".

Assuming more than 1 person volunteers to help it might be worth having a system of logging who's doing what (wiki?), or simply have the macro ignore any submission data that is already present.

It would be the beginning of December before I could start at the latest, need to clear the AIAB and AMOS workload backlog first.
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 04, 2012, 10:27:13 AM
hi MadAngus,

I'd be glad to take any contributions.

Just to be clear, the majority of games will only need a number of player-numbers, and a selection for what type of input to use in each port....

have a look here at where i filled a few in:

(http://www.djcresswell.com/amigaonline/pictures/Excel-List.png)

That would therefore be very easy to populate from a text-file (with fixed layout) importer..

e.g.

Code: [Select]
HOL=3230  /// used to find the game in any lists.
GAMENAME=Alien Breed  /// for reference only
PLAYERS=2
PORT0=joy
PORT1=joy
PORT2=none
PORT3=none


However, if there are bespoke options, then we simply need to create an fs-uae config file, containing input options only, with a specific name for it to bring those options into the final config file.... i suspect these will largely be created for more popular games first - for example, i have a general config i like to use for playing Bloodwych with a joypad, so i will be making that one first!!

I am finding the HOL numbers a great way of identifying the games without creating duplication... so i suspect they will generally be used for file-names etc, rather than the game-names, because the latter has too many variations (example, the game-name in the config contains symbols such as quote-marks, etc, whilst the uae config file-name does not... similarly the uploaded file-name (.zip) contains version numbers for the slave, and the SPS disks used)

I will definitely work your suggestion for easy-submission into it!


For anyone wondering why i'm using VBA/Excel... it's just easy for me that way - i know the language, i can achieve results on it quickly, and I can also disguise it as work when i'm in the office!!


Title: Re: Amiga Online Pack 5 Development.
Post by: MadAngus on November 04, 2012, 12:48:42 PM
HOL= as the main reference is by far the better system.

I've just thought of an easier system for logging who's doing what. The old block system of 0 to 99, 100 to 199. You wouldn't need to release or maintain any datasheets. A simply Work thread with the top post updated with the assignments.

e.g.
Contributors Name   HOL Reference Range
Hungry Horace0 -> 199
MadAngus400 -> 499

And we just post a zip file with the game text files inside.

Unless you want a single file with a blank line between each game or tags <startentry><endentry>.

-------------------------------------------------------
<startentry>
HOL=3230  /// used to find the game in any lists.
GAMENAME=Alien Breed  /// for reference only
PLAYERS=2
PORT0=joy
PORT1=joy
PORT2=none
PORT3=none
<endentry>
<startentry>
HOL=3223  /// used to find the game in any lists.
GAMENAME=Akira  /// for reference only
PLAYERS=2
PORT0=joy
PORT1=joy
PORT2=none
PORT3=none
<endentry>
-------------------------------------------------------

I'm happy to go the single or multiple text files, whatever you decide will be easier.

As soon as you create that assignment block list I can get started doing a couple here and there when I need a break from other work.
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 04, 2012, 05:25:08 PM
Hi MadAngus...

I think it should be easy enough to implement a system which would allow for either. The only advantage i can see with the single-file system, is keeping them stored on-record individually for single updates if required... but i dont see it as essential.

The reason i'd like to get the player-numbers in there, is so that I could make 2 versions of the pack... one with multiplayer games only (the original intention) but then offer the option to have the "full" pack including single-player games.


I have had fun today writing some scripts to download database images from HOL ... (to be credited of course) ... and I am currently discussion with FS himself as to why not all of them are appearing!

I started downloading quite some time ago, and it has only reached "B" so far... hehe

Title: Re: Amiga Online Pack 5 Development.
Post by: MadAngus on November 04, 2012, 09:00:00 PM
Quote
I think it should be easy enough to implement a system which would allow for either. The only advantage i can see with the single-file system, is keeping them stored on-record individually for single updates if required... but i dont see it as essential.
That makes sense, so single files then.

Quote
I started downloading quite some time ago, and it has only reached "B" so far... hehe
I'll take "D" then and plod away at that in between the other stuff. ;)
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 04, 2012, 09:32:15 PM
since earlier, i have now downloaded up to 'g' .... i think i will leave this running in the background at work tomorrow!!

The database is looking pretty good with all the images and stuff... I am still tweeking the generic FS-UAE set however, and definately need to go back to making more changes to things Amiga-Side soon.

I will keep you posted in the next few days!
Title: Re: Amiga Online Pack 5 Development.
Post by: MadAngus on November 05, 2012, 07:16:13 AM
Quote
I started downloading quite some time ago, and it has only reached "B" so far... hehe
I'll take "D" then and plod away at that in between the other stuff. ;)
I misinterpreted that, thought you meant you had done the game preferences files upto 'B'. Unless you've started doing the 'B' game preferences files I'll reserve that letter and you can do 'A' and then jump onto 'C'.

As in
Contributors Name   HOL Reference Range
Hungry HoraceGames beginning with 'A'
MadAngusGames beginning with 'B'
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 06, 2012, 01:12:29 PM
i think its unfair of me to start delegating work out until I am totally happy with the layout/setup of things....

Tasks to achieve:

- Create standard BootHD suitable for WHDload games and others (AMOS / Amiga)
- Create standard for reading default WHDLoad CUSTOM set-ups for recognised .slaves
- Create standard for changing WHDLoad CUSTOM set-ups for recognised .slaves on game-load
- Recognise WHDload keyfile where available
- Collate a complete list of WHDload games (Excel / VBA) from www.whdownload.com
-- Exclude non-[EN] games
- Create Macro to produce general configs for each via standard format (VBA), allow customisations from master list (Excel) or individual file (.FS-UAE / TXT)
- Obtain all images for Covers, Titles and Screenshots for all listed entries, form HOL. (VBA)
- Update Master List for all entries control-types and player numbers (Excel / VBA)
- Allow all non-[EN] entries in master list by fixing unknown characters
- Allow addition of games missing from whdownload.com via djcresswell.com page in same-format (e.g. PD games, non-WHD equivalents etc)

- Automate Packaging  Amiga Online in suitable formats;
-- Complete Pack + Images
-- English Only + Images
-- Multi-player Only + Images
-- Multiplayer Only, English Only + Images
-- Complete Pack, No Images
-- English Only, No Images
-- Multi-player Only, No Images
-- Multiplayer Only, English Only, No Images
Title: Re: Amiga Online Pack 5 Development.
Post by: MadAngus on November 06, 2012, 03:34:13 PM
Not a problem.

When your ready for input give me a shout and I'll get started. ;)
Title: Re: Amiga Online Pack 5 Development.
Post by: mihcael on November 08, 2012, 05:08:42 AM
Didnt think i would ever see another Amiga Online pack, quite a job ahead of you. Good Luck with it all Hungry!  8)
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 08, 2012, 06:02:24 PM
This is actually going pretty well!!

I have downloaded all the additional artwork I can, so PC side I will work on the input-importer next...

I have the Amiga-side online database reading any required custom WHD settings (needed to make a few games work, like SWOS) and will soon work on the "live" Custom settings changer.

I may make a trial-pack of configs only available shortly, so anyone who wants to can see it in action! Keep in mind this now suits single player gaming too!
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 08, 2012, 09:24:58 PM

Here's a config-only pack to try out: (no data files required)

http://www.ultimateamiga.co.uk/HostedProjects/AmigaOnline/Amiga%20Online%20Pack%205%20%28English%2C%20No%20images%29.zip
 (http://www.ultimateamiga.co.uk/HostedProjects/AmigaOnline/Amiga%20Online%20Pack%205%20%28English%2C%20No%20images%29.zip)

You will, however, require FS-UAE, with launcher. Just place these files into the configurations folder and 'scan' ....

Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 09, 2012, 12:21:29 PM
MadAngus: I have implemented the system that allows text files to be imported with data for player numbers/controls, using the layout you specified. I think (hope) it will work with both PC and Mac text files (ie. it allows for NotePad's useless-ness)

... therefore, feel free to contribute whenever you like!

note, however that =NONE is generally not required.... only if you specifically wish to tell a game to disable a certain port (so it is not needed for PORT2/3 most of the time) ... e.g. a game with both mouse and joystick controls, may be "forced" to joystick only, or vice versa (Frontier CD32 i think needs this)


on a funnier note.....

you know you are spending too much work time doing other things when you accidentally paste your code referring to HOL into the client's database system....
Title: Re: Amiga Online Pack 5 Development.
Post by: MadAngus on November 09, 2012, 12:35:58 PM
 ;D ;D Oops!
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 09, 2012, 01:00:34 PM
- Create standard BootHD suitable for WHDload games and others (AMOS / Amiga)
- Create standard for reading default WHDLoad CUSTOM set-ups for recognised .slaves
- Recognise WHDload keyfile where available
- Create Macro to produce general configs for each via standard format (VBA), allow customisations from master list (Excel) or individual file (.FS-UAE / TXT)
- Obtain all images for Covers, Titles and Screenshots for all listed entries, from HOL. (VBA)
- Allow addition of games missing from whdownload.com via djcresswell.com page in same-format (e.g. PD games, non-WHD equivalents etc)

To Do:

- Create standard for changing WHDLoad CUSTOM set-ups for recognised .slaves on game-load
- Collate a complete list of WHDload games (Excel / VBA) from www.whdownload.com
- Allow all non-[EN] entries in master list by fixing unknown characters
- Update Master List for all entries control-types and player numbers (Excel / VBA)
- Source additional games (PD, Non-WHD etc) for listing on djcresswell.com games list


- Automate Packaging  Amiga Online in suitable formats.
--- Populate those games without Covers using U.A / Amiga Online logo
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 13, 2012, 07:33:29 PM
- Create standard for changing WHDLoad CUSTOM set-ups for recognised .slaves on game-load
- Collate a complete list of WHDload games (Excel / VBA) from www.whdownload.com


- Allow all non-[EN] entries in master list by fixing unknown characters (Excel / VBA)
- Update Master List for all entries control-types and player numbers (Excel / VBA) [ongoing]
- Create default WHD config settings for Amiga-side Database, e.g. those where BUTTONWAIT should be set, or a default CD32 Pad setting used (TXT / Amiga) [ongoing]
- Create Custom Tooltype WHD options for Amiga-side Database  (TXT / Amiga) [ongoing]
- Source additional games (PD, Non-WHD etc) for listing on djcresswell.com games list (General / on-Request) [ongoing]

- Automate Packaging  Amiga Online in suitable formats. (Excel / VBA)
--- Populate those games without Covers using U.A / Amiga Online logo  (Excel / VBA)
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 17, 2012, 12:39:28 PM
Quote
- Automate Packaging  Amiga Online in suitable formats. (Excel / VBA)
--- Populate those games without Covers using U.A / Amiga Online logo  (Excel / VBA)

technically, this is done, but my testing of the database functions of FS-UAE means there are some changes / fixes to the FS-UAE launcher coming in the next version, that should make this work even better....

In the mean time, i need to fine tune some setups for my extra self-hosted games, and finally fix those non-english game names!!
Title: Re: Amiga Online Pack 5 Development.
Post by: MadAngus on November 17, 2012, 05:15:38 PM
Great work. 8)

This weeks "You Da Man" is Hungry Horace.

Hungry Horace "You Da Man"   ;)
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 19, 2012, 08:48:54 PM
- Allow all non-[EN] entries in master list by fixing unknown characters (Excel / VBA)


All of the remaining tasks are "on-going" and free for user-submission.

- Update Master List for all entries control-types and player numbers (Excel / VBA)
- Create Custom Tooltype WHD options for Amiga-side Database  (TXT / Amiga)
- Create default WHD config settings for Amiga-side Database, e.g. those where BUTTONWAIT should be set, or a default CD32 Pad setting used (TXT / Amiga)
- Source additional games (PD, Non-WHD etc) for listing on djcresswell.com games list (General / on-Request)

All of the first three work via .txt file inputs.



- Update Master List for all entries control-types and player numbers

The host-side database, containing control-types and player-number data for use in the configs is submitted in the following format: (as suggested by MadAngus)

Code: [Select]
<startentry>
HOL=3230  /// used to find the game in any lists.
GAMENAME=Alien Breed  /// for reference only
PLAYERS=2
PORT0=joy
PORT1=joy
PORT2=none
PORT3=none
<endentry>
<startentry>
HOL=3223  /// used to find the game in any lists.
GAMENAME=Akira  /// for reference only
PLAYERS=2
PORT0=joy
PORT1=joy
PORT2=cd32
PORT3=none
<endentry>

Accepted info. is as follows;
HOL=####   - must be whole number
PLAYERS=#### must be whole number
PORT0=xxxxx   must equal, joy, cd32, mouse or none  (none is only required if you wish to disable the port)
PORT1=xxxxx   as above
PORT2=xxxxx   as above
PORT3=xxxxx   as above
ZORRO=###  whole number , the number of megabytes (1,2,4,8,16,32,64,128,256,512) of extra memory required.  This will enable A1200/020 to be used
ECS = TRUE/FALSE   is set to TRUE this will use an A600 config (with 2 meg chip, 4 meg fastram) - note this will overwrite any ZORRO options.

The default Amiga machine is A1200 + 4 meg fast, unless specifed via the above.


- Create default WHD config settings for Amiga-side Database, e.g. those where BUTTONWAIT should be set, or a default CD32 Pad setting used (TXT / Amiga)

WHDload default settings are contain on the Amiga-side database, and are contained within a folder equal to the WHDload slave name (without the extension).

An example of the setting for lotus 2 ...  contained in folder Lotus2/ as WHDsettings or WHDsettings.txt

Code: [Select]
CUSTOM1=3
CUSTOM2=1

CUSTOM1-5, CUSTOM, BUTTONWAIT and QUITKEY= are all accepted (although QUITKEY should be redundant for this kind of system)


- Create Custom Tooltype WHD options for Amiga-side Database  (TXT / Amiga)

Contained in the same folder, named after the game slave name (without the extension) is a text file that defines the WHDload CUSTOM= options, which cna then be selected via the menu.

So far, you can set any options to switch a single bit on/off on any CUSTOM setting.
You can also set a value between 0 and a selected MAX value on any CUSTOM setting.

An example of the setting for Midnight Resistance  ...  contained in folder MidnightResistance/ as CustomiserSettings or CustomiserSettings.txt

Code: [Select]
CUSTOM1;bit;0;Double-Brightness Mode
CUSTOM1;bit;1;Enable CD32 Controls
CUSTOM1;bit;2;Swap CD32 Blue/Green

CUSTOM2;bit;0;Infinite Lives
CUSTOM2;bit;1;Infinite Credits
CUSTOM2;bit;2;Infinite Ammo
CUSTOM2;bit;3;Infinite Money

CUSTOM3;bit;0;Permanent Supercharge
CUSTOM3;bit;1;Permanent Barrier

CUSTOM4;value;5;First Weapon
CUSTOM5;value;3;Second Weapon

each row must contain 4 parameters, and three semi-colons to divide them.

Item 1 contains the CUSTOM setting to be change
Item 2 contains either 'value' or 'bit' to define the type of setting to be changed.
Item 3 is the parameter setting - either a bit to be switched, or the MAX value.
Item 4 is the description of the option, as will be displayed in the Amiga Online Boot Menu.

see the attached picture to see the above settings in action.


- Source additional games (PD, Non-WHD etc) for listing on djcresswell.com games list (General / on-Request)

Any game can be loaded with the Amiga Online Boot program. It must simply contain a file called "script" to act as a CLI script to run the game from it's own directory. The Boot program will perform a "CD" command to execute the CLI script directly from the game's directory. 

The game will then need to be self-contained within a .ZIP file, and if uploaded to this forum, can be added to the online database of downloadable games.
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 19, 2012, 10:48:04 PM
ok, here is the latest Beta of Pack 5 - configuration files only.

Gonna have to go back and re-look at the packs containing images, as they might rather large!! ... like 77 meg with covers only(!!)

http://www.ultimateamiga.co.uk/HostedProjects/AmigaOnline/Amiga%20Online%20Pack%205%20%28Configurations%20Only%29.zip

Just run FS-UAE Launcher latest development version from:
http://fengestad.no/fs-uae/download-devel

... then scan your roms folder and the unpacked Amiga Online folder. The games should then be "click and play"

TIPS:

- hold down a fire button whilst the Amiga Online booter is loading to see if it has customisable options (test it with midnight resistance!)
- put your WHDload key file into WHDLOAD/S/  in your "standard" FS_UAE folder (my documents etc)
-  add a blank "portable.ini" file to your fs-uae directory, if you want it to keep it's files within it's own folder (i.e. running from a USB-stick etc)


Massive thanks go to Frode Solheim for listening to my feedback and making changes to FS-uae to suit what i'm trying to achieve here.
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 21, 2012, 12:53:01 PM
i have added some more options in the Excel Database, documented above.

Quote
ZORRO=###  whole number , the number of megabytes (1,2,4,8,16,32,64,128,256,512) of extra memory required.  This will enable A1200/020 to be used
ECS = TRUE/FALSE   is set to TRUE this will use an A600 config (with 2 meg chip, 4 meg fastram) - note this will overwrite any ZORRO options.


The default Amiga machine isnow  A1200 + 4 meg fast, unless otherwise specified.
If Zorro memory is added, the machine will be set to A1200/020 mode
If ECS is ste to 'true' an A600 setup will be used with 2 meg chip and 4 meg fastram.



edit:  in my database i have manually selected all games marked "AGA" or "CD32" to be "FALSE" on ECS mode.....  I am not sure if i should therefore mark everything that remains as "TRUE" .... This might mean that i need feedback from people in order to correct broken games! (i.e. that require more memory etc)



Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 22, 2012, 01:15:50 PM
changed it again!!


The default Amiga machine is now  A600 2 meg chip + 4 meg fast, unless otherwise specified.
If ECS is set to 'true' an A600 setup will be forced with 2 meg chip and 4 meg fastram.
If ECS is set to 'false' an A1200 setup will be used, with 8 meg of fast ram
If Zorro memory is added, the machine will be set to A1200/020 mode, with 8 meg of fast ram and the specified extra zorro ram

all games marked AGA or CD32 in the database are currently set to 'false' on ECS mode.
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on November 26, 2012, 01:19:09 PM
Just adding this here as a reminder to myself - a few games which are not on whdownload.com that i will need to add:

020 - Gravity Force II - Gravity Power - Turbo Raketti - Turbo Raketti 2 (AGA).zip
021 - Wipe Out.zip
043 - Richard Ling's Dogfight - Chopper Attack.zip
049 - Croak! - Croak 2.zip
091 - Super Foul Egg (AGA).zip
100 - Big Business.zip
003 - SWOS Amiga Online Edition.zip
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on December 07, 2012, 11:01:13 PM
I am having trouble reaching a releaseable state at the moment, because of
a- not enough time to expend on this!
b- difficulty automating ZIP file creation with specific sub-folder content

hopefully i will get there though!
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on December 11, 2012, 11:11:06 AM
nailed it!

Finally have macros that create various forms on Pack 5....

including / excluding extra images, multiplayer only (to be excluded for now) , English only etc......

The only problem is how long it takes for the Macro to filter through the data and create the packs!  I guess this is why i've automated the process ;)

I aim to have at least 4 variations of the pack uploaded by the weekend :)
Title: Re: Amiga Online Pack 5 Development.
Post by: MadAngus on December 11, 2012, 11:45:55 AM
Coming along nicely, keep up the good work. 8)
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on December 12, 2012, 08:55:46 AM
Coming along nicely, keep up the good work. 8)


hit a snag... the pack creation is painfully slow, so i think i might re-write it!
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on January 05, 2013, 12:09:23 AM
Finally i have completed a set of packs for download :)

Please see the release News thread for more info.
Title: Re: Amiga Online Pack 5 Development.
Post by: Hungry Horace on February 19, 2013, 07:09:48 PM
FrodeSolheim has suggested a way i might be able to access FS-UAE GUIS's in built WHDLoad support, which should resolve some issues with locating keyfiles etc, and the kickstart roms sometimes needed on the Amiga side of things to run certain game (i.e. DEVS/Kickstarts/)

i will be testing it out soon and update on it's success!