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Posts posted by SpuRge
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If I try to load a game in LB or BB I get the following error:
I've seen this in other treads, but never with a real solution.
My Launchbox is installed on my E: Drive.
LB and BB don't run as administrator as it is not recommended.
I have this problem with Retroarch, FS-UAE, Pinball FX3 and PCSX2
No problems with mame, VPX and windows games.
I've tried to set the emulators to run as administrator but it doesn't fix the problem.
Can someone please help?
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yes I use this code for both.
It has always worked that way. I don't undersand why it doesn't work anymore.
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I found that the problem is my PlatformMarqueeView.xaml
I use the same setup in my GameMarqueeView.xaml as in my PlatformMarqueeView.xaml
For the games it works. Don't know why not for platforms.
here is my setup :
<UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:transitions="clr-namespace:Unbroken.LaunchBox.Wpf.Transitions;assembly=Unbroken.LaunchBox.Wpf"
xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity"
xmlns:cal="http://www.caliburnproject.org"
mc:Ignorable="d"
d:DesignHeight="562" d:DesignWidth="1000" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Style="{DynamicResource UserControlStyle}">
<!-- GRID DEFINITIONS -->
<Grid Height="1080" Width="1920">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*" />
<ColumnDefinition Width="0.5*" />
</Grid.ColumnDefinitions>
<Grid.RowDefinitions>
<RowDefinition Height="*" />
<RowDefinition Height="*" />
<RowDefinition Height="*" />
<RowDefinition Height="*" />
<RowDefinition Height="0.5*" />
</Grid.RowDefinitions>
<!-- GAME MARQUEE -->
<Image Source="{Binding Path=SelectedGame.MarqueeImagePath}" Stretch="fill" HorizontalAlignment="Center" VerticalAlignment="Top" RenderOptions.BitmapScalingMode="HighQuality" />
<TextBlock x:Name="GameMarquee" Visibility="Visible">
<TextBlock.Text>
<MultiBinding StringFormat="{}pack://siteoforigin:,,,/Arcade - Marquee/_Default.png">
<Binding Path="SelectedGame.Platform"/>
</MultiBinding>
</TextBlock.Text>
</TextBlock>
<Image x:Name="MainMarquee" Grid.RowSpan="2" Grid.Row="0" Grid.ColumnSpan="5" Grid.Column="0" Source="{Binding Text, ElementName=GameMarquee, FallbackValue='pack://siteoforigin:,,,/Arcade - Marquee/_Default.png'}" Opacity="100" Stretch="fill" Panel.ZIndex="1" RenderOptions.BitmapScalingMode="HighQuality" />
</Grid>
</UserControl> -
I have them stacked on top of each other,
when I enter a platform the game marquees are displayed like it should,
I know platforrms search their marquees in the banner folder and the images are there with the correct names.
I don't understand why this doesn't work anymore.
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I have a second lcd screen for my marquee and it has worked perfect untill one of the latest updates.
The platform images are not showing.
When I enter a platform the games are showing perfectly.
Can someone help me?
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@Headrush69 You are awsome!!!!
This works!!!!
If you ever come to Belgium I buy you a drink. ??
Thanks you so much!!!!
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@Headrush69 I have a little problem. Like I said it works perfect that was in launchbox.
Now I tested it in Big Box and this is what happens.
The game starts and the buttons are lid and they stay lid.
But the buttons don't work.
When I press esc the buttons jump back to the active menu mode and they work again.
Do you have any idea how to solve this?
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@Lapo no not yet. Dus you find a sollution?
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Thanks you @Headrush69
This worker perfect with the BAT file.
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PS2 Marquees 1920x360 examples
View File
Some examples of PS2 Marquees.
Feel free to leave a comment if you have a request
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Submitter
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Submitted03/25/2020
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Category
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Mortal Kombat 11 Marquees for stretched display 1920x360
View File
I made 5 marquees for mortal kombat 11.
I made them for my Marquee display in 1920x360 resolution.
Put them all 5 in your Windows Marquee folder and every time you select the game it will randomly choose a marquee.
I hope in the future there will be an option to let the marquee change pictures while playing a game @Jason Carr
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Submitter
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Submitted12/26/2019
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Category
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I just found the problem why BB is crashing when I use a volume button.
At first I had a problem with the volume buttons working in the Big Box menu but when I launched any game they stopped working.
I did not understand why they did not work in a game because they were mapped correctly in BB.
I use the Ipac Ultimate and had the letters M and N mapped for volume control, but like I said they did not work in game, only in BB menu.
I tried to map the volume to other keys but still nothing worked in a game.
I opend WinIpac and found something I didn't knew before........you can map your button as Vol Up and Vol Down in WinIpac!!!!
So stupid I did not see that before.
Now everything worked perfect in BB and in all my games. You even don't need to set the key bindings in Big Box.
Untill yesterday
I was adding some Key bindings in Big Box and I saw the Increase and Decrease volume keys were blanc, so I added them again.
Today I noticed those crashes when pressing the volume buttons and after a bit of searching I clearded the volume bindings in Big Box and everything worked normal again.
So the problem is when u have your keys programed in WinIpac as volume keys DON'T set them as volume keys in Big Box!!!!!!!!!
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I also have this problem now. It worked perfect, didn't change anything, now if I press a volume button BB crashes only in tnhe BB menu @Jason Carr @Retro808
In the video you see me using the volume buttons in youtube, a mame game and BB menu.
watch the volumebar in the top left corner when I change the volume in the menu it goes crazy
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For Amiga gamesI have set my Joysttick and one button to the color RED.
In Big Box it shows the preview like it should be, but when I start a game my control panel jumps back to the Big Box Active mode.
I use FS-UAE to run my Amiga games.
Does anyone else still has this problem and is there a fix for this?
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So I tested a little bit more and found that when I set my volume keys in "Keyboard Mapping" they only work in the BigBox menu not in a game.
If I set them in "Keyboard Automation" they also work in a game, but I have to use a extra key to let them work.
Does it normaly work in a game with the volume keys set in "Keyboard Mapping"? Because if it doesn't I don't have to look for the problem why it does not work for me.
I don't want to use a extra button to change my volume.
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@Retro808 Yes it does replicate keystrokes and I have the keys mapped in BB.
I tried many things but no luck.
It only works in the menu of BB not when I launch a game.
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On 2/27/2019 at 10:48 AM, vaderag said:
It is compounded by the fact that Launchbox is also sending LED Blinky a quit command too, because it flashes the LED amiga controls but then shows the quit animation and goes back to Launchbox light scheme, hence why i'm 99% sure this is what is happening.
It only seems to happen with amiga...
Is there a fix for this problem?
Ledblinky also quits when I start a Amiga game
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2 hours ago, Retro808 said:
Looks nice. I did a similar graphic on one of my control panels. Sub-Zero on the Left Scorpion on the right. What is going in the big holes on the side of the cabinets? Something light-up?
Yes there will be some rgb effects to.
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16 hours ago, Retro808 said:
It should work without needing to set in any emulator. I do not have it set in Mame and it works fine. I believe Jason said it is adjusting the Windows volume not the volume directly in Mame. At first I thought it did not work as well, but it turned out I had the volume directly in Mame and Retroarch set to low.
In the video watch in the upper left. It is adjusting the Windows volume as it should and this is in Mame.
Are you on Win7 or Win10? Also are you using a game controller or a joystick setup that replicates keystrokes?
yes this is how it should work, but it just works in BB.
I use win10 on my arcade cabinet and I use the Ultimarc Ipac Ultimate for my controls.
I hope I can get it to work because I made some custom volume buttons.
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Ok, I just tried it again in a mame game.
It doesn't work. ?
Problems with video settings in MAME
in Emulation
Posted
Hello, I built my own arcade cabinet a few years ago. Of course, MAME is one of the emulators I use. Everything worked perfectly. The version I used was 0.204. A few days ago I bought 2 RS3 Reaper lightguns, but I had problems configuring them in the old MAME version.
Now I have installed the latest version, MAME 0.273 and I no longer have any problems with my lightguns. Now, my problem is that I can't get my screen settings to be the same as with the old version. I had a nice crt shader, but I can no longer set it in the new version. If I copy the settings from the Mame.ini file to the new version it does not work. I don't remember exactly how I used to set it up because that was a while ago. If I'm right, all the screen settings are in the mame.ini file, right?
In my old version I used d3d as the video option. I now have bgfx in video options and use the crt-geom-deluxe shader, but I don't like it as much as my old one. I'll post my old mame.ini file below, maybe someone can see what I need to do? Or does anyone know of another good crt shader and where I can find it? I'd like to hear it.
#
# CORE CONFIGURATION OPTIONS
#
readconfig 1
writeconfig 0
#
# CORE SEARCH PATH OPTIONS
#
rompath E:\Arcade\MAME\Roms
hashpath hash
samplepath samples
artpath artwork
ctrlrpath ctrlr
inipath ini/presets
fontpath .
cheatpath cheat
crosshairpath crosshair
pluginspath plugins
languagepath language
#
# CORE OUTPUT DIRECTORY OPTIONS
#
cfg_directory cfg
nvram_directory nvram
input_directory inp
state_directory sta
snapshot_directory snap
diff_directory diff
comment_directory comments
#
# CORE STATE/PLAYBACK OPTIONS
#
state
autosave 0
playback
record
record_timecode 0
exit_after_playback 0
mngwrite
aviwrite
wavwrite
snapname %g/%i
snapsize 1920x1080
snapview internal
snapbilinear 1
statename %g
burnin 0
#
# CORE PERFORMANCE OPTIONS
#
autoframeskip 0
frameskip 0
seconds_to_run 0
throttle 1
sleep 0
speed 1.0
refreshspeed 0
#
# CORE RENDER OPTIONS
#
keepaspect 1
unevenstretch 1
unevenstretchx 0
intoverscan 0
intscalex 4
intscaley 4
#
# CORE ROTATION OPTIONS
#
rotate 1
ror 0
rol 0
autoror 0
autorol 0
flipx 0
flipy 0
#
# CORE ARTWORK OPTIONS
#
artwork_crop 0
use_backdrops 1
use_overlays 1
use_bezels 1
use_cpanels 1
use_marquees 1
#
# CORE SCREEN OPTIONS
#
brightness 1.0
contrast 1.0
gamma 0.8
pause_brightness 1.0
effect hq4x
#
# CORE VECTOR OPTIONS
#
beam_width_min 1.0
beam_width_max 1.0
beam_intensity_weight 0
flicker 0
#
# CORE SOUND OPTIONS
#
samplerate 48000
samples 1
volume 0
#
# CORE INPUT OPTIONS
#
coin_lockout 1
ctrlr
mouse 1
joystick 1
lightgun 1
multikeyboard 0
multimouse 0
steadykey 0
ui_active 0
offscreen_reload 1
joystick_map auto
joystick_deadzone 0.3
joystick_saturation 0.85
natural 0
joystick_contradictory 0
coin_impulse 0
#
# CORE INPUT AUTOMATIC ENABLE OPTIONS
#
paddle_device keyboard
adstick_device mouse
pedal_device keyboard
dial_device keyboard
trackball_device keyboard
lightgun_device mouse
positional_device keyboard
mouse_device mouse
#
# CORE DEBUGGING OPTIONS
#
verbose 0
log 0
oslog 0
debug 0
update_in_pause 0
debugscript
#
# CORE COMM OPTIONS
#
comm_localhost 0.0.0.0
comm_localport 15112
comm_remotehost 127.0.0.1
comm_remoteport 15112
#
# CORE MISC OPTIONS
#
drc 1
drc_use_c 0
drc_log_uml 0
drc_log_native 0
bios
cheat 0
skip_gameinfo 1
uifont default
ui cabinet
ramsize
confirm_quit 0
ui_mouse 1
autoboot_command
autoboot_delay 0
autoboot_script
console 0
plugins 1
plugin hiscore
noplugin
language English
#
# OSD KEYBOARD MAPPING OPTIONS
#
uimodekey SCRLOCK
#
# OSD FONT OPTIONS
#
uifontprovider auto
#
# OSD OUTPUT OPTIONS
#
output windows
#
# OSD INPUT OPTIONS
#
keyboardprovider auto
mouseprovider auto
lightgunprovider auto
joystickprovider auto
#
# OSD DEBUGGING OPTIONS
#
debugger auto
debugger_font auto
debugger_font_size 0
watchdog 0
#
# OSD PERFORMANCE OPTIONS
#
numprocessors auto
bench 0
#
# OSD VIDEO OPTIONS
#
video d3d
numscreens 1
window 0
maximize 1
waitvsync 0
syncrefresh 0
#
# OSD PER-WINDOW VIDEO OPTIONS
#
screen \\.\DISPLAY1
aspect auto
resolution auto
view auto
screen0 \\.\DISPLAY1
aspect0 auto
resolution0 auto
view0 auto
screen1 \\.\DISPLAY1
aspect1 auto
resolution1 auto
view1 auto
screen2 \\.\DISPLAY1
aspect2 auto
resolution2 auto
view2 auto
screen3 \\.\DISPLAY1
aspect3 auto
resolution3 auto
view3 auto
#
# OSD FULL SCREEN OPTIONS
#
switchres 0
#
# OSD ACCELERATED VIDEO OPTIONS
#
filter 1
prescale 3
#
# OpenGL-SPECIFIC OPTIONS
#
gl_forcepow2texture 0
gl_notexturerect 0
gl_vbo 1
gl_pbo 1
gl_glsl 0
gl_glsl_filter 1
glsl_shader_mame0 none
glsl_shader_mame1 none
glsl_shader_mame2 none
glsl_shader_mame3 none
glsl_shader_mame4 none
glsl_shader_mame5 none
glsl_shader_mame6 none
glsl_shader_mame7 none
glsl_shader_mame8 none
glsl_shader_mame9 none
glsl_shader_screen0 none
glsl_shader_screen1 none
glsl_shader_screen2 none
glsl_shader_screen3 none
glsl_shader_screen4 none
glsl_shader_screen5 none
glsl_shader_screen6 none
glsl_shader_screen7 none
glsl_shader_screen8 none
glsl_shader_screen9 none
#
# OSD SOUND OPTIONS
#
sound auto
audio_latency 2
#
# BGFX POST-PROCESSING OPTIONS
#
bgfx_path bgfx
bgfx_backend auto
bgfx_debug 0
bgfx_screen_chains default
bgfx_shadow_mask slot-mask.png
bgfx_avi_name bgfx.avi
#
# WINDOWS PERFORMANCE OPTIONS
#
priority 0
profile 0
#
# WINDOWS VIDEO OPTIONS
#
menu 0
#
# DIRECT3D POST-PROCESSING OPTIONS
#
hlslpath hlsl
hlsl_enable 1
hlsl_oversampling 1
hlsl_write
hlsl_snap_width 1440
hlsl_snap_height 1080
shadow_mask_tile_mode 0
shadow_mask_alpha 0.1
shadow_mask_texture shadow_mask.png
shadow_mask_x_count 12
shadow_mask_y_count 12
shadow_mask_usize 0.5
shadow_mask_vsize 0.5
shadow_mask_uoffset 0.0
shadow_mask_voffset 0.0
distortion 0.0
cubic_distortion 0.10
distort_corner 0.10
round_corner 0.05
smooth_border 0.03
reflection 0.0
vignetting 0.0
scanline_alpha 0.25
scanline_size 1.0
scanline_height 1.0
scanline_variation 1.0
scanline_bright_scale 1.0
scanline_bright_offset 0.2
scanline_jitter 0.0
hum_bar_alpha 0.0
defocus 1.0,1.0
converge_x 0.0,0.0,0.0
converge_y 0.0,0.0,0.0
radial_converge_x 0.0,0.0,0.0
radial_converge_y 0.0,0.0,0.0
red_ratio 1.0,0.0,0.0
grn_ratio 0.0,1.0,0.0
blu_ratio 0.0,0.0,1.0
saturation 0.9
offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,0.95
floor 0.0,0.0,0.0
phosphor_life 0.0,0.0,0.0
#
# NTSC POST-PROCESSING OPTIONS
#
yiq_enable 0
yiq_jitter 0.0
yiq_cc 3.57954545
yiq_a 0.5
yiq_b 0.5
yiq_o 0.0
yiq_p 1.0
yiq_n 1.0
yiq_y 6.0
yiq_i 1.2
yiq_q 0.6
yiq_scan_time 52.6
yiq_phase_count 2
#
# VECTOR POST-PROCESSING OPTIONS
#
vector_beam_smooth 0.0
vector_length_scale 0.5
vector_length_ratio 0.5
#
# BLOOM POST-PROCESSING OPTIONS
#
bloom_blend_mode 0
bloom_scale 0.2
bloom_overdrive 1.0,1.0,1.0
bloom_lvl0_weight 1.0
bloom_lvl1_weight 0.64
bloom_lvl2_weight 0.32
bloom_lvl3_weight 0.16
bloom_lvl4_weight 0.08
bloom_lvl5_weight 0.06
bloom_lvl6_weight 0.04
bloom_lvl7_weight 0.02
bloom_lvl8_weight 0.01
#
# FULL SCREEN OPTIONS
#
triplebuffer 1
full_screen_brightness 1.0
full_screen_contrast 1.0
full_screen_gamma 1.0
#
# INPUT DEVICE OPTIONS
#
global_inputs 0
dual_lightgun 0