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JoeViking245

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Everything posted by JoeViking245

  1. First off. nicely done!! I had looked at this a little bit when creating the plugin, but there were too many inconsistencies amongst the various databases. Namely how/where the different metadata (other images, music etc.) where named/stored. "Screenshots" was the only consistent one across the several databases I looked at. In other words, I would need to go through each individual GameBase database file and account for its structure and naming convention. No offense, but not happenin'. If you wanted to get creative, you could import the [converted database] xml file into Access (EXTERNAL DATA tab, XML file). You might get some "ImportErrors", but most likely nothing that would hinder what you're wanting to accomplish. Another option is to parse the xml itself. That's basically what the plugin is doing. In the plugin folder, there's "Database2XML.exe" which will convert them for you. Or if you've already used the plugin on a specific Gamebase database, the xml file will be in the same folder as your original mdb. (at least I think I didn't tell it to delete it after importing was complete) Although you can, you don't want to open the xml's in a standard text editor (i.e. Notepad++). The files are quite large for a text editor. For quick viewing, I use the free FirstObject xml editor ("foxe"). It's a single file, less that 1MB, and can handle 'large' files without too much lagging. Just a thought.
  2. That was actually just a guess based on: that it's there, but when you make changes, nothing happens. LaunchBox/BigBox executables don't have any command line parameter options. At this point, you might could just manually normalize the audio in the videos themselves. You could probably batch it with some audio software or even ffmpeg. Kind of a pain. But doable. Another option is check the speaker properties on your PC and see if there's a loudness equalization enhancement feature. And when all other avenues are exhausted ('defeated' or otherwise), you can always put in a feature request. Click Help & Support above and select Request a Feature.
  3. I have zero cue/bin/whatever files on my cab. Everything was converted to chd several years ago. I figured since I was writing this plugin, I probably should at least test it. So I took the 2 smallest chds I have (for 'faster' testing) and converted them [back] to cue/bin. Then ran my tests [converting them to .chd].
  4. Yes. In fact that's what I was using to test it with. Though I had to convert them back from chd to bin/cue. And of course it worked great for both of the games I have. It went from 0.99Gig to 499MB (for the 2 games). I've never tried DuckStation in RA. Just the standalone.
  5. Yes. Sorry about that.
  6. I guess it was too quick and very dirty. 😊 Sorry about that. This should be better. ImportGameBase v1.0.2.7z
  7. Why convert? Because "You end up with just a single file per game". If all converts well, you will end up with the same number of .chd files as you have .cue files. (assuming all your cue files are referenced as games in LaunchBox.) If you open a .cue file with any text editor, you can see all the associated files that correspond to that game. That game, being the filename of the .cue file. MYgame.cue + MYgame_Disk1.bin + MYgame_Disk2.bin + MYgame_Disk3.bin = one game ("MYgame") MYgame.chd = one game ("MYgame") Same goes for multiple versions. If they have their own .cue, they'll get their own .chd. Unless they're Additional Apps. This plugin doesn't scan the Additional Apps.
  8. That makes total sense. Thank you!! I'm fairly positive that LB/BB will scan for images based on the games Title and/or ROM filename. This was quick and dirty and untested, but "on paper" it appears it should work. If you can prove me right (please?), I'll update the official release. This gives the option (a CheckBox) to "Use ROM name for images". (and maybe this should be default) Unblock and copy (replace the existing file with the one in this zip) as before then start LaunchBox and, if you'd be so kind, give it a try and let me know.
  9. No. It's all or nothing. But I'm thinking about it (which is a good sign). Awesome to hear that it worked great!!! I like seeing those excellent space savings too!
  10. I probably could set it to run in the background. But it's a process that does take time and CPU. Umm... mainly the Converting. Not as much the programming. For me, typically with something CPU intensive, I like to keep that part in the forefront (vs 'hiding' the process) when I write my apps. But ya, this is probably something worth looking into for 2.0. Until then, a quick pressing of Alt+Tab will get you back to where you need to be.
  11. My 1st thought is if it's working, leave it be. lol But if it's really bothering you, you could try (here I go 'guessing' again ) to force them to 1, 2, 3 in the General Inputs section. Change the mouse ID's to the order you want to see in "mame.ini". Save and close. Start standalone MAME. Open Configure Options Select General Inputs Select Player 1 Controls Press the up arrow (a lot faster than scrolling down) You'll see Mouse X analog and Mouse Y analog Set those to the controller (spinner) you want as player one. Press Escape Now select Player 1 Controls and do the same thing for the other spinner (step 6, 7, 8, 9). Press Escape again (after pressing it like in step #9) Select Save Configuration!!!!!!!!!! Exit MAME. You may want/need to delete the games cfg file again (another 'fresh start'). Play your game and see what happens.
  12. If the .cue's are named correctly, the plugin should just work. Regardless of the .iso filenames. The plugin parses the .cue file for the associated files for that game, no matter how they're named. So if you had "my-properly-named-file.cue" and "messed-up-name.iso", as long as the .cue includes "messed-up-name.iso" inside of it, you'll end up with "my-properly-named-file.chd". But yes! Keep me posted. Toes crossed.
  13. I don't know if LB/BB sends overrides that will preclude cfg settings, but try changing "normvol" to "normalizer" per the Wiki. But that may not even help because I thing that cfg file is more of a 'guideline' or only gets loaded via a command line parameter. You might get lucky by modifying "vlcrc" located in C:\Users\%username%\AppData\vlc\ It has no file extension and may not even exist. Hence the "lucky" part. It can be opened with a text editor (Notepad++) And if none of that works or helps, you're no worse off than you were when you first inquired about it.
  14. Thank you! I try. I've only used the Bezel Project for MAME Arcade Machines. But for this (and I assume others) the bezels are loaded per the launched rom (.cue) filename. (Similar to question #3) Good question. I have no idea [how NAS using mapped drives work]. If it helps answer any, the plugin gets the games Application Path (the path pointing to the .cue file) and then converts it (if it's a relative path) to an absolute path. Then, after successful converting, the games Application Path gets changed (updated) to the full (absolute) path of the [new] .chd file. So if the App Path was "Games\3DO\theGame\theGame.cue", it will now be "D:\LaunchBox\Games\3DO\theGame\theGame.chd". Definitely after the .cue filename. That's the name the emulator is looking for and had [presumably] worked.
  15. If you can run it directly through mame64 but not via LaunchBox, that's probably still the issue. You'll need to remove -keyboardprovider dinput from the Default Command-Line Parameters. Assuming you're still using MAME revision 0.161. Per @dragon57 in this post, dinput support didn't become available until revision 0.173 Note, if unchecking those boxes as @sundogak suggests doesn't work (definitely try that 1st) but removing that part from the Default Command-Line Parameters does (try that 2nd), you'll want (need) to turn off Pause Screens for MAME. (Hint: uncheck the box )
  16. Excellent! I have no idea. Are your spinners working accordingly for player 1 and player 2? With all this messing around, you may want to go in the /cfg/ folder where you have MAME installed and delete "gunfight.cfg". Then continuing troubleshooting since we now know that the spinners are [for sure] being remapped.
  17. Do you have MAME closed when you disconnect and reconnect the spinner(s)? And then [re]start MAME? Or are you doing that while MAME (not the game you loaded) is still running? Make note of the log for the 3 Input: Remapped lines when it's working. (which is what you have above) Completely exit MAME. Disconnect and reconnect your spinners. Start MAME. Compare the new log for the 3 Input: Remapped lines with the ones from step #1. They should be the same.
  18. Looks like only MOUSECODE_1 is getting remapped. Excellent start! Recheck the ID's for the other 2. Originally you showed them as [partial] "PID_1420\8", but the log is showing "PID_1420#8". Double check all the numbers and letters in the ID's and try changing the slash to a pound symbol.
  19. Yes. Everything infact. Order of Config Loading - The command line is parsed first, and any settings passed that way will take precedence over anything in an INI file. Try removing that part from your Command Line Parameters.
  20. Below "Input: Adding..." in the log(s) you should see Does it show that at all? If not, it's not even looking at/for your remapo.cfg file. MAME will add the inputs ("Input: Adding...") as it sees them (the order that Windows tells it they're in). And that part doesn't really matter because after that, MAME will parse your remapo.cfg to remap them all. Well, at least the ones you told it to in the cfg file. But if the log isn't even indicating its "Attempting to parse", then your issue is somewhere else.
  21. The ID's can't change because they're tied to the hardware. Run "mame -v" again and check that it's showing that your Inputs are getting remapped. Or see what it says after Attempting to parse: remapo.cfg
  22. Try, from "device=", starting with "VID", through the PID # for MOUSECODE_1. And for the other 2, continue to the next ampersand (&). You'll need to escape the ampersands by adding "amp;" [A M P semicolon] after them. <mapdevice device="VID_D209&amp;PID_0410" controller="MOUSECODE_1" /> <mapdevice device="VID_32BE&amp;PID_1420\8&amp;32888d80" controller="MOUSECODE_2" /> <mapdevice device="VID_32BE&amp;PID_1420\8&amp;16ca0db7" controller="MOUSECODE_3" /> I know MAME says you can use just a substring of the ID (like how you had it). I've never tested it that way. I've always just started at VID. But (in my setups) I've also never had to go past the PID #. So this is kind of a guess. But hopefully a 'good' guess.
  23. Bulk Convert .cue/.bin (or files other than .bin) to .chd View File Bulk Convert .cue/.bin (or files other than .bin) to .chd Using MAME’s chdman.exe (ā€œCompressed Hunks of Data (CHD) Managerā€, included with MAME), this plugin will convert CD based game files to a single .chd file in your selected Platform. Example: Before Loom (USA).cue Loom (USA).ccd Loom (USA).img Loom (USA).sub After Loom (USA).chd Before Arctic Thunder.cue Arctic Thunder.bin After Arctic Thunder.chd Why convert? You end up with just a single file per game A CHD file is, well… compressed. Resulting in less storage space requirements Arctic Thunder.cue + .bin = 601MB Arctic Thunder.chd = 466MB Spider-Man 2: Enter Electro = 684MB CHD format = 318MB Because we can and it's easy to do Requirements This plugin file chdman.exe (included with MAME) Game rom-sets that include a .cue file. (Loom (USA).cue, Arctic Thunder.cue etc.) What happens after converting? After successfully creating a CHD Image, the games application path will be changed to the new .chd file. Also, after the files have been converted you have the option to Leave the old files in place (default) Move the old files to a separate [backup] folder Delete the old files Installing the plugin Download the plugin Unblock ā€œcue2chd (v1.00).zipā€ by right clicking the file and checking ā€œUnblockā€ and clicking ā€œOKā€. Open the zip file and copy the contents (1 folder containing 1 file) into /LaunchBox/Plugins/ i.e. G:/LaunchBox/Plugins/cue2chd/cue2chd.dll Using the plugin Start LaunchBox Select Tools, Convert cue to chd Select a Platform Click Convert (Optional) Check Delete old files when complete This will permanently delete the old files (.cue, .bin, .img etc) after successfully converting them to .chd. Check Move old files when complete This will move the old files (.cue, .bin, .img etc) after successfully converting them to .chd to a folder you specify [for ā€˜backup’]. If you do not select Delete or Move, all files will remain in their current location along with the newly created .chd file. If you opt to delete the old files and later want/need to convert the CHD files back to .cue etc., you can use chdman.exe to "reverse the process". The command line is: chdman.exe extractcd -i ā€œfile_name.chdā€ -o ā€œfile_name.cueā€ Special thanks to @faeran for coming up with the idea for this plugin and his support and testing. As always, all comments and suggestions are welcome. Submitter JoeViking245 Submitted 04/02/2022 Category Third-party Apps and Plugins  
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