Difference between revisions of "RocketLauncher INI keys and values"

From RocketLauncher Wiki
Jump to navigation Jump to search
(No difference)

Revision as of 21:46, 13 March 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.


[Logging]

Key Default Value Description
Logging_Level 3 Controls the amount of logging being written in your HyperLaunch.log.


  • 0 = Off, 1 = Info, 2 = Warning, 3 = Error, 4 = Debug1, 5 = Debug2.
  • Whatever level you set, will log that level and everything under it. For example, if you have this set to 2, it will log Warnings and Info.
  • To save on disk I/O, logs or stored in memory and dumped to file on exit.
  • Set to 10 in troubleshooting situations where log is not being saved. This forces line-by-line saving of all logs, instead of saving the log only on exit.
  • When posting a log on the forum, the more detail, the better, especially for difficult problems.
  • Setting this to Debug1 or higher will also perform additional CRC checks on your HL files to make sure you are running official versions
  • Setting a log level 4 or higher turns on logging in the HyperLaunch.dll, which can also hinder performance.
  • Turning logs off can greatly increase loading times on slower systems or ones running anti-virus. On faster ones it will have little to no effect
Logging_Include_Module true If true, includes all your injected module settings and module in the log.


  • Only reason to set this to false is if you want a cleaner log to make it faster to troubleshoot a specific section of launching.
  • When posting a log on the forum, always include the module in the log.
Logging_Include_File_Properties true If true, logs all file properties of every file HyperLaunch checks if exists


  • These logs will still only show on Logging_Level 4 or greater.
  • When debugging, and you know the problem is not a file, it's good to turn this off to make the log easier to read.
  • Turning this off can greatly increase loading times on slower systems or ones running anti-virus. On faster ones it will have little to no effect
Logging_Show_Command_Window false If true, shows a command window of the CLI sent to the application


  • Only used to troubleshoot launching. Keep this false for normal usage.
  • This replaces the need to create a batch file to see what errors the application may print in the command window that ahk would never show.
  • It is suggested to disable Fade In while using this so there are no problems seeing the command window.
  • It is also suggested to change the emu to windowed mode or alt-tab out to see the command window.
  • If you have a launch error in the command window, but not during normal use, check if there are any spaces not wrapped in quotes.
Logging_Log_Command_Window false If true, outputs the log to file instead of to the command window.


  • Standard logs get saved in the HyperLaunch root folder as command_output.log
  • Errors get saved in the HyperLaunch root folder as command_error.log


[Navigation]

Key Default Value Description
Navigation_Up_Key Up Player 1 Up navigation key to move about in-game features of HyperLaunch
Navigation_Down_Key Down Player 1 Down navigation key to move about in-game features of HyperLaunch
Navigation_Left_Key Left Player 1 Left navigation key to move about in-game features of HyperLaunch
Navigation_Right_Key Right Player 1 Right navigation key to move about in-game features of HyperLaunch
Navigation_Select_Key Enter Player 1 Select navigation key to move about in-game features of HyperLaunch
Navigation_P2_Up_Key Numpad8 Player 2 Up navigation key to move about in-game features of HyperLaunch
Navigation_P2_Down_Key Numpad2 Player 2 Down navigation key to move about in-game features of HyperLaunch
Navigation_P2_Left_Key Numpad4 Player 2 Left navigation key to move about in-game features of HyperLaunch
Navigation_P2_Right_Key Numpad6 Player 2 Right navigation key to move about in-game features of HyperLaunch
Navigation_P2_Select_Key NumpadEnter Player 2 Select navigation key to move about in-game features of HyperLaunch


[7z]

Key Default Value Description
7z_Path Module Extensions\7z.exe Path to 7z.exe. On first run, or a deleted key, this value will default to the Module Extensions folder.


For more information about 7z, see the 7Zip section.

[Fade]

Key Default Value Description
Fade_Interrupt_Key Key(s) used to interrupt the Fade process and continue loading.


  • You can define any amount of keys separated by |.
  • If this is set to "anykey", any key press will interrupt Fade.
Fade_Detect_Error true If true, shows an error if any of the below functions in a module does not return correctly.


  • If you disable this, you will not be able to pinpoint errors if they exist in the module related to the below functions.
  • There really should never be a need to disable this.
  • Two of the most common reasons an error would be detected are using the wrong emu or emu version than a module was made for or defining a wrong WinTitle in the below functions.
    • WinWait - If WinTitle provided in this function fails to appear, ErrorLevel is set to 1 and will ScriptError, default is 30 seconds
    • WinWaitActive - If WinTitle provided in this function fails to become active, ErrorLevel is set to 1 and will ScriptError, default is 30 seconds

For more information about Fade keys, see the Fade section.

[MultiGame]

Key Default Value Description
MultiGame_Key ~NumpadSub Key to bring up the MultiGame feature. Will also close MultiGame when it is active.


  • ~ is not required and will be inserted automatically if missing.


For more information about MultiGame, see the MultiGame section.

[HyperPause]

Key Default Value Description
HyperPause_Key ~NumpadAdd Key that brings up HyperPause while in game. Will also Close HyperPause when it is active.


  • ~ is not required and will be inserted automatically if missing.
HyperPause_Back_to_Menu_Bar_Key X Key that brings you back to the Menu Bar in HyperPause. This key is only active while HyperPause is active.
HyperPause_Zoom_In_Key C Key to zoom in on PDFs and images while in HyperPause. This key is only active while HyperPause is active.
HyperPause_Zoom_Out_Key V Key to zoom out on PDFs and images while in HyperPause. This key is only active while HyperPause is active.
HyperPause_Screenshot_Key ~PrintScreen Key to take a screenshot and have it saved in the HyperPause\Artwork folder. These will be automatically used as images when bringing up HyperPause.


  • ~ is not required and will be inserted automatically if missing.
HyperPause_Resource_Path .\HyperPause Path to your HyperPause folder where all HyperPause artwork, controllers, music, videos, manuals, guides, play statistics, etc... are stored.
HyperPause_Ghostscript_Path Path to where you installed Ghostscript.


  • This program is necessary to show PDF files in HyperPause.
  • Example: C:\Program Files (x86)\gs\gs9.06\bin\gswin32c.exe


For more information about HyperPause keys, see the HyperPause section.

[DAEMON Tools]

Key Default Value Description
DAEMON_Tools_Path Path to your DTLite.exe. This program is necessary to mount disc images if the emulators do not support them.
DAEMON_Tools_Add_Drive true Adds a "SCSI" or "DT" drive if one was not installed manually on your system.


  • This gives the HyperLaunch permission to add a drive if it detected one was never made.
  • Which drive made is determined by what you have DAEMON_Tools_Use_SCSI set to.

For more information about DAEMON Tools, see the DAEMON Tools section.

[CPWizard]

Key Default Value Description
CPWizard_Path Path to CPWizard.exe

For more information about CPWizard, see the CPWizard section.

[Keymapper]

Key Default Value Description
Xpadder_Path ..\Utilities\Xpadder\xpadder.exe Path to Xpadder.exe


  • Xpadder (2012 or newer) is required.
JoyToKey_Path ..\Utilities\JoyToKey\JoyToKey.exe Path to JoyToKey.exe


  • JoyToKey (v5.0+) is required.
JoyIDs_Path ..\Utilities\JoyIDs\JoyIDs.exe Path to JoyIDs.exe
Custom_Joy_Names_Enabled false If true, enables custom joystick names and groupings for your controllers.
Custom_Joy_Names A list of custom names being associated with a default control panel joystick name. A custom name can be used more than once. A default joystick name can only have one custom name assigned to it.
Keymapper_FrontEnd_Profile_Name HyperSpin Prefix of your Frontend profile. It is used for the profile that is loaded when you exit your game. If this is set to HyperSpin and use xpadder, HyperLaunch will look for a HyperSpin.xpadderprofile.
Keymapper_HyperLaunch_Profile_Enabled false If true it will enable the HyperLaunch menu profile for the HyperLaunch windows (ex. HyperPause, Multigame, any future additions). This would let you use the HyperLaunch's navigation keys for your joystick.

For more information about Keymapper, see the Keymapper section.

[VJoy]

Key Default Value Description
VJoy_Path ..\Utilities\VJoy\VJoy.exe Path to your VJoy.exe.


For more information about VJoy, see the VJoy section.

[BetaBrite]

Key Default Value Description
BetaBrite_Enable false If true, enables BetaBrite support
BetaBrite_Path Path to BetaBrite.exe
BetaBrite_Params usb {AUTO} Parameters added to the CLI command sent to BetaBrite


For more information about BetaBrite, see the BetaBrite section.

Settings\Global HyperLaunch.ini:

This also applies to Settings\SystemName\HyperLaunch.ini but the default settings in the system HyperLaunch.ini are all use_global. To customize a setting for only one system, change the setting there from use_global to your desired value.

[Settings]

Key Default Value Description
Skipchecks false Choices are "Rom Extension", "Rom Only", "Rom and Emu", & "False". Disables some checks from occurring that would otherwise prevent you from loading some systems. Skipchecks should always remain false unless the module notes tell you otherwise or you are doing something unique about your setup for that system. Understand that there are consequences to enabling this option when you otherwise shouldn't and it can break HyperLaunch.


  • Rom Extension - Emu does not need a Rom_Extension defined (example: ScummVM using compressed roms or any systems that use an emulator, but roms with no standard extension).
    • You still need a Rom_Path and a proper Rom Name
    • Use this with 7z enabled to extract archives where the emulator only needs a folder with a bunch of files or roms in it, like Mame or ScummVM.
  • Rom Only - Emu does not need a Rom_Path or Rom_Extension defined (example: ScummVM when using uncompressed roms in folders or any systems that use an emulator, but not roms named from the db).
    • Use this method instead of the "blank txt files method" from the old HyperLaunch 2.
  • Rom and Emu - Emu does not need a Rom_Path, Rom_Extension, or Emu_Path defined (example: PopCap)
    • You use this on systems that have unique exes and rom names for each game, like PopCap.
    • For Casual Games module, it still requires a Rom_Path set to the folder where you keep your games. Each game should be in it's own folder. This way does not require per-game settings in the module ini.
  • False - Normal launching, all checks occur.
    • I highly suggest keeping this False. Do not enable the above options unless absolutely necessary to get your system working.


Note: Just because you set Skipchecks, does not mean Rom_Path, Rom_Extension, or Emu_Path do not get passed to the module. You can still use them in the module you create if need be. For example, in PopCap, the Rom_Path will be used when you don't define games in the module's ini as a default path to find your games. So you do not need to use the module's ini to define a path to each game.
Note 2: This key that will only be found in the system's HyperLaunch.ini. It is done this way because there are practically no cases where you would want to set this globally. Accidentally doing so can cause a number of issues.

Rom_Match_Extension false f true, and an exact rom name was not found, HyperLaunch will search for the first matching rom extension and send that rom to the emulator.


  • Also applies to 7z rom matching when an exact ename match is not found inside the archive.
  • With this enabled, proper named roms are not required inside archives.
  • This option can slightly slow down loading, more so on slower HDDs, as it's adding some additional I/O operations.
Block_Input 0 Set this to the amount of seconds you want to block all mouse click and keyboard input.


  • Maximum length is 30 seconds.
  • Input blocking gets triggered on all "Run" function calls in the module thread, like when a new executable or emulator starts. Depending on the parameters sent to Run, this feature can use the user set time of this key, or a hard-coded length.
Error_Level_Reporting false When enabled, allows an emulator to report on it's error level if the developer supports it (most don't). A couple that do are MAME/MESS and PCSX2.


  • Enabling this may break your launch and reveal errors that are normally hidden, but not game-breaking.
  • Best to enable this only when troubleshooting issues with your emulator.



[Desktop]

Key Default Value Description
Hide_Cursor false If true, hides your mouse cursor and restores it on exit.


  • Setting this to "Custom" will tell HyperLaunch to search and load a custom cursor file (*.cur).
  • For additional info on this feature, see the Cursor feature page.
Hide_Desktop false If true, attempts to hide your desktop by placing a black screen over it.
Hide_Taskbar false If true, hides your taskbar and start button and restores it on exit.
Hide_Emu false If true, hides the emulator during launch


  • This may not work on all PCs and cause the emu to get stuck.
  • Only suggested for emulators that have dialog boxes or windows that pop up into view during load.
  • Will probably have no effect on emulators that launch via a CLI command
  • Requires windows to hide defined in the HideEmuObj prior to calling HideEmuStart()
Hide_Front_End false If true, sets your Front End to be completely transparent after launch. Upon exiting the module, the Front End gets set back to opaque.


  • This is useful for times when your FE pops in on some transitions, like resolution changes or other GUIs appearing and disappearing.
  • This may not work well on WinXP, if you have problems with the FE not returning, keep it off
  • If you have Fade support on, this takes place after Fade, so you never see your FE disappear.



[Exit]

Key Default Value Description
Exit_Emulator_Key_Wait 0 In milliseconds, the amount of time you want to hold your Exit_Emulator_Key down in order for it to exit your emulator.
  • 0 means instant (no holding down)
  • Due to processing time, the actual time it takes for the key to register may be slightly longer, so setting this to 1000, might actually be 1500 milliseconds.
Force_Hold_Key Copy your key or key groups from Exit_Emulator_Key to convert them to a key that needs to be held down, rather then quick pressed in order to exit your emulator.
  • If this is blank, but you defined a value > 0 for Exit_Emulator_Key_Wait, HyperLaunch will assume all keys defined as your Exit_Emulator_Key must be held down to exit.
  • This is benificial for systems that require you to still use all the keys, like ESC, while still being able to exit the emulator by holding ESC down to exit.
Restore_Front_End_On_Exit false If enabled, will record the width/height of your front end and attempt to restore it on exit if an application changed it's dimensions.
  • False - No restoring will take place.
  • Restore - Attempt to restore your front end to proper size and position.
  • Restore and Click - Attempt to restore & send a mouse click to put the front end in focus.



[DAEMON Tools]

Key Default Value Description
DAEMON_Tools_Enabled true If true, will enable DAEMON Tools Lite support for your system(s)
  • Some modules have been coded to support loading an image directly if the emulator supports it. Turn this off if you want to use built-in image support.
DAEMON_Tools_Use_SCSI true If true, will attempt to use your first SCSI drive, instead of a DT one, in DAEMON Tools
  • This setting works with DAEMON_Tools_Add_Drive where depending on what you choose, might also create the drive for you, if you did not manually create one or deleted it accidentally.



[CPWizard]

Key Default Value Description
CPWizard_Enabled false If true, will enable CPWizard support for your system
CPWizard_Delay 8000 In milliseconds, the amount of time you want CPWizard to show for on launch of your game.
CPWizard_Params true If true, when exiting your emulator and 7z extracted your rom, HyperLaunch will delete the extracted rom so it doesn't use up HDD space.
7z_Sounds true If true, plays sounds to let you know 7z is extracting a rom and when it is finished
  • Follows the same folder rules as the rest of the media and found in the Fade folders.
  • 7z extracting.mp3 - Plays this sound when an extraction starts
  • 7z complete.mp3 - Plays this sound when an extraction finishes



[Keymapper]

For more information on Keymapper keys, see the Keymapper section.

[VJoy]

Key Default Value Description
VJoy_Enabled false If true, enables VJoy support for your system



[MultiGame]

Key Default Value Description
MultiGame_Enabled false If true, enables MultiGame support for your system
  • Just because this is enabled, if the currently launched rom does not qualify (as in does not have multiple discs/parts/tapes/etc), the MG GUI will not appear when your MultiGame_Key is pressed.
MultiGame_Background_Color FF000000
MultiGame_Side_Padding 0.2
MultiGame_Y_Offset 500
MultiGame_Image_Adjust 1
MultiGame_Font Arial
MultiGame_Text_1_Options x10p y30p w80p Center cBBFFFFFF r4 s100 Bold Italic
MultiGame_Text_1_Text Please select a game
MultiGame_Text_2_Options w96p cFFFFFFFF r4 s50 Center Bold Italic
MultiGame_Text_2_Offset 70
MultiGame_Use_Sound true
MultiGame_Sound_Frequency 300
MultiGame_Exit_Effect none
MultiGame_Selected_Effect rotate
MultiGame_Use_Game_Art false
MultiGame_Art_Folder Artwork1



[HyperPause]

Key Default Value Description
HyperPause_Enabled false If true, will enable HyperPause support for your system.



[Bezel]

Key Default Value Description
Bezel_Enabled false If true, will enable Bezel support for your system if the module supports it.



[Statistics]

Key Default Value Description
Statistics_Enabled true If true, will enable Statistics support for recording various information on your game playing history.

For more information about Rom Mapping, see the Statistics section.

[ROM Mapping]

For more information about Rom Mapping, see the Rom Mapping section.