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Everything posted by JoeViking245
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That definitely helps. Thanks. So, (correct me if I'm wrong) the process as I see it is: Launch the game via its emulator ("Behind Enemy lines" - "emulator_multiplecpu.exe" (The M2 emulator)) Then, launch RA Because of the name of the text file you passed to RA, along with the contents of the text file, RA know to look for 'that games' window'. For all that to work, you create a text file for each game (ROMname.txt). And in the text file is the name of that game. Or?, it's one text file with all the game names for that platform, and that text file is copied and renamed to each of the ROM's ROMname.txt. (Doesn't really matter. "A bunch of .txt files need to be created".) And this is so you can add a bezel [and shader] to emulators that don't support them? Or does it do more than that? I ask because, if it's just for bezels and shaders, I hear there's a plugin called BezelLauncher that can do that. Without having to have two emulators running at the same time and without the need to create text files. All that aside, and not to get out of more work for me , I believe you can do what you want with the existing options. For example: Let me know if this method works. If it does, and you stick with the RA + actual emulator (i.e. emulator_multicpu.exe) route, you won't even have to add these 'extra' emulators to LB. (Just a thought. )
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I'm not familiar with WindowCast (but I have heard 'of' it). Can you share some screenshots of how you set it up? Edit game, then the Details, Launching, Emulator, and Additional apps sections, and also if you need to add something in one of the other tabs of the [Edit] additional app. I don't need any of the configurations from inside RA itself. Just what's needed to launch all that (RA, the game and emulator) stuff from LB. Please. Just want to get a visual of what's all involved if I do add the 'Emulator' option, is case something else is necessary too. Thanks.
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I can't attest to eXoDOS menu items being added, but the right-click menu items shown in your link is from an older version of LaunchBox. Those items are still there, they've just been stylishly moved into submenus. Namely Edit, Media, and File Management. Are there specific items you'd like to see when right-clicking a game that aren't available?
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Startup Screen Load Delay: greater than 30 seconds
JoeViking245 commented on JoeViking245's file in Third-party Apps and Plugins
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- startup screen
- loading screen
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Movie Scraper (Reboot 2023)
JoeViking245 commented on JoeViking245's file in Third-party Apps and Plugins
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Movie Scraper (Reboot 2023)
JoeViking245 commented on JoeViking245's file in Third-party Apps and Plugins
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Bulk Remove Custom Fields View File Bulk clear Custom Fields Values or remove the Custom Field entirely from LaunchBox. Inspired in part by this BitBucket ticket (and the rest out of boredom) https://bitbucket.org/jasondavidcarr/launchbox/issues/8475/mass-delete-remove-custom-fields Notes about Custom Fields: Custom Fileds are comprised of a Name and a Value. When you edit a game and look in the Custom Fields section, every Custom Field [Name] in your entire LaunchBox collection will be available. Whether a Value is assigned to it for that game, or not. Only Custom Fields that have a Value assigned to it somewhere in your LaunchBox collection will actually exist. aka, if you're seeing a Custom Field Name, something somewhere in your collection has a Value assigned to it. Installing: Download and unblock the zip file. Copy the contents of the zip into /LaunchBox/Plugins/ i.e. D:\LauncBox\Plugins\BulkRemoveCustomFields\BulkRemoveCustomFields.dll How to use: Start LaunchBox, click Tools and select Bulk Remove Custom Fields Select a Platform to get a list of all Custom Fields [that have an associated Value] for that platform. Or check Select All to get a list of all Custom Fields from all Platforms. Example #1: To remove all Custom Fields whose Name is "Has Bezel" and their Value is "yes" (lowercase "y") Check Show All [to show ALL distinct Custom Field Names and Values] Check the box next to "Has Bezel" "yes" Click Delete Selected Example #2: To remove all Custom Fields whose Name is "Has Bezel", regardless of their Value Un-Check Show All [to show ONLY the Custom Field Name] Check the box next to "Has Bezel" Click Delete Selected To remove a Custom Field entirely from LaunchBox, check Select All and follow Example #2. Options: Select All Show all Custom Fields for every Platform Show All Show Custom Fields Names and Values CAUTION: If you click Delete Selected and then click Yes, those selected are now GONE! Reprise: If you had LaunchBox's Automatic Backup feature enabled, you can use the Restore Data Backup to bring them back. Q: Why is it listing the same Custom Field more than once? A: It's not. Custom Fields are CasE sENsiTiVe. A Custom Field with the Name Saves High Scores is different from Saves high scores. Same goes for Custom Field Values. True is not the same as true. Submitter JoeViking245 Submitted 03/04/2024 Category Third-party Apps and Plugins
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Version 1.0.0
82 downloads
Bulk clear Custom Fields Values or remove the Custom Field entirely from LaunchBox. Inspired in part by this BitBucket ticket (and the rest out of boredom) https://bitbucket.org/jasondavidcarr/launchbox/issues/8475/mass-delete-remove-custom-fields Notes about Custom Fields: Custom Fileds are comprised of a Name and a Value. When you edit a game and look in the Custom Fields section, every Custom Field [Name] in your entire LaunchBox collection will be available. Whether a Value is assigned to it for that game, or not. Only Custom Fields that have a Value assigned to it somewhere in your LaunchBox collection will actually exist. aka, if you're seeing a Custom Field Name, something somewhere in your collection has a Value assigned to it. Installing: Download and unblock the zip file. Copy the contents of the zip into /LaunchBox/Plugins/ i.e. D:\LauncBox\Plugins\BulkRemoveCustomFields\BulkRemoveCustomFields.dll How to use: Start LaunchBox, click Tools and select Bulk Remove Custom Fields Select a Platform to get a list of all Custom Fields [that have an associated Value] for that platform. Or check Select All to get a list of all Custom Fields from all Platforms. Example #1: To remove all Custom Fields whose Name is "Has Bezel" and their Value is "yes" (lowercase "y") Check Show All [to show ALL distinct Custom Field Names and Values] Check the box next to "Has Bezel" "yes" Click Delete Selected Example #2: To remove all Custom Fields whose Name is "Has Bezel", regardless of their Value Un-Check Show All [to show ONLY the Custom Field Name] Check the box next to "Has Bezel" Click Delete Selected To remove a Custom Field entirely from LaunchBox, check Select All and follow Example #2. Options: Select All Show all Custom Fields for every Platform Show All Show Custom Fields Names and Values CAUTION: If you click Delete Selected and then click Yes, those selected are now GONE! Reprise: If you had LaunchBox's Automatic Backup feature enabled, you can use the Restore Data Backup to bring them back. Q: Why is it listing the same Custom Field more than once? A: It's not. Custom Fields are CasE sENsiTiVe. A Custom Field with the Name Saves High Scores is different from Saves high scores. Same goes for Custom Field Values. True is not the same as true. -
./simple64-gui --help Usage: ./simple64-gui [options] ROM Options: -h, --help Displays help on commandline options. --help-all Displays help including Qt specific options. -v, --verbose Verbose mode. Prints out more information to log. --nogui Disable GUI elements. --test <number_of_frames> Run debug tests. Arguments: ROM ROM to open. Try adding the --nogui option to the command-line parameters.
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What is wrong with the metadata search?
JoeViking245 replied to ModerateNOOB's topic in Troubleshooting
Is your platform set to scrape as Nintendo Entertainment System? In the left pane, right-click on your NES Platform and select Edit. Make sure Scrape As is properly set. -
This plugin should help you with the 2-minute loading issue you mentioned with BBH-Pro. However, it will not fix issues with games/emulators that use a loader to [then] launch a game, such as Steam as mentioned by the OP.
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Startup Screen Load Delay: greater than 30 seconds View File Breaking the 30 second Startup Load Delay barrier. Description: This plugin allows you to set the Startup Screen load delay time to greater than 30 seconds. You can set it for a single game, multiple games (in bulk) or per emulator. Installing: With LaunchBox not running, download and unblock the zip file. Copy the contents of the file to /LaunchBox/Plugins/ i.e. D:\LaunchBox\Plugins\StartupScreenTime\StartupScreenTime.dll Using: Single game - Right-click a game and select Custom Startup Screen Time Check Override and Use Startup Screen Set the Delay Amount to the desired duration. Click OK to save the changes. Multiple games - Select multiple games Right-click and select Custom Startup Screen Time Check Override and Use Startup Screen Set the Delay Amount to the desired duration. Click OK to save the changes. An emulator - Click Tools and select Emulator Custom StartupScreen Time Select an emulator Check Use Startup Screen Set the Delay Amount to the desired duration. Click OK to save the changes. Limitations: - Max load delay time is 5 minutes (300 seconds) - This WILL NOT fix issues with games/emulators that use a 'loader' to start a game. The Startup Screen will still go away after the launched executable exits. Here's showing a games' load delay time set to 3 minutes and 12 seconds. Submitter JoeViking245 Submitted 03/02/2024 Category Third-party Apps and Plugins
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- startup screen
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Version 1.0.0
89 downloads
Breaking the 30 second Startup Load Delay barrier. Description: This plugin allows you to set the Startup Screen load delay time to greater than 30 seconds. You can set it for a single game, multiple games (in bulk) or per emulator. Installing: With LaunchBox not running, download and unblock the zip file. Copy the contents of the file to /LaunchBox/Plugins/ i.e. D:\LaunchBox\Plugins\StartupScreenTime\StartupScreenTime.dll Using: Single game - Right-click a game and select Custom Startup Screen Time Check Override and Use Startup Screen Set the Delay Amount to the desired duration. Click OK to save the changes. Multiple games - Select multiple games Right-click and select Custom Startup Screen Time Check Override and Use Startup Screen Set the Delay Amount to the desired duration. Click OK to save the changes. An emulator - Click Tools and select Emulator Custom StartupScreen Time Select an emulator Check Use Startup Screen Set the Delay Amount to the desired duration. Click OK to save the changes. Limitations: - Max load delay time is 5 minutes (300 seconds) - This WILL NOT fix issues with games/emulators that use a 'loader' to start a game. The Startup Screen will still go away after the launched executable exits. Here's showing a games' load delay time set to 3 minutes and 12 seconds.- 5 comments
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Guessing you're not on LaunchBox 13.12-beta-3. 😊 This was actually my fault for not rolling back the dependencies. Version beta-6a will work with LB v13.3 and newer. lol. Good. Was about to question the integrity of your xml sources.
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The issue came down to: it was only comparing the game's Title & ROM name and not taking into account the games Version. Fixed in beta-6. Also (not mentioned in the description), the plugin will now add the Version data when importing regular games (vs. just additional apps). Which bring us to: you may still have an issue with your imported game Boulder Dash [cbdash.zip]. The "Version" of that game per your xml file is "(Zombie Cassette) (US)". In the MAME official builds (since release 0.179), the version is "(DECO Cassette) (US)". So if when getting metadata from LaunchBox and it updates the version field, reimporting via that xml file (or source of the file) may make for unexpected results. (or maybe they will be 'expected' because of what I just mentioned. )
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Appreciate the troubleshooting! And for the short and sweet xml file. That'll (hopefully) make debugging easier.
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The pico8 emulators' ROM files are .png files.
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Whew. Good! Cause I couldn't get the emulator to launch a game to even see the command prompt (in the 10-ish minutes I tried). I'm guessing maybe some dependency files are missing, or something. Which is fine, because I don't (nor have a desire to) emulate that system anyway. Glad it was a simple fix!
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LaunchBox is DRM free which means you can install it on all computers in your home. LaunchBox has 2 different versions. One for Windows and one for Android. You will need to get the Windows version for your desktop and the Android version for your phone. Though both have free versions, their respective paid versions are licensed independently from another. aka You cannot use your Windows license for your Android version. You'd need to purchase the Android license separately. The license is not phone specific. Just move it onto your new phone. Yes. Pursuant the 1st 2 answers. "Your LaunchBox Premium for Windows License is DRM-free, which means that you can deploy it to as many personal computers as you wish."
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Done. BezelLauncher v2.1.0-beta-2 - Added Opacity setting for shaders Must (at least) start BezelLauncher Setup before launching a game! In fact, if you don't, you may get all sorts of errors. (see 4 posts above for setting up) ⟶ BezelLauncher (2.1.0-beta-2).7z Ya, well this ain't RA or RL. Hopefully being able to adjust the opacity (aka, transparency) will get you what you need. Mainly because there's really good chance I will NOT be adding brightness, contrast, gamma etc. adjustment options. Too many options create too much confusion. (Sounds like something Confucius might say.)
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As I've stated before (or at least elsewhere), I know little to nothing about shaders/scanlines. So your feedback is important and much appreciated. Thanks for that! When you "dropped the opacity of Scanline to 50%", did you do this by editing the .png file? Sounds like I should add another setting. Maybe something like this:
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Can you use the "central button" on the controller during gameplay (not paused) to exit the game? If so, try adding that 2-line script to the Exit Script. (But do keep it in the Running Script as well)
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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). 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.