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Everything posted by JoeViking245
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Where there's a will, there's a way. The current LaunchBox MAME metadata is for MAME revision 0.224. But you're all correct, nowhere is it spelled out which release LB is currently using.
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I think the button numbers (0, 1, 2, 3...) are a sorta 'standard of the industry'. Besides "1" is a lot easier to remember than the [more precise] Decimal value 4096. aka, Hexadecimal value 0x1000. (I'm sure there's a similar reasoning for Direct Input.) But to call the 4 main buttons A, B, X, Y doesn't really work when all you have is X, circle, square, triangle. As for detecting specific button presses from within a plugin is well beyond my knowledge.
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This is not generated by MAME by default. LB would need to do something like "mame64 -lx >list.xml" to generate the 236MB file, then parse from that. Are the 'missing' 100-ish files all 'brand new' to MAME 0.225? As in maybe the LB data file is still on a previous version?
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"Temp" and "none" worked on my 'test' of 54 MAME roms (dated April 2019. So whatever versions those came from). [All 54 were imported properly] Using LB 11.7. Just thinking out loud.. maybe a [partially] corrupt data file or something? Maybe reinstall 11.7 (over the top of your existing one)? If you select a different emulator, will they "import" (all 130)? Obviously they won't be named properly...
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With all else equal, shouldn't this be Scrape As: Arcade?
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Here's some discussion about getting and setting the MAME static ID's.
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Set it up in MAME how you want it. "Save Configuration" [in MAME]. Exit MAME. Edit mame.ini to have writeconfig = 0.
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All softlists used in MAME will require a Default Command Line Parameter. And they're all different. For the NES it's "nes -cart". Some will also require a BIOS file and some, 1 or more device files. NES (I believe) doesn't require any 'extra' files. Are these other systems working when ran from inside MAME itself?
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execute batch file after closing bigbox?
JoeViking245 replied to Retro Arcader's topic in Troubleshooting
I think the method you're using is spot on. However I may be biased as that's exactly how it do it. I have my cab connected to my TV (actually to the AVR, then TV) via HDMI. [The cab monitor connects uses the DVI port on the video card] I used a program called MonitorSwitcher (found on SourceForge [it's free]) to create my [custom] different monitor configurations, and then load those from a batch file. The configs used here are "cab-only" (single monitor, only using the cab's monitor) and "TV-Primary" (dual monitor, with the TV as the primary monitor). @echo off f: cd "F:\Monitor Switcher" start /w "" "MonitorSwitcher.exe" -load:TV-Primary.xml cd "F:\LaunchBox\core" start /w "" BigBox.exe cd "F:\Monitor Switcher" start "" "MonitorSwitcher.exe" -load:cab-only.xml You'll note here, I start BigBox from the ../Core/ directory. Reason being... running F:\LaunchBox\BigBox.exe will actually start - exit - then start F:\LaunchBox\Core\BigBox.exe . So you can imagine what that does to the "start /w" in the batch file. Also note the double double-quotes after "start /w". Off hand I forget the what's-and-why-for's they're there. But (without looking it up) I'm sure it's for a good reason. And because it uses the HDMI to the TV (primary), the audio it automatically redirected. Love the use of "DisplaySwitch". I was not aware of that 'command line' option. Thank you. The problem I have with that is the HDMI port on my video card takes to spot of Monitor 1. So not sure how that would work. -
If you have just few games you need to do this for, you can add an Additional Application for them. Actually 2 Additional apps. One, you select to Automatically Run Before Main Application (copy over a specific config file). And then a 2nd one to Automatically Run After Main Application (copy back the default config file). If you need to do this for Every game (or more than "a few") that uses a specific emulator (Demul), the easiest way is to create a "new emulator" that's actually a script (via AutoHotkey [or a batch file if you prefer]). This script will Copy the config, Launch the game, 'Uncopy' the config. This one's a bit more tricky because you'd need to somehow tell it which specific config to copy based on the game being played. "Tricky", but very doable. For either case, if you use an AutoHotkey (AHK) script, it will need to be compiled to an .exe. In this case, you have those games use your original Demul emulator (or no Additional Apps).
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Videos in BigBox have no sound with VLC selected in 11.7
JoeViking245 replied to StickySweater's topic in Troubleshooting
Try... Options, Sound, and uncheck Prioritize Soundtrack Music over Video Audio (uncheck vs what's shown) -
No problem. Another option (en lieu of the Default Command-line parameter) would be to edit your "Supermodel.ini" file and add in XResolution = 1240 YResolution = 960
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- launchbox
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-res=1240,960 Change your "x" to a "," (comma).
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@VoidTheWolf Being the person I am, I just had to test this. Short story, works GREAT! Granted I did NOT test with K2X or any secondary app/program, but the launching of a Steam game, waiting for it to exit/quit, then do something else does work. (tested using a simple message box) #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. Run, "E:\bartop\software\keyboard2Xinput\keyboard2XinputGui.exe" ;**** Verify Path **** Run, "C:\Program Files (x86)\Steam\Steam.exe" -applaunch %1% ;**** Verify Path **** isRunning := "0" While (isRunning = "0") ; Wait until the game is launched RegRead, isRunning, HKCU\Software\Valve\Steam\Apps\%1%, Running Sleep, 500 Sleep, 5000 MouseMove, 1920, 1200 WinGetTitle, Title While (isRunning = "1") ; Wait until the game is closed RegRead, isRunning, HKCU\Software\Valve\Steam\Apps\%1%, Running Sleep, 500 ; Game stopped, stop keyboard2Xinput by sending numpad multiply key (see k2x mapping.ini) ; MsgBox, Game Exited SendInput {NumpadMult} The last 2 lines that were in your code aren't necessary for LaunchBox. The 2nd to last line I have here was my test to verify that it indeed did wait until the game exited before continuing on. If your Steam games' Application Path uses the Steam's game ID such as "steam://rungameid/818320", that WILL work as is. So the only thing you'll need to do for the games is to have them use an emulator (the compiled script). When you add the new Emulator, be sure to CHECK both the "Don't use quotes" and the "Use file name only" boxes. I don't think the Quotes one actually matters, but the Use File Name Only definitely does. And of course, under Associated Platforms, add Steam. If ALL your Steam games will use K2X, check the box for Default Emulator.
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... doesn't work for games that are launched via a Steam ID. Also, in your sample AHK script, the 2nd "Run" command is attempting to launch to Steam game. So in effect, if this did work, LaunchBox would run your script which loads K2X and launches the game, then LB itself would [also] launch the game. It looks like the script you show is designed to be ran as an Emulator. That is, compile the script [to an exe]. Then in LB, Add a New Emulator and point it to your compiled script. Then for your Steam games, tell it to use this 'new' emulator. Here's where a person smarter than myself needs to help.... you may need to edit the Application Path to the Steam game(s). Mine all say something like steam://rungameid/818320 From your 2nd Run command which uses a command line to launch the game, it may only want the Steam's game ID #. (v.s. the whole line shown above). So in my case Run, "C:\Program Files (x86)\Steam\Steam.exe" -applaunch %1% ;...would become.... Run, "C:\Program Files (x86)\Steam\Steam.exe" -applaunch steam://rungameid/818320 ;...but might need to be simply... Run, "C:\Program Files (x86)\Steam\Steam.exe" -applaunch 818320 To clarify, I'm not saying edit the script. I'm saying you may need to edit the Application Paths for the games. The compiled script with automatically change %1% to whatever is in the games Application Path. Be it "steam://rungameid/818320", or simply "818320".
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In your MAME "hi" folder, is your "docastle.hi" actually being saved as "DOCASTLE.hi"? Or is your MAME rom file called "DOCASTLE.zip"? (Caps vs lowercase) hi2txt is case sensitive when it comes to looking for the corresponding xml files. That is, it'll find "docastle.xml", but not "DOCASTLE.xml"
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Did you change the hotkey assignment inside Citra to something else? Is there an old(er) AHK script by chance still running (as in one that was started outside of LB)? Pop the battery out of the controller(s). Shut everything down. Restart the PC, put the battery back in and try again from 'scratch'.
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Ya, you want to setup only one set of hotkeys for the same button. Change the "C" and the "V" to lowercase "c" and "v" respectively in the code and see if that helps. You can also shorten the duration of the 'long key press' (if you want) because in this day-and-age two seconds can actually be a really long time. I just tested the 1st one [that uses the long-press] in Citra and it does work (at least here) for both save and load. (didn't verify the 2nd [combo button press] though) EDIT: Tested the combo button press using lower case "c" and "v" and it worked as well.
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1Joy11:: { KeyWait, Joy11, T2 ;long press ("T2" = Time 2 seconds) if (ErrorLevel) { Send ^V ;long press of 1Joy11 Sleep 500 } Else { Send ^C ;[short] press of 1Joy11 Return } } Or your Plan "B" 1Joy11:: If GetkeyState("Joy7") { Send ^C return } Else If GetkeyState("Joy8") { Send ^V return } With this one, you need to press Joy11 AFTER pressing and holding Joy7 or Joy8 respectively, in succession.
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That makes sense. Thanks!
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Does this then "Tag" the game that's in the Windows Platform somewhere/somehow? My test was done by drag-and-drop and choosing None of the Above. I 1st created a new Platform and typed in [named it] Windows. Did the drag-and-drop, None of the Above, selected the Windows Platform, No Metadata/Images. My "game" was Notepad++. Done that way, the 'Edit AutoHotkey Script for Windows Games' did work for me. My test script run C:\Program Files\MediaInfo\MediaInfo.exe $Esc:: { WinClose, ahk_exe MediaInfo.exe WinClose, ahk_exe {{{StartupEXE}}} } I think that would be the next logical thing to try. This (Additional App) does at least confirm that AHK is indeed working from inside LB on your setup. I do have a Plan "E" that wouldn't involve having to edit each and every Windows game. But we shouldn't have to do that. Especially since we now know that AHK will work. (Confirmed with the Additional App)
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Well Snap! Time for Plan "B". (or is it "C" now? "D"?) Copy your above script (go ahead and keep the beeps in). Create a new text document and paste the script into it. Save the file somewhere [that isn't your Desktop, C:\ root drive, C:\Programs Files or anywhere like that]. Inside your root LaunchBox folder is fine for now. Save it (or rename it after saved) to have an ahk extension. i.e. C:\LaunchBox\winTest.ahk Since [full] AHK is installed, you should be able to right click the file [in Windows Explorer] and select "Compile Script". This will give you C:\LaunchBox\winTest.exe In LaunchBox, Edit your Windows ['one for sanity sake'] game. Click Additional Apps, then Add Application.... Give it an Application Name:. Click Browse... then navigate to your "C:\LaunchBox\winTest.exe" file and click Open. Check the box for Automatically Run Before Mail Application. Click OK. OK. Since the script doesn't work at all in when in the 'AHK Scripts For Windows', you shouldn't need to remove that. But it wouldn't hurt to delete that anyway. Run/launch/Play the game.
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Add this in the script somewhere (like maybe the line above "Run" and after the 1st bracket - before the 1st WinClose. SoundBeep,1000,100 Run a Windows game and see if you hear a beep(s) at all (while its loading and again when you hit Escape). if No: Is your LaunchBox, BigBox or AutoHotkey.exe set to run as Admin? If so, don't do that. It's neither advised nor supported. (I mean, I suppose you could. But It'll really screw things up.) Sounds like you might have your own install in AHK [C:\Program Files\AutoHotkey\] which is NOT a problem. But check that as well as the one in ../LaunchBox/ThirdParty/AutoHotkey/ Is the game you're testing for-sure in your "Windows" Platform? (have to ask) if Yes [beep]: This is a good thing. Well... a step in the process of elimination.
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Let's see your final script. I ran a test here and it seemed to work. Granted I don't have XArcade....exe nor a Windows game, but it did work using two other exe's. LB started the exe in the script, then stated the "game'. Then when pressing Escape, the exe closed and then the 'game'. Your XArcade should at least be able to start up. But the Windows game [being a Windows game] might not be so inclined to cooperate [when forcing a close in this manner].
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Put the full path to exe AND the parameters in quotes. Then put your Escape sequence in brackets. (add some quotes here too) $Esc:: { WinClose, ahk_exe "XArcade XInput.exe" WinClose, ahk_exe {{{StartupEXE}}} } If you stick with your winclose xarcade line, put the path to the exe in quotes as well.