Difference between revisions of "RocketLauncher INI keys and values"

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::::::::::::<span style=color=red><u>Important Information:</u></span>
+
:::::::::::<span style="color: red;font-size: 160%;"><u>Important Information:</u></span>
 +
::::::::::*By default HyperLaunch sets all paths as directories relative to HyperLaunch's root folder. Thus, when you see a path set to ".\Modules" and you have HyperLaunch installed in C:\Hyperspin, this actually means that the full path is C:\HyperSpin\Modules.
 +
::::::::::*If you want to make a relative path to C:\Games, you would use "..\Games"
 +
::::::::::*If you need to go up 2 folders, use "..\..\Program Files"
 +
::::::::::*If you delete any values by using HyperLaunchHQ or manually editing the inis, HyperLaunch will use the default value.
 +
<br />
 +
::::::::::*Relative paths are great for creating portable installations for use on different computers. If you prefer the full path structure, you can always use the traditional full path in your ini settings.
 +
<br />
 +
<br />
 +
 
 +
:::::::::::<span style="color: red;font-size: 160%;">Settings\HyperLaunch.ini:</span>
 +
<br />
 +
<br />
 +
 
 +
:::::::::::<span style="font-size: 160%;">'''[Settings]'''</span>
 +
 
 +
{| class="wikitable" style="background:transparent;margin-left: 228px"
 +
|'''Key'''
 +
|'''Default Value'''
 +
|style="text-align:center;" | '''Description'''
 +
|-
 +
|Modules_Path
 +
|.\Modules
 +
|Path to where all your Modules are stored.
 +
|-
 +
|HyperLaunch_Media_Path
 +
|.\Media
 +
|The folder all HyperLaunch media will stem from.
 +
<br />
 +
*Global fade images would be %HLMediaPath%\Frontend\Images\Fade
 +
*System fade images would be %HLMediaPath%\%SystemName%\Images\Fade
 +
*MultiGame images would be %HLMediaPath%\%SystemName%\Images\MultiGame
 +
*Error sounds would be %HLMediaPath%\Frontend\Sounds\HyperLaunch Error Sounds
 +
|-
 +
|Frontend_Path
 +
|..\HyperSpin.exe
 +
|Path to the Frontend you are launching HyperLaunch from.
 +
<br />
 +
*Needs to end with the executable of your Frontend
 +
*HyperLaunch will put focus back to this process on a normal exit.
 +
|-
 +
|Profiles_Path
 +
|.\Profiles
 +
|Path to your Profiles folder where all your Xpadder, JoyToKey, AutoHotKey, and VJoy profiles will stem from.
 +
|-
 +
|Exit_Script_Key
 +
|~q & ~s
 +
|Key to exit HyperLaunch.exe in emergencies when a module gets stuck.
 +
<br />
 +
*Use this instead of manually opening task manager end closing the HyperLaunch process.
 +
*This does not use xHotkey, so it must follow ahk's hotkey rules.
 +
|-
 +
|Exit_Emulator_Key
 +
|~Esc
 +
|Key(s) to exit your emulator, Separate multiple values with <nowiki>|</nowiki>.
 +
<br />   
 +
*For most of the systems the Esc key should work fine when exiting the emulator. You should check the emulator modules to see if there is additional information about exit keys compatibility issues.
 +
*Some emulators however will exit immediately if Esc is sent. This will not permit the use of Fade_Out in these cases. If you have emulators like this and want to always have Fade_Out, it is advised to use a different exit key.
 +
*~ before the Key name is no longer required and will be inserted automatically where it needs to be. This means that the Key press is sent to the emulator and HyperLaunch at the same time.
 +
*You can set different exit keyboard keys or joystick buttons. Just check the key names on the autohotkey website.
 +
*More information can be found here.
 +
|-
 +
|Toggle_Cursor_Key
 +
|~e & ~t
 +
|Toggles hiding/unhiding the mouse cursor. This does not use xHotkey, so it must follow ahk's hotkey rules.
 +
|-
 +
|Emu_Idle_Shutdown
 +
|0
 +
|The amount of milliseconds you want HyperLaunch to exit back to your front end if left idle. 300000 = 5 minutes.
 +
<br />
 +
*This is disabled while in HyperPause and re-enabled after exiting
 +
|-
 +
|Last_System
 +
|
 +
|Set by HyperLaunch automatically, this keeps track of the last system used.
 +
|-
 +
|Last_Rom
 +
|
 +
|Set by HyperLaunch automatically, this keeps track of the last rom used.
 +
|-
 +
|Last_Module
 +
|
 +
|Set by HyperLaunch automatically, this keeps track of the last module used.
 +
|}

Revision as of 20:04, 9 February 2015

Contents

1 Important Information
2 Settings\HyperLaunch.ini:

2.1 [Settings]
2.2 [Logging]
2.3 [Navigation]
2.4 [7z]
2.5 [Fade]
2.6 [MultiGame]
2.7 [HyperPause]
2.8 [DAEMON Tools]
2.9 [CPWizard]
2.10 [Keymapper]
2.11 [VJoy]
2.12 [BetaBrite]

3 Settings\Global HyperLaunch.ini:

3.1 [Settings]
3.2 [Desktop]
3.3 [Exit]
3.4 [DAEMON Tools]
3.5 [CPWizard]
3.6 [Fade]
3.7 [7z]
3.8 [Keymapper]
3.9 [VJoy]
3.10 [MultiGame]
3.11 [HyperPause]
3.12 [Bezel]
3.13 [Statistics]
3.14 [Rom Mapping]
Important Information:
  • By default HyperLaunch sets all paths as directories relative to HyperLaunch's root folder. Thus, when you see a path set to ".\Modules" and you have HyperLaunch installed in C:\Hyperspin, this actually means that the full path is C:\HyperSpin\Modules.
  • If you want to make a relative path to C:\Games, you would use "..\Games"
  • If you need to go up 2 folders, use "..\..\Program Files"
  • If you delete any values by using HyperLaunchHQ or manually editing the inis, HyperLaunch will use the default value.


  • Relative paths are great for creating portable installations for use on different computers. If you prefer the full path structure, you can always use the traditional full path in your ini settings.



Settings\HyperLaunch.ini:



[Settings]
Key Default Value Description
Modules_Path .\Modules Path to where all your Modules are stored.
HyperLaunch_Media_Path .\Media The folder all HyperLaunch media will stem from.


  • Global fade images would be %HLMediaPath%\Frontend\Images\Fade
  • System fade images would be %HLMediaPath%\%SystemName%\Images\Fade
  • MultiGame images would be %HLMediaPath%\%SystemName%\Images\MultiGame
  • Error sounds would be %HLMediaPath%\Frontend\Sounds\HyperLaunch Error Sounds
Frontend_Path ..\HyperSpin.exe Path to the Frontend you are launching HyperLaunch from.


  • Needs to end with the executable of your Frontend
  • HyperLaunch will put focus back to this process on a normal exit.
Profiles_Path .\Profiles Path to your Profiles folder where all your Xpadder, JoyToKey, AutoHotKey, and VJoy profiles will stem from.
Exit_Script_Key ~q & ~s Key to exit HyperLaunch.exe in emergencies when a module gets stuck.


  • Use this instead of manually opening task manager end closing the HyperLaunch process.
  • This does not use xHotkey, so it must follow ahk's hotkey rules.
Exit_Emulator_Key ~Esc Key(s) to exit your emulator, Separate multiple values with |.


  • For most of the systems the Esc key should work fine when exiting the emulator. You should check the emulator modules to see if there is additional information about exit keys compatibility issues.
  • Some emulators however will exit immediately if Esc is sent. This will not permit the use of Fade_Out in these cases. If you have emulators like this and want to always have Fade_Out, it is advised to use a different exit key.
  • ~ before the Key name is no longer required and will be inserted automatically where it needs to be. This means that the Key press is sent to the emulator and HyperLaunch at the same time.
  • You can set different exit keyboard keys or joystick buttons. Just check the key names on the autohotkey website.
  • More information can be found here.
Toggle_Cursor_Key ~e & ~t Toggles hiding/unhiding the mouse cursor. This does not use xHotkey, so it must follow ahk's hotkey rules.
Emu_Idle_Shutdown 0 The amount of milliseconds you want HyperLaunch to exit back to your front end if left idle. 300000 = 5 minutes.


  • This is disabled while in HyperPause and re-enabled after exiting
Last_System Set by HyperLaunch automatically, this keeps track of the last system used.
Last_Rom Set by HyperLaunch automatically, this keeps track of the last rom used.
Last_Module Set by HyperLaunch automatically, this keeps track of the last module used.