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Sanctus

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Posts posted by Sanctus

  1. 2 minutes ago, CDBlue said:

    Sorry, someone else will have to assist with that part.  I've never done a mame set as I usually just download an already built non-merged set for the version of mame that I'm running.... so no need to rebuilt, etc.

    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!

  2. 17 hours ago, CDBlue said:

    Correct.  If you use the latest dat file. with a full romset of FBNeo, it will rebuilt only the roms (parents and clones) that are working with the latest version of FBNeo.  You can them import the newly created roms and they should all be working at that point in time.  FYI, I usually also use the option to merge the bios into each file... they will work without that, but then you need to make sure that you have the bios files in your rom directory.  Since it doesn't add much space, and it's the recommended way for the retroarch core to use the rom files, that's how I always rebuild my FBNeo romsets.

    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)

     

  3. @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.

    3 hours ago, CDBlue said:

    I'm not 100% sure if LB/BB knows which roms are working or not for FBA, as I think it uses Mame dat files to determine working/non-working, and Mame working roms are not the same as FBA working roms (ie. FBA might have roms that work, and those don't in Mame, and vice versa). 

    I would like to know that too, what dat files does LB uses for FBNeo?

  4. 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!

  5. 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?

     

    • Like 1
  6. 3 hours ago, DOS76 said:

    I mean I seriously doubt that a option will be added so you can charge people to play that isn't really what the software is for its for hobbyist not a commercial product.

    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.

  7. On 2/21/2020 at 10:02 PM, Retro808 said:

    I have not seen many people on our forum post that they want BigBox to only start a game if someone inserts a coin.

    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.

     

  8. 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.

     

  9. 18 hours ago, Retro808 said:

    BigBox is optimized for cabinets with a coin system. My cabs have real coin doors and BB works perfect with it. What @DOS76 was explaining is that Select and Play work as they are designed. If you have "Show Game Details" option set to show in BigBox when you hit "Select" when on a game it opens the Game Details Screen. However, if you hit "Play" when on the game it goes directly to playing the game and skips the game details. So if you map "Play" to the coin trigger it will do what you want. This is how I have it set up.

    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?

  10. 1 hour ago, DOS76 said:

    I don't know if you are on the play option and you press select and it plays the game it sounds like its doing exactly what you told it to do. The play button is more of an option to start the game without having to drill down to the final menu to start the game. So from my logic it works exactly as it should.

    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...

     

  11. 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.

     

  12. 32 minutes ago, neil9000 said:

    Im not to up with triforce, but my understanding is they are arcade games, so i assume there is no saving.

    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. 

  13. 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)

  14. 3 hours ago, neil9000 said:

    Use the fullset importer and only import working games and combine clones. Launchbox should import around 2820 roms.

    With the options you guys gave me, now it imported 2 971 roms :) Thanks!! I am using the Retroarch-MAME2016 core. Do you recommend any other core? 

  15. What is the best procedure now? Deleting the platform and import again? Is there a way to revert what i've done instead of deleting the platform and maybe having to delete all the videos and images? Sorry for these questions, i am new in this and i'm afraid of doing mistakes again...

  16. 1 hour ago, neil9000 said:

    Use the fullset importer and only import working games and combine clones. Launchbox should import around 2820 roms.

    Can you please tell me more details? what kind of fullset importer? Do you mean from the LaunchBox importer? I selected these options:

    Tools -> Import -> MAME Arcade Full Set -> add name -> selected folder -> choose Retroarch -> search for game infor... ->  selected all images -> select all from EmuMovies -> 

    Then in the next menu i selected:

    -Import clones as additional apps

    -region to prioritize (World)

    -deselected all "skips"

    -selected all: create playlists...

    Then the LaunchBox added 16 975 roms/files from my 12 838 roms/files.

     

    Is there a way to import only the roms that are working?

  17. Today i added MAME 0.218 Romset to my LaunchBox (12 838 roms/files), however LaunchBox detected 16 975 roms and it didn't make a nice work scrapping neither Boxes, 3D boxes, Carts, 3D Carts, Screenshots, Clear logos, Backgrounds etc...

    What suggestion can you can give please?

  18. 1 minute ago, Retro808 said:

    In Launchbox you can set a specific view. At the top where the menu items are click on "Image Group" and select from one of the options.

    I saw that right now too.. I didn't try to change it before because i thought it would apply to all platforms. The way the option is, at least I thought this option would apply to all platforms.

    I suggest this option could be added inside the "Edit Platform". This way we could be sure that option is applied only to the Platform.

  19. I'm having the same exact problem.

    Import Roms , Select SNK Neo Geo MVS, scrape as Arcade, not even 1 Box is shown...

    As for this date, scraping SNK Neo Geo MVS it downloads all the metadata and:

    Boxes (doesn't download any of the 140 SNK Neo Geo romset)

    3D boxes (correct showing),

    Carts (these are being shown as Flyers) ,

    3D carts (these too, are shown as flyers),

    Screenshots (correct showing),

    Clear logos (they show fine),

    Backgrounds (30% fine),

    Steam banners (obviously there are none).

     

    So my question, is it possible to have a platform having shown just a determined type of images?

  20. Hi @faeran. I finished right now: a raw Windows 10 installation ; LaunchBox / BigbBox installation ; added some platforms ;  then entered BigBox and installed CoverBox v3, I selected it and added a button to change views, then i exited and entered again BigBox to make sure the BigBox assumed my selections.

    On the plataform menus i can change a total of  only 3 types of view.

    On the games list menu i can only see 1 type of view (the text list).

    My confusion is... since this installation is as raw as it can be, what am i missing? Shouldn't i been able to see more views in this v3?

  21. Hi! First of all congrats for this amazing work!! Now for my problems.. :( i am new to BigBox, and i've been noticing that most of the themes i download from here, they don't work as i see in these photos, i tried so many options that i am lost in here. Missing images, logos, or not the same ones i see here.

    But about this CoverBox theme, i tried the 2.0 and it all works great (i think), however, i downloaded the coverbox v3 and renamed it to coverbox (the folder) and i can't see anymore views than the v2. Can please someone share your thoughts what may be wrong here?

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