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Hamburglin

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Everything posted by Hamburglin

  1. I honestly have no idea what happened but I restarted for the 4th time about 2 hours later and they were back.
  2. Anyone one know what's going on? The playlists exist but the gray boxes (in the default theme) are empty. The games themselves exist as well, but the gray box is empty too.
  3. Please ignore. I had something underneath my control board constantly pushing a button 😁
  4. I just confirmed that it is an issue with the way the Pacto 4000 xinpit board interacts with big box's input mapping. I used an 8bitdo xinput controller to remap my bindings.
  5. Ok, I'm thoroughly confused. My Xbox controllers are working in big box and in all of my emulators as xinput. However, when I go to change Big Box's controller mappings, nothing is read from my controllers. If it matters, I'm using a Pacto 4000, which allows joysticks and buttons to natively become Xbox 360 controllers. The Cobtroller in big box is set to my.xbox controller "player one" Again, this works fine everywhere else. 😕
  6. I can't map buttons/input codes to my LED Blinky ports because it expects direct input and I'm using xinput. I wouldn't have gotten LED buttons for my arcade cab if I knew this. For now, I just want to turn all of the LEDs on and to white. How can I achieve this in big box? Or is there a simpler way to turn them all on in LED Blinky's config? I haven't seen a way besides animations, and those don't run by themselves.
  7. The problem is that the overlays are part of the save and override system at all. That's besides how confusing the override system is in the first place for the end user. Just imagine if they decided to add a message alongside the failure message of "... because you are using a game override". Doesn't seem hard to do. The code is already there to check for the issue. They just need to change the message when it fires.
  8. Ok! Thanks for your hunting guys. Suffice to say I'm not iincredibly surprised given retroarch's already-confusing options hierarchy and *various* "save" settings and overrides.
  9. Dare I say this is almost a bug with the override implementation then. It's an unintended consequence at best. How does standalone retroarch implement overlays? Is this a LB issue + retroarch issue only?
  10. Interesting. I thought the behavior felt erratic but I didn't test. I was hoping it was just a bug in the latest betas.
  11. Yeah, makes sense now. I did try setting the resolution of supermodel3 down from 2560x1440 to 1920×1440 and in windowed mode but that didn't Work either
  12. Yeah, demulshooter with sm2 for dual light guns. So demulshooter knows what's up when it comes to this stuff.
  13. The crosshairs don't go into the bezel area. That part's fine. The problem is that having gun4ir set to content aspect ratio of 133 (4:3) for those games makes the crosshair offset from your actual line of sight the closer you get to the edges. The crosshair is in the wrong position. It's the same effect when you have gun4ir on 133 but go to the test screen and aim towards the sides of the screen, and there's no way to fix this in supermodel and flycast. You're forced to use fullscreen aspect ratio in gun4ir which is a pain because mame and sm2 in their regular aspect ratios (and getting the cool bezels!) uses content aspect ratio of 133. Anyways, I'll look into switching with additional apps!
  14. Yeah that's exactly what I'm saying. Mame and sm2 does the 4:3 aspect ratio mouse restriction well but flycast and super model 3 don't. They let the mouse go to the widescreen edges even when the game screen is only in 4:3 which means um forces to used fullscreen aspect ratio for thise emulators. I'll look into using LB to set those with additional apps. I guess the problem with that approach is that the mouse devices and com ports might change order at some point.
  15. Man, I finally figured it out... I needed to: Set the resolution to match my monitor: 2560x1440 Right click supermodel, go to properties, compatibility and check "Disable fullscreen optimizations" "Change High DPI Settings" -> "High DPI Scaling Override" set to Application Wow, that was frustrating! Secondly, I can't figure out how to get gun4ir to work in 4:3 content aspect ratio of 133 with this, just like flycast. It's like they don't report or send 4:3 coordinates even if the game is always in 4:3. They send 16:9 coordinates which warps the aim the closer to the edges of the screen you are. But both emulators does work when the aspect ratio is set to fullscreen in gun4ir (which I don't want because I don't stretch the 4:3 games to 16:9).
  16. I switched the gun mode over but it's still having the same exact issue. I'm at a loss. There must be something super obvious I'm missing, or something unique with gun4ir I missed. Here are all of my settings: https://ibb.co/ZHZns39 https://ibb.co/p1L9167 https://ibb.co/hC0jqYK https://ibb.co/fG81973 https://ibb.co/gz9Y9VK And this is what it looks like in game when I try to calibrate: https://ibb.co/cgCjN5V Where red cursor and blue in game dot is WAY OFF from where my gun is pointing, but aligned with each other. Something else I just noticed is that the blue dot for the in-game coordinates will not go anywhere but the top left quadrant after calibrating to the middle of the screen: https://ibb.co/PM8MwSM https://ibb.co/xJPVJtw Even stranger, if I point my gun to the top left corner, my gun's physical sights and the red cursor align, and if I calibrate that point as if it was center, then the blue square is actually centered! So yeah, any of the lightgun guns work perfect if I'm only aiming at the top left corner. By the time I aim down-right towards center, the actual crosshair is already at the bottom right of the screen. It's like the coordinates are getting multiple somehow. This problem exists in dinput too when using MOUSE. HOWEVER, if I use my real mouse, it does not have the weird acceleration/offset issue that my gun4ir guns do....... https://ibb.co/zP8RzmZ And just to prove that my gun4ir is setup correctly, here is the test screen with the aspect ratio set to fullscreen: https://ibb.co/m9Jnw2c And demulshooter's dsdiag: https://ibb.co/wLbwCKN Notice the physical sights aligns with the drawn crosshairs.
  17. First of all, thank you for trying to help me. The calibration just made it worse. I pointed the red crosshair at the squares perfectly, and now the game's crosshair is way off to the side somewhere when my red crosshair is in the middle of the screen. And of course the initial problem remains: when I look down the sights of the gun, it doesn't align with the red crosshair OR the newly tuned in-game crosshair. Every step is offset. My gun4ir aspect ratio is set to content/133. This works perfectly in mame and sm2 with demulshooter. I also turned fullscreen off in supermodel3 ini to ensure that it's 4:3 aspect ratio and at 1024x768 resolution. As for the gun vs analog_gun, I don't understand. Gun does not work at all when in rawinput mode. Only analog_gun settings do anything. This does nothing at all: InputGunX = MOUSE4_XAXIS This works: InputAnalogGunX = MOUSE4_XAXIS Here is my gun configs. Again, InputGuns do NOTHING. The moment I remove InputAnalogGun stuff in rawinput mode, the guns cease to function. They don't control the crosshairs and don't react in gun tuning: ; Light guns (Lost World) InputGunLeft = "KEY_LEFT" ; digital, move gun left InputGunRight = "KEY_RIGHT" ; digital, move gun right InputGunUp = "KEY_UP" ; digital, move gun up InputGunDown = "KEY_DOWN" ; digital, move gun down InputGunX = "MOUSE4_XAXIS,JOY2_XAXIS" ; analog, full X axis InputGunY = "MOUSE4_YAXIS,JOY2_YAXIS" ; analog, full Y axis InputTrigger = "KEY_A,JOY2_BUTTON1,MOUSE4_LEFT_BUTTON" InputOffscreen = "KEY_S,JOY2_BUTTON2,MOUSE4_RIGHT_BUTTON" ; point off-screen InputAutoTrigger = 1 ; automatic reload when off-screen InputGunLeft2 = "NONE" InputGunRight2 = "NONE" InputGunUp2 = "NONE" InputGunDown2 = "NONE" InputGunX2 = "KEY_T,MOUSE3_XAXIS,JOY3_XAXIS" ; analog, full X axis InputGunY2 = "MOUSE3_YAXIS,JOY3_YAXIS" ; analog, full Y axis InputTrigger2 = "JOY3_BUTTON1,MOUSE3_LEFT_BUTTON" InputOffscreen2 = "JOY3_BUTTON2,MOUSE3_RIGHT_BUTTON" ; point off-screen InputAutoTrigger2 = 1 ; Analog guns (Ocean Hunter, LA Machineguns) InputAnalogGunLeft = "KEY_LEFT" ; digital, move gun left InputAnalogGunRight = "KEY_RIGHT" ; digital, move gun right InputAnalogGunUp = "KEY_UP" ; digital, move gun up InputAnalogGunDown = "KEY_DOWN" ; digital, move gun down InputAnalogGunX = "MOUSE4_XAXIS,JOY1_XAXIS" ; analog, full X axis InputAnalogGunY = "MOUSE4_YAXIS,JOY1_YAXIS" ; analog, full Y axis InputAnalogTriggerLeft = "KEY_A,JOY1_BUTTON1,MOUSE4_LEFT_BUTTON" InputAnalogTriggerRight = "KEY_S,JOY1_BUTTON2,MOUSE4_RIGHT_BUTTON" InputAnalogGunLeft2 = "NONE" InputAnalogGunRight2 = "NONE" InputAnalogGunUp2 = "NONE" InputAnalogGunDown2 = "NONE" InputAnalogGunX2 = "MOUSE3_XAXIS,JOY1_XAXIS" ; analog, full X axis InputAnalogGunY2 = "MOUSE3_YAXIS,JOY1_YAXIS" ; analog, full Y axis InputAnalogTriggerLeft2 = "KEY_A,JOY1_BUTTON1,MOUSE3_LEFT_BUTTON" InputAnalogTriggerRight2 = "KEY_S,JOY1_BUTTON2,MOUSE3_RIGHT_BUTTON" Gun3 and 4 are my gunri4 guns.
  18. Now the problems are: When I aim at the center of the screen, the red cursor is far down to the bottom right. The red cursor + in game cursor are perfectly aligned. The X and Y control is just WAY off My damn gamepads won't register ANYTHING when trying to configure their controls with raw input mode. I have no way to add coins or hit start now Damn, this is really frustrating.
  19. This is my supermodel 3 controls config for lost world controls: ; Light guns (Lost World) InputGunLeft = "KEY_LEFT" ; digital, move gun left InputGunRight = "KEY_RIGHT" ; digital, move gun right InputGunUp = "KEY_UP" ; digital, move gun up InputGunDown = "KEY_DOWN" ; digital, move gun down InputGunX = "MOUSE3_XAXIS,JOY2_XAXIS" ; analog, full X axis InputGunY = "MOUSE3_YAXIS,JOY2_YAXIS" ; analog, full Y axis InputTrigger = "KEY_A,JOY2_BUTTON1,MOUSE3_LEFT_BUTTON" InputOffscreen = "KEY_S,JOY2_BUTTON2,MOUSE3_RIGHT_BUTTON" ; point off-screen InputAutoTrigger = 1 ; automatic reload when off-screen InputGunLeft2 = "NONE" InputGunRight2 = "NONE" InputGunUp2 = "NONE" InputGunDown2 = "NONE" InputGunX2 = "MOUSE4_XAXIS,JOY3_XAXIS" ; analog, full X axis InputGunY2 = "MOUSE4_YAXIS,JOY3_YAXIS" ; analog, full Y axis InputTrigger2 = "JOY3_BUTTON1,MOUSE4_LEFT_BUTTON" InputOffscreen2 = "JOY3_BUTTON2,MOUSE4_RIGHT_BUTTON" ; point off-screen InputAutoTrigger2 = 1 ... InputSystem =rawinput I'm also launching the game like this: Supermodel.exe -input-system=rawinput "...\lostwsga.zip" ................... My god. The issue was that lost world uses controls for for "; Analog guns (Ocean Hunter, LA Machineguns)" too. You need to set the analog guns there. WTF!!
  20. Is there any other way to get off screen reloading to work with demulshooter and sm2? If you use that setting in your gun4ir guns then reloading in mame games won't work (except for area 51) because right mouse gets unbound in mame.
  21. Once the image cache actually cleared and all the bezel packs were downloaded it worked! Thanks for making that so easy. I guess each emulator actually stores its bezels themselves with this feature. Mame still had its bezels.
  22. I honestly can't even remember how I got the bezels but I thought it was through the media download in launchbox. What doesn't make sense to me is why deleting and reinstalling retroarch would make those bezels disappear. Anyone know how I get the bezels back? For some reason LB has been stuck on clearing image cache for like 15 minutes after I tried downloading the bezels per the video out there. Is it stuck?
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