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JoeViking245

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Posts posted by JoeViking245

  1. 8 hours ago, LP64 said:

    So the problem seems to be that when an xml file is imported to a romset that has already been imported using your plugin, a game that has the same name as another game, but is not a clone, will sometimes inherit the launch file of the game it shares the name with.

    What you say makes sense.  I'd have to scour this 4-year-old code to see what and how I did what I did. 

    What doesn't make sense is why you'd import tmnt_104.  What is the source of your xml file(s)?  May want to look at filtering and remove mechanical games or select MAME Cab Only (in the case of adb.arcadeitalia).  What I'm getting at is tmnt_104 is the DMD for the pinball machine.  It'll "run". You can add coins. But not much more (unless you use it alongside Visual Pinball and a corresponding table). ;)

    8 hours ago, LP64 said:

    The workaround to the problem is to just delete the rom entries from launchbox and run your importer from scratch to update a romset, but I thought I'd check with you in case there is any easy fix

    There's an easy fix for you, but not for me. lol  For now, go the 'workaround' route.  I'll add it to my to-do list.  When I actually get to it is a different story.  :)

     

    Thanks for letting me know!  If you happen to do subsequent tests and the issue keeps popping it's head up, do let me know and I'll 'bump it up' on the list.

    • Like 1
  2. Nice find!!  Thanks!

    I tested the same and it worked great!  I subsequently tested putting the lua script into its own folder.  I created a folder under MAME called softlists and placed the script in there.  Then for the command line, just added the folder name and a / in front of the script.

    electron -autoboot_delay 2 -autoboot_script softlists/electron_cass.lua -cass

     

    • Thanks 1
  3. You need to enable it in MAME for it to be enabled for the games.

    • Launch MAME
    • Go into General Settings
    • Plugins
    • Turn Cheat plugin "On"

     

    Or if you really feel like cheating..

    In the folder where mame.exe resides is a file called plugin.ini.  Edit that file and on the line "cheat", change the 0 to a 1.

  4. 31 minutes ago, shanghaiultra said:

    Unfortunately though it seems %romfile% doesn't work. According to this post we can see that the emulator section allows us to set %romfile% to include either the full path to the rom or just the name of the rom. However as far as I understand the %romfile% in your example above needs just the filename the first time, and the full path the second time.

    Good point.  I guess it comes down to how you have your MAME setup.  Mine happens to just pass the rom filename [at the end of the command line], so in my instance it worked.  Using %gameid% is a great alternative for setups needing the pass the full_path _to_the_ROM.zip.  As far as mucking things up in MAME's subfolders, you say minor issue, I say non-existent issue. Once you figure how and why it works the way it does, you never look in the folders anyway. ;) 

    • Like 1
  5. 16 hours ago, faeran said:

    New Feature: LaunchBox can now automatically import ROM files that are placed inside of a platform folder

    ScummVM platform:
    I have 1 game (King's Quest) in this platform that uses the built-in ScummVM.  "Use an emulator..." is unchecked under Emulation.

    Upon LB restart, Auto-Import imported 7 of the 9 the files from its Data Folder (that aren't their own games).  The 2 not imported did not show up as Additional Apps for any of the "games".

    image.thumb.png.921854f3affff047142e6e0536f9f35e.png

    image.png.a6d450e6f550cddd7225bdb4ad660a1d.png

    • Like 2
  6. 11 minutes ago, shanghaiultra said:

    Worked out a more streamlined version of the process of custom Mame configs for individual Acorn Electron games (presume this will work for many other computer systems emulated by Mame.)

    Simply edit the custom command line in the emulation section to include "electron -cfg_directory cfg/electron/"<game name>" and then launch the game and press tab and set your controls in "Input (this machine)". The config folder and config files will be created automatically. The <game name> for the config folder doesnt matter as long as its unique to the game you are launching.

    If Launchbox is able to accept individual folders for individual roms then %rompath% variable could be used to automate this process for every game. Have not had time to explore this yet though.

    Very nice!  Cuts out all the middle leg work.

    Add the variable %romfile% in the emulators command-line parameters and you'll be good to go.

    Cartridge
    electron -cfg_directory cfg/electron_cart/%romfile% -cart1 %romfile%
    
    Cassette
    electron -ab *TAPE\nCHAIN\"\"\n -autoboot_delay 2 -cfg_directory cfg/electron_cass/%romfile% -cass %romfile%

    The ROM file name gives each game the unique name you're looking for.  Since we're adding %romfile% to the 'middle' of the command-line parameters, we need to add it at the end as well.  

    Note the above separates electron_cart and electron_cass.  You'll need to do this because of games that have the same name in each media type (i.e. "hopper")

  7. 14 minutes ago, Edouza said:

    How do I remove games added to my Collections? Is it possible to do this without having to delete the entire collection?

    In LaunchBox, select the game (click once on it) you wish to delete and then press the Delete key on your keyboard.

    If you have several you wish to delete, select one of them, then press and hold the Ctrl key on your keyboard. While still holding Ctrl, click on the other games you wish to delete.  When done selecting, let go of Ctrl. Then press the Delete key on your keyboard.

    With both methods, READ and follow the prompts regarding removing/deleting the games.

    • Thanks 2
  8. 1 hour ago, link182 said:

    hello sorry if I ask you but I don't know who else to ask, I have the Eka2l1 emulator working but I've been trying for 5/6 hours, following various guides, to import it into Launchbox would you give me some tips?

    You don't necessarily "import" emulators. You simply add them.  Tools - Manage - Emulators - Add new emulator

    When adding a new emulator, also add the appropriate Command-line Parameters.  For the one in question, you can find info on their Wiki.

    Using the emulator · EKA2L1/EKA2L1 Wiki · GitHub

    Hint:

    Quote

    Use --help if you want to interact through command lines and need list of commands.

     

  9. 14 minutes ago, RSmith77 said:

    I need to make changes to what I setup in "additional apps", and was hoping there is a way to do a find and replace command  instead of making 900 changes on the front end.  Where is this information stored?

    This won't do a find and replace, but it will let you add or remove additional apps in bulk.  Use this for starting an application before/after launching a game.  Don't use it for additional apps that games (i.e. clones).

     

    If you wish to make changes manually using find/replace, the additional app information is (typically) located at/near the bottom of the xml file which can be found in

    ../LaunchBox/Data/Platforms/name_of_platform.xml

  10. 13 hours ago, espidie79 said:

    Hello JoeViking245,

    Sorry for the delay. Yes. i had the scale set to 150%. When i change it to 100% it works ok. Thank you so much for your guidance.
    Just to know. is there any plan to add support for shaders like in early versions? 

    Thanks again

    No worries on the 'delay'.  It's a hobby. We get to it when life allows. 😎

    Regarding scaling, I was contemplating looking into accommodating different scales.  Though to get that to work effectively (have only delve into it a little), it's probably easier to just tell "you" to set it to 100%. haha   In all seriousness, I have it on my 'maybe look into to it someday' list.  But with the limited number of users of the plugin and only 1 person bringing this up in the last year-and-a-half, it's not a very high priority.

     

    There is currently no plan to add shader support.  In early production, I had a "shader" setting in the Test feature of BezelLauncher Setup.  Based on your inquiry, guess I forgot to remove it.  Personally, I don't intentionally use them (MAME and RA may have thrown them in there for me).  So not really sure what'd all be involved.  Shaders? Textures? A bazillion choices?  Are the png files open source (tiny, as they may be)?  Sounds like a can-of worms.  I recall that in RA you can also 'layer' multiple ones.  I think the worms just multiplied and the can got bigger. ;)  

    It'd seem like this would be a popular request, but you're the only one of the 4-ish users of the plugin that has asked about it.  In the beta thread, one other user did mention the word "shaders".  But never requested it.  If we count that, then we have close to 50% of the active users wanting it. :D  I do have it on 'the list' (mentioned above) and to be clear, I don't make these plugins for "me".   Well, at least not beyond for-the-fun-of-it.  I don't create Polls, but do always state: "any thoughts, views, opinions, [constructive] criticism, comments and suggestions are welcome."  Given enough [similar] suggestions (requests), they typically get added.  (Barring reasonableness, feasibility, is in-line with the intent of the plugin and life's time-allotment.)

  11. To show a games Background Image in LaunchBox's main view, 

    • Go to 
      • Tools
      • Options
      • Visuals
        • Background
        • Check the Box "Use Game Background Images"

     

    To show a games animated Background Image (i.e. gameName.gif)  Using the Default Theme as an example...

    1. Enable Game Background Image as shown above.
      • Note: Blur Amount has no effect on animated gifs. But the Fade Amount does.
    2. Add animated gifs to your games as Background Images.  (saving as 'Fanart - Background' works well)
      • You will need to find (create?) your own images.  Animated gifs are not available from the LaunchBox Database (nor EmuMovies??)
    3. In Windows Explorer, make a copy of the folder ..\LaunchBox\LBThemes\Default\
      1. i.e.  D:\LaunchBox\LBThemes\Default - Copy\
    4. In this 'new' folder, navigate to the Views subfolder and open "ContentBackgroundView.xaml" using any text editor.
    5. In the declarations, add
    6. xmlns:gif="clr-namespace:WpfAnimatedGif;assembly=Unbroken.LaunchBox.Windows"
    7. On the line beginning with <Image change Name="Image" to Name="Image2"
    8. On the next line, after "HighQuality" add a space and then insert
    9. gif:ImageBehavior.AnimatedSource="{Binding ImagePath}"
    10. Save and close.
    11. In LaunchBox, go to Tools - Options - Visuals - Main Window Theme
      • Set the Theme: to the one you just copied (created) / saved  (Default - Copy)
    12. Click OK to save this option and restart LaunchBox

     

    ContentBackgroundView.xaml After making the above changes:

    image.thumb.png.3d715cea46a5594dee32aa6c60d762a4.png

     

    • Like 1
  12. 52 minutes ago, space invader said:

     the retroarch dolphin core crashes if i attempt to save in any way, and if i don't try to save, it crashes eventually after 30 minutes,

    I'm not personally familiar with using RetroArch and its Dolphin core, but it's generally recommended to use stand-alone Dolphin for Wii and GameCube.  I know that doesn't help with the issue you're having with RetroArch, but it should help with the issue you're having [in general]. 

  13. Mine is setup without anything in the Running Script section nor the Exit Script section.

    Then in Yuzu (v1510 2023-07-28), I set the Exit Yuzu hotkey to something OTHER than Esc.  Mine happens to be Ctrl+W (only so as to have a 'something' in there).

    Exiting from the Pause Menu works without issue.

     

    Side note: If you're using the Pause Menu to actually Pause during gameplay (rather than just to exit it), in Yuzu you may want to check the box to Pause emulation...

    image.png.8609211c4fbde5850418d1df859cd165.png

  14. 1 hour ago, skizzosjt said:

    gives the impression LB doesn't try to launch the game in that situation.

    In that case (with the core having been left blank), LaunchBox is [most likely] still passing -L "".  (the core_name.dll would have gone between the quotes)  So ends up being:

    "D:\Emulators\Retroarch\retroarch.exe" -L "" "D:\ROMs\Atari 2600\Adventure.zip"

    Again, just for an emulator using retroarch.exe.  So it does try to launch it.  It just happens to return an error (fail).

  15. There isn't a built-in way to 'filter' them for viewing.  But you can do a scan for games whose associated ROM file doesn't exist [then optionally remove them from LaunchBox].

    Tools - Scan - For Removed...  It'll list the games and give you the remove option.

    image.png.814bde6468d40eb4ebf06bfb22130150.png

    But it'll only show you the 1st 25 games.

    image.png.88f5864ddacd52e514c51fa97551074e.png

     

    It's not recommended to do this for Arcade (MAME ROMs) as it may break other games in the Platform.  (If you have a non-merged set, you may be safe to do so.)

    • Thanks 1
  16. 14 hours ago, skizzosjt said:

    This field has never made sense to me, that is, only regarding Retroarch. Doesn't matter what I've ever entered here, from what I can tell, it's ignored. For any other emulator or script masquerading as an emulator, I can always make use of the Default Command-Line Parameters field. So, this situation seems to only apply to Retroarch

    As you know, with all emulators, the Default Command-line Parameters get completely overridden when there are any Custom Command-line Parameters present in the Associated Platforms section, for that platform.

    In case of RetroArch, in the Associated Platforms section LaunchBox adds the [would-be required] field Core.  Which in turn, automatically adds to the command-line parameter -L "core_name_from_the_core_field.dll".  Most likely (guessing here), since the Association Platforms section is adding [something] the command line, the Default Command-Lines Parameters are ignored (overridden).  Which will be the case with any platform using RetroArch.

    So you are correct. Though the developers had the foresight to add the Core field and auto-populate them with the most likely core (along with adding -f to the Extra Command-line Parameters) for our convenience, they neglected to disable the Default Command-line Parameters field in the Details section.

    But who would have discovered this other than a 'power user'? ;) 

    Sounds like a reasonable BitBucket item.  Though not a bug, not sure it's actually a feature request either.  But a 'something' none-the-less.

    • Like 1
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