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imsoinzane

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About imsoinzane

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    1-Bit Wonder
  1. UPDATE: Deleting the VLC folder in the ThirdParty folder, running the 11.6 installer found in the Updates folder and installing to my current LaunchBox install folder solved my issue! Thank you for the help @neil9000!
  2. Ahh ok I understand. I tried to delete the VLC folder but when I reopen LaunchBox and go back to the files and check, that folder does not replenish itself with new files and continues with the same error. Is there a way where I can instead install a fresh stock LaunchBox installation while keeping my mappings of roms and emulators and which emulator and core is set to open for each platform as well as playlists to transfer it to a stock build and receive support?
  3. Hello Everyone, I just got my arcade up and running and everything has been running great. I updated to 11.6 the other day and have opened BigBox quite a few times since then and everything was still good up until today. Now, every time that I try to open BigBox, it throws this error. When I press close and try to reopen BigBox, it says that the program is still running so I kill it in task manager and the same problem happens. I am not sure what to do. Any suggestions on how to fix or troubleshoot? Is this a known issue? Thanks (Inner Exception) 模块文件不存在:E:\Launchbox No Intro\LaunchBox\ThirdParty\VLC\x64\libvlccore.dll App: Big Box Version: 11.6 Type: System.Exception Site: IntPtr LoadLibrary(System.String) Source: Meta.Vlc at Meta.Vlc.Win32Api.LoadLibrary(String lpFileName) at Meta.Vlc.LibVlcManager.LoadLibVlc(String libVlcDirectory) at Meta.Vlc.Wpf.ApiManager.Initialize() at Meta.Vlc.Wpf.ApiManager.Initialize(String libVlcPath, String[] vlcOption) at Meta.Vlc.Wpf.VlcPlayer.Initialize(String libVlcPath, String[] libVlcOption) at Meta.Vlc.Wpf.VlcPlayer.OnInitialized(EventArgs e) at System.Windows.FrameworkElement.TryFireInitialized() at System.Windows.FrameworkElement.ChangeLogicalParent(DependencyObject newParent) at System.Windows.FrameworkElement.AddLogicalChild(Object child) at System.Windows.Controls.UIElementCollection.AddInternal(UIElement element) at System.Windows.Controls.UIElementCollection.Add(UIElement element) at Unbroken.LaunchBox.Windows.Views.ImageVideoView.LjnJKNgtdA() at System.Windows.Threading.DispatcherOperation.InvokeDelegateCore() at System.Windows.Threading.DispatcherOperation.InvokeImpl() --- End of stack trace from previous location where exception was thrown --- at System.Windows.Threading.DispatcherOperation.Wait(TimeSpan timeout) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherOperation operation, CancellationToken cancellationToken, TimeSpan timeout) at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority, CancellationToken cancellationToken, TimeSpan timeout) at Unbroken.LaunchBox.Windows.Threading.Invoke(Action callback, DispatcherPriority priority) at Unbroken.LaunchBox.Windows.Views.ImageVideoView..ctor() at Unbroken.LaunchBox.Windows.BigBox.ViewModels.MainViewModel..ctor() (Outer Exception) Exception has been thrown by the target of an invocation. App: Big Box Version: 11.6 Type: System.Reflection.TargetInvocationException Site: System.Object CreateInstance(System.RuntimeType, Boolean, Boolean, Boolean ByRef, System.RuntimeMethodHandleInternal ByRef, Boolean ByRef) Source: System.Private.CoreLib at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean wrapExceptions, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& hasNoDefaultCtor) at System.RuntimeType.CreateInstanceDefaultCtorSlow(Boolean publicOnly, Boolean wrapExceptions, Boolean fillCache) at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, Boolean wrapExceptions) at System.Activator.CreateInstance(Type type, Boolean nonPublic, Boolean wrapExceptions) at System.Activator.CreateInstance(Type type) at Caliburn.Micro.BootstrapperBase.GetInstance(Type service, String key) at Caliburn.Micro.BootstrapperBase.DisplayRootViewFor(Type viewModelType, IDictionary`2 settings) at Unbroken.LaunchBox.Windows.BigBox.Bootstrapper.OnStartup(Object sender, StartupEventArgs e) at System.Windows.Application.OnStartup(StartupEventArgs e) at System.Windows.Application.<.ctor>b__1_0(Object unused) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) Recent Log: 8:59:24 PM Exception
  4. Hi Everyone! So I am building a 2-player arcade cabinet and have a few questions before I purchase the hardware. So I will have multiple emulators installed such as MAME, N64, Dreamcast, Sega Genesis, NES, SNES, GameCube, PS1, etc. When I boot up my computer, I will have it automatically login and open big box. Then I want to be able to select the game with the joystick and buttons and start it using only the joystick and buttons. For MAME, I want to use the joystick and push buttons and already be mapped so it remembers the mappings for both players when I choose a MAME game. But for some systems, it is not practical to play with joystick and buttons so I will have a USB port with a wired Xbox One controller for playing systems like GameCube and PS1 and Dreamcast. Now that you know my setup, here are my questions... 1. Is it best to use an IPAC-2 for this or is it equally as good to use 2 zero-delay encoders? 2. What is the typical setup for an arcade cabinet joystick and controls? I.E. having 8 action buttons, joystick, player button, coin button, and select button for each player? 3. If for some reason I want to be able to use a joystick and buttons OR an Xbox One controller for say N64, do I have to remap it in the emulator to switch between controllers? And do both players have to use the same controller? Or can one use joystick and buttons and the other can use an Xbox One controller? 4. For each system, do I have to map the controls in the emulator itself? So if I have 20 systems, I have to go to each system to map the controls? I know RetroArch handles most systems but what if I use RetroArch for N64 and SNES but want to use an Xbox One Controller for all N64 games and want to use the joystick and buttons for all SNES games? How do I map the controls? In Launchbox or in each emulator? 5. If I’m using RocketLauncher, can I set up the mappings from there for each system? Or maybe use something like JoyToKey and apply the mapping differently through each system in RocketLauncher? Sorry if these questions have been answered before but I keep finding very general tutorials and answers and I don’t feel like they fully answer all my questions.
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