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Everything posted by JoeViking245
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Well.... if you did use LB....
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I've never tested it with standalone Stella, but you could give this a try. It seems to work with other standalone emulators pretty well.
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I remember Irfanview! But it's been a l o n g time since I've used it. I now use ffmpeg. It's command line based, but it's also what many (most?) image compression programs use behind-the-scenes. For a general just-reduce-the-file-size, use the command ffmpeg.exe -i "path/to/your/Original.png" -q:v 1 "path/to/your/New.jpg" This will keep the original image dimensions. But you're also converting to jpg. Which isn't necessarily a bad thing. You do lose transparency. But with a hue-jass 10MB image, it's probably a background image, so doesn't matter. You can change the 1 to different values (higher the number, the smaller the output file). Here's some sample numbers: Original: 17,497 KB (17 BM) -q:v 1 2,557 KB -q:v 5 1,369 KB -q:v 10 967 KB -q:v 20 771 KB (using 5, 10, or 20 is pretty extreme though) Another option that keeps the quality of the png is to just reduce the dimensions. The above image (17 MB) has oddball dimensions, but you'll get the idea... Original dimensions are 3569 x 5724. Reduce that to half scale (1784 x 2862) and the file size is 7.4 MB. For 1/2 scale, use this: ffmpeg.exe -i "path/to/your/Original.png" -vf scale="iw/2:ih/2" "path/to/your/New.png" For a custom scale, use: -vf scale=W:H (changing W and H to your desired width and height) ffmpeg can do things with videos too. i.e. I've taken all my game video clips and made them all 20 seconds long (because I don't stare at them any longer than that). The issue for most people is that ffmpeg doesn't have a GUI. But a simple batch file can handle all you batch conversion needs.
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LaunchBox Ambient Music Player
JoeViking245 commented on JoeViking245's file in Third-party Apps and Plugins
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LaunchBox Ambient Music Player
JoeViking245 commented on JoeViking245's file in Third-party Apps and Plugins
Thank for the suggestion. I'll have my team look into this. Adding an option to reverse what was implemented in v1.2.0 wouldn't be an issue. The issue is, the issue that v1.2.0 fixed. Games which are started via a launch window such a Steam will have the Ambient Music still playing during gameplay. You'll see this related issue with a games Shutdown Screen. Have you ever seen the LaunchBox Shutdown Screen after exiting a Steam game? Didn't think so. I have a fix here that will resolve "the issue" for at least Steam games (for both Shutdown Screens and Ambient Music still playing during gameplay [if I decide to implement the option to keep musing playing.]). I might-be-able-to incorporate a similar method into the plugin which will pause the music during a game launched via Steam. No promises on either implementation. -
No. LaunchBox calls AutoHotkey.exe directly from its /ThirdParty/AutoHotkey/ folder. So you're safe to (re)associate your .ahk file extension to your personal installation of AutoHotkey. Side note: you don't have to have it "installed" to be able to use it. i.e. You can launch your script directly like so... "D:\LaunchBox\ThirdParty\AutoHotkey\AutoHotkey.exe" "D:\MyScripts\My Special Script.ahk"
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The 3D Box Model and the 3D Box Image are 2 separate things. One can never directly replace the other. The 3D Box Image is not one of the image types that will display in the game Details (right) panel. Regardless of disabling the 3D Box Model. In LaunchBox, the only places to visually see the 3D Box Image are: When you edit the game When you double-click one the of smaller images in the games Details panel (to make it show full screen) press the left or right arrow on the keyboard until you see that image Select Image Group and change it to 3D Boxes This will change the main (middle) section images to 3D Boxes (Image)
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Xemu download available, won't download
JoeViking245 replied to jruizleon's topic in Troubleshooting
I just opened Xemu (by itself, without attempting to launch a game) and got the update message. Clicked it and it updated just fine. If it's truly not updating itself after clicking the message, then you should just do it the ol' fashion way. Go to their download site download the latest version Extract the contents of the download into your existing emulator folder (overwriting the existing files) Edit: so I started typing, walked away for a minute and came back and hit send. Just to see Retro808 beat me to it. -
What you're seeing in the games detail panel is the 3D Box Model (vs your 3D Box Image) which is comprised of the Box Front and Box Back (if you have that image as well). Click and hold the mouse button on it and you can spin it around. To not show the Model there, go to Tools < Options < Visuals < Game Details and un-check Show 3D Model.
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Sorry. I misread your original post indicating that those games do actually work with your MAME version 0.113. This will get 'those' game to work when launching from LaunchBox. You'll be adding a new Platform and a new Emulator. Later you can rearrange things to your liking. In Windows Explorer, select the (10 to 15) v0.113 ROMS and drag them onto LaunchBox This will start the ROM import Wizard Select ROM Files For the Platform, manually type Arcade 0.113 Select Scrape As: Arcade Under Choose an Emulator, select Add... Give it a Name (Like MAME 0.113) Browse to and select your mame.exe (for v0.113) Check Remove Quotes and Remove file extension and folder path Click Associated Platforms Manually type in Arcade 0.113 (the name from step #3. Spelled and capitalized the exact same.) Check the box Default Emulator Click OK to save and close You'll get a popup stating "MAME requires..." Click No Follow the rest of prompts accordingly Click Finish
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Problems with Launchbox and FinalBurn Neo
JoeViking245 replied to ADavidPF's topic in Troubleshooting
That error message is from FinalBurn Neo. Not LaunchBox. The emulator needs to know where your ROMs are located. I encountered an issue when I set the path(s) [in the emulator] then closed it, they weren't being saved. So be sure to click Save settings (step 4). Open FinalBurn Neo Go to Misc < Configure ROM Paths... Add the path(s) to where your ROMs are located Let it finish scanning Go to Misc Click Save settings to .ini now Close the emulator In LaunchBox, edit your FinalBurn Neo emulator Check the box Remove file extension and folder path UN-CHECK the boxes Remove Quotes (quotes are needed if using ROMS that have spaces in the filename) Extract ROM archives before running Click OK to save and close Play games -
I see it now. 😊 Those official Steam images don't appear to be available via the API. But I'm pretty sure when you import a Steam game, there's an option to prioritize Steam Images, which should get those. I presume the auto-import feature grabs those as well. There's no (reasonable) way to determine if a View Original Steam Assets button exists on the page. Though adding a link to the games SteamGrid page is a good idea (as you sort of illuded to). Thanks! I'll have my team add that for the next release. Always love to find good alternatives.
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Thank you so much! Correct me if I'm wrong, but I don't believe that information is available on SteamGrid. To be honest, I don't know what "the Steam button" is. 😊 The SteamGrid API will, to a degree do some 'fuzzy matching' when an exact match is not found. But obviously that doesn't help with alternate languages. The plugin isn't currently setup to be able to manually type in a name like the How Long To Beat plugin is. I'll make note of the feature request, but no promises that it will be implemented anytime soon. In the meantime, ... (My guess is) your games should have Alternate Names that are English. You could... edit the game and then [temporally] Set Selected Name as Title to the English name. Save, scrape and then set it back.
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This is a "known bug" in the system1.cpp driver. Since cocktail mode doesn't work (player 2 track and vehicle alignment), then you may want to put the game in upright mode and just have player 1 and 2 swap seats, using the same side of the table. Not ideal for a cocktail table. If you want to keep it visually 'cocktail', set the dipswitch for Cabinet to Upright, and the video option to Cocktail. This way it'll still look 'cocktail', but players 1 and 2 will [still need to] use the same controls. But the alignment doesn't get screwy when it's player 2's turn. BTW, After seeing this post, I played the game several times (for the 1st time ever). I can imagine this game took in A LOT of quarters. lol It's hard. But it's not. And it's frustratingly enjoyable.
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The raw data in the xml is not available via the API. (At least not that I've seen) Depending on how your plugin needs to access the data (a little each time you load it [i.e. one game at a time] or potentially a lot [i.e. load a platform and go through several games]), you may want to consider loading the xml into an object (model) when you open the plugin. Then just access the model [in memory]. The initial loading into the model may take a few seconds, but then accessing the data in the model is near instantaneous. Where-as parsing the xml each time, for each game, could still be 'fast', it would create a lot of 'excess' disk access. Just a thought.
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In the Auditing window, Select one of the games Press Ctrl+A to select all Press Ctrl+C to copy Open your new/blank spreadsheet press Ctrl+V to paste the contents of your clipboard into the spreadsheet
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When Did Launchbox Functionality Change: One Instance
JoeViking245 replied to Huntastic's topic in Troubleshooting
Looking at the Change Log, the multiple instances of LaunchBox/BigBox had some 'safety checks' added in version 5.3. -
You can disable the game Startup Screens on a per emulator and/or per game basis.
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Thanks! I nuked TP several years ago in favor of JConfig. Couldn't remember the specifics and idiosyncrasies.
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The script you show is in the Running Script section of the emulator. (An educated guess) To exit from the Pause Menu, that portion of the script [also] goes in the Exit Script section - 'The script to use when exiting from the Pause Menu'. So in the emulators Exit Script section, put: $Esc:: { if WinExist("JoyToKey") Process, Close, joytokey.exe Run, "D:\HFSBox\Utilities\JoyToKey\JoyToKey.exe" "Layout 8 Boutons.cfg" WinClose, ahk_exe {{{StartupEXE}}} } (while keeping the full script in the Running Script section.) Note: I moved the 'close the emulator' to the last line. I'm kind of surprise that when exiting from NOT in the pause menu that the script changes the profile back. I say this because when the game is exited, the Running Script is essentially discarded/thrown-away/process-killed. No matter where it's at. It may be that the processes you have, take place "super-fast". i.e. before the game is 'completely exited'. That said, if it ain't broke, don't fix it.
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I couldn't catch if you were saying switching the emulator to use xinput resolved the issue. Or you tried it, and it didn't work. If that did work, one can do the same thing with Xenia. Edit "xenia.config.toml" with any text editor. Look for the section [HID] Below that, change hid = "any" to hid = "xinput" And if I misunderstood, never mind. 😊
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Process of elimination... change the ~1 & 5:: to $Esc:: and see if it works to press Escape. If pressing escape works (with the above change) to exit the emulator, then (my guess is) something is taking control of your 1 and [or] 5 keys. I assume the 1 and 5 are keyboard presses (or something that effectively 'presses' 1 and 5 on-the-keyboard). Next thought is, if TP is launching another executable (acting as a launcher), and this script is in the emulators (TP's) Running Script section, it will never work. The Running Script is only available as long as the emulator that it started with is running. If that's the case, then you'll need to set this up as an Additional App for the game and set it to Run Before the Main Application.