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  2. Thanks for the reports @Belmont. I was able to replicate and correct 2 of the 3 reported issues. I WAS able to expand a game that had been combined just fine and so that hasn't been touched at the moment. The other two issues should be resolved in the next beta release. Appreciate the assist!
  3. Today
  4. Cheers fella. Likewise, if you're thinking about a new release and wanting to have the importer accommodate this, then drop me an IM on here rather than my cluttering up this thread! It may be worth planning more long term and proactively around general deployment strategy given the need to sync c64d and lb Xmls. It's already nagging away at the back of my brain, so I'll invariably have a play with it at some point!
  5. This is how it works currently, yes. Each subsequent release is complete. There is no update process per-se at the moment as there's too much in flux currently from one version to the next and I don't expect this to change until at least v1.0. It requires a complete delete and replace. There have been multiple instances of significant backend changes over the course of the project (and this will be true in the next release as well) so it would be impractical to do it any other way until that's no longer the case. The relevant folders for the purposes of importing would remain the same as those I listed above though. It would be those plus the main C64 Dreams subfolder of course. If you have any questions or need help with anything please feel free to hit me up on my Discord. That's where I typically post about ongoing progress and collaborate with other developers like StatMat of the OL64 project.
  6. It is (was) normal during the beta testing phase when shaders were being added and then when updating to the official release 2.1.0 (and, well, the fix of v2.1.1). Now that they're 'officially' incorporated, subsequent updates shouldn't reset them.
  7. All controls for in game play are set directly in the emulators. LB has nothing to do with that. So you need to map the control in the emulator. As far as not being able to map movement within BB does that control encoder replicate keystrokes or gamepad inputs (xinput like and Xbox controller or dinput like PS controller)? Depending on the answer make sure you are in that correct option in BB settings.
  8. Each time I update to the new version my shader is disabled and I have to re-enable each one. The bezel settings remain untouched. Is this normal?
  9. I use full joystick mode as Dinput, not rawinput. Demulshooter is auto run on game launch, but it's only used for crosshair removal and recoil outputs, not for managing inputs. Gun4ir, Sinden, Wiimote (with lichtknarre) support this. And i guess the Aimtrak too as i saw the option in their utility tool. For demulshooter, I want to simplify the process to get outputs to the gun and be able to get them directly from the app and not from mamehooker (even if i will leave an option to run mamehooker as well)I don't know the aimtrak gun very well, but from what i saw, it's not possible to trigger recoil outputs for this gun ? So far, i plan to auto-manage outputs for Sinden (with an home made custom driver software) and Gun4ir. Also, with this gun, how do you bind Coin/Start ? Do you bind them to other device (like buttons on an arcade pad or keyboard ?) As of now, this is a quick preview of the configurations menu : And to give a game as an exemple : And depending of the device plugged, it will show the inputs. Here is in xinput if you only have gamepad pluged. But if you set device as lightgun and they are plugged, you will get one of those. I try to fit the game inputs to the selected device in a way i think it's the most fit. I have some custom code that allow me to bind multiple buttons to the same action, so i abuse that on gun that have multiple buttons. (Ah, and the sinden gun have multiple variation depending of the pump configuration)
  10. Hi Nixx, remember that who plays at lightgun games use demulshooter as in my case. I have 2 Ultimarc Aimtrak. If you need help in any test i follow this topic everyday. Thanks. 🙏🏾
  11. No probs. Had the same thought, but didn't know how live the project was. My thoughts: FIles As long as launchbox hasn't added any files of its own to any directories that your project imports, likely best to clear any existing files before importing the new files. That will work as long as your releases contain all files necessary rather than a 'cumulative update' where you only include new or updated files. In the latter (think version control) you'd need to produce a full manifest of files/directories to import and any to delete. Best would probs be a hybrid as method one won't know if there are any root directories to delete. Thus would need a likely small manifest of these (if you want to be super tidy) Xmls You're right. A bit more tricky but not impossible. At the moment I just do some string/file manipulation to append yours to the end of existing as per your instructions. I did start to look at XML Element manipulation (comparing existing with potential import) but once realised I could just append text, changed tac quickly! It'll take a bit more research (the main issue was there was no sub element that could be treated as a unique id) but doubt it's impossible. Happy to collaborate. 👍
  12. I put the raster.ini in the \Mame\ini\presets folder. There was also another file in the download called vector.ini. I just put them both in the \Mame\ini\presets folder. I backed up the old ones. The HLSL effect doesn't show up when running in BigBox, it only works when I manually run MAME and select the game that I want. It's a really cool effect, I hope there's a way to get it working in BigBox. Btw, are there any other resources that have custom HLSL MAME shaders? I’d like to try some out and see what I prefer.
  13. Thanks for the reply. All other games on the NAS work, this is how I've had BigBox setup for years. I only have oneinstall of Launchbox/BigBox, so I am sure they are using the same settings. I only have 1 platform for Visual Pinball. I tried enabling debug logging but unfortunately BigBox doesn't log the game launch command, which seems like it would be really useful to add.
  14. Yep, I can confirm both of these are true. Both are corrected in the current WIP. Good catch. It would probably make more sense to simply pull everything from Data\Platforms and Data\Playlists as it will always be everything in both folders. The same goes for Images\C64 Dreams, Images\Platforms, Images\Platform Categories\, Images\Playlists, Music\C64 Dreams and \Plugins. It will always be everything in those folders regardless of what's specified (or not) in Files to import.txt. I will probably end up changing Files to import.txt to eventually just state that anyway just to simplify matters. The Parents and Platforms xml inserts would of course remain as they are by necessity. I appreciate the work on your app. Importing into an existing library has always been an overly fiddly process that's been more difficult than I would like for people to deal with so if this helps streamline that that's great. The next question would be is it able to deal with subsequent releases when existing (and potentially outdated) data is already present from a previous one? The process has to be repeated when a new version is released. In the case of the individual xmls for the platforms and playlists it's a simple overwrite. With images it's not quite that simple because sometimes files end up getting deleted between releases, or change filetypes (so they wouldn't be overwritten and an unneeded image is left behind if the existing folder isn't deleted beforehand). The inserted portions will change as well, usually just with new data, but sometimes with altered existing data. I'm not sure how difficult that would be to deal with - I would imagine a differential of old to new image files wouldn't be too horrendous albeit time-consuming (and it could always just outright delete the relevant folders beforehand instead, since that's the current process when doing it manually), but the Parents.xml and Platforms.xml changes I would expect to be more difficult since those would contain a lot of non-C64 Dreams data when incorporated into an existing library. Maybe it could just do a diff between the old and new insert files, then compare against the user's existing xmls and then update/add based on that? Sorry, I know this is a bit in the weeds but I just want to make sure that it wouldn't implode when someone attempts to import a new version on top of an existing one.
  15. Amazing amazing work bro. I love there's. Wish I had 1 for every while I have I'm my build. Will you be doing more of these anytime soon? I can send you all the logos I have ??
  16. Back with another question. (using Bigbox) I'm at the controls part of the build. Got everything plugged in for P1 and P2 but when I try to map the sticks nothing recognizes the sticks. I can get 1 movement out of player 1 (where down is up) and that's all (no other directions). From my pic did I do something wrong or missing something? On a related side question, how do I set different controls for different systems/platforms in bigbox. Obvious snes will have different buttons from genesis, so how would you set for example X-button 1, Y-button 2 vs A-button 1, B-button 2, C-button 3 B-button 4, A-button 5
  17. Help screen has command keys: Option is F4.
  18. anything on the "options" ? Promise to leave this alone after that!
  19. Yea i am using Atari 800 Holy Moly where did you dig up that manual !!!! wow
  20. Another observation/bug: Let's say I have a Windows game, which is not bound to a storefront (just an exe from a local folder), and that I combine it with either a GOG game or an EPIC game (with the gog/epic game being an additional app, and the local exe being the default application). If I manually set the "installed" flag to "True", then launch the game, upon exiting, the installed flag will be set to False (probably because the gog or epic version is not installed). It doesn't seem right. Confirmed as happening in the latest beta, although I noticed it a few build back.
  21. Yesterday
  22. One more question ---- and i think i am done When Donkey Kong starts it says press Option for difficulty How do i access "option" Along with my second button question per Asteroids I think i am complete with this emulator Hope you can respond the Dugan
  23. Happy to help! Let me know if that works for you or if you have any questions regarding how to run it, etc.
  24. Buenas tardes comunidad, tengo una duda y quiero saber si se puede hacer algo al respecto, lo que pasa es que tengo utilizo bigbox regularmente, tengo juegos de muchas consolas, me gustan los temas donde las cajas de los juegos se despliegan en 3d. se ve hermoso, pero me di cuenta hay ciertas consolas que cuando las selecciono y se despliegan las cajas, al navegar de juego en juego se ve como con lag y lento, luego poniendo mas atencion me di cuenta que esto solo me pasa con las consolas que tienen cajas tipo cd, como Playstation 1 y Sega Dreamcast, y note que estas cajas tiene en todos los temas como un efecto reflejate para verse más real, y creo que ese efecto es la razón del por que se alenta mucho la selección de juegos en esas consolas, por que con las demas consolas que tienen otro tipo de cajas y no tienen ese efecto no me pasa, quisiera saber si hay alguna manera de quitarle ese efecto reflejante a las cajas que lo tengan activado, de antemas gracias por leer y por su ayuda
  25. Gosh you're quick. Good call on unchecking 'Hide Game Startup'. Everything works perfectly now. Thank you!
  26. Glad you're liking the shaders option. Thank you for bringing this to my attention! Appears the issue was introduced back in v2.1.0-beta-1 when I made the "Improvement" for faster bezel loading when launching a game. It worked great if you didn't use game-specific bezels and only used platform bezels. 😊 (Probably should have my team expand their testing parameters.) This should now be fixed in v2.1.1 Side note: I noticed you have your Startup Screens turned off [for at least your Flycast emulator]. That, or the plugin just didn't find any. And in the BezelLauncher settings for this emulator, you have the option checked for Hide Game Startup (g). This option interpreted is [in part] 'Force' Hide the Games Startup Screen. Though not related to the above fixed issue, this could be a subsequent issue. 'Force the hiding of a screen that doesn't exist.' Bottom line, if you see some other anomalies after updating to 2.1.1, try: Turn on Startup screens for that emulator. OR... In the BezelLauncher setup for your Flycast emulator, un-check the option Hide Game Startup (g).
  27. Found it. You'd forgotten to add this to 'Files To Import.txt': Data\\Playlists\\C64 Dreams Magazines - Zzap!64.xml Also, you'd omitted the '.xml' on the end of `Data\Playlists\C64 Dreams Magazines All Magazines` I've coded workarounds in my app. Problem was it iterates through Files To Import.txt and uses its contents to auto copy the files therein. Errors in this spill through to the import. Because of the suggestions that it was my importer, I did some extensive testing and updated it with detailed user feedback on the import process. I'm satisfied it's pretty solid. It checks every file copy and every xml insert. Outcome from vanilla: I also diff'd the launchbox Platforms.xml and Parents.xml pre and post insert. The Platforms one compares my launchbox diff post insert with the `Platforms XML Insert.txt` All done as directed: https://www.diffchecker.com/Z8wfFA49/ https://www.diffchecker.com/9GY8UW6N/ I'll update my original post with the new version.
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