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OpenEMU

Postby weevil » Fri Jun 26, 2009 11:14 am

Anybody using OpenEmu and VDMX together yet? ( http://openemu.sourceforge.net/ ) I am super excited about the combination and would love to see some sample projects. Since playing a game in a set would require a certian amount of attention, its going to be beneficial to have things you would normally be controlling directly tied into game input instead. I'd love to see how people accomplish this.
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Re: OpenEMU

Postby vade » Fri Jun 26, 2009 3:56 pm

weevil wrote:Anybody using OpenEmu and VDMX together yet? ( http://openemu.sourceforge.net/ ) I am super excited about the combination and would love to see some sample projects. Since playing a game in a set would require a certian amount of attention, its going to be beneficial to have things you would normally be controlling directly tied into game input instead. I'd love to see how people accomplish this.


:)

One thing you can do that folks have done is hand wireless controllers out to the audience. This lets you concentrate on the mix, and let them have fun.

I should do an 'Integrate Open Emu with VDMX' screen-cast, but just follow the normal QC guidelines that the wiki has. Use input splitters, etc. Load up your OE patch in a media bin and use a layer control to send inputs to it. I use an index patch with labeled inputs to select games (sends the index to a string multiplexer to send the path to the input rom location) so you can choose what you want to play.

Just some hints :)
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Postby weevil » Fri Jun 26, 2009 4:11 pm

Awesometastic.

Please post a notice if you make a screencast!
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problems running nes roms

Postby weevil » Fri Jun 26, 2009 7:11 pm

I am actually a little embarrassed, I can't seem to get any of the OpenEmu quartz compositions to run any NES ROMs, even the included GlitchNES.

I went into the open emu patch and provided a path to the ROM in the ROM Path parameter (/Users/wwiggins/Documents/Quartz\ Composer/glitchNES/glitchnes.nes) which I know is right, because I dragged the file into terminal to copy the path. I tried replacing /Users/wwiggins with ~ too, I just get a black viewer in QC, even after I stop and start it.

What am I missing?
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Re: problems running nes roms

Postby vade » Fri Jun 26, 2009 10:03 pm

weevil wrote:I am actually a little embarrassed, I can't seem to get any of the OpenEmu quartz compositions to run any NES ROMs, even the included GlitchNES.

I went into the open emu patch and provided a path to the ROM in the ROM Path parameter (/Users/wwiggins/Documents/Quartz\ Composer/glitchNES/glitchnes.nes) which I know is right, because I dragged the file into terminal to copy the path. I tried replacing /Users/wwiggins with ~ too, I just get a black viewer in QC, even after I stop and start it.

What am I missing?


The terminal uses a \ space separator, and Quartz Composer does not use them. So remove any extra \'s that you have. :)
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Yay

Postby weevil » Sat Jun 27, 2009 9:39 am

That did it!
I wish you could just drag the rom into that field to get a path.
Last edited by weevil on Sat Jun 27, 2009 2:35 pm, edited 1 time in total.
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Re: Yay

Postby PDPL » Sat Jun 27, 2009 2:18 pm

weevil wrote:That did it!
I wish you could just drag the Tom into that field to get a path.


W --

You can't drag rom files onto the patch inspector field to establish the path BUT if you open the patch parameters tab you can drop the file onto its ROM Path field.

Now I need to figure out why opening Metroid in the OpenEmuNES comp crashes QC. Perhaps I need to find a different version of the rom? What's your go-to rom site?
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Roms

Postby weevil » Sat Jun 27, 2009 2:34 pm

I... uh, I mean someone I know, got a torrent for every NES rom ever published off demonoid. Don't know if it is seeding right now.
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Replicate in space

Postby weevil » Sun Jun 28, 2009 10:07 pm

I'm trying to use the replicate in space Macro patch with openemu... I saw a screenshot that looked cool that might have been using it. I don't seem to be doing it right though.

I created an instance of the replicate in space patch, then drilled down into it and pasted the openEMUNes example into it. I can see the NES rom running in the viewer, but when I adjust the replicate in space parameters, nothing cool happens...
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Re: Replicate in space

Postby vade » Wed Jul 01, 2009 9:28 am

weevil wrote:I'm trying to use the replicate in space Macro patch with openemu... I saw a screenshot that looked cool that might have been using it. I don't seem to be doing it right though.

I created an instance of the replicate in space patch, then drilled down into it and pasted the openEMUNes example into it. I can see the NES rom running in the viewer, but when I adjust the replicate in space parameters, nothing cool happens...


without a patch I have no idea :) show us the screenshot!
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Postby weevil » Wed Jul 01, 2009 10:39 am

I think I was just wasting my forum question hitpoints on something dumb actually. What I'd really like to know now is why I can't see any of the openEmu controller inputs in the layer controls in vdmx. I'm pretty sure they are published, but instead I just see the ram glitching sliders etc... no left right up down ba start. It would be super extra cool to control glitchNes with a wiimote inside vdmx. Or with MSA remote! [/i]

I'll attatch a screenshot(s) when I get home from work.
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Postby vade » Wed Jul 01, 2009 11:16 am

weevil wrote:I think I was just wasting my forum question hitpoints on something dumb actually. What I'd really like to know now is why I can't see any of the openEmu controller inputs in the layer controls in vdmx. I'm pretty sure they are published, but instead I just see the ram glitching sliders etc... no left right up down ba start. It would be super extra cool to control glitchNes with a wiimote inside vdmx. Or with MSA remote! [/i]

I'll attatch a screenshot(s) when I get home from work.


If you did not publish them with an input splitter, it wont work. make sure you double up reading on the VDMX -> QC integration notes, as VDMX has some special cases where you have to do things in a particular way.
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Re: OpenEMU

Postby VJ Anomolee » Wed Feb 22, 2012 8:49 pm

@_vade or any other experts,

So I got OpenEmu in QC working just dandy and its wonderful!
I even implemented the string index trick you mentioned for switching ROMS.
However, when I go to trigger the patch from the media bin in VDMX I get nothing but a black screen...

I know its an issue with OpenEmu because I can trigger other Quartz Comps no problem. and again my patch works just fine in QC so I know its not a ROM path issue or other QC issue.. also I can see my published inputs in VDMX when I trigger the patch.

Im running VDMX b8.0.6.2 , QC 4.0 , and OS 10.7.3 and here is the patch in question: (of course you will have to change the ROM path to test it)
http://dl.dropbox.com/u/3697270/Friends/VDMX/OpenEmu_broken_in_VDMX.zip

Any and all help sincerely appreciated.
-VJ Anomolee
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Re: OpenEMU

Postby vade » Wed Feb 22, 2012 11:52 pm

OpenEmu QC is being discontinued, and the newest code in SVN uses Syphon instead. If you had some patience you could have stayed logged into the chat so someone could have helped you.

Just git checkout the latest in SVN, run "Build All" in Xcode config, and use Syphon.

If you want to use OpenEmu QC, try ensuring that all of the checks for VDMX for QC compatibility are met. Run Single Threaded, etc (see rendering prefs).
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Re: OpenEMU

Postby slof » Thu Feb 23, 2012 8:18 am

Is OpenEMU still losing it's focus on the controller and or joysticks when it's not running in the foreground?
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