Jump to content
LaunchBox Community Forums

JoeViking245

Moderators
  • Posts

    3,439
  • Joined

  • Last visited

  • Days Won

    30

Everything posted by JoeViking245

  1. Were the other Themes that were tested and worked, tested on the cab? (vs. a different PC) Did you, could you test others on the cab? (more process of elimination)
  2. Did you add the line at the bottom also? (have to ask) Also, just curious, did the Setup add those 2 lines for you (and create the backup files 1st)? I didn't study the Theme's xml file. Hopefully it isn't trying to use the backuped files. I doubt the Theme author would be able to help (because of my plugin changes). But would be cool if they had the answer. Are you using a view that uses the [new] PlatformWheelxxx? Maybe try a different View (for process of elimination).
  3. Thanks! Glad it still working after 3.5 years. As for any pro tips, here's what I got... I'd start by looking in the themes folder for the folder \Hypermax Refried\Views\WheelBackup\ if 'WheelBackup' doesn't exist, the theme wasn't setup. If it does exist, check that it has 4 files in it. Hopefully it does. If so... Back in the Views folder, edit the 1st of the 4 files. In the declarations section add: xmlns:LPlat="clr-namespace:LaunchPlatform;assembly=LaunchPlatform" At the bottom of the file, above </Canvas>, add: <LPlat:LPControl /> It should look like this: And this: Save and close. Now edit the 2nd of the 4 files the same way. Then the 3rd and 4th. Start BigBox and try it again. That's about all the Pro Tippin' I can give.
  4. You'll need to press (and hold) the Left stick button 1st, then press the Right stick button. (Right then Left won't work) 1Joy10:: If GetKeyState("Joy9") { SendLevel, 1 Send, {Esc} }
  5. [What I see different between yours and mine is...] Your <system> needs to encapsulate <input>. You have it closed right away. "<system name="default" />" Need to remove the / (slash) then close it down below (the [added] 2nd to last line). <?xml version="1.0"?> <!-- This file is autogenerated; comments and unknown tags will be stripped --> <mameconfig version="10"> <system name="default" > <input> <mapdevice device="XInput Player 1" controller="JOYCODE_1" /> <mapdevice device="XInput Player 2" controller="JOYCODE_2" /> </input> </system> </mameconfig>
  6. After thought... May try ONLY having an Xinput controller connected before stating a MAME game. I don't have any Dinput controllers to test, so don't know for sure if that would 'confuse' MAME by having 2 different input types plugged in at the same time.
  7. Thanks for clarifying what doesn't work. Tested with the Back button (7) and that worked as well for me. But if in MAME, Coin 1 is set to "5 or Joy 1 Back" the script won't work to limit it to 5 credits. Setting it without 'Joy 1 Back' did work to limit it. If you used the keyboard to enter credits then start the game, will either Xinput controllers work to play the game (move, shoot, run, jump...)? If not, make sure the controller is ON before starting MAME. Since you were able to set 'Joy 1 Back', I assume they do work in-game But even then, when you had it at "Coin 1 - 5 or Joy 1 Back", if it didn't accept a coin, then there's likely a controller [type] issue. Did you add to the top of the script "SetKeyDelay, 125, 50 " (without quotes)? Without this line at the top, the script won't work. But again, when you had it at "Coin 1 - 5 or Joy 1 Back", regardless of the script, it should still accept a coin using the Back button. Beyond that, I'm at a loss as to why it doesn't accept the Coin input for either of your Xinput controllers.
  8. Still curious... What exactly isn't working for you? Can you add ANY credits? Can you add 5? Does it add a 6th one if you attempt to do so? Regardless, that might be your problem. It's highly recommended to use stand-alone MAME for... well, MAME. I've heard that controllers can have issues when using the RA core. I've never personally tested it because I don't (and more-than-likely won't) use RA and its MAME core. Nothing personal, but no. Maybe someone else can chime in and test it via RA.
  9. Yes. Added the script to the Running Script section of my MAME emulator. Using a wireless Xbox 360 controller. Launched "1942". Once loaded, pressed "Start" on the controller (my 'button 8'). Pressed it 5 times with a slight pause between each press (for the Sleep, 750). Got to 5 credits. Pressed Start again... nothing. No more credits. What exactly isn't working for you? Can you add ANY credits? Can you add 5? Does it add a 6th one if you attempt to do so?
  10. I [actually just now] tested the script as you have it. It's pressing 5 twice. Then when coin1 = 5, is still presses five, but only once. Instead of messing with the joy buttons, just have it do what it is we want it to do. SetKeyDelay, 125, 50 1joy8:: { if (coin1 = 5) ; Max 5 coins Return coin1++ Send, 5 Sleep 750 }
  11. Can you show your script as you have it.
  12. Ah ya. You can't assign a joy output. You can only read its input. In MAME, revert your Coin 1 to Kbd 5. Then this might work. 1Joy8:: { if (coin1 = 5) ; Max 5 coins Return coin1++ 1Joy8::5 Sleep 750 }
  13. I thought you were just wanting to configure it MAME. JOYCODE_1_SELECT is MAME lingo. Did it work to replace the number with 8? Though I doubt it's a literal "8". May try 1Joy8 Which is player-1 joystick, button 8. 1Joy8:: { if (coin1 = 5) ; Max 5 coins Return coin1++ 1Joy8::1Joy8 Sleep 750 }
  14. When assigning the inputs in MAME, you should be able to just highlight Coin 1, press enter (it'll wait for your 'input') then press the button on the controller to select it.
  15. Glad it worked! As far as digging into the what's and why-for's, someone recently reminded me "If it ain't broke, don't fix it." I say we call it a win and get back to playing games.
  16. Shooting from the hip here... What happens if when mapping the Hold key in BigBox, you press "v" on the keyboard (set it to 'v')? Then test it with the Red button (hold) + something-else-you-set. Since the Red button 'presses v'.
  17. It'd be easier just to press "f" next you start it. Final, Final-Script - With failsafe Run the exe Wait 'til it's actually active Get the window 'Style' of the exe's window and save them to the variable 'style' If within the 'style' contains "Title Bar" (when the game is not fullscreen, it has a Title Bar. aka "WS_CAPTION". aka "0xC00000") Press "f". And to be safe, make sure you send it to the exe's window. "hang out until it's no longer running." #SingleInstance force SetWorkingDir %A_ScriptDir% Run, Z2TAOL_P03.exe WinWaitActive, ahk_exe Z2TAOL_P03.exe WinGet, style, Style, ahk_exe Z2TAOL_P03.exe if(style & 0xC00000) ControlSend,,f,ahk_exe Z2TAOL_P03.exe WinWaitClose, ahk_exe Z2TAOL_P03.exe ExitApp $Esc:: Send, !{F4}
  18. Wait. What????????? Your original post: I'm guessing maybe you're swapping windows while playing the game and may exit the game not fullscreen? I suppose you could try making "_Game_Preferences01" ReadOnly.
  19. I was sure I tried it several times (launch, exit, launch, exit...). But it's quite possible I just launched the game, pretended to play, then exited. Never looking back. Subsequent testing this morning on both my main PC and cab, I discovered the darndest thing... It remembers its last screen size. i.e. Exit fullscreen, it'll start fullscreeen. So what was happening, Send, f was toggling the fullscreen. (Homer's catch phrase is ringing loud in my head... "DOH!!") Further investigation found this file: C:\Users\Joe\AppData\Local\Z2TAOL_P03\_Game_Preferences01 (no file extension) which looks like this (when formatted as json): { "_volume_sound": 5.0, "_Indicate_Spell_Active": 1.0, "_Background_Flashing": 1.0, "_Window_Scale": 3.0, "_Torch_Lighting": 1.0, "_Overworld_Mark_Acquired": 0.0, "_Overworld_Mark_Hidden_Exit": 0.0, "_Fullscreen": 1.0, "_Input_Preferences": "{ }", "_Music_Set": "_Default", "_Frenzy_Stab": 0.0, "_Screen_Shake": 1.0, "_Rando_Enemy": 1.0, "_Map_Show_Key": 0.0, "_Rando_Palette": 2.0, "_Cucco_Spell02_Preference": 1.0, "_HUD_Type": 2.0, "_volume_music": 5.0 } The key line being "_Fullscreen": 1.0, ("1.0" = true. "0.0" = false) Now, you might be able to adjust some other goodies in here. But as I don't ever plan to play the game, didn't study it. My final script: #SingleInstance force SetWorkingDir %A_ScriptDir% RunWait, Z2TAOL_P03.exe ExitApp $Esc:: Send, !{F4} RunWait will launch the game and 'hang out' until it's no longer running. When you press Escape, it'll exit the game, making it no longer running. If you press Alt+F4, it'll exit the game, making it no longer running. And when the game is no longer running, the script will exit (ExitApp).
  20. I can look into the option of using the games Title. I think using the LB ID would be more confusing. Either way, you wouldn't need to pass anything. If using the games Title, you will need to replace any 'invalid' characters. The most common one being : (colon). They would get replace with an _ (underscore). The same way LaunchBox does it with image files (but without adding the suffix "-01"). i.e. Dr. Mario: Miracle Cure would become Dr. Mario_ Miracle Cure.png. Though I must say, I haven't heard of anyone using 00000000.app files (vs decrypting to a single .3ds file or the like) in quite a while. But the request is reasonable and should be able to accommodate.
  21. Sorry. It doesn't. It's a scraper for scraping Movie metadata and media. Unless TMDB has tv show series data and information, it'd need to get information from a different API. If I added another API to also do tv series, I'd have to change to title too.
  22. Nice addition!! Thanks. JoeViking tested and JoeViking approved. Actually, I tested it before, and it worked then too. But I only ever pressed Escape to exit the game. I think your addition now makes it complete. It'll also help it with the Shutdown theme showing properly.
  23. Under Tools, Manage, Emulators, RPCS3, Edit, you want to put your script in the Running Script section. (It can be a little confusing) The Exit Script section is ONLY for when you select Exit from within the Pause Menu.
  24. Since you can exit the game by other means, take out the Escape sequence in the script. Because the game takes so long to load, I added a literal reference in WinWaitActive. Also added a single instance force which would alleviate the message you were getting. Though with removing the escape sequence, it shouldn't be needed. But also doesn't hurt to be in there. This should also fix the issue with 'only worked the very first launch'. #SingleInstance force SetWorkingDir %A_ScriptDir% Run, Z2TAOL_P03.exe WinWaitActive, ahk_exe Z2TAOL_P03.exe Sleep, 1000 Send, f Using @superrob3000's suggestion (Borderless Gaming), you could eliminate the script (and the AHK 'emulator') altogether and just point the game directly to the exe. The only "issue" (that's not really much of an issue) is having another app constantly running in the background. And that could be taken care of by setting up Additional Apps to run before (start Borderless Gaming) and run after (close Borderless Gaming) the game. But if using it for other games as well, probably better to just leaving it running.
×
×
  • Create New...