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  2. The error has"AppHang" and "Retroarch" so it definitely looks like a retroarch exclusive issue to me. Do you have it running from a slow drive or a network share at all?
  3. Sorry I haven't put the next update out yet y'all. It should have been done already, but I've been distracted lately. After recently watching some videos for the upcoming game Wrath: Aeon of Ruin, a game literally made in the Quake 1 engine, I started doing a deep dive into the Quake map creation scene; and, hoo boy, is there a lot to dig into. I've had a lot of fun with it though. People have been making maps since 1997 (Wrath is being by developed by a number of veterans from this scene), and it's kindof awesome playing maps made over 20 years ago and then immediately after jumping into ones made a month ago. So that's been my latest little obsessive side project. I should have the next update out soon, just have to work this out of my system (this also helps keep me from getting burned out on working on C64 Dreams).
  4. If you have not done so there is a debugging option in Launchbox. Try turning it on. >Tools >Options you will see the debugging section.
  5. 2.1a Added: NeoGeo CD realistic bezel, thanks to @Kondorito for the photo 🤘
  6. I have a similar issue with RetroArch the 1st time I launch it it will take some time to open but then all subsequent launches are pretty much instantaneous so I don't really worry about it.
  7. They pcs we user are all fresh always trying something different. Cpu usage is 0 for minutes but as soon as it starts im good as gold. You know i would just deal with this if bigbox would play well with the error. Usually it says game over and lets you select another and out of no where the game loads. So i seen this in event viewer - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name="Windows Error Reporting" /> <EventID Qualifiers="0">1001</EventID> <Level>4</Level> <Task>0</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2019-06-18T05:29:10.586909500Z" /> <EventRecordID>685</EventRecordID> <Channel>Application</Channel> <Computer>DESKTOP-NAUJA19</Computer> <Security /> </System> - <EventData> <Data>1901943313385580744</Data> <Data>5</Data> <Data>AppHangB1</Data> <Data>Not available</Data> <Data>0</Data> <Data>retroarch.exe</Data> <Data>0.0.0.0</Data> <Data>00000000</Data> <Data>c6bb</Data> <Data>134217728</Data> <Data /> <Data /> <Data /> <Data /> <Data /> <Data>\\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1F75.tmp.WERInternalMetadata.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1F86.tmp.xml \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1F87.tmp.csv \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER1FA7.tmp.txt \\?\C:\Users\humst\AppData\Local\Temp\WER2709.tmp.appcompat.txt</Data> <Data>\\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppHang_retroarch.exe_98a6f8641421b8e5bfd5ab372b6eff8794bd1d66_da257849_3d319b28-7142-45bf-99dd-65802a26beef</Data> <Data /> <Data>0</Data> <Data>a5cdccb4-6a35-44ec-b56b-cafa6f30353e</Data> <Data>268435456</Data> <Data>f4ab58989fb6d349aa650f5dd946e8c8</Data> <Data>0</Data> </EventData> </Event> not sure if this is any help.
  8. That's the NeoGeo CD version Z; I will see what I can do
  9. OK. Here is a visual summary of the first batch online ! - 3DO Interactive Multiplayer - Amstrad GX4000 - Arcade - Atari 2600 - Atari 7800 - Atari Jaguar - Atari Lynx - ColecoVision - Commodore Amiga - Commodore Amiga CD32 - Fairchild Channel F - Game and Watch - Magnavox Odyssey 2 - Microsoft Xbox - Microsoft Xbox 360 - NEC PC-FX - NEC TurboGrafx-16 - Nintendo GameBoy
  10. Today
  11. I think I can use this yep, thanks! If you can find this version of the console I would be very happy https://en.wikipedia.org/wiki/Neo_Geo_CD#/media/File:Neo-Geo-CD-TopLoader-wController-FL.jpg
  12. Thanks! Enjoy! If you can provide me with the appropriate height, width, x position, and y position numbers, I can make a replacement base config. The screen should look like this once you've adjusted the numbers appropriately: The BASIC screen is a good place to make the adjustments. You want to adjust the dimensions until the light blue portion of the screen is just touching the top and bottom of the screen and the bezel on the left and right. If you go into a game folder, say 1942, and rename Disk1.d64 to anything else and then start the .vbs file, it'll just sit on this screen so you can take as long as you want to make the adjustments. The four fields you'll need to adjust are: Custom Aspect Ratio X Pos. Custom Aspect Ratio Y Pos. Custom Aspect Ratio Width Custom Aspect Ratio Height Once you get these figured out, shoot me the numbers and I'll make a config/bat to switch it. Be aware, however, that this will cover 99% of the games, but that there are a few exceptions that have specific adjustments that need to be made for them. The list is in the opening post under "Known Issues" -> "Screen Resolution". If you want to provide numbers for these as well, I can incorporate those too. If not, you're probably going to want to delete the configs for those specific games from C64 Dreams\C64 Dreams\Retroarch\configs, at which point they'll still be off, but not by as much as if you used them (because they're designed for 1080p).
  13. Oh and there are some good tips in here.
  14. I am entry level on all this so happy to share what has been shared with me as I learn. First, I would recommend downloading the free version of Visual Studio. This way you can copy in a theme's code and see the grids/columns to make editing easier. Otherwise, just editing on Notepadd++ you are shooting in the dark as to exactly where things may land on the Full canvas. The theme views the layout in exactly that, Grids and Columns. So you dictate how wide, tall and how many there are. One thing to note though is when you are listing the Row or Column an element appears in the count starts a "0" and not "1" So if you have 7 rows and want an item to show up on the second row you count 0, 1, 2, 3, 4, 5, 6. So the second row is actually Grid.Row="1". I kept making the mistake thinking I want in on the second row that that should be Grid.Row="2". Nope, the first row is 0 and so on. Same with columns. The span just tells it how many rows or columns you want it to take up. You want an element to appear in the 3rd column and take up 3 columns you would have Grid.Column="2" Grid.ColumnSpan="3". This is all from my fundamental understanding of it. I am sure our more resident experts would have better tips and hints.
  15. Oh, and one more thing... While I didn't include the feature with this last update, mostly because it needs a bit more testing, I have come up with a round-about way of making the plugin compatible with the new LaunchBox pause screen feature. It relies on some fairly hackish behavior, but it does seem to be working well. For those who care, I will explain a bit further. Since the plugin relies on using a "proxy" process that it uses as a substitute process (for the emulator/game process) within LaunchBox, without any additional code, LaunchBox is attempting to interface with the proxy process instead of the game/emulator process. The result of this is that when you use the LB pause screen, instead of it suspending the game/emulator process, it is instead suspending the proxy process. This obviously isn't the desired behavior since the game/emulator won't be suspended (although for games/emulators that automatically pause when focus is lost, it may appear to do so) and any hotkeys sent by the LB pause screen will be sent to the proxy instead of the game/emulator. The workaround relies on using methods outside of the LB plugin API (I guess this is fairly obvious)... By using dynamic objects, and maybe a little bit of reflection, I can essentially gain access to LB's internal "Currently Running Process" reference. I can then reassign this reference to a new Process object (a Process object pointing to the actual game/emulator process), forcibly unsubscribing from the old Process event handler, creating a new Process event handler, and then having that Process event handler call the internal LB Process event handler. Doing this essentially makes LB see the Steam-launched game/emulator as the process that it would have normally handled the launch of itself. It is definitely going to need some more testing before a public release, but I just thought I'd let y'all know that I am working on it. If anyone find the new LB pause screens really useful and would like to help with testing an alpha of this new functionality, hit me up on Steam. Having a few people helping with testing would probably be very useful. Thanks!
  16. Thanks bro I have a huge folder with about every systems roms downloaded, slowly but surely I'm adding systems one by one to my launchbox collection, going through the games I like to keep, for every new system I add I make a bezel(s). But I do need good front (from front to slightly angled downwards) photos of each system, Neo Geo CD for example I couldnt make as I didn't find a good quality and angle image for so I put it on hold.
  17. Yes, it's really helpful - I had no idea LB could do this and for every system too - brilliant.
  18. It shows the actual game name, then the path to the zip file as well.
  19. Any chance to get this one? Unreleased SNES game that has been dumped recently.
  20. Loving it! I am very intrigued to know if you have a list made on systems to tackle, or if you are simply doing the ones you like.
  21. Launchbox. Click on your Arcade platform then Tools/Audit Name of Platform.
  22. Where's the Audit Tool? Is this in MAME or LB?
  23. From what I can tell, it looks like Mame 0.172 is when support for the command line -keyboardprovider was introduced. To be safe though, I'd probably go with 0.173 just in case what I read was off by one release.
  24. How do you configure the software to show marquee when you switch games what file in launch box do you put marquee images?
  25. Hi Guys Simple question really for the coding noobs like me, are there any useful tutorials for startup theme creation? I want to understand all the key elements, this example is based on my favourite theme by @keltoigael called minimal. First Section <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" mc:Ignorable="d" d:DesignHeight="562" d:DesignWidth="1000" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" FocusVisualStyle="{x:Null}" BorderThickness="0" Margin="0" Padding="0" Background="#000"> Second Section <Canvas Name="Canvas"> <Image Source="{}pack://siteoforigin:,,,/StartupThemes/Minimal/background/launching.png" Stretch="UniformToFill" RenderOptions.BitmapScalingMode="HighQuality" Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" /> <Grid Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}"> <Grid.Background> <SolidColorBrush Color="Black" Opacity="{Binding BackgroundFade}" /> </Grid.Background> <Grid.RowDefinitions> <RowDefinition Height="30*" /> <RowDefinition Height="10*" /> <RowDefinition Height="45*" /> <RowDefinition Height="10*" /> <RowDefinition Height="8*" /> <RowDefinition Height="35*" /> <RowDefinition Height="9*" /> </Grid.RowDefinitions> <Grid.ColumnDefinitions> <ColumnDefinition Width="10*" /> <ColumnDefinition Width="31*" /> <ColumnDefinition Width="20*" /> <ColumnDefinition Width="31*" /> <ColumnDefinition Width="10*" /> </Grid.ColumnDefinitions> <Image Grid.ColumnSpan="5" Grid.RowSpan="7" Source="{}pack://siteoforigin:,,,/StartupThemes/minimal/platform/arcade.png" Opacity="100" Panel.ZIndex="1" Stretch="Fill" RenderOptions.BitmapScalingMode="HighQuality" /> I want to understand the concept of controlling where things are on the screen. Specifically <Grid.RowDefinitions> and <Image Grid.ColumnSpan="5" Grid.RowSpan="7"... I kind of worked out how to change source based on other themes that call for clearlogo etc Also when I changed the code to show the clear logo instead of platform image, I specified a global height and width to shrink the images, is this correct? This is the code I changed and it shows all clear logos as 500x500 now. <Image Grid.ColumnSpan="5" Grid.RowSpan="7" Source="{Binding SelectedGame.ClearLogoImagePath}" Opacity="100" Panel.ZIndex="1" Width="500" Height="500" RenderOptions.BitmapScalingMode="HighQuality" /> Any help is appreciated.
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