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IlhanK's Achievements
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Hello, after updating to 12.12 Beta I'm getting this error message at startup: Value cannot be null. (Parameter 'window') App: LaunchBox Version: 12.12-beta-2 Type: System.ArgumentNullException Site: Void .ctor(System.Windows.Window) Source: PresentationFramework at System.Windows.Interop.WindowInteropHelper..ctor(Window window) at Unbroken.LaunchBox.Windows.Desktop.MessageBoxEx.Show(Window ownerWindow, String text, String caption, MessageBoxButton buttons, MessageBoxImage icon, MessageBoxResult defResult) at MessageConsumer.ExcludeInterfaceProcess(Window owner, String text, String caption, MessageBoxButton buttons, MessageBoxImage icon, MessageBoxResult defaultResult, MessageConsumer ) at Unbroken.LaunchBox.Windows.Desktop.MessageBoxManager.PromptYesNo(String message, MessageBoxResult defaultButton) at DefinitionConsumer.ExcludeInterfaceProcess(String message, MessageBoxResult defaultButton, DefinitionConsumer ) at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.ForgotFocusTest() at System.Windows.Threading.DispatcherOperation.InvokeDelegateCore() at System.Windows.Threading.DispatcherOperation.InvokeImpl() --- End of stack trace from previous location where exception was thrown --- at System.Windows.Threading.DispatcherOperation.Wait(TimeSpan timeout) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherOperation operation, CancellationToken cancellationToken, TimeSpan timeout) at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority, CancellationToken cancellationToken, TimeSpan timeout) at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority) at Unbroken.LaunchBox.Windows.Threading.AddTransactionalGlobal(Object , Object , DispatcherPriority ) at Unbroken.LaunchBox.Windows.Threading.Invoke(Action callback, DispatcherPriority priority) at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.CollectSimpleItem(Object , DispatcherPriority ) at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.ExcludeFocusTest() at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass0_0.EnableTransactionalDescriptor(Object ) at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass0_0.MoveNotificationHelper() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location where exception was thrown --- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() Recent Log: 18:21:09 Exception Launchbox is still opening and running though. The error message remains in the background. BigBox is unaffected.
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IlhanK replied to jayjay's topic in Third-Party Applications and Plugins (Development and Beta Testing)
This is awesome, thank you very much! I am testing it right now: This is a feature I have wished for a long time. Now what we need is a BigBox theme that supports custom badges... Something like this: -
Quick follow-up: JoyToKey may require the full path of the config file as parameter. Example: C:\JoyToKey\JoyToKey.exe -r "C:\Documents\JoyToKey\Your-Game.cfg"
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AFAIK it should not. I've been using devreorder for years now and it is indeed a very useful helper. Basically it just "replaces" the default dinput dll file (a file that's in the Windows OS folder), it is not being put on top of any already loaded up Input API file. When a game sees devreorders dll file, it won't load up the default Windows dinput.dll. So it's not an additional layer, it a replacement. There is not going to be any sort of additional input lag afaik. The tool will only work with games and emulators that use the Direct Input 8 API, so it won't work with games that rely on XInput. It also doesn't work out of the box with older DirectInput 1-7 titles, since these games require a dinput.dll and not dinput8.dll. There is a another little tool however which is called dinputto8. That little file converts dinput calls into dinput8.dll calls. And then devreorder may even work on some older titles. What I am still looking though is a devreorder equivalent for the SDL API. So far I had no luck with that.
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Can anyone get Origin games to work through Steam with a controller?
IlhanK replied to Maul83's topic in Troubleshooting
You could try this: https://github.com/WombatFromHell/OriginSteamOverlayLauncher and for Mass Effect there is a mod for Gamepad-Controls: https://www.nexusmods.com/masseffect/mods/60 -
Thanks, with the new Update it's working now!
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Do not download Pinnacle Game Profiler. The setup file has been infected with a virus. For more info click here.
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Hi, I am currently trying to set up Mr. Retrolust's awesome looking Bezels. Do I have to adjust screen size and curvature manually for each system? If so, what are your settings for a 1080p screen? Or is it supposed to auto-adjust?
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IlhanK started following Unified Redux
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This is how I solved it:
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If you really made sure that no 3rd party apps interfere between these emulators and your input devices, then only two options remain: Either it is some sort of hardware defect or its the emulators. You could temporarily replace your joysticks with some other controllers, for example xbox gamepads. Check if that makes any difference. Testing out other USB ports wouldn't hurt either. Also, Kega Fusion and Magic Engine are really old and haven't been updated for a long time, so there are somewhat deprecated. The Model 2 Emulator also tends to run unstable on some systems. Newer emulators may have less issues reading input commands. At least the Sega CD and the Turbografx are supported by Retroarch. Another option would be to set up Joy2Key profiles for these troublesome emulators. Within the emulators you'd setup your keyboard as input and then let Joy2Key translate your joystick presses into keyboard strokes.
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So they are being recognized as Direct-Input devices. You may want to test within joy.cpl if button presses are recognized in the first place. If that works, we have ruled out some issues on a basic level. What emulators specifically are causing problems? Please close any frontends, apps and scripts that may interfere and hook into your joystick inputs. Start up the concerning emulators, set up your joysticks and try out some games. If that works fine, the issue may lie within a script or a middleware app. Joy2Keys profile-based app detection can be a bit wonky at times (provided you use that feature at all). It may stop working in the middle of playing a game. You also could post your AHK script just to check if its fine. What you could also do is to play your games as usual (with all frontends, scripts, and apps running) and wait for that input issue to happen. As soon as it happens, immediately open joy.cpl and check if it reacts to controller button presses at all.
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Does Windows recognize your joysticks as D/XInput devices or as keyboards? Press Windows-Key + R and type in joy.cpl. Are there any entries within joy.cpl?