Sanctus
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import mame/FBNeo Roms and export only working roms
Sanctus replied to Sanctus's topic in Troubleshooting
And you're right, it's easier to download and let who knows work on this (i downloaded now a mame 0.219 non-merged) Thanks for your fast responses! All the best! -
import mame/FBNeo Roms and export only working roms
Sanctus replied to Sanctus's topic in Troubleshooting
Ok. It finished doing that to fbneo romset, i now have a fbneo non-merged romset. Now i want to transform a mame 0.219 (merged) romset to a non-merged romset. However, as i understood, inside clrmamepro, instead of a mame dat file, i can create a mame profile selecting the mame 0.219 emulator exe instead of a dat file right? Then, we go to rebuilder option, we select a destination folder (for the new romset), and the original mame 0.219 merged set folder as source, we select "non-merged sets" option, go to the "Advanced" and uncheck "separate bios sets", click "rebuild" and it will create a mame 0.219 full non-merged set right? As for CHDs, before doing all this, the ideal would be to have all the Chds folders (and it's decompressed chd's) where the mame 0.219 romset is. (However, I don't have the mame 0.219 chds, so, i know that this "rebuild" will always be incomplete) -
import mame/FBNeo Roms and export only working roms
Sanctus replied to Sanctus's topic in Troubleshooting
@CDBlue, thanks! I am already rebuilding the complete Finalburn Neo Romset to a new "non-merged" set, this will take long. As i understand, this process will only add each parent rom to each of their clones, making all roms/zips "work" independently. But not all will work (emulators limitation right?). So, if i repeat the LB import process with this full non-merged set (add roms, exclude non working roms) i'll have a full playable romset. I would like to know that too, what dat files does LB uses for FBNeo? -
Hi. I would like to separate all working mame and fbneo roms in another folder which i did with launchbox, but i have a doubt in the process... Steps i gave: I imported FBNeo latest romset and later, also mame 0.219 romset. I selected to import just the working roms. After that, we are left with around 1/4 of roms. Then I saw a nice video on youtube that describes how to select all working roms and export/copy them to a new folder with LaunchBox options. Which i did. Now the problem is, Launchbox gave me a message that there are files/roms that wouldn't be copied. Why? How do i get all of those files or at least i can get a list of them? I explain... this procedure gave me the aquajackU.zip (55KB) but the LaunchBox didn't get the aquajack.zip (2,4MB main game). Now the rom isn't played without the aquajack.zip (main game). Thanks for your time!
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Hi! Does BigBox have a screensaver / Attract Mode of just showing off games videos at fullscreen and randomly instead of showing the random search for a game -> show the video of that game -> random search... etc?
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Controller Mapping play acts like select button
Sanctus replied to Sanctus's topic in Troubleshooting
What is the difference between adding a coin trigger to a cabinet to play arcade roms or having the coin trigger to play home console games? Emumovies ask us money to help all the work involved, to use bigbox too, why is it a problem for us that use coin triggers to ask coins of 1cent to help pay the electricity and all our work involved? I think your comment didn’t bring anything positive. Sorry. -
Controller Mapping play acts like select button
Sanctus replied to Sanctus's topic in Troubleshooting
Yes! That's exactly what i was trying to say, what i would like to have as an option. A coin trigger for entering any game (snes/megaDrive/home consoles basically). I know that inside an arcade game a coin trigger is "required" to play but this arcade cabinet i'm working on will have mostly emulated home consoles. So, even though the home console games aren't designed for coin triggers, at least, people would contribute with something even if they can be playing 1hour for example... Well, i finally understood that there isn't that mode on BigBox now, i would like to let you guys know that there is one interested in that option here! As for the steps outlined, all is working, except the Situation 2 that i described before. -
Controller Mapping play acts like select button
Sanctus replied to Sanctus's topic in Troubleshooting
I don't think we are on the same page yet... I have tried unchecking and checking the Skip Game Details, It doesn't matter, in any way i configure, "Select" and "Play" mapped buttons always start a game. Again, i'm sorry, even for me i am now being stubborn... If we want to have a coin trigger, there should only exist one button to really start a game, the "Play" mapped button. Or, create another option just for a "Coin trigger". There isn't a way that i tried that iniciates a game just with the "Play" button. There are always 2 buttons that can start a game, "Play" and "Select". It cant work that way. If so, people don't insert a coin... they just initiate a game by pressing select. "Select", for coin trigger cabinets, should only work for BigBox menus. "Play" should be the only button to really start a game. -
Controller Mapping play acts like select button
Sanctus replied to Sanctus's topic in Troubleshooting
Ok, forgive me if i am not understanding something but, "Select" and "Play", both enter a game (just in different menus) is what i tested and you confirm... right? What i am now confused is, even if "Play" is mapped to a coin trigger, and if "Select" (free playing) can both enter the game.. i will enter a game without using a coin trigger since i can press "Select" too. How do we force BigBox to accept enter in a game just with a coin trigger? What am i missing? -
Controller Mapping play acts like select button
Sanctus replied to Sanctus's topic in Troubleshooting
I'll try to explain better my situation and why i thought what i said. I am configuring BigBox for a cabinet usage, this cabinet have a real coin system, when the user inserts a coin, the user can press a mapped button to play. This button could be what i explained as the "Play" button which could only be used if a coin were inserted. The user could "Select" all platforms and games... but, to play any, just after pressing "Play" (added coin). So, about the Situation 1, that's a way of viewing it. (I just have 2 weeks of LaunchBox/BigBox, i don't know if this Frontend is optimized for cabinets with coins system or if there's a way that i don't know of yet). And, there's the Situation 2 doubt too... -
Hi. I have noticed 2 things that i would like to work as expected, or at least in my point of view. Situation 1 - Big Box unlocked - "Play" and "Select" mappings are acting as being the same function and i think they shouldn't work as being the same: On Options/Controller Mappings there are 2 options: "Play" which i added button "H" "Select" which i added button "J" Example: When we're going around BigBox we should use "J" to "Select" platforms/games but not to "Play" the game. When we want to really confirm a game to play, BigBox should ask for the button "H", to "Play". The way it is now, on the final menu to play the game, pressing "Play" or "Select" works the same... Situation 2 - Big Box locked - "Exit" mappings are always exiting BigBox even though i have Security/Allow Exit While Locked option disabled: On Options/Controller Mappings there are 2 options: "Exit" (button(s) to Exit Big Box) which i mapped button combo "Select + Button F" "Close" (button(s) to Exit a game/emulator/movie) which i mapped button combo "Select + G" Example: When we're going around Locked BigBox the "Exit" mapping shouldn't work when the "Security/Allow Exit While Locked" option is disabled. Let me know what you think about this! Thanks for your time reading this.
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In the LaunchBox emulator options, add in the "Default Command-Line Parameters:" this: /b /e Should work.
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Sorry, but yes they can be saved originally with a Card that we could insert on the arcades. The emulator "Nintendont" usable on Wii hardware, can emulate the Triforce games flawlessly even with that saving "virtual card". Only the Dolphin 4.0-315 can't emulate this "card" thing, so there is the approach of saving from the Dolphin itself (with savestates). However, if we could save with a "virtual" card, we could always start the games, select the character/car/items etc and continue our game. The way i think it is now, we can only save at a certain point with savestates from the dolphin emu, and always progress the game with that player and car and items because if we lose on a certain point of the game, starting over is like turning off the game. I can only assume this is the actual point of Triforce emulation on the scene... i thought at this point, someone or a team could made this perfect . So, this is a thing on the "to do list" for some programmers.
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So, i've been playing Mario Kart GP 1 and 2 with dolphin 4.0-315 in and outside LaunchBox. All wiki hacks added in the game via dolphin menus, So, as soon as the game starts we must press F1 to load the save created with dolphin 4.0-309. All understood till here. So, the way i am understanding... there's no way to save all progress in this game and play with other cars and characters. We can always save pressing Shift+F1 and load with F1, but that's it? We can't ever initiate the game loading a virtual "card" with all our progress, is that right? (I know that in the version of Wii console with Nintendont emulator all of this works flawlessly)
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Yes. Ok! Thanks again!!