Jump to content
LaunchBox Community Forums

JoeViking245

Moderators
  • Posts

    4,386
  • Joined

  • Last visited

  • Days Won

    34

Everything posted by JoeViking245

  1. At the main prompt screen, type the following then press Enter. LOAD "*",8,1 ...... wait for it........See the thin dark blue [progress] bar on the bottom? Wait for it to get all the way to the left. Plan on a minute or 2. Now start playing.
  2. Without looking to see if there's an API method, you could create your own xaml (WPF) popup where they could enter the search term (even add check boxes to search by genre, game [Title], Platform....) and then with the return value, use the above code. (just guessing. Not tested) ShowGames(FilterTypes.Title, "Final Flight") If I'm way off on that one, Plan B would be something like use IGame[] GetAllGames(), the parse (oof) by .Title == "Final Flight".
  3. From the Dolphin GUI, right click a game and select Properties. In the User Config, add in [Controls] WiimoteProfile1 = Angry Birds "Angry Birds" being whatever the name of the controller profile you saved it as. Do that per game if they have "specific needs". Otherwise, I believe it will load your default settings. Not sure about the "menu", but to load load a Save State you can press (or assign a different button) {F1}, {F2}, {F3}.... depending on the save state number. And to save one, Hold {Shift} then press {F1}, or {F2}.... etc. I'm kinda thinking the whole point of launching directly to a game is to NOT have the GUI hanging around to get in the way. Make sure it's been setup and you may need to select Continuous Scanning (and maybe the box above it???).
  4. See "USING TWO I-PACs TOGETHER:" https://www.arcadeworlduk.com/pages/IPAC-2-Code-Table.html Basically they need to be programmed separately (only one connected at a time) then you can plug both in.
  5. I don't think I have ever even looked inside that file [DmdDevice.ini]. ? I guess that'd be the proper way to have it 'remember where it's supposed to be.' Nice find! Thanks!!
  6. When you have a table up, try holding Alt and then press Tab (still holding Alt) and Tab until you get to the DMD then let go of alt. Assuming the DMD is there now (on top of the table) click the table once. Exit (Esc) the table then restart it. That's a problem I've seen in the past where the DMD [window] is there, just not on top. Usually when it's a newly downloaded table. Bringing it to the top, setting focus back to the table then exiting/restarting seems to fix it. (It remembers where it's supposed to be.) If it's not there at all, then it's something wonky in the setup. Either in the tables script, or in VPinMAME settings. Though, for the most part, you shouldn't ever have to mess with these. For VPinMAME, when you load the table, press F1 and see what you have checked for the DMD. If you an external DMD, more power to ya. Otherwise make sure it's not checked and the one above it is (don't remember what it says).
  7. Are you using "citra-qt.exe" as you emulator executable?
  8. Try a "$" in front of ESC $ESC::
  9. If you manually press Alt+F4 does it exit properly? If so, try adding a "$" in front of Esc. $Esc:: { Send !{F4} }
  10. Funny, I was just messing with this the other day. Some things I learned about doing this... The variable passed can be retrieved in the script in 2 different ways. "param in A_Args[1]" or %1%. (The latter being a little more direct approach.) Changing "1" to whichever argument you wish to retrieve. %0% will give you the total number of arguments that are available. This is important especially when using %platform% because if a platform has more than 1 word in it, it will be broken out into separate arguments. Example: Nintendo Entertainment System Using the custom command line %romfile% %platform% will give the following arguments results %0% = 4 %1% = the_name_of_the_game.zip %2% = Nintendo %3% = Entertainment %4% = System To get the full platform name in your script, use Loop %0% ;total # of available arguments { if (A_Index < 2) ;2 is the # of parameters you passed. Adjust accordingly Continue if (A_Index <= %0%) n .= %A_Index% " " } ; %n% = the [full] Platform Name For this to work, you MUST include the %romfile% parameter AND have the %platform% parameter as the last one. If you don't include %romfile% in your custom command line, it will automatically be 'inserted' as the last argument. Though as I think about it, you could adjust the loop to account for that. Also note, what %romfile%returns depends on what you have checked or not (No quotes, File Name only...).
  11. Try this instead PluginHelper.LaunchBoxMainViewModel.RefreshData();
  12. Do you have the Custom Command-Line Parameters set to "-input-system=rawinput"?
  13. From what I read, seeing an ID of 5 and 6 is probably correct for your guns. "...as lower ones are usually allocated to the standard devices." Running "supermodel -config-inputs -input-system=rawinput" is probably where got the 5 and 6 from. When you launch a game you will also need to use "-input-system=rawinput" in the command line for it to [keep] work[ing] as separate lightguns.
  14. Short answer, bulk download the latest romset. Long answer (and method), to use the update packs you'd have to use Clrmamepro. Also, to get to the current 0.221 from 0.209 you will need every update pack from .209-->.210 thru .220-->.221. So that's like 12 update pack sets.
  15. If you have your MAME 209 and 221 in separate folders, make a backup of the mame64.exe file that's in the 221 folder. Now copy the 209 version of mame64.exe into the 221 folder (just the exe). Now run that and see if your bezels work as you saw with 221.
  16. Not tested, but my notes do mention the "Super CD_ROM System..." (scdsys). So this all makes sense now. But you wouldn't need to add it to each game individually. In your MAME emulator under Associated Platforms for "NEC PC-Engine / Turbografx 16 CD-ROMs" (or whatever name you gave it), set the Default Command-Line Parameters to... pce -cart scdsys -cdrom .. and you're good to go.Thanks @DOS76 The Atari 2600 cassettes is similar in that it needs the Arcadia (Starpath) "SuperCharger" loaded as well.
  17. @isamu Thank you very much for the kind words! Questions, thoughts, input, opinions and suggestions are always welcome. The 2 options are for how it sets up (Imports) the rom file location into LaunchBox. So depends on how you plan to emulate them. If you are planning to (attempt) to run softlist chd's with MAME as your emulator, definitely choose the 1st option. MAME launches the games using the [short] zip filename (just like Arcade), then (because it's smart) it knows to look for the chd to actually load and play. For Other emulators that are able to run the MAME chd's, they need to know the full chd file name. (A request was made during early development to add this option [full_file_name.chd v.s short_MAME_name.zip]) Both options will give the proper Title so LaunchBox can scan for metadata (the original intent of this plugin) 1st option "MAME" 2nd Option "Other"
  18. *New v3.0 - New Audit Feature. Compare your existing softlist Platform against the MAME hash.xml. Will cross check Title and Rom names. - Select the respective hash.xml and Platform - Click Audit (last page) - Any differences along with a brief description will be shown. - Option to select files (if any) and have them removed from your LaunchBox Platform. - Will check main Titles as well as Additional Apps (if you imported them separately). This does NOT check rom integrity. That's between you and Clrmamepro (or related utility).
  19. Not familiar with MAME Plus. But in "Edit Emulator", try un-checking both "Don't use quotes..." AND "Use file name only....". Also, you sure the - [dash] is required in the command line?
  20. skip_gameinfo is under "CORE MISC OPTIONS". ("1" to turn it on) You won't find a skip_disclaimer setting. You need a special build of mame64.exe for that. Myself, never heard of the the skip_validitychecks.
  21. @Lennygundam14 So glad it helped!!! And Thank You for taking the initiative to search the forums for answers to your issue.
  22. Correct. It's a 'Windows seeing 3rd party software attempting to access special folders' thing. It might also be a LaunchBox seeing this [type] folder location and saying "I'm not even going to try." Hence, no prompt. You'd see the same thing if you placed them in "C:\Program Files\" and several others. What I've done is created the folder "C:\scratch\". In there I'll put roms for testing, programs to try out, etc. I have too much shtuff on my Desktop already (a personal problem ) but also a shortcut to my scratch folder. Of course when testing roms in LB, you need to point to the actual folder and not the desktop [shortcut] one.
  23. Thanks. But I don't think this is going to happen. Not by me at least. Too many little nuances to do it properly, but I have found some checks and balances I can add in that will [hopefully] help. - If they're simply adding new roms, the plugin already covers that. - If they change the Game.Title, you'll end up with 2 Titles pointing to one rom. (Blockbuster, Block Buster) Delete the old one. - If they delete a rom altogether, manually delete it from your Platform (and roms folder). Or not. - If they rename a rom, my proposed checks and balances may cover that. May need to delete something as noted above. - If they rename a rom AND rename the title AND re-associate a rom AND add a rom (see "Connect 4" example in previous post), my proposed checks and balances may cover some of that. May need to delete something(s) as noted above. but I make no promises. After adding in the 'checks and balances' (and assuming they work), I may add in an audit feature that will display differences between the hash.xml and LB's Platform.xml mainly covering discrepancies between Titles and rom names. Again, no promises. Worse case scenario, delete the Platform and import anew. You'll need to re-import the metadata, but not the media (assuming no changes in the Game.Title).
  24. OK. That one is all messed up. lol But I think I see how you ended up with 21. The Game.Title (description) was the biggest killer (as you mentioned). And the Connect 4 series didn't help matters either... old new <software name="connect4"> <software name="connect4o" cloneof="connect4"> <description>Connect Four (8021)</description> <description>Connect Four (8021 version)</description> sha1="971f9117dc809f7b9796134208b47ea34990ae71"/> sha1="971f9117dc809f7b9796134208b47ea34990ae71"/> <software name="connect4t" cloneof="connect4"> <software name="connect4"> <description>Connect Four (TMS1100)</description> <description>Connect Four (TMS1100 version)</description> sha1="e93d848784205ab49234ad26718e04d267b776ed"/> sha1="e93d848784205ab49234ad26718e04d267b776ed"/> As you can see by the hash #'s, the Parent became the Clone, and the Clone became the Parent. So if someone merely copied the update pack into their fullset without running crlmamepro 1st, they wouldn't have connect4o and their connect4 wouldn't be the actual parent. connect4t wouldn't be seen and I guessing none of it would work in MAME. So I am actually looking into the logistics of fitting in Update scenarios. Not sure how pretty or not it's going to be (the code OR the outcome). We'll see.
  25. Ya, 'updating' is beyond the original intent of the plugin. But is the next logical progression for a version 4.0. I'll add to my "I'll think about it" list. I'm curious to look into your 3 - 15 -18 - 21 - 17 files/games example. I guess it's more of a morbid curiosity. Which sofltlist set was that in?
×
×
  • Create New...