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JoeViking245

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Everything posted by JoeViking245

  1. No. It's missing the xml tag on the 1st line, and you didn't close the tags input and mameconfig by adding the forward slash. Those things are fixed here. I'm not guaranteeing this'll work, but you shouldn't get the Fatal Error. <?xml version="1.0"?> <mameconfig version="10"> <system name="default"> <input> <mapdevice device="PID_5701" controller="GUNCODE_5"/> <mapdevice device="PID_5702" controller="GUNCODE_6"/> <mapdevice device="XInput Player 1" controller="JOYCODE_5"/> <mapdevice device="XInput Player 2" controller="JOYCODE_6"/> </input> </system> </mameconfig>
  2. IGame.GetNextVideoFilePath I believe gives you and absolute path (vs a relative path). Since you're using videos, specify the parameter ".mp4". (include the period) string path = selectedGame.GetNextVideoFilePath("", ".mp4"); If that game already has a video (<gamename>-01.mp4), path will result in D:\LaunchBox\Videos\<platform>\<gamename>-02.mp4. (it's like magic ) If you want to save it as a Trailer video, add that parameter. string path = selectedGame.GetNextVideoFilePath("Trailer", ".mp4"); If for some reason that "Trailer" subfolder didn't already exist, the above will create the folder. (more magic) D:\LaunchBox\Videos\<platform>\Trailer\<gamename>-02.mp4. I didn't test GetNextVideoFilePath(). But I did test GetNextAvailableImageFilePath() and the above (absolute path, incrementing the file # and creating the folder) is how it worked with it. Since both those calls were added to the API at the same time, I'd image they work the same. If it is only giving you a relative path (like you show), just convert the result to an absolute.
  3. Ah. You said you put it in the cfg folder. So I figured that was the issue. So you set all your control mappings in MAME and saved then exited. Then copied /cfg/default.cfg to /ctrlr/mapdevice.cfg. Correct? Then in mame.ini, set "ctrlr" to "mapdevice" (both without quotes). That should have worked. Plan "B" would be to: after mapping and saving and exiting, set default.cfg to read only. Also, for both methods, delete any of the game-specific .cfg files in the /cfg/ folder. (though doesn't help your issue of the Fatal Error). Nothing should be wrong with the file unless you manually edited something. Which when doing so, is an easy, honest mistake.
  4. Put your mapdevice.cfg file in the ctrlr folder.
  5. K. That makes sense now. In BigBox, System Menu, Options, Controller Mappings. Map a button (or button combo) to Close the Active Window. (NOT "Exit". That exits BigBox.) Use the button (or combo. whatever you assigned) when in-game, to exit the game and return to BigBox. No. Keyboard mode means the buttons and joy movements on the control panel are actually sending key presses. i.e. If I had notepad opened and moved player 2's joystick up, down, left then right... it would type out "rfdg". That's the default MAME mapping for that joystick.
  6. UI Back? You're talking about when just in MAME? vs 'Back' to exit the game and return to LaunchBox? UI Back [in MAME] by default should be (I believe) [keyboard] Escape. The encoders I've seen will have a "Hold" button. Let's pretend it's Player 1, Button 9 on your cab. Pressing it by itself will insert a coin. You can then map a 'button combo' using that Hold button and another button. So you'd press and hold that P1-B9 button and then press another button at the same time, it'll do some other function. Like "press Escape". You'd need to check with your encoder manual or the manufacturer if they have that feature and then, what it is. On my cab, P1-Coin is the Hold button. And when pressed in combination with the Pause button, it "presses Escape". When pressed in combination with the player-1 Start button, it "presses Enter". But mine's also in keyboard mode. (Not XInput)
  7. These 2 comments are interrelated. Pretty sure MAME default input settings are for keyboard. Is your control panel encoder set to keyboard? or XInput? I ask because your 2nd image is showing the controller mapping (in LaunchBox) [which has nothing to do with controlling in the emulator. But could indicate XInput.]. You can test by: While in-game (1st screenshot), press Tab on your keyboard. Select Input Settings < Input Assignments (this System). You'll be on P1 Up. Press Enter, then move you player 1 joystick up. What does it show to the right on P1 Up? If the encoder is indeed XInput, you need to map those in MAME. That is, figure out why it's not letting you save to the file.
  8. It's listed outside the Consoles category and inside it. Just like how the checkboxes are checked. Un-check Root to have it be listed only inside the Console category.
  9. As another option, you could create a batch file that will loop through all the folders and create a file named the same as the folder(s) with the file extension .zip. It'll be an empty file (zero bytes). So using the example above, you'd have your existing /roms/flagrall/ folder and then then a new /roms/flagrall.zip file. Let the batch file do all the wash, rinse and repeating for you. Then just import the [empty] zip files. This should work because you're just passing to MAME the name flagrall. (as well as, with the above command-line parameter, the path to it.) I believe in the order of precedence that MAME uses, it'll look for a folder name 1st and then a filename.zip. And even if it's the other way around, it'll keep looking until it finds what it's looking for: the actual files (well, symlinks in the AO case) that will be in the folder. It'll look ugly in the folder because you'll have a bazillion "duplicate" looking folder and file names. But won't take up any (notable) additional HDD space. As you add more games, re-run the batch file. (it won't create a 2nd flagrall.zip file). Then reimport the zip files. By default, LaunchBox won't import duplicate games. So import all the .zip's, and only the 'new' ones will be added.
  10. I don't anything about this plugin (or Kodi for that matter), but internally, LaunchBox uses AHK v1.1. You may try uninstalling 2.0 and either install v1.1, or just use the one located in the /LaunchBox/ThirdParty/AutoHotkey/ folder.
  11. For any "extra" info in a games filename (i.e. 800), if you put those in parenthesis (i.e. (800)) LaunchBox will ignore them when searching for metadata. Example: (800) Boulder Dash (Apr-03-2011).rom it will (well, should) find Boulder Dash. You should be able to use a bulk file rename utility to either, add the parenthesis or remove the 800 altogether at the beginning of the filename.
  12. You need to un-check Auto-Populate to be able to manually add games to a playlist. [If it helps] you can start with - creating the playlist using the Auto-Populate checkbox and filter(s). Click Games to see the games that fit that filter. Go back to Auto-Populate, and un-check the box. Click OK to save and Close.
  13. @dukenukem008 Can you provide some screenshots of your settings? Edit your RetroArch emulator: Show the main Details section Show Associated Platforms (where we can see the whole line for your GCE Vectrex platform) Edit a game that you know launches fine direct from RetroArch Show the main Details section Show the Launching section Show the Emulation section
  14. Not sure what to tell you. The settings I show work here. Some additional notes: the files I tested with are .bin. So nothing is zipped. Make sure you don't have Extract ROMs checked (if using .bin files). In both the Associated Platforms section (pictured above) and in the main Details section. If they are zipped and you have LaunchBox unzip them, be sure there's only ONE file inside the zip. Lasty, if you did have Extract ROMs checked and you then un-checked it, this may mess up other Platforms. Good luck.
  15. I guess this is why we don't delete old posts. So, wait... What version of LaunchBox are you on? If it's something newer than 6 years, maybe we should remove these old posts. lol Newer versions of LaunchBox you don't need the command line parameters except for maybe -f to open full screen.
  16. [6 years later...] Did you put a -L in front of that? And did you add in the Command-line parameters under Associated Platforms for that particular platform?
  17. Yes. For the MAME emulator, just add a new emulator and point it to your mame.exe file. For the ROMs, that's a little tricky, but it can be done. For some [valid, I'm sure] reason, Ludlow saves the ROMs into folders named after each games ROM archive name. So, to add one of those games to LaunchBox, in your Arcade platform, Press Ctrl+N to manually add a file Give the game its Title Go to the Launching section Under ROM File, type or paste in the path to the "roms" folder then add a forward slash and type in the name of the games folder i.e. D:\MAME-AO\0274\roms\flagrall Click OK to save and close wash, rinse and repeat for other games For the emulator's Command-line Parameters, you will need to add in -rompath %romlocation%. As for automagically importing all the games, you won't be able to do that with way he had saved them. To import, LaunchBox looks for files (vs folders). And specifically for MAME/Arcade, it looks for .zip or .7z files. You'd get to get more creative than what I mentioned above to be able to LaunchBox's Bulk Import Tools.
  18. How Windows sees monitors and how emulators (and frontends) see them can be 2 different things. Try changing the '1' to '2'. Depending on how the emulator notes them, monitor 1 could be noted as monitor 0 (zero). (Probably not likely. But anything's possible)
  19. It varies and depends on the emulator. When I initially replied, you hadn't specified which emulator was causing the issue. So I just picked one. For systems RetroArch emulates, it should be just one setting [in RetroArch] for all systems. LaunchBox wouldn't be telling it which monitor to display on. I'm not real knowledgeable about RetroArch and wouldn't know where to begin to make it show on a different monitor. Hopefully someone else can chime in with some ideas.
  20. For MAME, edit mam.ini and under the OSD PER-WINDOW VIDEO OPTIONS section, set the screen value to the appropriate output.
  21. Have a readthrough this FAQ and see if it sheds any light on how to resolve what you're experiencing. If that doesn't help, report back here.
  22. I have JP's table for that one and it's working here (uses the taf_l6). If it's saying "the ROM is not supported", that's coming from PINemHi. The plugin doesn't use that phrase anywhere. If there's a question about the ROM, search the table's script for cGameName = and see what ROM it's referencing. Then to verify its save file can be read by PINemHI, from the Command Prompt, you can run pinemhi.exe taf_l6.nv where 'taf_l6.nv' is the file saved in the nvram folder. To see a list of ROMs supported by PINemHI, you can run the command pinemhi.exe -lr (that's [dash]LR for "list ROMs").
  23. VPW does that with their tables. So.. it was near the bottom of the Table menu (not View), Before After
  24. Why not? If it's a matter of being 'locked', you can unlock it for editing (I believe near the bottom of the View menu?) Ya, that won't work. "The plugin no longer [...] extracts nor needs the tables script". That is to say, it doesn't look for or read a .vbs file. It reads the .vpx file directly. (The "script" is at the bottom of the file, past all the computer jibberish). Which leads us to, if you have an external script for a table and change the ROM in that script, the plugin will [still] read the 'old ROM' from inside the .vpx file. Only.
  25. For Theatre of Magic, edit the script and look for the line Const cGameName = "tom_14hb". Remove the space in front of Const. So the "C" is the 1st character in that line. (I'll fix the search for that in the next update.) Twilight Zone has a table option to set which ROM version to use. "0" for Arcade-use credits (tz_94h) and "1" home-free (tz_94ch). Then plugin can't account for designer variables. The fix to have it work with the plugin would be to remove the option (including the "Select Case Romset" section and a few others) and then hard code the Const cGameName = "rom_of_your_choosing" (with no spaces in front of the first "C" ) I think that's the only table I've seen where the developer took the time to add in that option. That's exactly it. The plugin doesn't cross against VPMAlias. I could probably add that cross check in. Someday. I would need to a complete rewrite of this 3+ year old plugin to get it available in BB. Due to the popularity of this plugin, if I get bored enough I'll contemplate a rewrite. BTW, thanks for being the 1st to provide a thorough stress test and feedback since its release over 3 years ago. (Honestly, I had almost forgotten about this plugin. )
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