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launchretrogirl2562

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Posts posted by launchretrogirl2562

  1. 5 hours ago, blackthunderx4 said:

    Ok I hope this wasn't asked 100 times already, if so I apologize. I am fairly new to this. When playing games with multiple disks, how do you change disks? Example: Microleague Wrestling. If I wanted to select a different disk, how would I do that? (I clicked everything I think and only made things worse lol)

    starts at 21:30

    • Thanks 1
  2. On 5/24/2023 at 5:16 PM, Greenknight9000 said:

    I managed to get Apple II running on Xbox One's Retroarch (with some trial and error) however, I realise that I'd need a keyboard to start most games - is there a way to maybe bind some keyboard keys to the Xbox Controller, since I can't seem to open the Mame Menu in Retroarch

    have you tried this

    in retroarch\info\mame_libreto.info:

    notes = "[1] MAME supports MAME save states.|[2] MAME supports extracted MAME cheats.|[3] The BIOS files must be inside the ROM directory.|[4] CHD files and their directories must be inside the ROM directory.|[5] ARTWORK, CHEATS, HASH, INI and SAMPLES directories can be placed|[^] inside the 'SYSTEMDIR\mame' directory. (INI/Source for drivers)|[6] When saving, the following directories will be created in the 'SAVEDIR\mame'|[^] directory: STATES, NVRAM, INPUT, SNAPS, CFG, MEMCARD, and DIFF.|[7] Default combo to call MAME GUI: Retropad Select + X|[^] Retropad Select + Start => CANCEL"

     

  3. 7 hours ago, Achilevs said:

    I don't know where you came from launchretrogirl2562 but you have seriously made my year, You've not only cleared the pain in my head but took the time to explain everything that makes sense and works perfectly. The naming convention between the MAME software lists and the game list I had is what was my cause of pain. Once I used the correct zip game files everything worked.

    You truly are a magician, thank you so much!

    you flatter me. this forum gave me much and in such, i try to give back in the same way whenever i feel my contribution helps others.

    happy to hear it helped you, made your year and got rid of the pain in your head:D

    much obliged

    • Like 1
    • Game On 1
  4. Thanks for that info. I falsely assumed it was looking at the mame.xml in the metadata folder. Cause it did get updated with the force update games metadata database.

    I've since updated my mame to 0.251 and will try again.

    • Like 1
  5. Was checking the latest 0.251 changes and newly added games.

    New working systems

    • DECO Cassette System ROM Multigame (Darksoft, v17) [David Haywood]
    • Nebula (DECO Cassette) (UK) [Rene Balke, Darksoft, Senil Data Systems, David Haywood]

    However when importing a mame full romset in launchbox this new game doesnt get imported.

    Even after force update games database metadata.

    When i check the mame.xml in \LaunchBox\Metadata it isnt even listed there.

    Version 0.250 has Mega Man 3 as newly working.

    It also doesnt import and is not present in the metadata.

    These are just 2 examples but most likely there are several more which are missing and never get imported.

    Any tips? Is this a bug? Missing metadata in launchbox?

     

  6. Version 13.1.beta-4 still throws an error when bulk updating all media. Was trying to download box full and box spine for the platform Atari 2500.
    The error (nullreference) in the MAME platform has been solved.

    Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')

    App:     LaunchBox
    Version: 13.1-beta-4
    Type:    System.ArgumentOutOfRangeException
    Site:    Void ThrowArgumentOutOfRange_IndexException()
    Source:  System.Private.CoreLib

       at System.Collections.Generic.List`1.RemoveAt(Int32 index)
       at Unbroken.LaunchBox.Windows.Desktop.MenuActions.DownloadMetadataAndMediaMenuAction.<>c__DisplayClass9_1.InterruptInvalidDefinition(Game game)
       at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass7_1`1.RevertFocusAttr()
       at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
    --- End of stack trace from previous location where exception was thrown ---
       at System.Threading.ThreadHelper.ThreadStart()

    Recent Log:

       02:15:10 Exception

  7. same here.

    Object reference not set to an instance of an object.

    App:     LaunchBox
    Version: 13.1-beta-3
    Type:    System.NullReferenceException
    Site:    System.String GetTitleFromFileName(System.String, System.Nullable`1[System.Int32], System.String, Boolean)
    Source:  Unbroken.LaunchBox

       at Unbroken.LaunchBox.NamingHelper.GetTitleFromFileName(String path, Nullable`1 disc, String platform, Boolean folder)
       at ExporterInvocation.DefineReflectiveError(String path, Nullable`1 disc, String platform, Boolean folder, ExporterInvocation )
       at Unbroken.LaunchBox.Search.LocalDb.GetMameFileResult(String filePath, Boolean useFolderNames, GameBase game)
       at TemplateInvocation.DefineReflectiveError(String filePath, Boolean useFolderNames, GameBase game, TemplateInvocation )
       at Unbroken.LaunchBox.Search.EmuMovies.EmuMoviesSearchValue..ctor(GameBase game)
       at Unbroken.LaunchBox.Search.EmuMovies.SearchParameters.ConcatPrincipalClient()
       at DescriptorInvocation.DefineReflectiveError(Object , DescriptorInvocation )
       at Unbroken.LaunchBox.Search.EmuMovies.SearchParameters.GetResults(String userId, String password, Func`1 isCancelled, Action`2 reportIndeterminate, Action`1 onError)
       at Unbroken.LaunchBox.Windows.Processes.BulkImageDownloader.ReadInvalidAdapter(Object item)
       at AccountObject.DestroyReflectiveGlobal(String code, AccountObject )
       at Unbroken.LaunchBox.Windows.Processes.BulkImageDownloader.ProcessQueue(Func`1 getIsCancelled, String activeImageGroup, Action`2 onIndeterminateUpdate, Action`4 onUpdateAction, Action`2 onGameImageDownloaded)
       at Unbroken.LaunchBox.Windows.Desktop.ImageDownloaderHelp.<>c.ViewInvalidPublisher()
       at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass0_0.IncludeDistributedPrototype(Object )
       at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass0_0.RemoveInvalidRecord()
       at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
    --- End of stack trace from previous location where exception was thrown ---
       at System.Threading.ThreadHelper.ThreadStart()

    Recent Log:

       04:15:18 Exception

     

  8. As Aderumier stated, youtube videos will be scraped and shared here.

    Any of those which match Zombeavers C64 games can be used to complete the video snaps.

    Therefor, it is more than relevant to this thread. Whether Aderumier uses C64 dreams or not is irrelevant. What is relevant is that we as C64dreams users can also benefit from his strenuous effort into scraping more c64 video snaps.

  9. On 11/28/2022 at 10:22 PM, Scarletic said:

    Thanks!

    Managed to make APF work, but only with carts. Still need to bind controls, but it works! (apfimag.zip is bios)
    image.png.244d76971e70ceffdcdbb8a086d3a881.png
    image.thumb.png.7e91125be05502fd0ee2ddc78b8caa4d.png

    apfimag.ini 9.04 kB · 1 download apfm1000.xml 9.81 kB · 1 download apfimag.zip 6.73 kB · 1 download apfimag.opt 649 B · 1 download

    APF cassettes is seriously glitchy, as they state in the xml file.
    I managed to load the basic cart.
    In your biospack APFIMAG.zip you need to add the basic roms
    image.thumb.png.ccab3a46dfb61c22116f2dd1923d760e.png

    I can then get the cassette to load.
    But I somehow cannot get the RUN command in.

    To get this to work, you also need to make a small change in the apfimag.ini

    image.png.c0f4b51e23806a271425503d5a842618.png

    And you need to enter the autoload command in your ini

    image.thumb.png.5d779cddb88500478ffe7938310724ba.png

    Launching your games will get you to the basic screen.
    Pressing ENTER will get you to the next screen asking you to rewing tape and press play.

    And that is about as far as I get
    I also used this post on reddit
    https://www.reddit.com/r/MAME/comments/i6r2bd/apf_imagination_machine/

    Maybe you will have more luck with it.

  10. My setup was leave the folders with the chd intact and copy them over to the games folder
    for instance
    FM TOWNS\fmtownsux\SSF2\ [this folder containing the CHD file]

    FM TOWNS\fmtownsux\SSf2.zip [this is the blank zip file with corresponding name]

    And in launchbox use retroarch with mame libreto with the parameters
    fmtownsux -cdrm
     

    Copy the fmtownsux.zip BIOS to the games folder.

    And just import the blank zip file as game.
    And that works

    I just added the fmtownsux.ini with the correct rompath to the FM TOWNS\fmtownsux
    and I added an fmtownsux.opt file with the mame settings

    fmtowns.PNG.507b901e5b134c866d1c8621615acf85.PNG
     

  11. FM Marty is so far, so good................looking good.
    I think I got it working. But I need to test some more.
    Which mame SL hash file and corresponding roms are you looking to emulate in MAME?

    I am now using the roms in the fmtowns_cd.xml and using the fmtownsux.zip BIOS

    And that is working, with controller support.

    There are some exceptions with the need for blank disks, with extra ramsize needed and with mounting more than one disk.
    So I think to get all roms working, it needs custom work for certain roms/chd's
    Also, it will require an extra setting in the related opt file to lower the processor.
    For instance :
    mame_cpu_overclock = "55"

     

  12. Hi Scarletic,

    try this with your Bally Astrocade.

    Backup your astrocde.opt file in your ':\RetroArch\config\MAME' folder.

    Replace it with the attached astrocde.opt file.

    CLI enabled
    CLI.PNG.276f09d2de90c8af8a5eb84318b5443b.PNG

    Then add a new emulator, you can call it RetroarchSL.
    Configure it as following.
    RetroarchSL.thumb.PNG.2c778d1103c777b624c5c027b076ef00.PNG

    And add your bally astrocade platform as following :

    RetroarchSL-Bally.thumb.PNG.1894c8855545301e857b903af6fc1e80.PNG

    "astrocde -cart \"%romfile%\""

    I am sure with this way, retroarch will not interpret it as -c art
    And it will work with passing the correct arguments without fiddling with the command parameters. (as you did)

    I am going to use CLI for all platforms which either require extra command parameters or which have some sort of common ground with already known retroarch commands. (like the -c -> which messes up the -cart option)

    astrocde.opt

    • Thanks 1
  13. I've further looked into your issue.
    It was a similar issue I was encountering with the APPLE2GS.
    Not APPLE2E, but APPLE2GS.
    But it had a similar underlying cause.
    Namely, passing arguments to the mame libreto core OR retroarch is...to say...a little bit fickly in Launchbox.
    For apple2gs I wanted joy support. But with the standard approach, it is impossible to add the '-gameio joy' command and getting retroarch to boot.
    Similar issue you encountered when passing the -cart command.

    My guess is that it is some option or config in the retroarch config or other.
    Cause the -cart issue...I do not experience the same as you.
    But I do experience LB and retroarch not understanding any additional mame commands I pass (-gameio joy)

    So I decided to test the CLI (command line interface) option for any platform that requires extra commands, or commands which 'shorthand command strings' match the commands you pass onto mame_libreto (like the -cart)

    And I found out, the CLI option does not have these issues.

    I suggest you read the link I posted earlier (

     And check out the solution on the second page.
    And try to implement it with your Bally astrocade.
    And still using just astrocde -cart, but then with the settings as they describe in that post.

    You will find out it works alot better.

  14. 6 hours ago, Scarletic said:

    image.thumb.png.ff1fa994485c5f676f063d7ddd96a74c.png

    image.thumb.png.18f0abbaf4fa4743a813b4840bf1e787.png

    I have no idea why, but retroarch reads "-cart" as "-cart" and "-c art" in the same time. I will now look through my launch box now (just updated to latest version too). I don't think it is Retroarch issue, because it loads defaults when trying to load "art", lol

    this explains exactly the problem you are having.

    and an alternative solution.

  15. 40 minutes ago, Scarletic said:

    Update on problem!
    Astrocade trying to load "art" (even with no .cfg in the name), that doesn't exist. It used to think "-cart" is "-c art", so I made it "-f astrocde -cart -c retroarch.cfg" and it work fine! Weird stuff

    I don't understand?
    The settings in launchbox clearly says 'astrocde -cart -fullscreen'
    How can your setup think it is '-c art'???
    That must be something on your side cause the settings I posted are generic and should work for pretty much everyone.

    Also.
    I am running retroarch 1.13.0, and the files I posted for apple are fully working.
    So if they worked with 1.12.0, they also should work with version 1.13.0

  16. as you say, there really is not much difference between any of those platforms when it comes to implementation to get them working.
    I have never experienced that. So no idea really what is causing this on your system.
    Are you running the latest Retroarch version? (v1.13)
    If so, my advice would be to test it with a lower version of Retroarch (v1.12) or if not, with a higher version (v1.13)
    And then see if you still encounter it.

    Edit: i've seen rocketlauncher doing what you describe. But never launchbox.

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