any help with hyper spin would be great . i have hyper spin running on my pc, and only can get my x arcade stick to work with mame. no other emulators at all. please help, i want to map my buttons for the other emulators with my x arcade stick to use for the main hyper spin menu and for games i want to play. just can't figure out how to map them. please help. the only way i even got mame to work with my x arcade stick was the x arcade stick website had a easy button mapping config for hyper spin. i know in hyperhq i have went in there but it seems to just control the main hyper spin menu like scrolling through the wheels, but if i click on a emulator say snes i can open a super mario game, but thats it, can't start a game can't ad a coin , because they aren't mapped. i am a full blown noob to hyper spin guys, sorry!! but pretty good at emulators usually. but hyper spin is on another level
Hi Ken, you will have to configure each emulator you use outside of HS/RL first. For Super Nintendo, there is no "insert coin" as that is not an arcade system. Open your SNES emulator (for me that's snes9x) and look for "input" or "controller" or "options"... maybe "preferences" (every program has there own wording). Then configure what buttons you want to do what.
ok so if i open snes in hyper spin,. where the heck is input or configure or preferences?? i only have the emulator main screen with the wheel showing all the games. there is nothing at the top of the screen or bottom that say input?? do i have to like hit a certain key to bring those options up??? please please please anyone explain how to in hyper spin individually configure each emulator, i see no option for that at all. if i can do that i will be good to go. i just want to map these buttons on my x arcade or xbox 360 controller and i just can't figure it out. thank you for the reply spawk , please keep the coming and anyone else too. remember i am a newb to hyper spin, so bare with me, just please help explain where to configure each emulator for button mapping or settings.!!
ok i get that. config out of hyper spin. well i have hyper spin on a external 2tb hard drive. should i go into that external drive and then open hyper spin, not launch HS but just open it.. and then i see all the loaded emulators, and try and config each emulator from inside there?? i bought a pre installed hard drive, so i did not load all this stuff. thought it was plug and play. please help exactly how to config my x arcade stick on hyper spin emulators. and also how to config a xbox 360 controller to hyper spin?? please if you will explain 100 % clearly like you are explaining to a newb. sorry to bug, just need help configuring my button mapping for each emulator.
Make sure your x-arcade is working by opening notepad and moving the sticks and pressing the buttons. You should change the LEFT ALT, LEFT SHIFT, and LEFT CONTROL keys if they are programmed as inputs eventually because they'll cause problems in some emulators. Don't work about them now. If everything checks out, you're good.
If the control panel is working, get a game running. I always start with NES and Super Marion Brothers because it's easiest, then move on to the next system. Somewhere on that drive should be an emulator folder. Find the one for NES (probably Nestopia or Retro Arch). If it is Retro Arch, I would recommend you use Nestopia instead because it sounds like you're starting from square one, Nestopia will be easier for you. Locate the ROMs folder for NES, the files should be .NES, .ZIP, or .7z.
Open Nestopia. There are input options in the menu (I'm not at my arcade machine so I can't tell you exactly where). Configure the input to use your x-arcade. The x-arcade is seen as a keyboard in Windows. I like to make the bottom left button SELECT, the first button B, the second button A, the fourth button B-Autofire and the fifth button A-Autofire. Also configure full screen and anything else you want while you're in there. Make it run exactly how you eventually want it to run in Hyperspin.
Setup your NES system in Rocketlauncher and launch the game from inside Rocketlauncher. If it works, move on to Hyperspin. If it doesn't, the error message should be clear as to why not. The most likely cause will be ROM naming.
Hi guys, i wanna to quit fuse emulator, how predeterminate emulator for spectrum games. I would try use ZX Spin 07 like predeterminate emulator, but when i tried to run any game, this emulator dont start. I added ZX Spin like emulator predeterminate, but its possible i need command line?
Thank you very much for your help
However I do remember having problems with it at first..if it still doesn't work with the setup below, try deleting the spin.ini from the emulator directory, the ini will be recreated once you run the emulator.
Ok i find the problem. i have deselected retroarch - fuse like prederminated emulator, but in on the games, appears Retroarch like emulator for run the games. If i try to change the emulator, the game run fine. The question is, how i can change all the games to the new emulator?
I made that, but dont work. When i selected one emulator for the game, this game run ok, but when i tried to run another game, appear the same problem, not run the selected emulator also previous. I have to change manually the emulator on all spectrum games? thats its not normal. I should change the emulator for all the games at same time.
We propose a superconducting qubit that fully emulates a quantum spin-1/2, with an effective vector dipole moment whose three components obey the commutation relations of an angular momentum in the computational subspace. Each of these components of the dipole moment also couples approximately linearly to an independently-controllable external bias, emulating the linear Zeeman effect due to a fictitious, vector magnetic field over a broad range of effective total fields around zero. This capability, combined with established techniques for qubit coupling, should enable for the first time the direct, controllable hardware emulation of nearly arbitrary, interacting quantum spin-1/2 systems, including the canonical Heisenberg model. Furthermore, it constitutes a crucial step both towards realizing the full potential of quantum annealing, as well as exploring important quantum information processing capabilities that have so far been inaccessible to available hardware, such as quantum error suppression, Hamiltonian and holonomic quantum computing, and adiabatic quantum chemistry.
In this work, we propose a novel superconducting circuit called the 'Josephson phase-slip qubit' (JPSQ), a device which aims for the first time to directly emulate a fully-controllable, quantum vector spin-1/2. When combined with existing techniques for coupling superconducting qubits, this circuit could enable the realization of nearly arbitrary, controllable many-body spin Hamiltonians, without the limitations associated with digital, gate-based quantum simulation methods. Such a capability would provide entirely new modes of access to all of the applications listed above, many of which have never been tried experimentally due to the lack of required capabilities in qubit hardware.
The remainder of the paper is divided as follows: in section 1 we begin by describing how persistent-current flux qubits can be used to emulate quantum spin models, and their fundamental limitations in this context. We then introduce in section 2 our proposed JPSQ, analyzing a simplified version of the circuit in detail, and comparing the results with numerical simulations. This section concludes with a discussion of the coherence of the JPSQ in the context of existing superconducting qubit devices. Section 3 contains discussion and simulations of two multi-JPSQ circuit examples: (i) two JPSQs coupled by independently-controllable zz and xx interactions, and (ii) a four-JPSQ circuit which implements a distance-2 Bacon-Shor logical qubit with quantum error suppression [8, 9]. Finally, section 4 describes a generalization of the JPSQ circuit capable of emulating fully-controllable, anisotropic Heisenberg interactions, and we conclude in section 5. The appendix contains the details of our analytic calculation of fluxon tunneling in the JPSQ, the results of which are used in the discussion of section 2.
Superconducting circuits are already among the most engineerable high-coherence quantum systems available, allowing a range of behavior and interactions to be constructed by design [53, 54]. Their capability to emulate complex static spin Hamiltonians is exemplified by the flux-qubit-based machines of D-wave Systems, Inc. [16, 17, 37, 38]. These systems are designed to emulate the quantum transverse-field Ising model, with Hamiltonian:
and neglected the differential quantum inductance between the \pm x\rangle states. Equations (4) and (5) show that the semiclassical quantity which plays the role of the qubit magnetic moment along the fictitious x direction is Iqx, the slope of the tunnel splitting energy \rm\Delta E_q^x with respect to Φx. This quantity is plotted in figure 2(b) in blue (right axis) as a function of Φx for a single tunable flux qubit, using the full numerical simulation methods of [65] (previously used in [63, 66]). Panel (c) shows in black the corresponding transverse coupling energy Jxx obtained by plugging this into equation (4). The crucial point here is that the xx coupling that can be achieved in this way is always much smaller than the local transverse-field Zeeman energies: J_xx\ll \rm\Delta E_A^x,\rm\Delta E_B^x. The physical reason for this is simple: the \rm\Phi _q^x-dependence of the tunneling energy \rm\Delta E_q^x is exponential, since increasing the flux corresponds to lowering the tunnel barrier (see, figure 1(h)). Since the effective x magnetic moment of each qubit (see equation (5)) is the derivative with respect to Φx of this energy, it can only be large when the energy is itself large. In spin language, this constraint on transverse coupling between flux qubits corresponds to the x magnetic moments of the emulated spins going exponentially to zero as their local x fields go to zero, as shown in figure 1(g).
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