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Default GEMUS Script Fields
Moderator: Jimbo
- Perseid
- New Member
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Default GEMUS Script Fields
I'm trying to set up WinUAE in Gamebase and I'm almost done, but the program doesn't seem to use what I put in the Default GEMUS Script Fields box. I have to manually copy the key pairs into each game, which is a pain. Is this by design or did I find a bug?
- Perseid
- New Member
Post
Sorry. I was in a hurry.
Ok. I have a script that modifies a .UAE file, as WinUAE doesn't use command-line options. I have 15 or so of these in the Default GEMUS Script Fields box. If I have my script try to use these, it doesn't seem to see them. I have to copy them into the F2 box. Only then can my script find the values.
Ok. I have a script that modifies a .UAE file, as WinUAE doesn't use command-line options. I have 15 or so of these in the Default GEMUS Script Fields box. If I have my script try to use these, it doesn't seem to see them. I have to copy them into the F2 box. Only then can my script find the values.
-
Gu
Post
Ah...
ok I think I see now...
The Default GEMUS SCript fields window was originally put in GB for use with the Test Game button in the game file selector window. This was so that when adding new games you wouldn't have to constantly keep changing all the fields to find out what best made a game work with a particular emulator.
As such, it wasn't designed to be used when running games normally through GB (yes I know the docs on this are non-existent - and I'll be sure to add some to clarify this issue in the next GB version).
What you *could* do, is embed the default script fields in the GEMUS script itself (so the default values get used directly in the script - no need to store them somewhere seperately). Then if a game uses *different* values store them in the F2 window for that game. Then you can do a simple test in the script on whether to use the default values or not.
E.g.:
In the F2 window for "Blood Money":
custom=yes
kickstart=1.3
mem=512
Then your GEMUS script might look something like this:
If Key_custom CONTAINS(yes)
; ...
; use per-game key=value pairs here
; ...
Else
; ...
; use default values directly here
; ...
End If
Run_Emulator()
Hope this helps,
The Default GEMUS SCript fields window was originally put in GB for use with the Test Game button in the game file selector window. This was so that when adding new games you wouldn't have to constantly keep changing all the fields to find out what best made a game work with a particular emulator.
As such, it wasn't designed to be used when running games normally through GB (yes I know the docs on this are non-existent - and I'll be sure to add some to clarify this issue in the next GB version).
What you *could* do, is embed the default script fields in the GEMUS script itself (so the default values get used directly in the script - no need to store them somewhere seperately). Then if a game uses *different* values store them in the F2 window for that game. Then you can do a simple test in the script on whether to use the default values or not.
E.g.:
In the F2 window for "Blood Money":
custom=yes
kickstart=1.3
mem=512
Then your GEMUS script might look something like this:
If Key_custom CONTAINS(yes)
; ...
; use per-game key=value pairs here
; ...
Else
; ...
; use default values directly here
; ...
End If
Run_Emulator()
Hope this helps,
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