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Everything posted by JoeViking245
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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.
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From a post back on page 12 of this thread, someone had put a ~ (tilde) in front of their 1. May give that a shot. ~1 & 5::
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Glad we were able to track down the root of the issue. In all fairness to others who upload their high scores to the leaderboard to stake their claim-to-fame, I'm inclined to say it's never going to happen.
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Trouble with Atomiswave, wont start up
JoeViking245 replied to GmandestroyzU's topic in Troubleshooting
If you have time available, would you care to share exactly how you got it working? Even if it was something embarrassingly small, it could prove useful for other Community Members who in the future come across this thread and have the same issue. Thanks in advance for your time. -
If you have autosave enabled in MAME itself (autosave 1), you don't need the -autosave parameter. Adding that parameter just overrides whatever you have set in MAME. Just like as if you executed MAME form the Windows command prompt. Same thing with "state_directory sta" and the -state_directory <path> parameter. If in LaunchBox you have Upload Your MAME High Scores... enabled (Tools < Options < Integrations < MAME), there's a caveat... I know high scores and autosaves are 2 separate things. But if it affects that, it's possible it has an effect on auto saves as well. (I don't know for certain)
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Edit you MAME emulator in LaunchBox and check the Command-line Parameters for -rompath %romlocation%. If it is there, since you edited you own 'rompath' in mame.ini, remove that parameter and value.
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Was that copied and pasted? I ask because shouldn't there be a : (colon) in there after the D? (same in both instances)
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Ya, that's my problem. I see a problem/issue/concern where someone says something along the lines of "this can't be done in LB/BB", and I get on a mission to find a way that "it can be done". lol Hence many of the plugins I created. Personally, I don't call it a waste of time. Especially when I learn from it and figure out the how's and why-for's of whatever-it-is.
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I haven't personally tested it myself, but here a thread regarding Nintendo GameCube and RetroAchievements.
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I did some playing around this morning and came to the conclusion that what you are seeing in BigBox is working by design. Unlike LaunchBox, when in View Platform Categories, only the main categories and their subsets get shown. (Similar to [exactly as?] shown in the Parents tab when editing the playlist) So in BigBox, on your 1st Categories screen you'll see [on the wheel] Arcade, Computers, Consoles. (You won't see All. It's not a Category. It's simply... All games) Then when you select Consoles, you'll see Nintendo 64, Nintendo Entertainment System, Nintendo Game Cube, Nintendo Wii etc. [on the wheel]. But what you won't see (in addition to all those sub-Categories) is all the 2823 console games. (That would really clutter up the wheel.) Where-as in LaunchBox, you can click Consoles and in the main [middle] section you'd see all the 2823 console games. Likewise, [in BigBox] when you click Nintendo Wii, you'll only see its' subsets. Which in your case only consists of Favorites. In addition to Favorites, you will not see all 304 Wii games. (Again, would really clutter up the wheel.) Sorry for all the back-and-forth. Hopefully this [finally] clears things up (and makes sense). To see all your Wii games when in View Platform Categories (BigBox) along with the Wii Favorites playlist in Nintendo Wii, you'd need to create another playlist. Simply set the Auto-Populate parameters to Platform - Is Equal To - Nintendo Wii. In Parents, check the box next Nintendo Wii (Platform). (un-check Root if it isn't already.) Then set the Name(s) to something like "All Wii Games". This will now show 2 different items on the wheel when in Nintendo Wii.
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hmm.. Indeed. lol Any chance all your Wii games are marked as favorite? I assume when you select/enter into one of the Favorites on the wheel (they're all the same, just repeating) that the list of games is displayed normally.?.
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So... is this View Platform Categories?
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Ok. The "view" in your last screenshot is View Playlists. And in that screenshot, it looks like you only have two playlists. Not sure what the "view" is in the screenshot above it is. Going back to an earlier screenshot (which is in the Platform Category view)... It appears your 'Wii' Favorites has 2 Parents. Root and Nintendo Wii. If you edit the playlist and go to the Parents tab, it probably looks similar to this (with the checkboxes). That's why it's showing in 2 places. Un-check one or the other (probably 'Root').