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JoeViking245

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Everything posted by JoeViking245

  1. @proghodet is correct. You're missing the opening tag for 'mameconfig'. Also, I'm pretty confident that KEYCODE_0 is not a controller. Another thing is the ampersands (&) need to be escaped. Add amp; after the & symbol. &amp; <mameconfig version="10"> <system name="default"> <input> <mapdevice device="VID&amp;0002054c_PID&amp;09cc" controller="JOYCODE_1" /> <mapdevice device="VID&amp;0002054c_PID&amp;05c4" controller="JOYCODE_2" /> </input> </system> </mameconfig> The above example is based off the info you supplied. However, I think you might have transposed some characters. Double check your mame.exe -v output. This maybe should be...?.?.?... VID_0002054c&PID_09cc Even then, the VID #'s look off. But if that's what the output showed, then ok. (and don't forget to escape the & symbol(s))
  2. No. You can't import into an existing Platform. It only imports into new Platforms. If you delete the existing Platform (and don't have Allow deleting ROMs when deleting games checked) and then click No when asked about deleting media, when you [re] import your GB64, any media you added since the last import will still be there. As long as the game titles haven't changed. But any metadata (Notes and such) or other game-specific changes/additions you made will be lost.
  3. The built-in LaunchBox/BigBox feature that shows the actual achievements for the respective games comes from RetroAchievements API (Application Programming Interface). When you select a game, LB/BB will make a call to the API for that game. 1-game. 1-call. It's been a while since I looked at how the API works, but I believe I'd have to make a call for each game in the selected Platform when you change Platforms (only if you want to show a badge for the games that have achievements ). So if your selected Platform has 100 games, it'd have to make 100 separate API calls. Then when you switch to Arcade, on a 'minimalists' system, it'd make around 300 calls (I thing that #, in general is very conservative). In other words, the API works on a per-user (because you need to login to use it) and per-game basis. There is no bulk looking up by Platform via the API.
  4. Most likely, Yes. I'll see about looking into it this weekend. No. You thought the image scaling was bad before....? lol Seriously though, no.
  5. I'm glad you were liking it. It looks like sometime within the last 4 days, RetroAchievements has [pretty much] completely changed their page layout for showing all games that have achievements. With their site updated the way it is, this plugin is broken. So it's not that you have "No Connection" and you need to "Check your internet connection.". It's that the plugin can't read the 'new layout'. Will I "fix" the plugin? Most likely no. Because the web page is now also paginated (50 games per page), the plugin would need to read 93 pages (4648 games [as of this writing] / 50 games per page) instead of just one. And even then, their pages don't break the games down by Platform. Well, it sort of does. The games are 'broken down' by Platform. But there's no label/header indicating which Platform 'this part of the list' is for. If anyone has a one-page source for "All Games" that RetroAchievements supports (and gets updated) and is sorted by Platform, please share! Granted, their new layout may change so that it does indicate which Platform the games belong to, I'm skeptical they won't go away from the pagination. 93 (and growing) calls to a web site ain't happening. At least not [programmed] by me.
  6. Quick and dirty example: Send mouse Right click using "Q" on the keyboard q:: MouseClick, Right Send mouse Middle click using "W" on the keyboard w:: MouseClick, Middle
  7. You can open xml files in any text editor (such as Notepad++ or even regular Notepad). But those xml files (located in the /hash/ subfolder of MAME) are for MAMES softlists (software lists, as in computers and consoles). So they won't help you for MAMEs Arcade Machines, including CHDs (unless the CHDs are part of a softlist).
  8. It doesn't have an "A" or a "B". But it does have an "X" and a "O" [circle].
  9. Thank you!! Glad you like it. No. Because then I'd have to change the name of the plugin. lol But that's not a bad idea for another plugin. I'll talk to my team about it. Depending on how willing they are to do this, we could have the option to A) use the same file name, B) use the parent folders name (your choice) or C) use the games' Title as listed in LaunchBox. @The Papaw PCSX2 does support chd's.
  10. Maybe it's just semantics, are you searching in the Platform view or Platform Category view? It may not have been assigned to a "Category". Switch to the Platform view, select All and then start typing "fear effect 2" and see if it now shows up.
  11. Ya, it will only convert the games that you have imported into LaunchBox. And from there, it only looks for game application paths that point to a .cue file. If it points to a file with any other extension, it skips to the next game.
  12. Do you think it's an issue that others will have too? What's the scenario? Multiple disks shouldn't be an issue. Assuming they're all listed in the .cue file and your setup pointed to the cue file (rather than pointing to disk 1, disk 2, etc., separately). If you had multiple versions listed as Additional Apps, I posted an update yesterday that will account for those. If the multiple versions share .bin (or whatever) files, that would be an issue. If that's the case, that can be fixed in the plugin.
  13. Any chance you're pointing to the "qt" executable instead of the "nogui" executable? The 'nogui' one is what you want to launch via LaunchBox. Then you won't need any script at all. Just an FYI, if later you decide you don't want to create a save game when exiting, run/open the qt version and go to Settings, General Settings and you can uncheck Save State on Exit.
  14. First off. nicely done!! I had looked at this a little bit when creating the plugin, but there were too many inconsistencies amongst the various databases. Namely how/where the different metadata (other images, music etc.) where named/stored. "Screenshots" was the only consistent one across the several databases I looked at. In other words, I would need to go through each individual GameBase database file and account for its structure and naming convention. No offense, but not happenin'. If you wanted to get creative, you could import the [converted database] xml file into Access (EXTERNAL DATA tab, XML file). You might get some "ImportErrors", but most likely nothing that would hinder what you're wanting to accomplish. Another option is to parse the xml itself. That's basically what the plugin is doing. In the plugin folder, there's "Database2XML.exe" which will convert them for you. Or if you've already used the plugin on a specific Gamebase database, the xml file will be in the same folder as your original mdb. (at least I think I didn't tell it to delete it after importing was complete) Although you can, you don't want to open the xml's in a standard text editor (i.e. Notepad++). The files are quite large for a text editor. For quick viewing, I use the free FirstObject xml editor ("foxe"). It's a single file, less that 1MB, and can handle 'large' files without too much lagging. Just a thought.
  15. That was actually just a guess based on: that it's there, but when you make changes, nothing happens. LaunchBox/BigBox executables don't have any command line parameter options. At this point, you might could just manually normalize the audio in the videos themselves. You could probably batch it with some audio software or even ffmpeg. Kind of a pain. But doable. Another option is check the speaker properties on your PC and see if there's a loudness equalization enhancement feature. And when all other avenues are exhausted ('defeated' or otherwise), you can always put in a feature request. Click Help & Support above and select Request a Feature.
  16. I have zero cue/bin/whatever files on my cab. Everything was converted to chd several years ago. I figured since I was writing this plugin, I probably should at least test it. So I took the 2 smallest chds I have (for 'faster' testing) and converted them [back] to cue/bin. Then ran my tests [converting them to .chd].
  17. Yes. In fact that's what I was using to test it with. Though I had to convert them back from chd to bin/cue. And of course it worked great for both of the games I have. It went from 0.99Gig to 499MB (for the 2 games). I've never tried DuckStation in RA. Just the standalone.
  18. Yes. Sorry about that.
  19. I guess it was too quick and very dirty. 😊 Sorry about that. This should be better. ImportGameBase v1.0.2.7z
  20. Why convert? Because "You end up with just a single file per game". If all converts well, you will end up with the same number of .chd files as you have .cue files. (assuming all your cue files are referenced as games in LaunchBox.) If you open a .cue file with any text editor, you can see all the associated files that correspond to that game. That game, being the filename of the .cue file. MYgame.cue + MYgame_Disk1.bin + MYgame_Disk2.bin + MYgame_Disk3.bin = one game ("MYgame") MYgame.chd = one game ("MYgame") Same goes for multiple versions. If they have their own .cue, they'll get their own .chd. Unless they're Additional Apps. This plugin doesn't scan the Additional Apps.
  21. That makes total sense. Thank you!! I'm fairly positive that LB/BB will scan for images based on the games Title and/or ROM filename. This was quick and dirty and untested, but "on paper" it appears it should work. If you can prove me right (please?), I'll update the official release. This gives the option (a CheckBox) to "Use ROM name for images". (and maybe this should be default) Unblock and copy (replace the existing file with the one in this zip) as before then start LaunchBox and, if you'd be so kind, give it a try and let me know.
  22. No. It's all or nothing. But I'm thinking about it (which is a good sign). Awesome to hear that it worked great!!! I like seeing those excellent space savings too!
  23. I probably could set it to run in the background. But it's a process that does take time and CPU. Umm... mainly the Converting. Not as much the programming. For me, typically with something CPU intensive, I like to keep that part in the forefront (vs 'hiding' the process) when I write my apps. But ya, this is probably something worth looking into for 2.0. Until then, a quick pressing of Alt+Tab will get you back to where you need to be.
  24. My 1st thought is if it's working, leave it be. lol But if it's really bothering you, you could try (here I go 'guessing' again ) to force them to 1, 2, 3 in the General Inputs section. Change the mouse ID's to the order you want to see in "mame.ini". Save and close. Start standalone MAME. Open Configure Options Select General Inputs Select Player 1 Controls Press the up arrow (a lot faster than scrolling down) You'll see Mouse X analog and Mouse Y analog Set those to the controller (spinner) you want as player one. Press Escape Now select Player 1 Controls and do the same thing for the other spinner (step 6, 7, 8, 9). Press Escape again (after pressing it like in step #9) Select Save Configuration!!!!!!!!!! Exit MAME. You may want/need to delete the games cfg file again (another 'fresh start'). Play your game and see what happens.
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