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Everything posted by JoeViking245
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Autoboot Command / Script for MAME SWL (Computer Systems)
JoeViking245 replied to SiriusVI's topic in Emulation
(moving the topic) Regarding running abc80 requiring the game's rom name to be in the autoboot_command line "..any way.." You might be able to write a lua script that can do it. But that's WAY beyond me. You could also get stupid-crazy and create an AHK script (or even a C# program) to 'act as your emulator' that will read the game rom that LB passes, then automatically modifies abc80.ini to insert the rom name. OR..... set the Default Command-Line in the emulator settings to something like abc80 -autoboot_delay "3" -autoboot_command "load%romfile%\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nrun\n" %romfile% I know the hash file 'usage' says to use "run", but above is what I had in my notes and it 'just seems to work'. (so this last one ("OR") was an afterthought, but left the previous 2 "..any way.." here for 'options'. ) Edit: simplified (working [and more-correct]) command-line abc80 -autoboot_delay "3" -autoboot_command "run\"%romfile%\"\n" %romfile% -
This doesn't answer anything, may help in troubleshooting. At 6 seconds, it looks like it's doing the SplashImage command (again) right before the WinMove command. And loading the same image. just like you see it do at 18 seconds But this time loading the next image.
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Some pretty big enhancements to layouts was done a couple (several) revisions ago. The good thing is, the 'old' layouts still function. From what little I've looked into it, it seemed the "how" was to basically re-write them. What I do personally to avoid the warnings is to turn off the console window and to play them via LB/BB here you won't see the window-of-warnings.
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My pegasus roms are all in D:\MAME\software\pegasus_cart\ "pegasus_cart" being the exact same as MAME's hash file name. My Atari 2600 [cartridge] roms are all in D:\MAME\software\a2600\ My Atari 2600 [cassette] roms are all in D:\MAME\software\a2600_cass\ Since the command line starts with "pegasus", MAME knows I'm loading a softlist (same thing if you had used "gba", "nes", "a2600" etc.). MAME will then look for a subfolder under the folders listed in its rompath that corresponds to that softlist. Example: If I used in the command line "a2600" along with "-cart", MAME will look for folders D:\MAME\roms\a2600\ and also D:\MAME\software\a2600\ If I used "a2600" along with "-cass", MAME will look for folders D:\MAME\roms\a2600_cass\ and also D:\MAME\software\a2600_cass\ It will of course only find them under the 2nd location ("software"). @sundogak taught me that trick. See here for more Here's a snippet of my D:\MAME\software\ folder. Each set of softlist roms are in their respective folder [that is named after the hash file name, just like how you get them in a torrent]. How's that for practical? And again, the ONLY folder you need to add in MAME's rompath is the root folder that holds all the softlist subfolders [in this case, "software"] . And since MAME is so smart to know WHICH subfolder(s) to look for, it's also smart enough to accept just the softlist rom name. And this pretty much flows into what it's doing for the artwork. The exact same thing. MAME sees "pegasus" in the command line, it knows it's a softlist, so it looks in the artpath we gave it (from the ini file) for a subfolder properly named "pegasus". It THEN looks in there for a subfolder (or zip file) of the name that we gave it to use ["tank", "1942", "1942blah"...]. It really is a lot easier than how I'm describing it here. But I hope it at least makes a little sense. Not sure I follow. mame.exe <softlist_name> in the command line kinda puts it in 'software list mode', doesn't it?
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It seems like artwork for non-arcade machines works just like how you do per-game configs [for softlist's]. For my tests I added (actually changed) the folder to "artpath" in pegasus.ini. (By now you all probably have a pegasus.ini file. ) Then added that folder under artwork: D:\MAME\artwork\pegasus\ Next, in there I put 3 folders and a zip file. (1942 folder actually had 25pacman artwork, tank folder had some game-n-watch artwork, pegasus had airwolf and 1942blah was actually 1942) And then ran: mame.exe pegasus -rom1 tank -override_artwork 1942 mame.exe pegasus -rom1 tank -override_artwork tank mame.exe pegasus -rom1 tank -override_artwork 1942blah mame.exe pegasus -rom1 tank -override_artwork notTank All 4 tests worked as expected (well hoped, I should say. ). MAME loaded the first 3 respective override_artwork folders/zip as it was told to. The last one ("notTank") didn't exist as a zip file or folder, so MAME loaded the default "pegasus" [folder]. But unlike arcade machines, even though we set the artpath, we still have to tell it which one to load (aka override) just like for per-game configs. For the MAME emulator in LB, set the Default Command-Line Parameters like so: pegasus -override_artwork %romfile% -rom1 %romfile% This all works ASSUMING that in your MAME settings, you remove quotes and the file extension and path, and that your artwork folders (or zip files) are the same name as the pegasus roms (just like it's done for arcade machines). For the file names inside the folders or zips, I don't think it matters. As long as there's one called "default.lay". Then it's only in the default.lay file that it looks for the other files by name in that particular folder/zip. Again, as long as the folder or zip itself is named the same as the rom.
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I think I might have accidently discovered something. #SingleInstance force Image = M:\Giochi\Utility\Launchbox\ThirdParty\AutoHotkey\Scripts\Ps3-Scripts\ps3_splash.png Options = Zw%A_ScreenWidth% Zh%A_ScreenHeight% SplashImage,1:%Image%,b %Options%,,,MySplash WinMove, MySplash,,0,0, %A_ScreenWidth%, %A_ScreenHeight% WinMinimize, ahk_exe LaunchBox.exe, WinMinimize, ahk_exe LaunchBox.exe, WinMinimize, ahk_exe BigBox.exe, WinMinimize, ahk_exe BigBox.exe MouseMove, 1920, 1080 #IfWinExist MySplash { 1Joy1:: 1Joy2:: 1Joy3:: 1Joy4:: 1Joy5:: 1Joy6:: 1Joy7:: 1Joy8:: 1Joy9:: 1Joy10:: 1Joy11:: 1Joy12:: { Sleep 100 SplashImage,1:off WinRestore, ahk_exe LaunchBox.exe WinRestore, ahk_exe BigBox.exe ExitApp } :: { } } Adding the last "::" section I think makes it so any other input does nothing. This little discovery (assuming it's correct) might have come in handy a long time ago. lol
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That's weird because I though Winipac simply tells your I-Pac to 'set the controls "this way"', then exits. A couple things you will want to do in your $Esc routine is to move the last 2 commands before closing the 'emulator' and change "Process" to "WinClose". ;Kill $Esc:: { ; relaunch DMD Run, "C:\Pixelcade\pixelweb.exe", "C:\Pixelcade", Hide ; re swtich keyboard configuration Run, "C:\Program Files (x86)\WinIPAC V2\WinIPAC.exe" "d:\Ipac2\Defaut.ipc", "d:\Ipac2\", Hide WinClose, ahk_exe {{{StartupEXE}}} } As soon as you Close the Emulator (via Process, Close or WinClose), the Running AutoHotkey script is abandoned. So you want to run those 2 apps before closing the game. (Otherwise they won't execute.) Also, "WinClose" is 'nicer' than using "Process, Close". "Process" KILLS it in its tracks, while "WinClose" allows it to 'exit gracefully'.
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Any way to run a script when loading a specific playlist?
JoeViking245 replied to exodus_cl's topic in Noobs
You can't set up an AHK script to run per Playlist. Or per Platform, for that matter. Besides, you probably need it to run before the games are launched so that it's already loaded. You can do it for a specific Emulator, but it will simultaneously with launching the emulator/game (not before loading the game). Also, doesn't help for Playlists. One possible solution (for the time being?) is to create 2 scripts (or batch files), 1 to load it (IR LED's, Wii bar...) and one to close it (if needed). Then (as you discovered) edit the games to have an Additional App (2 actually). Set one to run BEFORE main app and the other to run AFTER the main app. Select your Playlist (Platform, sort filter....) then select all games (click on one of them, then hit Ctrl+A) and then run the 3rd party plugin (Bulk) Add Additional Applications . From here (you'll need to run it twice) select the Run Before or Run After Main Application, respectively. Maybe not ideal, but it is one possible solution. Problem is, if/when you add more games that need this, you'll need to [remember to] add the Additional Apps to those, as well. -
LOL!!! Well, it was a good exercise in scripting. Added. In MY opinion, after everything we've been through and gone over the last several days, don't mess with anything and just remember to plug it in BEFORE you attempt to play a PS3 game!!! ??
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(Bulk) Add Additional Applications
JoeViking245 commented on JoeViking245's file in Third-party Apps and Plugins
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You may try to re-scrape the metadata (not 'media')?
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Wait. What? Really? Edit: OK. Turn OFF the game Startup Screen.😊
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I did say "But I could be totally wrong." And I was. I tried Sleep timers, Loops to check if LB is minimized, BlockInput, more Sleeps, and more Loops.. and yes, if you press a button too quickly, it can create havoc. But there is. "Wii MsgBox" is my AHK 'Emulator' I've been testing with. And of course the Default Emulator, Dolphin. And PLEASE note: I have not, will not, nor have ever even attempted to run "Dolphin" through RetroArch. Just sayin'. And so with that, I think it may be best to go back to create a new "Emulator" using an AHK script. Assuming you will typically use the Real Wiimote, have your "WiimoteNew.ini" and "Dolphin.ini" files in your Config folder be the ones for "Real". Then when you want to play using the Real Wiimote, just choose Play. Then in your AHK "Emulator" for the Emulated Wiimote, strip out all extra stuff. #SingleInstance force Emulator = "M:\Giochi\Emulatori\Nintendo Wii\Dolphin.exe" -b -e FileCopy, M:\Giochi\Emulatori\Nintendo Wii\User\Config\WiimoteNew.in#360emu, M:\Giochi\Emulatori\Nintendo Wii\User\Config\WiimoteNew.ini,1 FileCopy, M:\Giochi\Emulatori\Nintendo Wii\User\Config\Dolphin.in#_scan_false, M:\Giochi\Emulatori\Nintendo Wii\User\Config\Dolphin.ini,1 RunWait, %Emulator% "%1%" FileCopy, M:\Giochi\Emulatori\Nintendo Wii\User\Config\WiimoteNew.in#real, M:\Giochi\Emulatori\Nintendo Wii\User\Config\WiimoteNew.ini, 1 FileCopy, M:\Giochi\Emulatori\Nintendo Wii\User\Config\Dolphin.in#_scan_true, M:\Giochi\Emulatori\Nintendo Wii\User\Config\Dolphin.ini,1 Then select Launch With. (but it was fun [for me] learning all this.)
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Do you mean these ones on the controller? You could use those too if you wanted. Looks Great!! Change "WinRestore" to "WinActivate". This will restore it AND make it active ("in focus"). No! Next thing you know, you'll want to add menu options to that too. lol That feature is already built into BigBox. Make sure you have Enable Game Shutdown Screen checked. If it's still not working, that's probably because you're doing the Minimize/Restore thing for BB. I would think that since you're putting up a Splash screen, if you Un-Checked Enable Game Startup Screen, (which isn't doing anything for you anyway) that BB would not capture any of your key/button presses (except for Pause and whatever's assigned to close/exit the game). So then you wouldn't need to minimize/restore it to begin with. And also, you'd be able to use "A" and "B" on the controller. But I could be totally wrong.
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Big problem after changing Retroarch location *Solved*
JoeViking245 replied to Fragger's topic in Troubleshooting
Do you have Super Nintendo Entertainment System listed twice in Associated Platforms? -
That looks really nice!!!! You never clarified if you wanted the analog stick "clicks" [buttons] or "movement". You know how to use the "clicks" and you have the code (which I added in later on) for the "movement" a couple of posts back. Lines #29 - #32 are comments showing you examples for the Left-Analog-Stick Right/Left/Down/Up movements. If you move the stick LEFT (line #34), it will ["GoSub"] go to, and execute the sub-routine "$Left", which is line #44.
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How you have it written ( b[comma]%options%), it will show [sub]text on the bottom of the image. See here on using SplashImage: Progress / SplashImage - Syntax & Usage | AutoHotkey It doesn't cover everything because it's displaying the image in it's actual size. To get Image2 to cover the entire screen, add the WinMove line below SplashImage,2:... And remember to change "MySplash" to "Splash2". BUT... the problem you'll have now is, your image2 isn't 1920x1080. So when you add WinMove, it will cover the entire screen (including the taskbar), but the image will be in the upper left corner of the screen (actual size and not centered). The easiest way to fix this is use an image that has a 16:9 aspect ratio, use b[space]%Options% and add the WinMove line. If it's not 16:9, it gets squashed If you can't find a 16:9 image, then add zx.. and zy.. (described in the link above) to center the image. My image is 650w x 974h. To calculate the zx and zy numbers to use, using my dimensions as an example, zx=(1920-650)/2= 635 , zy=(1080-974)/2= 53. I then add those in. And don't ask how to change to color of the rest of the background, because I don't know! Hold the joystick "button" down just a little longer before letting go. (press and hold. Don't just 'click' it)
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Either remove "%Options%" from the line "SplashImage,2:....." (and probably 3 also), OR copy and paste the WinMove line to right below "SplashImage,2:....." and change %Image2% to %Splash2%. You can also set the image size manually on the "SplashImage,2:....." line by replacing "%Options%" with zw number and zh number. Play around and see what looks best with your image(s) Did they work before? Try putting a $ in front of them. i.e. $1Joy9. Since you're now using something to select your choice that doesn't cause problems in BigBox, comment out (or remove) the lines that minimize it.
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Excellent work with the timers!! Thank you, thank you! My 1st guess is because of a loading screen (plus the main app). OK. That's actually my only guess. lol Personally I don't like doing this because I tend to somehow screw something up and can't get it back without rebooting. I did find a way to go [actual] fullscreen with 1 line of script vs the 45 lines I mentioned earlier. "WinMove" I didn't test with a 'regular' window, but it works great with SplashImage. Things to note in the script: Options - This is to set (force) the Image size (not to be confused with window size). So if it's a 640x480, you can "stretch" it to 1920x1080. The 1st one listed automatically sizes it to the monitor. The 2nd one (commented out) just shows how you can set it manually. SetTimer...off - I'm not sure if this is actually necessary [at the beginning of the script], so I commented the first 2 out. WinMove - Ahh.. A thing of beauty. So here we're moving the SplashImage "MySplash" to coordinates x=0, y=0, and setting it to the screens full width and height. "TAKE THAT taskbar!!" SetTimer, WatchAxis - This is what will look for joystick movement (vs a joystick 'click'). Examples for all directions are shown (commented) and I incorporated Left/Right/Down to give practical examples. For Left and Up, if you don't have the "&& Joy.. > 0", everything gets all screwy if the controller's not on. I didn't test this go-around actually in BigBox, but I did test the logistics of the SplashScreen and joysticks. But I tested them in sections so hopefully I copied, pasted and transposed it all correctly. I'm sure someone will let me know. lol
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If you can find or create an XML file that's formatted the same as MAME xml's, you could try this: It won't help with any metadata or media issues you may have with "odd" games, but it will at least get whatever's listed in "the xml" into LB. The trick might be finding one that formatted like MAME's xmls. Just a thought. Maybe not the best thought. But a thought.
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Nice job on finding out the files to use!! I'll be sure to add that to my Dolphin notes. Awesome. Thank you! And it's not going to be able to. You can manually set (force) the width and height, but it will never cover the Windows Taskbar. That's a limitation of SplashImage. The closest you'll get is with something like: (will fill the screen with any image size, but still not cover the Taskbar) SplashImage,%Image%, b H%A_ScreenHeight% W%A_ScreenWidth%,,, spl The script is running in sync vs async. So it won't go to the next line until it's done with the previous line. (mostly) Also since we're starting the emulator with "RunWait", we can't really say.... "while the emu's loading, show this image for 3 seconds". Also, your Option "on" after the Image path is not an available 'option'. But if it's not even showing at all, double check the path and file spelling. It may be easier (?) to declare another Image, and then use it. (Well, it makes the code look prettier ) Image2 = M:\Giochi\Utility\Launchbox\ThirdParty\AutoHotkey\Scripts\Wii-Dolphin-Scripts\ImageRealWiimote.png SplashImage, $Image2%, b If you MUST HAVE the 2nd SplashImage show while the emu is loading you'll have to change RunWait to Run then do some 'while emu is running, show the Image once for 3 secs, then wait for the emu to stop running...'. If you mean the joystick button-clicks (press down click, as opposed to moving the joystick left/right/up/down), for me, the Left joy-click is 1Joy9 and the right is 1Joy10. I have (mostly) something 'up my sleeve' that will make %Image% go completely full screen. But it will add in at least as much code to your script as you have right now. So you're approximately 45 lines will become about 90 lines. lol Fortunately is just a matter of copying and pasting it. But I need to do a little more testing with it first. IF I can get this to work, I MIGHT look into the 'show 2nd slashimage'. But anyone else is more than welcome to chime in here!!!
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Ah. Good point!. And now that you mention it, the $Esc method could go in the Running Script tab for this "emulator" now. And BigBox too. The issue here is the AHK script, though is 'running', it doesn't have actual "focus". The SplashImage does, but not the script (which is the "Emulator" BigBox is looking out for). So (I think) what happens is, if you wait until after the Startup Screen goes away (like the time it takes to plug in a different controller) to press a button, the script 'catches' the button press (and acts accordingly). But so does BB. So ya, you'll want to chose a different button. I don't think there's a way to do that with Dolphin. I assumed you had that figured out for us already. lol So... didn't this start out as something like 'before a game starts, show a message to remind you to do something. Then press a button to continue.'? lol You might try looking for where Dolphin saves 'the default controller config to load' info if the game doesn't specify a specific configuration. (possibly WiimoteNew.ini?? under /User/Config/ ??). Then once you find that file(?), Run Dolphin, set you controller settings for "real" and quit Dolphin. Copy that file you found to something like wiiReal.ini (or whatever). Run Dolphin again, set it up for "emulated", and exit. Copy and save that same file to wiiEmulated.ini (or whatever). So now you have 3 4 files: WiimoteNew.ini (if that is truly the correct file) wiiReal.ini (or whatever) wiiEmulated.ini (or whatever) WiimoteNew.ini.backup (back up the original just in case ) Then in your script, right before RunWait, add in a command that will (if you want "Real") Copy wiiReal.ini to WiimoteNew.ini, and overwrite it. FileCopy, D:\myFileLocation\wiiReal.ini, D:\myFileLocation\WiimoteNew.ini, 1 ("1" tells it "YES" to overwrite) Again, I have no idea if that's the correct file or not! Also, if your game(s) have a 'default' controller profile to load, you will need to remove that. (Right click the game, select Properties, click on the Editor tab, and under User Config. Placing a pound symbol ( # ) at the beginning on the line (as shown) will comment it out (so it won't load). Or you can just delete the whole line. If you set it up for more than one player, do that for each "WiimoteProfile" line. Good luck.
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As Homer J. Simpson would say, DOH!!! #SingleInstance force Image = D:\LaunchBox\Images\Platforms\Nintendo Wii\Device\WiiController.png EmulatorReal = "D:\Emulators\Dolphin\Dolphin.exe" -b -e -LoadReal.ini EmulatorEmulated = "D:\Emulators\Dolphin\Dolphin.exe" -b -e -LoadEmulated.ini SplashImage,%Image%,b,,,MySplash $vk07:: { WinClose, ahk_exe dolphin.exe Return } #IfWinExist MySplash { 1Joy1:: $r:: { SplashImage,off RunWait, %EmulatorReal% "%1%" ExitApp } 1Joy2:: $e:: { SplashImage,off RunWait, %EmulatorEmulated% "%1%" ExitApp } 1Joy3:: $x:: { SplashImage,off ExitApp } } Thank you @Kiinkyfoxx!! Sad thing is, I use that in my daily script that runs in the background. But you know.. Out of sight. Out of mind. lol