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Everything posted by JoeViking245
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Version 13.22 - Released July 3, 2025 More information about the new Progress Badge (Game Progress Tracking) can be found here: Game Progress Tracking - LaunchBox
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If these are reports for the version 13.23-beta-1 that came out on Tuesday, should probably be posting in that beta thread (see below). If you're doing some backwards testing for 13.22, then I suppose here is fine. (but maybe change the version number to match)
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LaunchBox Games Database Image Viewer-Plus
JoeViking245 commented on JoeViking245's file in Third-party Apps and Plugins
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You are quite welcome! Yeah, like I indicated, I tried copying and pasting sections here and there, and it just W O U L D N O T W O R K !!!!! 😖 Glad to hear you're back in business!
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Ok, so the logs didn't help much. lol That said, the ini file wasn't much better. I replaced mine with yours and am seeing what you're seeing: mouse doesn't work without rawinput. Comparing yours and my ini files, they're pretty much apples-to-apples. 'Cept one is a Gravenstein, and the other is a Red Delicious. The 'variety' difference being mainly in the controller/key mappings (vs something [notable] in the Global section). I tried changing some of the mappings (without going too overboard), but my efforts were fruitless. I did try stuff in the Global section as well to no avail. So, giving up, I give you my ini file. This works for keyboard, mouse and controller [with no rawinput]. You may want to change some of the mappings to your liking. Some of mine to note: Start: (controller) "A" or (keyboard) "1" [same as MAME] Coin: "X" or (keyboard) "5" Lost World Fire: "A" or (mouse) Left-click or Ctrl Reload: "B" or Right-click or Alt Supermodel - Joe.ini Save it to your config folder. Rename your Supermodel.ini (my_Supermodel.ini or whatever). Make a copy of my file (Supermodel - Joe - Copy.ini) and rename the copy back to Supermodel,.ini. This way you always keep a backup of both versions. When you make changes in the file to suit your needs, I suggest doing them incrementally. Make a change - Save - Test. Wash, rinse and repeat. Also, in LaunchBox for the Supermodel emulator, you won't need any command-line parameters. FullScreen is set to on in the ini. (but keeping the parameter -fullscreen won't hurt anything either) I also have (in the ini) CrosshairStyle=bmp, Crosshairs=1 and InputSystem=xinput set in Global. This does not affect games that don't use crosshairs.
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I'll take a look at them in the morning (unless I get Shanghai'd into a honey-do list). When you say "controller only", you mean 'but also use the mouse for light gun games'? Because you can use the controller for them too. Just want to clarify your end-goal. In the meantime, if you wanted to try, you could do a fresh install of Supermodel (place in a new folder), run through the -config-inputs to set up the controller, and see if that works any differently. Yeah, configuring the controllers is a pain (because of the lack of a UI), but... should only ever need to be done once. Or...wait. Regardless, you should at least be on the latest build.
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Then I'd have to say something's not setup right because the mouse should just work without having to set rawinput. Also, setting it to rawinput puts you back to the original issue of this thread. That said, if you're using the mouse, isn't the keyboard nearby? If I recall, pressing Escape still worked to exit the game. I'd call this more of a speeDBump than a rOADBLOCk. Can you attach your supermodel.ini file here (just drag and drop the file onto the reply)? Also, (if you're not totally sick and tired of all this yet) load Lost Word using rawinput then exit the game. In Supermodels root folder, rename "Supermodel.log" to something like "raw_Supermodel.log". Then load LW without rawinput and exit. Attach Supermodel.log and raw_Supermodel.log as well. (may give some more insight)
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Like which games? You can customize/override the command line parameters per game, as needed. Or as shown above, certain parameters can be set per game in the ini file.
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Here's what I have. Default Command-line Parameters: -fullscreen supermodel.ini ; Light guns (Lost World) InputGunLeft = "KEY_LEFT" ; digital, move gun left InputGunRight = "KEY_RIGHT" ; digital, move gun right InputGunUp = "KEY_UP" ; digital, move gun up InputGunDown = "KEY_DOWN" ; digital, move gun down InputGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis InputGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis InputTrigger = "KEY_A,JOY1_BUTTON1,MOUSE_LEFT_BUTTON" InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON" ; point off-screen InputAutoTrigger = 0 ; automatic reload when off-screen InputGunLeft2 = "NONE" InputGunRight2 = "NONE" InputGunUp2 = "NONE" InputGunDown2 = "NONE" InputGunX2 = "JOY2_XAXIS" InputGunY2 = "JOY2_YAXIS" InputTrigger2 = "JOY2_BUTTON1" InputOffscreen2 = "JOY2_BUTTON2" InputAutoTrigger2 = 0 Then at the bottom [ lostwsga ] InputSystem = xinput Crosshairs = 1 Not sure if the InputSystem is required, but it doesn't break things. When starting the game, can use either the mouse or Xbox controller. Aim: Move the mouse, Xbox left-joy, (on my cab, the trackball) Shoot: Mouse left-click, Xbox "A" Reload: Mouse Right-click, Xbox "B" When starting and before the 1st shot, there's 2 "cursors" that are [sort of] side-by-side. But after the 1st shot, there's just the one crosshair. Aiming is kind of wonky and for me, the trackball is most stable. (I happen to also have 3 "mouse" buttons on my control panel. So shooting and reloading is not an issue)
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So you're not using any light guns? Nor using 2 mice, or a mouse and a trackball (for 2 players)? I believe those are why you'd use rawinput. Maybe there's more to it than I'm aware of.
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Using an existing MAME installation with Launchbox
JoeViking245 replied to Peter007's topic in Noobs
Is your 0.278 a full set? Or some curated set? Is it a merged set, or a non-merged set? If when importing, you told it to skip clones, it won't show up. If you told it to add clones as additional apps, it's probably under World Class Bowling. If it's still not found, while in your Arcade Platform, press Ctrl+N to add a new game. Type in the name. Then in the Launching Section, Browse to and select your wcbowldx.zip ROM. If you have a merged set, point to the wcbowl.zip file. Then change the filename (on the application path line) to wcbowldx.zip. -
The "settings" would need to get resolved by the emulator's developers. To overcome the emulator's shortcomings of being frontend-user-friendly, remove the Hotkey override you added to its config file (settings.bml). In LaunchBox, edit your Ares emulator and in the Running Script section, add the following: $Esc:: { WinClose, ahk_exe ares.exe Sleep 500 Process, Close, ares.exe } EDIT: a little more testing shows that you can simply use in the Running Script: $Esc::Process, Close, ares.exe "That" window is stubborn. But turning on Startup Screen hides it quite nicely. If you have a phobia of Start Screens, you can Open Windows Explorer and navigate to where your "ares.exe" file is located right-click the exe file and select Create shortcut Right-click the [new] shortcut and select Properties In the Properties window, change Run to Minimized Click OK to save and close In LaunchBox, edit your Ares emulator Change the Application Path to point to the shortcut file you created Click OK to save and close Play in peace
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Thanks for chiming in. One could have only hoped. Since you're using -input-system=rawinput in your command-line parameters (and the following will work even without that), to close Supermodel using your Xbox controller, add the following to your emulator's Running Script: 1Joy8:: { If GetKeyState("Joy7") WinClose, ahk_exe supermodel.exe } You must press and hold Joy7 FIRST, then press Joy8! Your topic says Select and Start. Your bindings show 7 & 8. Pretty sure on my Xbox controller, 7 is Back and 8 is Start. But mine also doesn't have a "Select" button. We'll just chalk it up to semantics. Since the Exit Game binding you have in LaunchBox doesn't work when using the rawinput parameter (for whatever reason), the above script is overriding those presses and is sending a more literal "close this exact process". (this at least worked in my quick testing, on my setup)
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Maybe @Warped Polygon (sorry to put you on the spot) might have some insight exiting Supermodel while in rawinput mode. I've never set it up to use dual mice (nor light guns).
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big box Platform wheel graphics not updating
JoeViking245 replied to Turaltay's topic in Troubleshooting
Clear Logo folder location changed as of version 13.21. Can read more about it here: LaunchBox Media Pack Feature – Version 13.21 - LaunchBox -
Since you're using a trackball for Lost Word (instead of an actual Dinput lightgun), maybe comment out that line and revamp the Lost Word section of supermodel.ini? Like, back to stock? This is all just guessing as I've never had Dinput anything, let alone anything Raw. But I do have a trackball. ; Light guns (Lost World) InputGunLeft = "KEY_LEFT" ; digital, move gun left InputGunRight = "KEY_RIGHT" ; digital, move gun right InputGunUp = "KEY_UP" ; digital, move gun up InputGunDown = "KEY_DOWN" ; digital, move gun down InputGunX = "MOUSE_XAXIS,JOY1_XAXIS" ; analog, full X axis InputGunY = "MOUSE_YAXIS,JOY1_YAXIS" ; analog, full Y axis InputTrigger = "KEY_LEFTCTRL,JOY1_BUTTON1,MOUSE_LEFT_BUTTON" InputOffscreen = "KEY_LEFTALT,JOY1_BUTTON2,MOUSE_RIGHT_BUTTON" ; point off-screen InputAutoTrigger = 1 ; automatic reload when off-screen InputGunLeft2 = "NONE" InputGunRight2 = "NONE" InputGunUp2 = "NONE" InputGunDown2 = "NONE" InputGunX2 = "JOY2_XAXIS" InputGunY2 = "JOY2_YAXIS" InputTrigger2 = "JOY2_BUTTON1" InputOffscreen2 = "JOY2_BUTTON2" InputAutoTrigger2 = 0
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Error: failed to get image to validate message
JoeViking245 replied to MJF's topic in Troubleshooting
I wonder if the image you tried to change to a square was corrupt then also. Or maybe it's that it wasn't a 1:1. Or that glitch that I mention. Eh. Like you say, no big deal. -
Error: failed to get image to validate message
JoeViking245 replied to MJF's topic in Troubleshooting
There was a reason I didn't answer the 2nd part. But I presume the reply to the 1st part was accurate.?. RE: the 2nd part, just now did a quick test and got the same error message. So I downloaded the actual image and then went to edit it in the database. Clicked Replace Image and pointed to the one I downloaded and then changed the image type to Screenshot - Title. So far, no issues. But then it asked me to input a bunch of other info, so I clicked Cancel. So a corrupt image? A glitch in the matrix? Don't know. But the "quick test" work-around seems like it would work to completion. More-so if I were savvy enough to provide the rest of the info it requested. -
Is it really EADesktop.exe that still there? Or EALauncher.exe? On mine, 'Desktop' never appears. Only 'Launcher' does. And it's hidden in the System Tray. Is your setup, your legit personal login? Or a hacked variant [that's acting differently than ours]? If it's the latter, then probably takes different troubleshooting techniques.
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Error: failed to get image to validate message
JoeViking245 replied to MJF's topic in Troubleshooting
The image doesn't look to be the required 1:1 ratio. (maybe the screen capture squished it?) -
If you had LaunchBox install MAME for you, there should be some scripts in the Reset, Save and Load sections. ...and if those scripts had been in there, you could look at the one for Save, where it takes a modifier key and another keypress to activate. Modify that script to suit your needs and you'd get Send {Alt down} Sleep 50 Send {r down} Sleep 50 Send {r up} Sleep 50 Send {Alt up} The key here (no pun intended) is setting a Key Delay which is needed for some emulators. Essentially, you're causing a more pronounced key press(es). I haven't tested this in Supermodel because like any Arcade game, I don't save. We call it "old school". But I suspect it will work.
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What happens if you have just the line Run, "C:\Program Files\EA Games\Mass Effect\Binaries\MassEffect.exe"? That is, not start EADesktop? Maybe it's different with Mass Effect, but my gotg.exe is able to launch this way. Though I did notice that after exiting, it leaves EALauncher.exe running in the background. Which is only an issue "because it's there".
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The script you [don't] show "below" looks right. In that Supermodel shouldn't need a Running Script to exit the emulator. You should be able to exit the emulator with whatever you have mapped to: Big Box System Menu < Options < Controller Mappings "Close the Active Window" LaunchBox Tools < Options < Game Controllers < Mappings "Exit Game"
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I can't reproduce the issue you're seeing. I assume you've tried this, but will share anyway: Go into Platform Category view Right-click your Wii U Genres playlist and select Delete Yes to confirm removal Right-click your Nintendo Wii U platform and select Auto-Generate Child Playlists Uncheck everything except Genres Click OK I tried several times to get it to NOT work, but it always just worked. Putting the playlist under the Nintendo Wii U Platform. You said it's treating it like a Platform Category. Just to double-check (because weird things can happen), when you right-click Edit, the top-left of the window does say "Edit Playlist"? When you do make changes in the Parents tab, (though with the above steps, shouldn't have to) when you're done checking/un-checking boxes (sorry, have to ask, nothing personal), you are clicking OK when you're done? vs. the "x" in the upper-right corner of the window? Last ditch effort when nothing else seems to be working, delete the playlist. Exit LaunchBox. (wait a few seconds) Restart LaunchBox. Is the playlist still gone? If yes, that's good. If not, that's another issue.