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Author Topic: Amiga Online Pack 5 Development.  (Read 16638 times)

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Hungry Horace

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Amiga Online Pack 5 Development.
« 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 :)
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MadAngus

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Re: Amiga Online Pack 5 Development.
« Reply #1 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)
  • "gamename*
  • [Joystick]
    • btn1=""
    • btn2=""
  • [Mouse]
    • leftbtn=""
    • Rightbtn=""

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.
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Hungry Horace

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Re: Amiga Online Pack 5 Development.
« Reply #2 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:



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!!


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MadAngus

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Re: Amiga Online Pack 5 Development.
« Reply #3 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.
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Re: Amiga Online Pack 5 Development.
« Reply #4 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

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Re: Amiga Online Pack 5 Development.
« Reply #5 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. ;)
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Re: Amiga Online Pack 5 Development.
« Reply #6 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!
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Re: Amiga Online Pack 5 Development.
« Reply #7 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'
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Re: Amiga Online Pack 5 Development.
« Reply #8 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
« Last Edit: November 06, 2012, 01:15:10 PM by Hungry Horace »
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Re: Amiga Online Pack 5 Development.
« Reply #9 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. ;)
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Re: Amiga Online Pack 5 Development.
« Reply #10 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)
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Re: Amiga Online Pack 5 Development.
« Reply #11 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!
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Re: Amiga Online Pack 5 Development.
« Reply #12 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


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

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Re: Amiga Online Pack 5 Development.
« Reply #13 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....
« Last Edit: November 09, 2012, 12:40:21 PM by Hungry Horace »
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Re: Amiga Online Pack 5 Development.
« Reply #14 on: November 09, 2012, 12:35:58 PM »

 ;D ;D Oops!
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