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JoeViking245

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Everything posted by JoeViking245

  1. 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
  2. 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!" 😎
  3. 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.
  4. K, guess some more details would help. What system are you trying to run and then what game in that system?
  5. 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[]"); } }
  6. 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?
  7. 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.
  8. 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.
  9. 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/
  10. 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.
  11. Can you share some more information... Can you show the full command line you used to launch a game from the Command Prompt. Edit your Vice emulator (in LaunchBox) and share a screenshot of: The main Details sections The Associated Platforms section
  12. Most likely that is a [would-be] Box Front image. But Arcade machines weren't purchased in decorative boxes like you'd find for consoles. Does 'that image' show something in your other platforms? Most (well, maybe a lot of) people will use Advertisement Flyers for Arcade "Box Front" images. In LaunchBox, after downloading Flyers for your Arcade platform, be sure that in Tools - Options - Box Front Priorities, Advertisement Flyer-Front is checked. Then in BigBox, you may need to go to System Memu - Images - Refresh Image Cache (something like that) to ... well, refresh the image cache.
  13. Try unchecking the Shift checkbox. As 'Shift', when pressed [and held] down it's waiting for a 2nd control to be pressed to perform the 2nd controls "Shifted" function. If a 2nd control (button) isn't pressed when it's released, it [then] executes it assigned function (Heavy Kick). Since button-6 is a lesser used control, it makes sense to assign that one as the Shift key. But if you don't ever make use of shift functions, un-assign it. Or, un-assign it there and assign it to a different control that 'makes sense to you'. Look around at the other controls and see if any of them have something assign to "Shifted". My guess is you might find one that's for [keyboard] Enter and one for [keyboard] Escape.
  14. A couple things it may be.. Edit your emulator (BTW, the main details section you showed in your previous post appeared fine). In the Associated Platforms section, make sure Extract ROMs is un-checked. Edit one of the games you're having issues with and go to the Launching section and make sure the game is pointing to a .chd file or .cue file (and not a .bin file) If you have been testing PCSX2 and have multiple installs on your computer, make sure the one you tested with (outside of LaunchBox) is the same as the one your PCSX2 emulator is pointing to in LaunchBox. "E:\Play station 2 (6gen.)\Emulators\Pcsx2Qt\pcsx2-qt.exe" If (again, 'been testing') you have more than on emulator instance of PCSX2 in LaunchBox (under Edit Emulators), make sure the "good one" is the one set as Default Emulator (in the Associated Platforms section).
  15. I was 2 seconds too late. lol
  16. It looks like your Playlists (red square) may be in both the Root and (I assume) in the Arcade Category. If you expand Arcade (click the sideways triangle), my guess is Atari Classics will show up under there too. To get those out of the Root, [example:] right-click Atari Classics (shown in the red box above) and click Edit. Go to the Parents tab and (if my guess is correct) un-check Root. Click OK to save. Then do that for the other playlist you don't want in Root.
  17. Can you provide some more details? When you launch a game, is the emulator window showing? It just doesn't load the game(s)? After the startup screen is it going right back to LaunchBox with nothing else happening? Can the games open when starting them directly in the emulator?
  18. The MAME extras are mainly useful for its UI. If you just want to play the games, consider the extras as 'bloatware'. Since you have a non-merged set, you can safely get rid of the other 39k games without affecting the ones you keep. If you plan to do monthly updates, having a complete set does make the update easier. Since you'll be getting rid of that hugh jass extras package, you'll have storage available for the full set [you already have]. I keep a fullset on an external hard drive and just have LaunchBox point to that folder. Of course, not all games are imported. There have been a couple occasions where someone mentioned a particular game I didn't have in LB, and it was nice to be able to easily add it. So, no real advise. Just some snippets of information. My tip is to actually play the games you import. Ya, LaunchBox makes 'em all look really pretty there 'on the shelf'. But why have 'em if you ain't gonna play 'em.
  19. Sorry to hear about your woes. In the example you gave about looking at all the Launching sections for odd ROM paths, there is the Audit Tool. It basically puts all the games data into a spreadsheet type arrangement. In there, you can click on the Application Path header to sort the ROM paths column. Click it again to reverse the sort order. Continuing with that example, if the ROMs for the platform [should] all reside in a single folder (i.e. D:\ROMs\NES\gameA.nes, D:\ROMs\NES\gameB.nes etc.), you can use the Change ROMs Folder Path wizard. Select all the games in that platform, then Tools - File Management - Change ROMs Folder Path for Selected Games. Note: This only changes the games' Application Path in LaunchBox and doesn't touch the physical files. Games that were already in the 'new folder path' won't change, and the 40 or so would be updated. This won't work for ROMs that reside in individual subfolders (i.e. D:\ROMs\NES\GameA\gameA.nes, D:\ROMs\NES\GameB\gameB.nes etc.)
  20. As stated above, you can turn off the notification by updating the plugin. The only way to accidentally update the emulator(s) is to 'accidentally' click Update when editing the emulator. Plugin updating and Emulator updating are 2 separate actions.
  21. That's sick. And I don't mean in a younger generations' slang use if the word. -romapth is one of many available MAME command-line parameters. It's an override for what's set in mame.ini on the line "rompath". If mame.ini doesn't exist, MAME defaults to its' subfolder "roms". I can't tell you. It's not that I won't. It's just I've never fathomed the thought of trying to run Arcade games in RA. That's almost as obscure in my mind as separating MAME ROMs into individual folders.
  22. You don't need to create your own Theme to get IBigBoxThemeElementPlugin to work. But you would need to modify the BigBox theme's Views files. It's just a matter adding 2 lines. In the corresponding Views file(s), you need to declare a reference to your project xmlns:myDofLinx="clr-namespace:DOFConnect;assembly=DOFConnect" And then somewhere in there, reference that to your class or User Control. <myDofLinx:BigBoxThemeElement /> Alternately, depending on how you plan to use it, you could make use of SharpDX to capture controller inputs. Initialize the Controller and then a Thread that monitors the controllers State. You mentioned OnSelectionChanged , there is the OnEventRaised(string eventType) - eventType == "SelectionChanged". It's not as robust as the one in IBigBoxThemeElementPlugin. But you can still get that other information (game, platform etc.) by other means.
  23. It's actually saying to 'update' it. Tools - Manage - Plugins. Select the Dolphin plugin and click Update. Then LaunchBox will stop asking. It's part of the new emulator installer/updater plugin feature in v13.15.
  24. In the /LaunchBox/Updates/ folder, execute the latest installer and install it over your existing build. When selecting the folder to install it into, before clicking 'Install' (however it may be worded) be sure that the path shown doesn't add another layer of "LaunchBox" to it. Bad: D:\LaunchBox\LaunchBox\ Good D:\LaunchBox\
  25. Version 1.1.0-beta-1 Fixed: Now Playing not showing the entire song title for long names Fixed: When scanning /Playlists/ folder for playlists, it now looks ONLY for [actual] playlists (.m3u, .m3u8, .xspf) Improvement: Fade out/in audio when starting/exiting a game Improvement: Playlists can now contain relative paths. Paths must be relative to /Playlists/ ⟶ LBambient (v1.1.0-beta-1).7z @tycho You might have some interest in this.
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