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Everything posted by C-Beats
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Android is free for 100 games or less and you can opt into the beta on the free version.
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Thanks for the report. This will be corrected in next beta release. RetroAchievements was sending different hash casing and so hashes with letters in them sometimes weren't being matched correctly. This will resolve itself in the next release and shouldn't require any additional effort on your part.
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How to have "All" appear in platform selection
C-Beats replied to undermind77's topic in Troubleshooting
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Ah, yeah it very well could be how they handle zip files. We only do special logic with .7z because their app doesn't read those at all. To answer your question yes, the app uses the calls in that library. ZIP does change the paths the app takes to get to the answer so you could be correct in that having that platform in a zip file causes that issue.
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@moudrost Thanks for the report regarding the icon names. This will be corrected in next beta release.
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What format are your games in?
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I just tested myself and can confirm I am getting the CUE file correctly so there probably something else going on.
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No CUE files has track information in them so the app knows where in the bin file to look for the track it needs for the process. In most CUE/BIN systems hashing only the BIN file will result in a hash failure. Typically the CUE file is required so it knows where to look. You are right though that it needs the info from the BIN for the hash though.
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I'll take a look. May be a possibility thanks for the additional information.
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I think we set scaling to high quality, I know WPF has a more linear scale for pixel art. I'll mess with some settings and see what we can to do to keep the image looking clean.
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Typically this is caused because the app we use from RetroAchievements fails to read the file properly. This can either be caused by an error in the app, or the file not formatted in a way the app expects. It typically has more to do with the data in the ROM than the file extension from what I've seen.
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Think the most update tutorial we have on it. UI may have changed some since this but the concept overall is the same:
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The issue you're running into is exactly why we use the groups instead of individual image types. Even within the same platform having the image type you WANT to use in good quality can be hard. Using a group that contain several backup types helps make sure games that DON'T have your primary type at least have SOMETHING drawn on the grid though while you work on finding the image you'd prefer to use.
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Ah, that may be the source of the confusion on my part. You are referring to two completely different mechanics. You're referring to an image type not a group. A group is multiple image types in a predefined order. I think once you get used to how the groups work you'll come to the conclusion that is overall the better system and eliminates a lot of bloat in the UI/App that I admit can already get kind of confusing. If after using it though you feel strongly about your request you're welcome to create a feature request ticket asking for us to review it. At this time though we have no desire to list every image type in that menu. On a completely different side note, I can appreciate you're an individual with good taste. That theme choice is spot on
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Not sure I follow. You can change what Image Group you're utilizing per platform already, and they have their own menu where you can manage them inside of Options. Could you elaborate on what you feel is missing?
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Ah yeah, apologies. Was running from memory and forgot that option name was changed. Those priorities tabs WERE what I was referring to.
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LaunchBox is designed from the ground up to be a portable app. Your install case however isn't a portable one, as you've stated you're using external locations for games/resources. You can change the individual image folders for every platform to be wherever you want as well already so there is no need to over complicate things and use symlinks to do it.
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Tools > Options > Image Group Priorities. In those you can pick what image types are used in which group and what priority they have. Then just select the group that you select.
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All the core functionality in Big Box can be utilized using a 4 way joystick and two buttons.
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Not sure I see the point of a CLI to launch a game. That point just launch the emulator via CLI. If you running a setup where both machines already have BB running you can code that up easily enough as the plugin can use the IDataManager interface to get the IGame interface of the title in question and then play it.
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Not currently no since those filters are rebuilt so that only options that are available in that selection are possible. You could potentially use an "All Games" side bar selection and just use the filters to drill into the platform you want to look at though.
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You need to clear the image cache via the options page. Then it'll refresh your logo's
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You can open an existing .lay file in your MAME artwork folder and see how the file syntax is and then play around with it. I've added comments to one I have in my collection to help describe what each line is. <!-- bezel.lay --> <mamelayout version="2"> <!-- This is the version the layout syntax uses, mine all have 2 as the value --> <element name="bezel"> <!-- This is how you identify what images you want to use, typically will only have one. --> <image file="bezel.png" /> <!-- Points to the image you want to use --> </element> <view name="Bezel Artwork"> <!-- This is the name of the view that will appear in MAME options --> <bezel element="bezel"> <!-- This tells MAME that you want to render artwork using the element of the same name --> <bounds left="0" top="0" right="16" bottom="9" /> <!-- This says where you want the artwork (numbers are in px format) --> </bezel> <screen index="0"> <!-- This tells MAME where you want the game screen rendered --> <bounds left="2" top="0" right="14" bottom="9" /> <!-- This is where the screen should be placed (numbers are in px format) --> </screen> </view> </mamelayout>