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Everything posted by C-Beats
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I was able to locate the cause of this issue and it's corrected internally. I'm hoping to get it into the next beta release. Thanks all for the in depth repro steps, it really helped in identifying the issue
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No you use the Export to Android tool, but you use the zip it creates on your PC. You don't have to use it on an Android device
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The way it works is that the image will now always take up the entire screen. To make that happen the image is stretched or shrunk until is big or small enough to fit on the entire screen. If the host machine's ratio is different than the image ratio (I assume 16:9) then yeah the image will look zoomed in compared to 16:9 users. Otherwise you'd either have to distort the image or have letterboxing. If you want it to exactly match what you're doing in SystemView you'd just need to change the alignments from Stretch/Stretch to Top/Left and it'd be the same exact thing you have there.
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Try using the Export to Android feature to export that game to a directory. Then try using the zip file that process creates in the "Games" folder in the directory you pointed it to and see if you have the same issue there. I'm fairly sure I've ran that game successfully on that core with my Odin so do believe it's possible. You don't need to use that zip on an Android device, that export process has logic in it to help zip things up in a way that works better with that core though so worth trying the file it creates vs the zip file you're using now. If using ExoDos collection you will want to ensure the game is installed before using that tool though.
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Not real sure how it's done via CTC but if you do the following the background should display correctly: Open \\LaunchBox\Themes\Neon Arcade Deluxe\Views\OptionsView.xaml Locate the image control who's source is backgroundoptions.jpg (was line 98 in my file) Replace Width="2194" with Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}" Save changes
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The file you're referencing is a .NET Framework file which what LaunchBox is built with anymore. You can attempt to add the line to LaunchBox.runtimeconfig.json found in \\LaunchBox\Core\ but I honestly have no idea if it will do what you want it to do as I've never needed that flag to be set for any application I've used or developed for.
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I've never used RocketLauncher but the reasons you give for having it can be done in the emulators or with LB/BB themselves. Bezel support is built into MAME and RetroArch both and can be done without RocketLauncher. If you want to hide the emulator loading screen you can enable startup screens in your LB/BB setup and they will display while your emulator is loading. LB/BB simply open the emulator via command line. We don't alter any emulator settings, or reconfigure how the machine handles controller input so LaunchBox shouldn't be affecting input at all.
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Yeah, it's suggesting that you need to install the .NET Core 3.1 runtime still. If you have done that I'd recommend opening command prompt (as administrator) and run the "sfc /scannow" (without quotes) command and then restarting your computer and see if that helps.
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It's an issue within LaunchBox code. Looks like could be caused by your data files not matching what we expect they should. I have modified the code to be a bit more resilient and have adding logging to the process so if the changes don't correct it, we can at least get more pertinent information from your log files.
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Yeah. Least points me to the right section of code. Nothing immediately jumped out as being wrong, but gives me a good start point. Thanks.
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There should be two logs. One is a generic "the app failed" and the other is the reason for the failure. You can try updating your .NET install but you don't want .NET Framework (4.8 you referenced). You'll want to download the .NET Core 3.1 Desktop Runtime from here
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Could you open up Windows Event Viewer and look in the application error logs and see if you can find in there what is causing the application to crash?
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Hmm interesting. Didn't realize we had any popups that acted like that.
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Errors pop up with both the error thrown and the stack trace (if you're referring to the error window popup). I need the whole text in that window since the stack trace will show where in the code the error was thrown and allow me to fix it. Without it there isn't much I can do until I replicate the issue.
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Can you paste the whole thing here?
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If you don't have the "Remove Rough Image Matches" checked when doing this then yes. EmuMovies tends to have a lot of images that look the same to ours but are different files (their file hashes don't match ours). Because of this you will often see you grabbing several images that look the same but file size is a byte or two different. The "Remove Rough Image Matches" button will attempt to look at both images and remove files that similar in content to one another to help eliminate this issue. Another thing that could help would be to set media limits on your download, this will stop you from grabbing as many files and thus the number of potential duplicates you're grabbing.
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Yeah, that is caused because of your additional application's name not being the same as what we default now.
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I'd try going to options and re-entering you EmuMovies credentials. It looks like your settings file is corrupted and the value we expect in your credentials isn't valid and so can't be decrypted properly.
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Video thumbnails we get directly from the operating system so I'm doubtful I'll be able to correct that
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Calling out people with reported issues corrected in this beta. Please let me know if this build corrects the reported issue. @launchretrogirl2562 @Retrofrogg : Carousel images not showing correctly @superrob3000 : SystemEventPlugin not firing SelectionChanged event when changing views
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@launchretrogirl2562 @Retrofrogg I've discovered those preview images aren't displaying because the image extensions don't match the true extension for that image. The images file extension is jpg, but the internals of the file are actual webp images. I do believe I have found a solution to the issue though and it should be resolved in the next beta push.
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Marquee not updating when exiting game wheel (v12.14)
C-Beats replied to superrob3000's topic in Troubleshooting
This code change should be in the next beta. I'll need you to test and tell me if it is working the way you were hoping as I don't really have a great way to test the change. I'll make sure to ping ya in the beta thread when the build goes live. -
MAMEset import missing "copy files to location" option in wizard?
C-Beats replied to jamaster14's topic in Noobs
MAME doesn't have the option to do so because depending on which set type you have determines what files need copied. Since we have no way of knowing what type of set you're importing, we don't give you an option to do something that would potentially break your setup. The easiest set type to prune is a non-merged. Once you have that you can use LaunchBox to move the ROM files to the new location and then delete anything in the old one -
I'd make sure you don't have Steam running then try again. We've had several users in the past have issues like this while Steam is running. By default it does a lot of logic with controllers while the client is up that messes with other applications some times.
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Main window bottom toolbar transparency effect - how to disable?
C-Beats replied to xsvtoys's topic in Troubleshooting
Code you want I believe is in the MainView.xaml file. You just need to make sure the transition presenter with the ContentGridView (or something similar, I don't have the exact file open) uses a smaller rowspan and doesn't ever sit in the same row as the ControlsView. Or use a theme like Beats that already does what you're wanting.