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JoeViking245

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Everything posted by JoeViking245

  1. Thank you! Script aside, how are you currently launching the game? Can you share a snapshot of your Launching 'tab' and one of your Emulator 'tab' (if applicable) for this particular game?
  2. Depending on how you launch the game will determine where to place [something like] this. WinClose, ahk_exe Chrome.exe ;optional Process, Wait, PersonaStrikers.exe ;Wait for the game to be running Sleep 1000 ;Once running, wait 1 more second to be sure while winExist("ahk_exe PersonaStrikers.exe") ;While the game is still running sleep 700 ; Hang out here, but check again Run, chrome.exe ;The game's not running anymore, so start Chrome again. If it's just the 1 game, you can set it to Run this script Before Main Application
  3. Add a Sleep timer after "Run, LaunchBox.exe" so it has time to fully load. May also want (need?) to add SetKeyDelay at the beginning. Maybe something like: SetKeyDelay, 0, 50 Run, LaunchBox.exe Sleep, 5000 Send {Tab 4} Send {Home} You can adjust the Sleep timer based on how quickly LB loads up for you.
  4. When you loaded the game from LaunchBox, it was loading the config file "ArcadeStick.cfg" for that game as you had previously told it to do. Making changes to Input (General) (aka General Inputs) won't get saved to "default.cfg". Also, making changes to Input (this machine) won't get saved to "ArcadeStick.cfg". They'll get saved to "sfa2.cfg" in the cfg folder. So you may want to delete that [again]. It will recreate itself, but it's just keeping tracks of 'coins' inserted and marquee info (if applicable). You can Right-Click a game in LaunchBox and select Open MAME ("MAME" being whatever you called the emulator when you set it up). This will open MAME itself. Which is what (I believe) is what you need to do, and then go through the steps again.
  5. In the steps above, after you did Save Configuration and before Exiting MAME, did you you play sfa2 and did the RAP3 respond correctly?
  6. Oops. Ya, sfa2.cfg. ? Hmmm... the last 'good' P4 image doesn't look like the default.cfg you previously posted (as far as the button assignments). Regardless, if appears your default.cfg is still good for you. And what I thought might be an easy way, wasn't. lol Maybe try a sort-of going back to square one: (If you previously made your default.cfg read-only, you will need to undo that, and then change it back later.) Make a copy of your existing "default.cfg". (i.e. "default - Copy.cfg" This will be like a backup of your known, good configuration) Start MAME Go into Configure Options, General Inputs, Player 1 Controls. Using your RA Pro.3, set the inputs for it. (like you did previously when setting it up as player 4) Hit Escape, then go into Player 4 Controls. Using one of you other regular controllers, set the inputs for it. Hit Escape, Escape, then select Save Configuration then hit Escape again. (maybe start one of the fighting games to make sure the RA Pro is working correctly) Exit MAME Move the (just now modified) "default.cfg" to your /MAME/ctrlr/ folder and rename it to "ArcadeStick.cfg". Edit "ArcadeStick.cfg" and add in the 4 "<mapdevice" lines near the top, right after "<input>. Save the file. <?xml version="1.0"?> <!-- This file is autogenerated; comments and unknown tags will be stripped --> <mameconfig version="10"> <system name="default"> <input> <mapdevice device="REAL ARCADE PRO.3" controller="JOYCODE_1" /> <mapdevice device="XInput Player 2" controller="JOYCODE_2" /> <mapdevice device="XInput Player 3" controller="JOYCODE_3" /> <mapdevice device="XInput Player 1" controller="JOYCODE_4" /> <port type="P1_JOYSTICK_UP"> etc, etc, etc Go back to your /MAME/cfg/ folder and rename "default - Copy.cfg" back to "default.cfg" (or make another copy and rename it so that you still have a backup) (put it back to read-only) Assuming your "mame.ini" ctrlr line has nothing after, when you launch a game, it will load the controllers using the "default.cfg". On the games that you set the Custom Command-Line to "-ctrlr ArcadeStick", it should load the RA Pro.3 as Player 1. (fingers crossed)
  7. In your MAME/cfg/ folder, do you by chance have a file called "sf2a.cfg"?
  8. If you look at the ArcadeStick.cfg I had previously attached, you'll see along with the port assignments, all the controller assignments are there too. So it doesn't need to 'call' default.cfg at all. While still looking at the previous ArcadeStick.cfg that I had attached, since the player 4 controls now need to be player 1 (and vice versa), you need to swap those assignments. Which I went ahead and did here ArcadeStick.cfg Don't touch your mame.ini. Replace the previous ArcadeStick.cfg with this one. Keep the Custom Command lines that you did earlier (aka "Option 2"). Play a fighting game. Report back.
  9. Mapping? No. (Though with MAME, there's some steps you'd need to take.) Controller assignment? (i.e. which controller is Player 1, which is Player 2...) Yes. But generally, the 1st one you plug in gets assigned P1. Then second, P2. And so on. But that too may vary depending on the emulator and [possibly] the actual controllers you use. But for at least MAME, there's a [semi-daunting] way around that too. Though as a 'purist', I'm sure you'll stick with the cab controls for the Arcade Platform. My cab is a 2 player and I only have one controller (Xbox 360), so I haven't personally 'worked' with setting up multiple controllers. But there's been a lot of discussion here on the forums around this topic. Bottom line, it depends on the emulator you're using. And even then, should not be an issue [once set-up]. For your I-PAC Ultimate's, though you have the option to set those as XInput, you may consider keeping them as DInput. It'll make the overall setup a lot less convoluted.
  10. I think what you'll end up doing is to set up dual inputs for each player. Assuming your control panel is connected through something like an I-Pac encoder and the buttons correspond to keyboard keys (i.e. Player-1 Button-1 = Ctrl, Button-2 = Alt, 3 = Space, and so on) and the controllers are all X-Input... you'd have something like (generally speaking): Player-1 Button-1 = Ctrl OR Controller-1 Button-1 Player-2 Button-1 = "A" OR Controller-2 Button-1 These will need to be setup on a per emulator basis. Which at first will seem daunting as well, but it's really not that bad.
  11. Any chance you're actually importing them into separate "Platforms"? You need to setup each Platform for the emulator (in LaunchBox). Go to Tools, Manage Emulators, select RetroArch and Edit. Then go to the Associated Platforms tab. (As you've done so far). It sounds like you already have Atari 2600 in there. You need to add the 'other' Associated Platform(s). And they need to be named EXACTLY as you have them named. "Atari 2600 PAL", "Atari 2600 NTCS", etc. Scroll to the bottom of the list of Associated Platforms to the blank/empty cell. Click the 1st, left cell once, and start typing the name of the Platform you want to add. When you type, for example "a", it will show a list of the Platforms you have that start with "a". Select the one you want to add. i.e. "Atari 2600 PAL". Next select the appropriate core you want to use. i.e. "stella_libretro". Add any Extra Command-Line Parameters you want. i.e. "-f" ([without quotes] to load RA in Full Screen). Next check the box for Default Emulator. Do that for any other Platforms that may be missing, then click OK, then Close.
  12. The 1st video on the 1st post of this thread shows how to set it up in MAMEUI (which is the same process as regular MAME).
  13. Sounds like your default.cfg is dialed in nicely for all your regular games. But changes need to be made when loading ArcadeStick. You might want to first combine these to files similar to what @sundogak shows in his 'example controller file' in the 1st reply above. Which will look a lot like this.. ArcadeStick.cfg Next, figure out exactly which "inputs are messed up a bit" and change those in ArcadeStick.cfg. I don't think you can simply load ArcadeStick, make your input changes and have it save to "ArcadeStick.cfg". Not really sure how that part works. I'm going to take a wild guess that the joystick works, but some of the buttons are in the wrong order or don't work at all. If you look at the file I attached (which is your 2, combined) and scroll down to where the "P1_BUTTON..." section starts, you have: Button-1 reassigned to Button-3. Button-2 to Button-1. Button-3 to Button-2. (4, 5, and 6 ok). Button-7 is reassigned to the "left trigger". And so on. I've no idea what the button assignments are on the Real Arcade Pro 3. I've only seen pictures (and didn't see any "triggers" ).
  14. If you've created your 2 controller configuration files, then yes. Let's say you have your default one "Controls.cfg" that you created. This one has your Joy1 thru 3, and Arcade Stick as Joy4. This will be the one you have set in your mame.ini for all games. Now create one (let's call it "ArcadeStick.cfg") that has your Arcade Stick as Joy1 and then the others as Joy2 thru 4. Then for the games you want to use the alternate controls [ArcadeStick.cfg] for, I see 2 options: Option 1: Edit the games. Under Emulation, check Use Custom Command-Line Parameters: and type in -keyboardprovider dinput -ctrlr ArcadeStick That said, I'd recommend Option 2. Option 2: Download and install this.. Then in LaunchBox, in the upper left, select Playlist and then select Arcade Fighting Games. (assuming you have this playlist) Click on one of the games, hit Ctrl+A (selecting all games), then right click and select Bulk Command Line Editor. Fill in the above command-line and click Finish. Should be simple enough.
  15. According to the Arcade Database, there are 18, [up to] four-concurrent-players, "Working" (vs "Working and imperfect" or "Imperfect") Fighter [genre] games in MAME. This is Parent roms only. But on the upside, there are only 18. (Unless you want all clones too. Then there's like 105.)
  16. Try deleting missile.cfg if you have it (basically start fresh for that game). Then start the game and go into the configuration for inputs and check that up/down left/right analog is set to mouse (x and y respectively). At least that's how the trackball on my cab is working. When you're in analog controls for the game, you should be able to adjust the sensitivity up to make it more responsive/reactive.
  17. Replaced the download with one that works with LaunchBox versions 10.14 and newer. At least it should. Let me know if you have any issues.
  18. I'm thinking just add 5 lines right before parsing list.xml: string listXML = @"D:\Emulators\MAME\ui\list.xml"; XDocument doc = XDocument.Load(listXML); var machineORgame = (string) doc.Element("mame").Element("machine"); //1 Look for "machine" if (!string.IsNullOrEmpty(machineORgame)) //2 If it's there.. machineORgame = "machine"; //3 We have a winner else //4 machineORgame = "game"; //5 Otherwise it must be "game" var allRoms = from r in doc.Descendants(machineORgame) // And whatever it was, use it select new { Rom = r.Attribute("name").Value, Title = r.Element("description").Value //..... //.... };
  19. When MAME and MESS became a single emulator (release 0.162 - May, 2015), they changed how they store the data. But only for what they call the rom file. I assume this was to create a better distinction between softlists (MESS) and arcade (MAME). Prior to 0.162, individual [Arcade] rom information/data was stored under "game". Starting with release 0.162 they are stored under "machine". So with 0.159, the Mame.xml would have its data listed under "game", and the importer is looking for "machine". Anything from MAME release 0.162 to current should work with LaunchBox's built in importing tools. As always, be sure your version of the MAME executable and the romeset you are using, match.
  20. v4 is out. (less than 17 days [this time] from re-asking. ) New feature: Import only rom Titles that exist in your Source Folder. When you check the "Import only games that exist in the ROMs Source Folder" box, only those Titles will be imported. This will not remove any existing entries in LaunchBox. Only add new ones or modify existing ones (per MAME changes in the hash file). Did some minor testing with this. But no major 'stress-testing'. Please let me know if you come across any issues.
  21. Change the "Y" (wye) to a "v" and always use lowercase letters. Send, ^!v And make sure the always-running script is using lowercase as well.
  22. I'm assuming when you say 'Virtual Pinball' you're talking about Visual Pinball X. If not, just change the exe filename you're waiting for to close. One possibility.. have your Running AutoHotkey script for your VPX emulator be: [not tested] Run, "d:\arcade\Pixelcade\curl.exe" "http://localhost:8080/quit" , d:\arcade\Pixelcade\, Hide Sleep, 10000 Process, WaitClose, vpinballx.exe Run, d:\arcade\Pixelcade\pixelweb.exe, d:\arcade\Pixelcade\, Hide I put in a 10 second delay (that probably doesn't need to be that long) to give VPX time to fully load before Waiting for it to Close. And I trust if you're playing a table, you be playing at least that long.
  23. OK. My bad. I apologize. I built it using LaunchBox v11.10 beta 3. I deleted the original file and replaced it with one that will work with LaunchBox v11.8 and newer.
  24. Then LaunchBox is not [completely] loading it. This is usually because the plugin file (the dll file) is blocked. But you indicated you unblocked it. Can you attach a LaunchBox debug log for me? (if you would please, drag and drop the file in here rather than copy and pasting its' contents.)
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