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Everything posted by JoeViking245
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I'm seeing the same issue (LB 13.12-beata-1): when editing a game and attempting to change the emulator, Lb freezes and then shuts down.
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Because it has spaces in it, you need to encapsulate the full path in quotes. Run, "E:\Testing\LaunchBoxTester (Current Version)\Emulators\Hikaru Demul w Roms\nomousy.exe" /hide Do that for your 2nd Run line as well.
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Haven't looked lately, but (unless it's been depreciated) there's a "Minimum Startup Video Duration" setting in the Big Box General options that will force showing more of the video if Big Box loads too quickly.
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Launchbox/ Bigbox won't load After 13.11 Update
JoeViking245 replied to ktwitch21's topic in Troubleshooting
After 'updating' to 13.9, be sure to go into Tools, Options, Updates and uncheck the Check/Download/Update options. -
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")
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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.
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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:
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Is there is a way to make setting changes via a file
JoeViking245 replied to RSmith77's topic in Noobs
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 -
BezelLauncher
JoeViking245 replied to JoeViking245's topic in Third-Party Applications and Plugins (Released)
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. 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.) -
BezelLauncher
JoeViking245 replied to JoeViking245's topic in Third-Party Applications and Plugins (Released)
In your Windows Display Settings, do you have the Scale set to something other 100%? If you change it back down to 100%, does it still look all wonky? -
This thread is for issues/concerns/likes/dislikes concerning the current LaunchBox (Windows) Beta release. Though off topic, the answer to your question is yes. But requires modifying your LaunchBox theme to use animated gifs.
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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... Enable Game Background Image as shown above. Note: Blur Amount has no effect on animated gifs. But the Fade Amount does. 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??) In Windows Explorer, make a copy of the folder ..\LaunchBox\LBThemes\Default\ i.e. D:\LaunchBox\LBThemes\Default - Copy\ In this 'new' folder, navigate to the Views subfolder and open "ContentBackgroundView.xaml" using any text editor. In the declarations, add xmlns:gif="clr-namespace:WpfAnimatedGif;assembly=Unbroken.LaunchBox.Windows" On the line beginning with <Image change Name="Image" to Name="Image2" On the next line, after "HighQuality" add a space and then insert gif:ImageBehavior.AnimatedSource="{Binding ImagePath}" Save and close. In LaunchBox, go to Tools - Options - Visuals - Main Window Theme Set the Theme: to the one you just copied (created) / saved (Default - Copy) Click OK to save this option and restart LaunchBox ContentBackgroundView.xaml After making the above changes:
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Glad to hear the 2nd monitor is working. Were the displays detected properly before? Which I guess wouldn't make sense because minimizing LaunchBox wouldn't affect the monitor numbering order. Might try this if it isn't this way already... Open your Windows Display Settings. Where the 3 monitors are shown, align them side-by-side and then (the important part) align the TOPS of all three. (not the bottoms).
- 85 comments
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Game crashes if i attempt to save state or save in-game
JoeViking245 replied to space invader's topic in Troubleshooting
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]. -
For the ones that it 'doesn't work with': Is something (i.e. some other window) covering up the image when you start a game? Then Alt+Tab brings it back 'above' whatever covered it? Or is, when starting a game, the image seems like it's 'minimizing', and you see the actual desktop on the 2nd monitor where the image was? (At least until you Alt+Tab to 'bring it up') If it's the latter, for those emulators, are you running any batch files or AHK scripts along with them to help deal with your 'usual problems' that may be minimizing the plugins' image window? I'm not sure why the image window would be getting minimized. A game launching on the primary monitor (min, max, windowed or otherwise) should have no effect on a static window located on the 2nd monitor. And I have no code in there that minimizes the image window. Are you running any batch files or AHK scripts when launching games to help deal with your 'usual problems' that may be minimizing the plugins' image window? If so, you might have them only target the specific windows causing you usual issues. Like have it target only windows that are on the primary monitor.
- 85 comments
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Do you also have Dolphin set as the 'Default Emulator' for Nintendo GameCube? I'd say uncheck "Default Emulator" for Nintendo GameCube in RetroArch and just use Dolphin.
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Well, it wasn't supposed to be a "just do this every time". So, "If all goes well" turned out it didn't go well. OK. That tells me it's still "on" the 2nd monitor [almost] like it's supposed to be. (...and you never needed to press Win+Right-Arrow.) Is something (i.e. some other window) covering up the image when you start a game? Then Alt+Tab brings it back 'above' whatever covered it? Or is, when starting a game, the image seems like it's 'minimizing', and you see the actual desktop on the 2nd monitor where the image was? (At least until you Alt+Tab to 'bring it up')
- 85 comments
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Now you tell me! lol Open Settings.xml (with any text editor) and verify dontHide is set to True. (it should be) Start LaunchBox. Select Mortal Kombat. (Image should show on 2nd Monitor) Start MK If image disappears, press and hold the Alt key. Press the Tab key once. Keep holding Alt. You should see 'a visual list' all the windows that are open. Is one of them the 'missing' MK image? If so, [STILL holding Alt] press Tab (one tap at a time) until that image window is selected. Let go of Alt. Does the mk image appear on monitor #1 (aka not on the 2nd monitor)? (If you saw it when pressing alt+Tab, but not now after selecting it, that's OK.) Since your monitor #2 is situated (per Windows) to the right of #1, Press the Windows key and the Right arrow key. This will move it to Monitor #2. Alt+Tab (like before) back to the game and exit it. If all goes well, all should be well now. (aka, start a game with an image on the 2nd monitor and it should stay there when starting a game.)
- 85 comments
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I'm not sure what to tell you. The part of the code that keeps/hides the image during gameplay wasn't touched with this latest beta release. The only thing I can think of is that it wasn't working before beta-4. At least not for you because it seems to be working here. Assuming it worked for you prior to beta-4, does it still not work if you change the image type(s) to something other than *Custom Folder? Maybe try beta-3 again.?. You'd need to delete "Setting.xml" prior to starting LaunchBox if you try beta-3 (or prior) and then re-run MultiMonitor Setup.
- 85 comments
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To clarify, when you select a game (i.e. Mortal Kombat) it shows the image (\Images\Game Controls\Arcade\mk.png) on Monitor #2. But then when you launch the game, the image on Monitor #2 goes away? Does the image reappear (on Monitor #2) after you exit the game? Looking through the logs, I see that you had just LB 2nd Monitor turned on (via settings). Then later on, you turned LB 3rd Monitor on but set both of them to use your (physical) Monitor #2. And then later, turned off LB 3rd Monitor. Setting them both to the same physical monitor during runtime might have confused the plugin. Turning off LB 3rd Monitor (or assigning it to a physical 3rd monitor), saving, and then restarting LaunchBox should fix it.
- 85 comments
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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...
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What is up with Retroarch Default Command-Line Parameters field?
JoeViking245 replied to skizzosjt's topic in Noobs
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).