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Showing content with the highest reputation on 08/03/2020 in Posts

  1. 2 points
    Beta 6 is out now with the following: Added a "Core\Plugins" folder link to help solve some additional plugin issues The LaunchBox and Big Box default theme project files for Visual Studio have been updated to work properly against the betas with .NET Core Fixed "The system cannot find the drive specified." error found by @wallmachine Hopeful fix for rare "Cannot set Visibility to Visible or call Show, ShowDialog, Close, or WindowInteropHelper.EnsureHandle while a Window is closing." error with startup screens Updated VLC to 3.0.11 Corrected message popup logic that was minimizing the add/edit window
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    OK, that's what I'll do. I go to 11.2. THANKS AGAIN for your help!
  7. 1 point
    Hi Neil This is resolved in the 0.223 version (https://mametesters.org/view.php?id=7696) A guy on Reddit (star_jump) kindly responded to my post on there. Just thought I'd let you know in case it was a game you enjoyed too
  8. 1 point
    Sure, that should work. Should just need your Data and media folders. Still don't know why one instance would work though while the other doesn't. @C-Beats has this fixed for the next beta. What theme are you using? Any chance you can try temporarily removing plugins one by one to determine which one is causing the issue?
  9. 1 point
    I'm on MAME 0.222 and i get the same. I assume there was regression for that machine in 0.222, this does happen as emulation is improved it brings in previously unseen flaws. Just the nature of something that is iterated on every month, one thing may be fixed, but the knock on effect of that may break something else.
  10. 1 point
    No worries at all! Helps keep me on my toes. lol At one point I had thought about incorporating the importing of metadata. Then something about "reinventing the wheel" popped into my head. And then the thought "Sweet! Less work for me." I'm just glad I was able to figure out what I did wrong and now have it working with LB .NET Core betas. Otherwise we might be waiting for "The List" to make its' way down to item #26. Provided it didn't get bumped once again.
  11. 1 point
    Forgot to attach this ALT that is similar to some others did prior.
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    More than games - long intro startup View File Hi, this is a long intro, compilation of some videogame videos, Enjoy it Intro videos used, credits for Grila and RetroGaming Submitter Drodrick Submitted 07/15/2020 Category Big Box Startup Videos  
  14. 1 point
    Technological Knightmare View File Submitter harryoke Submitted 07/14/2020 Category Big Box Startup Videos  
  15. 1 point
    Arcade Cab Startup View File This will be my final video for a while as i have family & health issues to resolve. Hope you enjoyed my work , Hope to return soon. Stay safe everyone. Submitter harryoke Submitted 06/23/2020 Category Big Box Startup Videos  
  16. 1 point
    For those that do not know what BGFX shaders are in Mame, it is a new renderer which works with HLSL. What does this mean ? Well simply put it makes everything much simpler for the end user. Up until the BGFX renderer you had 3 options: 1) no shaders at all which look bad on a modern display 2) GLSL using CRT-Geom or Lottes shaders which required different shaders for vertical and horizontal games 3) HLSL which looked bad out of the box and required manual tweaking to suit personal taste and to suit your display. Straight up standard HLSL is still a very good option for those wanting to get their hands dirty and really customize the look. What BGFX does though is fixes all the problems above and gives a wide variety of shader options similar to some of the shader types found in Retroarch so if you like those smoothed out shaders you can have those there too. To take advantage of BGFX I highly recommend getting version 177 of Mame. For those of you that like to use MameUIFX sadly the last version that is available is 175 and has very limited options and not particularly useful. MameUIFX is no longer being officially updated but there are unofficial ways of getting the same UI in Mame and I will cover that further down. The standard install of Mame 177 has everything we need to get started. Just install it like normal and using the command line run your Mame executable with the following parameter: Mame64.exe -cc What this does is it generates a mame.ini file right in your Mame install folder which you will need to edit. Open this ini file in your favourite text editor like notepad or notepad++ and look for the following section: # OSD VIDEO OPTIONS # video auto edit it change the word auto so it is now BGFX, so now it should read: # OSD VIDEO OPTIONS # video bgfx Now we need to look a little further down the ini file for the section titled: # BGFX POST-PROCESSING OPTIONS Look for the following line: bgfx_screen_chains auto This is where we are going to set the default shader look. If you look in the folder \bgfx\chains within your Mame folder you will see a bunch of files with the extension .json, these are the actual shader files. You will also see several sub folders with more .json files, those are also shaders so as you see there are several options. Now if you have previously used some shaders in Retroarch or some other emulators you may recognize some of the names and have a general idea of what some of them will look like out of the box but you will probably want to preview how they look before deciding on which shader you want as your default. To make judging a little easier look in the mame.ini file for the following line: pause_brightness 0.65 Change the brightness to 1.0 so you can pause the game and scroll through the different shaders and see exactly how they will look at their correct brighness. Run a game of your choosing and get to a point you want to use as your judging point and press P on the keyboard to pause the game. Now press the tilde key (the key beside the number 1 that has the ` on it). You will see a bar at the bottom of the screen, press the down arrow key until that changes to: Window 0, Screen 0 Effect: Default Now you use the left and right arrow keys to scroll through all the different shader effects. Once you find one that you find appealing take note of the name of it because this is the name you are going to put in your mame.ini file. Edit the line: bgfx_screen_chains auto replacing the word auto with the name of the shader you found that you liked, for me this was the shader crt-geom. You are now done and all you had to do was edit 2 lines in your mame.ini file. The one downside to BGFX for now is that you cannot easily save and load configuration files for these shaders. You can edit them while in game using the "tab" menu within Mame but you cannot save them out, once you close the game those changes are gone. Hopefully in the future this will change. Note: For games with multiple displays being played on a single monitor such as Punch-Out or Darius II for example you need to add to the bgfx_screen_chains line. In my mame.ini file since I am using the crt-geom shader mine looks like this: bgfx_screen_chains crt-geom,crt-geom,crt-geom This handles 3 the 3 screen version of Darius II. If it was left with just a single crt-geom one of the screens would have the shader effect but the others would have no effect. Here is a link to the documentation for all sorts of stuff you can do with BGFX shaders, especially if you have a multi display set up. http://docs.mamedev.org/advanced/bgfx.html Now for those of you that do not like to get dirty with editing .ini files by hand and wish they had a new version of MameUIFX which unfortunately is now discontinued there is an option. Head on over to EmuCR and search for a program called Arcade. Download the appropriate version that matches your Mame version and drop the .exe file into your Mame folder and run that as your emulator, it will probably be called arcade64.exe. It will work along side your mame64.exe. When you run it it will look and function identically to the MameUIFX you are accustomed to. Here is a link to version Arcade 177 over on EmuCR http://www.emucr.com/2016/09/arcade-v0177.html Here is a screenshot of DoDonPachi in action using the crt-geom preset bgfx shader. It actually looks much better full screen and in motion than the static screenshot.
  17. 1 point
    Vintage TV View File Submitter harryoke Submitted 06/12/2020 Category Big Box Startup Videos  
  18. 1 point
    Ready Player One Cinematic View File Requested by @Retsopmi Submitter harryoke Submitted 04/18/2020 Category Big Box Startup Videos  
  19. 1 point
    Mortal Kombat Startup View File Submitter harryoke Submitted 09/05/2018 Category Big Box Startup Videos  
  20. 1 point
    STARTUP NEON DELUXE ARCADE View File A small addon to thank celebrate the final version of the custom theme of Mister Retro lust! I share a little less on the forums but I am still present on the scene, you can follow my work here https://www.youtube.com/channel/UC_XcPcxBIY7OEvePbsbDCIg/ My patreon :https://www.patreon.com/user?u=25683313 Project Patreon : Here 2 original project for the patrons Submitter PaDeMoNiuM Submitted 03/18/2020 Category Big Box Startup Videos  
  21. 1 point
    Well as I said, I don't know why you'd split them into separate platforms - they're all going to the same emulator, with the same command line parameters, and they're all C64 games. I'm not sure why you'd need/want them split up, in any practical sense. Again, in case I wasn't explicit enough about it - do not import PP (nib) files into your library. They DO NOT work in emulators. You can delete them or use Nibtools to convert them to G64 and test them out (and you'll find most of them don't work). I would dump all the C64 and C64 (Tapes) into your library at the same time, and indicate that both of them are Commodore 64 games. You can make them separate platforms, but as I said I don't know why you would. There might be some duplicates (typically No Intro is good for avoiding that but I'm not sure if they have duplicate versions of the games in both disk and tape format). This might be something that the new auto-combining feature will help with. It'll depend on how they're named.
  22. 1 point
    There are a couple problems with that tutorial. 1) It doesn't make any mention of cartridge format games (honestly this isn't a huge deal but the video seems to imply that your choices are just tape or disk, which isn't accurate) 2) "PP" stands for Preservation Project. These are 1-to-1 dumps of original, official C64 disks, including all of the original copy protection. The intended purpose of these files is to have a backup of the original game disks which can be duplicated onto new physical diskettes via transfer tools that were simultaneously released for that purpose. Nib files do not work in emulators (edit: other than micro64, and only some of them even then). I have no idea why you would want these in your library. They do nothing within this setting. I know these are commonly distributed on a number of well-known emulation sites, but I've never understood why - unless you plan on breaking out your spare 1541 disk drive and some blank 5 1/4 floppy disks, this isn't going to help you much. There are conversion tools (called Nibtools) that will convert them into an emulator-usable format (G64) but even if you do that only 30-40% of them will actually be usable because of the copy-protection. These are the supported file formats for VICE, Hoxs64, and CCS64; the three most common/best C64 emulators out there. You'll notice that .nib isn't supported by any of them. To my knowledge, no emulator does (edit: other than micro64). VICE Supported File Formats X64 (preferred) or D64 disk image files; Used by the 1541, 2031, 3040, 4040 drives. G64 GCR-encoded 1541 disk image files P64 NRZI flux pulse disk image files D67 CBM2040 (DOS1) disk image format D71 VC1571 disk image format D81 VC1581 disk image format D80 CBM8050 disk image format D82 CBM8250/1001 disk image format D1M FD2000/FD4000 DD disk image format D2M FD2000/FD4000 HD disk image format D4M FD4000 ED disk image format T64 tape image files (read-only) P00 program files CRT C64 cartridge image files Hoxs64 Supported File Formats FDI D64 G64 T64 TAP P00 PRG CRT CCS64 Supported File Formats CRT PRG P00 T64 D64 TAP G41 G64 The format that I would recommend people use is D64 or G64 (disk formats) followed by TAP or T64 (tape formats). Disks formats are definitely preferable if you're using CCS64 because of the (really awesome) Maximum 1541 Speed feature, which only works on disk formats, but it doesn't really matter one way or the other on VICE or Hoxs64. Beyond that, I'm not sure why you'd want to split them up into separate platforms in your LB library considering they're going to be directed to the same emulator with the same command-line parameters regardless, but it's not going to hurt anything I suppose. I've been in the process of working on a CCS64 tutorial video for the last couple days, but it's probably still a week off at this point.
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