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JoeViking245

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File Comments posted by JoeViking245

  1. 25 minutes ago, Sbaby said:

    you are right but in order to have a unique image for individual games I have to have all the images named with the id number, so I continue as I have always done. I keep all my images of the controls for the individual games with NUMBER-ID.PNG

    I was under the impression you had all those that way already because of the Pause Menu.  That's pretty much why I added that option in there for you.

     

    2 hours ago, Sbaby said:

    ok thank you, now I removed it. I ask you if possible to replace it with an image of your plugin, exactly like you do for launchbox

    (sorry, missed this part)  No. Well, it is possible, I'm sure.  But it'd be like reinventing the wheel.  If you want a different image used in BigBox's marquee screen, change the Marquee Priorities to have the image type you want on the top of the list.  Or the only one in the list if you don't want a fallback.

  2. 1 hour ago, Sbaby said:

    Pause Menu I have tried both png and jpg with no differences, with the multimonitor plugin everything works correctly while on the other hand in the pause menu everything works correctly only if I use the images in format 3) and 4) . This compulsorily causes me to have double images with different names and I don't like it very much

    Why do you need double images?  Images named as per #3 and #4 above works in both the Pause Menu and with MultiMonitor.

  3. 12 hours ago, Sbaby said:

    I want to disable the native function of bigbox, not your plugin

    To turn off the marquees screen in BigBox, go to the System menuOptionsGeneral, set Marquee Screen to None.

     

    13 hours ago, Sbaby said:

    if there is no single game image, I would like it to display the platform image (for the custom folder).

    Looking at Retro808's Game Controls Pause Theme (and the full screen version) folder structure, I've adopted this:

    If the Default Game Image you chose is *Custom Folder, the plugin will look for an image in this order:

    1)  Game Title                                i.e.  \LaunchBox\Images\Game Controls\Sony PlayStation\Alien Trilogy.jpg
    2)  Game ROM name                   i.e.   \LaunchBox\Images\Game Controls\Sony PlayStation\Alien Trilogy (USA).jpg
    3)  (new) Game Database ID #   i.e.  \LaunchBox\Images\Game Controls\Sony PlayStation\9850.jpg
    4)  (new) Games Platform           i.e.  \LaunchBox\Images\Game Controls\Sony PlayStation.jpg

    The platform image (4) will be searched for directly in the Custom Folder.  The other 3 will look in the games Platform subfolder.  The image file type can be any type.  i.e.  .jpg or.png

    MultiMonitor2022 (v1.1.5 beta-6) .7z

  4. 33 minutes ago, Sbaby said:

    Ideally for me would be to disable the function for bigbox, do you know if possible ?

    Disable what function?  The ability to look for a backup image?  You can set the 3rd monitor image to same one as the 2nd. Or you can set it to an image type you know doesn't exist.  Cart-Back might be a good one.  (unless of course you actually have/use those)

  5. 41 minutes ago, Sbaby said:

    the ability to show the default images of the platforms when the plugin doesn't find the image of the specific rom

    For BigBox, you can set what 'backup' image you want shown.  But don' recall off hand if Platform, Platform Category, Playlist are available in the 3rd monitor image dropdown.

    Quote

    In BigBox, if the Game View 2nd monitor image doesn’t exist, it will attempt to use the Game View 3rd monitor image.

     

  6. 12 hours ago, Sbaby said:

    it works . the main problem is that ingame the left image minimizes, it disappears and leaves the left screen black (bigbox only)

    Pretty certain it's not a plugin issue.  If you press and hold Alt, then tap TAB, while continuing to hold Alt, is one of the open windows the marquee?  If you tap TAB (still holding Alt) until you get to the marquee, then release Alt, does the marquee (re)appear on the monitor?  If you revert back to v1.1.5-beta-4, does it still minimize/disappear?

     

    12 hours ago, Sbaby said:

    The pause menu is yours. .... It also works well with image id names for dos games, while for others it uses rom names.

    Can you remind me about my pause menu? Link to the post?  I'm drawing a blank about a pause menu I created that uses database ID #'s and ROM names. (old age. ;))

    11 hours ago, Sbaby said:

    the pause menu shows me the default platform controls image if it doesn't find the single game image. I like this...Is it possible to implement this for the custom plugin folder as well?

    Still drawing a blank.  (I'll probably be super embarrassed when you share the post.)

  7. 2 hours ago, Sbaby said:

    In the game details section of bigbox now both images are correctly visible, unfortunately however starting the game and during play the marquee image disappears resulting in a black screen on the left... that leaves the game in the center and the controls on the right....
    My guess is that the marquee image is reduced to an icon, I don't know for what reason.

    In BigBox, the marquee image is set on the "2nd Monitor" by BigBox.  The plugin only adds an image to the "3rd monitor" and doesn't touch the 2nd (unless in the plugins setup menu, that's what you chose).  So not sure what's going on.  Now, which monitor is considered the "2nd" and the "3rd" might be different between what Windows says and what BB says.

     

    2 hours ago, Sbaby said:

    I also wanted to ask you, how come in launchbox the boxfront is shown and instead in bigbox the marquee is shown ? also are launchbox and bigbox screens reversed

    LaunchBox doesn't have the built-in possibility for a marquee image.  Hence the plugin.  The image type(s) shown are based on what you chose in the plugins setup menu as well as which monitor they're displayed on.  Take a look at the setup menu or look at the log files (the ones that start with "LB" are for LaunchBox and "BB" for BigBox).  They'll tell you what Image you set as default and fallback, and for which monitor #.  

     

    2 hours ago, Sbaby said:

    i am forced to keep the image name with the game id number because otherwise in the pause menu it is not displayed,

    This "ID number" is the 'LaunchBox database ID #'?  Sounds like you're using a custom Pause Menu which displays the image on the menu itself.  Modify the custom Pause Menu to look for conventional file names.  Or better yet, have the pause menu display a different image since you already have 'that' image being displayed on another monitor by the plugin. ;) 

  8. 18 hours ago, Sbaby said:

    I wanted news if you have tried to solve this problem? I would like to solve it, I like the plugin.

    I looked at my note regarding fixing the image disappearing when entering the Game Details screen in BB, just the other day.  Then thought to myself, I really should look at that someday.  Well, 'someday' turned into 'Sunday', and I think I got a fix.  (I just hope it didn't mess up something else down-the-chain.)

     

    Beta Version   1.1.5-beta-5           MultiMonitor2022 (v1.1.5 beta-5) .7z

    Fixed:  3rd monitor image disappearing when entering Game Details (BigBox)

     

    18 hours ago, Sbaby said:

    my ms-dos images I used the game ID number as the image name

    As in the LaunchBox Database ID #?  Do images named in that fashion show in LB/BB otherwise?  Do you have other image types named after the ID#?  I thought they had to be name either the same as the ROM name or the games Title (barring any invalid character changes).

    Though I do create some off-beat (possibly 'impractical') plugins, I do usually try to stick with LaunchBox standard conventions for consistency's sake.  Such as image file names.  If using the ID #'s works elsewhere in LB/BB, I'll look into it.  But unless I missed 'the memo', I don't think they do.

  9. 7 hours ago, LendriMujina said:

    but PJ64's fullscreen mode covers up the bezel,

    Per the Emulator Settings in the description above, you need to disable fullscreen mode.

    image.thumb.png.9ea17f06a1dc50e1ab36b0a930ba4f96.png

     

     

    7 hours ago, LendriMujina said:

    One more thing, how do I... exit the game?

    I haven't use either of those emulators. But for many emulators you simply press Escape. 

  10. 46 minutes ago, LendriMujina said:

    I just installed it, and it works IF I don't click on anything. As soon as I do try to click, though, Launchbox stops responding.

    If it matters, this is on Launchbox 13.12, and this happened when using Project 64 3.0.1.

    Sorry, kind of confused. 

    You setup BezelLauncher for your P64 emulator and when you launch a game, the bezel and game window(s) show as they should. 

    Then while playing the game, you try to click something, LaunchBox stops responding?  Does the game require clicking?  Or are you trying to do something else while in the middle of the game?  Does it do this with emulators other than P64 that you've setup?

    If you exit the game, is LaunchBox responsive again? 

    The way it's setup to work, it's not conducive to multitasking during gameplay.  At least not beyond using the Pause menu.

  11. 6 hours ago, Solly4Life said:

    Yes, the error is when I click save in the Test screen. When I uncheck On/Off and click save I still get the error. However, when I loaded the game the scanlines were there but when I restarted LB they were gone and the BLSetup.xml was not updated with the values. 

    It looks like that emulator didn't get added or updated to the xml file correctly.  My guess between the betas and the final 2.1.1, something went awry. 

     

    7 hours ago, Solly4Life said:

    That did give me an idea to just manually update the xml myself and that works and is fine after a restart.

    Sounds like you may have already done that, but if not...

    With LaunchBox not running, edit BLSetup.xml and for the emulator (<EmuName>) "Hatari"...

    • Change UseShaders to true (assuming you want to use them for this emu)
    • Edit ShaderFile to look like <ShaderFile>Scanline</ShaderFile>
    • Add in the line <ShaderOpacity>1</ShaderOpacity> 

    image.png.42b80341cc060df85139b6103cbc9316.png

     

    It looks like this is the only emulator missing ShaderOpacity, and I suspect that was the culprit all along.

  12. 58 minutes ago, Solly4Life said:

    I just tried again and attached the SetupLog from that. 

    So far this is just Hatari (I am working my way through re-enabling the shaders for the systems).

    I can't reproduce the error.  Can you attach your "BLSetup.xml" file.

    What are the values you're (trying to use) using for the shader and its opacity?  (below shows 1.4 and 1.0 respectively)

    To clarify, the error is occurring when you click Save in the Test screen?  If you uncheck On/Off and then click Save, does the error still occur?

    image.png.907c5ffe7418d03edb1755a2a14c2bda.png

  13. 4 hours ago, Solly4Life said:

    I get the attached crash error when I click save trying to add the shader using the Hatari emulator. 

    Can you share the SetupLog....txt file for when the error occurred. Please.  (located in /Plugins/BezelLauncher/Logs/).  

    Does this happen when enabling the shader on other platforms as well?  Or just Hatari?

    Were you selecting the included "Scanline.png" shader? Or one of your own?

    If you exit then restart LaunchBox and run BezelLauncher Setup again choosing Hatari, does the error still occur?

     

  14. 2 hours ago, Solly4Life said:

    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?

    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.

  15. 1 hour ago, SatorSquare said:

    Hello! I'm having an issue with Flycast standalone in the latest version. Getting an "Error displaying Bezel Window: Value cannot be null. (Parameter 'window')" in the logs. See attached. Love the addition of shader support btw :)

    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:

    1. Turn on Startup screens for that emulator.
    2. OR... In the BezelLauncher setup for your Flycast emulator, un-check the option Hide Game Startup (g).
    • Like 1
  16. (New) Version 2.1.0 released

    New Feature:      Added Shader capabilities
    Improvement:    Bezel loads faster when launching a game
    Improvement:    Recalibrated sizing buttons on Test screen. Can now click-and-hold for faster adjustments
    Fixed:                    Now shows properly when display scales are set above 100%
    Fixed:                    Bezel Window Width & Height not properly fitting the screen during Test

    • Like 2
    • Thanks 2
    • Game On 1
  17. 4 hours ago, Solly4Life said:

    Thanks for the update and the bezel now fills the screen. However, I now have a few new issues.

    Wait, so you wanted the bezel to fit the screen AND still have the rest of it work correctly? ;) 

    Here you go:

    BezelLauncher v2.1.0-beta-3a

    Fixed:   Accommodate monitor's whose scale is set to something other than 100%

    ⟶ BezelLauncher (2.1.0-beta-3a).7z

    Sorry about that.  My team was trying to get out early on Friday and didn't thoroughly test it.

  18. 21 hours ago, Solly4Life said:

    I did try that before but it was still the same. However, You were right, restarting LaunchBox did make the bezel fill the screen although everything is now obviously tiny.

    I only have one monitor attached.

     

    BezelLauncher v2.1.0-beta-3

    Fixed:   Accommodate monitor's whose scale is set to something other than 100%
    No other changes have been made in this beta release.

    ⟶ image.png.4336f977cee6879a931b12830f33b62a.png   REMOVED See beta-3a 2 post down.

     

    • Like 1
  19. 9 minutes ago, Solly4Life said:

    Yes, I am. The bezel will only fill the screen if I change it to 200% but then everything else is huge.

    For troubleshooting purposes, what happens if you set it to 100%?  (May need to restart LaunchBox for it to take proper affect)

    What are the resolutions of the other monitors you have attached?

     

  20. 8 hours ago, Baggio said:

    I like things to open in full screen

    Getting it to remember window size, location, state (maximized) etc. requires some extra coding that I don't feel like messing with at the moment.

    That said, and along with your quoted statement above, I present to you Baggio's Special Edition.  This will open the plugins' window fullscreen (instead of the originally designed 1300x900 [which looks great on my monitor, BTW. ;)]).  There are NO other changes to the plugin functionality.

     

    Download and open the attached file.  With LaunchBox/BigBox not running, copy the file in the zip into this plugins folder.  Replacing/overwriting the existing "MAMEcommandDat.dll" file.

    ⟶  MAMEcommandDat (v1.0.0-FS).7z

    (This is not the "complete" plugin as it doesn't include the other required support files).

  21. 1 hour ago, Baggio said:

    Nice work, this is a brilliant addition to LB/BB.

    My only suggestion is for the window size to save after you have resized it or have an option to open in fullscreen as mine isn't fitting the screen properly.

    Thanks! :) 

    Hey, I was just happy to be able to parse the silly dat file, get the pretty colored icons in there, and the colored headers. ;) 

     

    Looks like you may have your monitors' Scale set to something other than 100%.  I had thought about having it open fullscreen, but then thought it may be a little too much.  When you open it, you initially see the top bar, don't you?  (Where it shows the min/max/close in the upper right.)  If so, for now you can just click Maximize.

    I don't how to or if I can even save the window size for a plugin.  I might have to get creative.  I'll do some investigating.  Though it doesn't help with the window size, you can use Ctrl+mouse_middle_wheel-spin to change the font size.

    Thanks for the accolades and suggestion.  I'll see if I can conjure something up.

  22. 16 hours ago, Gullly said:

    hey noob here 

    I download the no nag .exe replaced the orginal .exe but I still get the "press an key to continue screen" and the load up nags for all games. not sire if I"m doing it right. ROMS and MAME are 0.263. my expectation is that the ROMS should load right to the start. overall everything else in launchbox is working perfectly.

    Per the instructions, did you "make sure you also set in the mame.ini  'Skip_gameinfo  1' "?

    Alternately, you can add to the command-line parameters -"skip_gameinfo" (without quotes).

     

  23. 21 minutes ago, Truest1 said:

    How do we use these? i plced them in nowmal locations in 

    launchbox but just shows image not rotating.

    You'd need to edit the themes xaml file.  i.e. PlatformFiltersDetailsView.xaml

     

    LaunchBox example using [a back-up copy of] the Default Plus theme.

    Add to the declarations

    xmlns:gif="clr-namespace:WpfAnimatedGif;assembly=Unbroken.LaunchBox.Windows"

    Look for the line that shows the Image for the ClearLogo

    <Image Source="{Binding PlatformClearLogoImage}" Height="110" MaxWidth="350" RenderTransformOrigin="0.5 0.5">

    Replace Source="{Binding PlatformClearLogoImage}" 

    with gif:ImageBehavior.AnimatedSource="{Binding PlatformClearLogoImage}"

      <Image gif:ImageBehavior.AnimatedSource="{Binding PlatformClearLogoImage}" Height="110" MaxWidth="350" RenderTransformOrigin="0.5 0.5">

    Save and close. Start LaunchBox and set the theme to the one you just edited.

  24. 44 minutes ago, Krakatoa said:

    Yeah, sorry the xml I posted was from prior. I've attached the new xml.

    So, I did a refresh and it's still not showing all my emulators. The pic on the left shows all the LB emulators and, on the right, shows what BezelLauncher sees.

    It only shows Platforms (left side).  Once you select a Platform, the emulator's associated to that Platform will appear on the right.

    The process to get Platforms showing on the left is:

    • Look at each emulator one-at-a-time and skip it if it's RetroArch, MAME or DOSBox.
      • Look at each Associated Platform in that emulator.
        • The Platform must have at least 1 game in it
          • Add the Platform to 'the list'.

    aka: Only Platforms that have at least 1 game in it and has an Emulator with an Associated Platform of that Platform will appear.

    So, if you have a Nintendo Wii Platform and it has at least 1 game in it and your Dolphin emulator has an Associated Platform 'Nintendo Wii', Nintendo Wii will show up on the list (left side - along with the 2 pinball platforms and the 2 Sega platforms yours is showing).  All criteria must be met for it to appear.

    Dolphin does not have to be the default emulator for Nintendo Wii.  But it does have to have the Associated Platform Nintendo Wii.  Just like for your Sega Naomi...  If you click Sega Naomi, on the right will appear Demul.  Even though Demul is not the default emulator for that Platform, is does have the Associated Platform 'Sega Naomi'.

     

    Hopefully this will help you to deduce why none of your other Platforms are not appearing.

  25. 30 minutes ago, Krakatoa said:

    No idea what happened, but now it's launching and showing some platforms. How do I add a platform that's not showing? I want to add bezels to model 2 games (virtua cop)

    Strange. The xml file you attached doesn't have any platforms listed.  Maybe you attached it before you got it to work?

    The plugin adds only platforms you have setup in LaunchBox and have an emulator assigned to it.  If you added or removed one or some, you can have the plugin recheck for those by clicking Refresh All.

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