-
Posts
3,449 -
Joined
-
Last visited
-
Days Won
30
Content Type
Profiles
Forums
Articles
Downloads
Gallery
Blogs
Everything posted by JoeViking245
-
BezelLauncher
JoeViking245 replied to JoeViking245's topic in Third-Party Applications and Plugins (Released)
Not sure what's going on with this. The game-specific image should work if it's named the exact same as the games Title or the games ROM name (as per what's in the Launching section when editing the game). Alternately, you should be able to create a subfolder in the Bezels/[Platform name] folder that the game is in and name the subfolder the same way. The .png in the subfolder can have any name. See Bezel Images in the description. Were you able to get Flycast standalone working? -
BezelLauncher
JoeViking245 replied to JoeViking245's topic in Third-Party Applications and Plugins (Released)
I must have tested for a different Cxbx-Reloaded. The one I tested was for Xbox. Not Arcade. What the plugin does is resize the emulator window, hide its title bar and any tool bars. In your case, the 'emulator' is AutoHotkey.exe. Wait! The actual emulator window (Cxbx) resizes and its window title and toolbars get hidden, but the bezel doesn't show? Hmm... maybe my team made the plugin better than I thought. I figured it would have attempted to do the AutoHotkey.exe window. Can you share your log file please. -
BezelLauncher
JoeViking245 replied to JoeViking245's topic in Third-Party Applications and Plugins (Released)
No. I don't use either of those. But if I did, I'd need more details before I could begin to help you. Actually, any sort of details beyond "I can't get them to work" would be useful. Assuming you're talking about getting them to work with the plugin, what exactly is not working? Did you disable fullscreen? Is the emulator window resizing? Is the emulator window shifting to the middle of the screen? EDIT: I installed both those emulators and after enabling them in the plugin and saving, respectively, they both worked as expected. So just make sure you enable them and be sure they're not set to Full Screen (via command-line parameters or in the emulator itself). -
If you want 'this' script to close the currently running BigBox, you can just add to the top of it WinClose, ahk_exe BigBox.exe This, WinExist and WaitClose all search for the process bases on just the filename.exe. Regardless of what drive it was started from.
-
This is some old code I dug up. It would have been written for AHK 1.0. So if you're using 2.0, it may not work. This script assumes you just closed BigBox and then started it (this script) right away. It'll look for and then wait for the LB/BB background process to completely close. boxes := ["LaunchBox.exe", "BigBox.exe"] st := A_TickCount lp := 10000 en := st + lp Sleep 1000 while (A_Tickcount < en) { Loop % boxes.length() { if (WinExist("ahk_exe " boxes[A_Index])) { Process WaitClose, % boxes[A_Index] Break } } } ;LB/BB is done saving in the background ;add your part here that starts the other instance of BigBox ExitApp
-
How to Prevent LaunchBox from Opening Multiple RetroArch Instances?
JoeViking245 replied to TECHNOROGERIO's topic in Noobs
Ya, that's beyond me. Sorry. Unless you can [somehow] tell OBS to capture based on window Title (something like "RetroArch*", or "StartsWith("RetroArch")"). Maybe someone who does live streams in the manner you're talking can chime in. -
How to Prevent LaunchBox from Opening Multiple RetroArch Instances?
JoeViking245 replied to TECHNOROGERIO's topic in Noobs
That's how it should work. In fact, with some other configurating (window sizing/moving and a couple emulator settings) that's how you can setup to use multi-player. In the end, say you wanted 2 players, your display would have 2 RetroArch windows side-by-side with the left being player one and the right, player 2. Great for racing games. I've seen it work with up to a 4x4 grid for 4 players. Kind of lame on a monitor, but pretty cool on a big screen tv or using a projector. Curious, why not just exit the [1st] game instead of switching back to LaunchBox? Either takes the same number of steps. (just one, if I'm not mistaken) -
How to Prevent LaunchBox from Opening Multiple RetroArch Instances?
JoeViking245 replied to TECHNOROGERIO's topic in Noobs
When you exit a game, RetroArch should close. Then, back in LaunchBox you start a new [2nd] game, a fresh instance of RetroArch should then open. Sounds like when you exit a game, it's not closing RetroArch. Is that what's happening? -
When you set up your MAME emulator, did you change the video mode? What video mode is it set to?
-
bug report EmuMovies is not working with some Arcade (MAME) games
JoeViking245 replied to Shad8's topic in Troubleshooting
For Out Run, 'Music' is the only one from EmuMovies that shows for me too. Without heading over to EmuMovies to verify, I'd say that's all they have for this game (outrun.zip). -
Plugin loaded but doesn't get any calls (LB 13.15)
JoeViking245 replied to GreenF's topic in Troubleshooting
Or... if you're building a third-party plugin, don't add a manifest file. -
Yes. Update the plugin. The notification is part of the new emulator installer/updater plugin feature in v13.15. Go to Tools - Manage - Plugins. Select the plugin needing updated and click Update. Then LaunchBox will stop asking. It's not asking you to update your emulator installation. Just the plugin.
-
LB won't open after auto Dolphin update
JoeViking245 replied to strigoimare's topic in Troubleshooting
Try going to /LaunchBox/Updates/ and reinstall LaunchBox using the latest updater. (should be LaunchBox-13.15-Setup.exe) When selecting the folder to reinstall in, select the root folder LaunchBox is in. in your case: E:\Google Drive\Emulation\ The installer will add LaunchBox\ to the path. i.e. Make sure it's not installing/updating to E:\Google Drive\Emulation\LaunchBox\LaunchBox\ Your saved data and imported games will remain when doing the update. -
Plugin loaded but doesn't get any calls (LB 13.15)
JoeViking245 replied to GreenF's topic in Troubleshooting
Usually when a simple plugin like this doesn't work it's because it's blocked. But if you used 7-Zip to extract it, it should unblock it for you. Double check by right-clicking the dll file, select properties and see if there's an option to unblock it. If there isn't, then it's ok. I tried running LB as admin (which we should NEVER do). But the plugin still showed. Then I got a crazy idea.... I added a manifest.json file to the test plugins folder. Though the plugin showed up in Manage Plugins (not that you can do anything with it there), it would not appear on right-click. So if you still have that json file in with the plugin, remove it. Note to self: the manifest.json file is only for plugins that are internally managed by LaunchBox. If it's not the json file thing, then I don't know. I suppose maybe try a known working right-click-game plugin and see if it works. Here's a small, simple one known to work. Note in the instructions it talks about checking that it's unblocked. -
Plugin loaded but doesn't get any calls (LB 13.15)
JoeViking245 replied to GreenF's topic in Troubleshooting
Really not sure what to tell you. I took your solution, updated the paths to the references and built it. Copied the .dll into the Plugins folder, started LaunchBox (you are starting LB after copying the .dll into the Plugins folder. Right?). Right-clicked a game and saw this. LaunchBox, to a degree has some backwards compatibility. When they 1st switched to .NET 6.0, I tested several of my previous "framework" plugins, and they all still worked. I'm not saying switch yours to 4.8. That would be kind of silly. Here's your same solution (with the paths for the resource files changed) and the compiled .dll. Give my compiled dll a try and see if it appears in the game's menu. TestPlugin.7z -
Plugin loaded but doesn't get any calls (LB 13.15)
JoeViking245 replied to GreenF's topic in Troubleshooting
Switch the plugin back to .NET 6.0. I guess the only thing more I can say about this is "trust me". Remove any and all referenced assemblies you have. Including and especially any NuGet packages. Then add only the 3 assembly references I showed above. (again, Browse to and get them from the /Core/ folder) Doing so WILL eliminate the System.Common.,Drawing warning. Wait for it...... w a i t f o r i t . . . . . . . "I Promise!" 😎 -
Plugin loaded but doesn't get any calls (LB 13.15)
JoeViking245 replied to GreenF's topic in Troubleshooting
What's the conflict warning it gives? And if it's just a warning and it still compiles, you should be fine. But as far as I know, LaunchBox/BigBox [still] uses .NET 6.0. So not sure where you saw .NET 7. The only warning I get during compile is related to Microsoft.Win32.SystemEvents. Adding a reference the one located in the /Core/ subfolder takes care of that. But again, it's just a warning and still compiles and runs without its reference. The 3 references I use (all located in the /Core/ folder) are: Unbroken.LaunchBox.Plugins Microsoft.Win32.SystemEvents System.Drawing.Common Ya, don't do that. LaunchBox should never need to be ran as admin. Never. Doesn't hurt anything. I don't think. But I do know it's not necessary. At least not dependency files already existing in the /Core/ folder. A namespace by any other name is just a namespace. I suggest not worrying about seeing in the Plugin Manager for now (i.e. the manifest.json file) and just work on getting it to show up in the right-click menu. The rest will fall into place later. Not sure what extra logs there may be. Also not familiar with the 'DebugView' (maybe I'm missing out on something good). I usually just have VS start LaunchBox as a Startup Project after compiling and copying the file ("testplugin.dll") to the plugin folder. If you do this, just be sure to point to the LaunchBox.exe that's in the /Core/ folder. Not the one in the root folder. -
K, guess some more details would help. What system are you trying to run and then what game in that system?
-
Plugin loaded but doesn't get any calls (LB 13.15)
JoeViking245 replied to GreenF's topic in Troubleshooting
Start by targeting .NET 6.0 To send something to the debug output screen, you can use Debug.WriteLine("We've made it to this point"); Note this will only show in Visual Studio's output window when debugging via Visual Studio. For classes that use a plugin interface, you don't need a class method. Here's the class inside your namespace. Some parts simplified and not too many Debug lines. internal class main : IGameMenuItemPlugin { public bool SupportsMultipleGames => true; //supports multiple games public string Caption => "TEST ME"; //sets the display name for the plugin public System.Drawing.Image IconImage => null; //no icon for this project public bool ShowInLaunchBox => true; //lets the project show in launchbox public bool ShowInBigBox => false; //disables the program in bigbox public bool GetIsValidForGame(IGame selectedGame) { //valid for single selected game return true; } public bool GetIsValidForGames(IGame[] selectedGames) { //valid for multiple selected games return true; } public void OnSelected(IGame selectedGame) { //runs the program MessageBox.Show("OnSelected"); Debug.WriteLine("**************** OnSelected() IGame"); } public void OnSelected(IGame[] selectedGames) { //runs the program MessageBox.Show("OnSelected[]"); Debug.WriteLine("**************** OnSelected() IGame[]"); } } -
Plugin loaded but doesn't get any calls (LB 13.15)
JoeViking245 replied to GreenF's topic in Troubleshooting
With the IGameMenuItemPlugin interface, you should be able to see the menu item when you select a game and then right-click it. If you can't see it there, then your methods won't do anything. Even if GetIsValidForGame(IGame selectedGame) returns false, the menu item should still show (but greyed out). Aside from the manifest file (which only allows you to see it in the Plugins Manager), nothing's changed in a long time for the IGameMenuItemPlugin interface. Can you show us your IGameMenuItemPlugin class .cs file? -
During the import process using the Import Wizard, one of the checkbox options [on one of the screens] is to gather metadata using MAME's metadata when not using MAME as the emulator. That's not the exact wording, but it's something along those lines. Check that box.
-
Did you add the path "Bios" in config? If you open Demul and go to Config - Plugins and Paths, be sure "F:\Emulator\Demul\Bios" is one of the paths under Roms and Bioses Paths in the dropdown combobox.
-
LaunchBox Ambient Music Player
JoeViking245 commented on JoeViking245's file in Third-party Apps and Plugins
Plugin updated to version 1.2.0 Player now pauses when LaunchBox loses focus. This also fixes the issue with music not staying paused when running games that use a launcher (i.e. Steam). previous update v1.1.0 Fixed: Now Playing not showing the entire song title for long names Fixed: Tools Menu icon causes BigBox to crash Fixed: When scanning /Playlists/ folder for playlists, it now looks ONLY for [actual] playlists (.m3u, .m3u8, .xspf) Improvement: Fade audio out/in when starting/exiting a game Improvement: Playlists can now contain relative paths. Paths must be relative to /LBambient/Playlists/ -
Hopefully it regenerated those too. The notification is part of the new emulator installer/updater plugin feature in v13.15. Go to Tools - Manage - Plugins. Select the Dolphin plugin and click Update. Then LaunchBox will stop asking. It's not asking you to update your Dolphin installation. Just the plugin.