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Posts posted by Hifihedgehog
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I'll throw out there that I am also seeing the same issues described in this thread. I'm a bit tied up this week so I won't be able to throw up a log file, but I'll try to send one over next week if it is not yet resolved.
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5 hours ago, Lordmonkus said:
AMD has the new 5000 series Ryzen APUs coming out soon.
This. They are coming out August 5th. In my case, I have one already as I harvest it from a prebuilt system back in late April. As for performance, it is quite zippy. At a mere 65W, it outperforms a 125W 10700K. With that perspective, that's quite something, especially considering it also comes with a GT 1030-level integrated GPU. In the past, the 4750G that I had before already ran significantly cooler than the 2400G. The 5700G runs even cooler and faster than my 4700G.
If you are doing emulation, though, I would recommend stepping up to a dedicated GPU and Ryzen 5000 series CPU. For most people, a 5800X is more than enough and will be even better than the 5700G APU, especially at Switch emulation. As for a GPU, that is currently a crapshoot unless you know how to set up a stock notifier bot. There is way too much latency with the Discord groups and the YouTube channels and you will be 15 seconds behind those who have notification bots running on their local machines. If you are up to doing some basic technical legwork, I recommend installing streetmerchant to notify you on stock changes. I was able to get an RTX 3000 series card that way from Best Buy.
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14 hours ago, mark007 said:
I will add that I have also experienced this, but I never was sure if this was a feature or a bug. This has occurred on all my LaunchBox builds since the beginning.
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Congratulations! I have been one of the many beneficiaries of your wide array of high-quality themes. It will be nice to see your expertise coming into play here now with an official twist.
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Ditto! Can you please add the latest version of ScummVM to LaunchBox? Thanks!
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On 3/17/2020 at 10:28 AM, luk said:
ScummVM games are better with mouse and keyobard but I'm trying to use it with the gamepad controller only.
Well, I was just adding some Freddi Fish and I stumbled on the same issue as you. You can add the following line in the [scummvm] section of the config file "epicfail_scummvm.ini" located under the relative directory "LaunchBox\ThirdParty\ScummVM".:
joystick_num=0
..., which is described here. It doesn't give you a full keyboard, but you can use your gamepad with the keyboard keys and mouse actions that does everything I need, at least. You can use the gamepad analog stick as a mouse, for example. It works well for me in testing Humungous Entertainment, but your mileage may vary.
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IPAC2 does not have LED outputs, so I am not quite certain why a IPAC2 is being mentioned here. You don't have to change your input method to augment your setup with dynamically lit LEDs. What you need is an LED controller and that is where something like the PacLED64 comes into play. LEDBlinky doesn't care so much about the protocol of your controls (when I say protocol, I am speaking of the language your controllers speak in), be it keyboard-based or DirectInput/XInput-based (two protocols for game controllers). What LEDBlinky needs is a compatible LED controller. Then, when you are assigning each of the numbered LED strands in LEDBlinky, you map them to either keyboard keys or the button numbers of each of your player controls. Then when it interfaces with BigBox/LaunchBox, it knows to light up LED 1 for button 1, LED 2 for button 2, and so on. Plus, you can convert any keyboard or DirectInput-based controller to XInput anyway with x360ce version 4.x in combination with WhiteKnight. That's pretty much the long and short of it.
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I am going off on a limb, but it sounds like the joystick was installed backwards which is why the axes are reversed. So up is down and right is left and so on. So I believe MAME lets you assign input for each direction, but RetroArch only detects input for the axe and doesn't let you reverse the direction it detects. So you have a number of options, assuming it is what I think it is: (1) reverse the joysticks by physically uninstalling them, turning them 180 degrees from their current orientation and reinstalling them; (2) switch around the leads between up and down and left and right (EDIT: I see you are using zero delay boards, so this method is preferred over method 2); or (3) passing through the inputs to virtually instantiated controllers in x360ce and fixing it all virtually. And as to method 3, see my response elsewhere to you in a different thread about x360ce as you would also need to set up WhiteKnight to hide the physical controllers to eliminate duplicate or ghost inputs from the source physical controllers. On the other hand, if it is not due to a backwards installed joystick, you might also try updating RetroArch since I see you are on a relatively old release, 1.7.7, and it may be an actual bug to blame.
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The answer? Well, it depends. As I understand it, you have a four player setup. What we need to know: is this single common or shared coin button detected as a gamepad button or a keyboard key? I believe you should be able to assign one key or button to all four players' coin button in MAME. In RetroArch, each player's gamepad select button is ordinarily assigned to coin. So if there is just one coin and assuming your setup is operating with the controls as gamepads, that means assigning one button to multiple controllers (one-to-many) and there is no easy route to that. You might just have to do what I did, though: (1) create virtual XInput controllers using x360ce (the latest 4.x version) and (2) hide your physical ones from all applications except x360ce (this is to prevent duplicate detected inputs, of the original physical device and the virtual counterpart) using WhiteKnight. These are only some ideas I am throwing out there, though, and there are many ways to configure arcade controls and not one is right or best for everything. We would have to hear more technical details about your setup, such as if the controls are operating as a keyboard or a gamepad. And if you do go down the virtual controller route, you will need to do some manual work. That will require you researching much of this out on your own, but I can at least give you some leads: look up WhiteKnight and HidGuardian; x360ce; and also setting up programs to run at startup (ordinarily, that would just entail copying the program's shortcut to the Start Menu's startup folder, but since you will want x360ce to run as admin, you will need to set the main executable to run as admin and create a VBS script to place in your startup folder as described here) since x360ce's own setting for that does not work currently.
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There is a bug when LaunchBox is automatically resolving the game title from the filename in a specific subset of NKit-packed (.nkit.gcz) GameCube games. The common thread between all of these files is the following:
* More than one set of parentheses in the file name proceeding the .nkit.gcz file extension.
Here are examples of game titles that already resolve correctly:
"FIFA Soccer 2004 (USA).nkit.gcz" -> "FIFA Soccer 2004"
"Harry Potter and the Chamber of Secrets (USA).nkit.gcz" -> "Harry Potter and the Chamber of Secrets"
Here are some examples of game titles that do not resolve correctly due to the aforementioned bug:
"FIFA Soccer 2005 (USA) (En,Es).nkit.gcz" -> "FIFA Soccer 2005 .nkit"
"Harry Potter - Quidditch World Cup (USA) (En,Fr,Es).nkit.gcz" -> "Harry Potter - Quidditch World Cup .nkit"
As you can see, this stray ".nkit" portion of the file extension is not lobbed off or truncated properly. This is likely due to there being an additional set of parentheses throwing off the resolution of the game title. So I suppose the handling of more than one parenthesized set of information with .nkit.gcz files is the problem here. I hope this helps, @Jason Carr!
Please see related ticket here:-
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I cannot yet verify that things are now working for me since EmuMovies has yet to process my email reset. I am a more recent user of theirs (I will be hitting the year mark in May), so I am probably near the bottom of the list of their ~250,000 message backlog of system-issued emailed password resets. Once they do send me the email, though, I will reattempt scraping a subset of ROMs and hopefully report back with the same positive observations as @ms_1.
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Here is a very basic scrapping task failing for some inexplicable reason from my perspective as a user:
I checked the links and I have no issues downloading the content manually. I also ran downloads again across my Internet via JDownloader for another terabyte or so of data and had zero issues downloading that content. So I am a bit confused why scrapping downloads keep failing since I can rule out my physical connection.
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I am getting some pesky EmuMovie errors too in addition to download dropouts whenever scrapping LaunchBox Game Database. I created a bug ticket:
jasondavidcarr / LaunchBox / issues / #6006 - Errors Connecting to EmuMovies and — Bitbucket
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14 hours ago, vahn65 said:
Sorry, I thought that was descriptive enough. It does seem to be Media as I thought Media was included in the metadata so my apologies for the confusion but these are the type of errors I am getting. Whenever I try to important new games I get could not import errors and when I import media via edit EmuMovies Hits me with unable to log into EmuMovies although I am logged in
Funny you should share this. I normally don't have scrapping issues but I had some yesterday as well. I would add that I was experiencing issues scrapping yesterday as well where files were inexplicably failing to download at around the same time. I am fairly certain it wasn't my network connection either because I had been downloading several terabytes of roms from Archive.org without any dropouts or CRCs issues. EmuMovies login was working, though.
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I guess the reason I’ve never bothered to voice an opinion on a feature like this is I fall in the camp of people who think that if I wouldn’t want my shire folk to see or play it, I probably shouldn’t be seeing or playing it myself. Now, if a VidAngel of sorts existed for games, I guess I would be more open to the idea except such a tool would be a coding nightmare to maintain or even to create to begin with. Then again, if such a thing even existed, we wouldn’t need even need a curated list at that point since we could just filter out objectionable content on the fly. That said, if others are interested, I can throw my vote behind it next round for the sake of those who want it.
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On 1/27/2021 at 1:33 PM, Jason Carr said:
The Retroarch team has been very clear that they do not want Retroarch used in this way. So basically, any company that does (including Plex) is doing so legally (at least *arguably* legally), but they're doing it against the wishes of the Retroarch team.
It's worth noting that we *did* reach out to the Retroarch team a while ago to discuss this as a possibility. They actively discouraged it.
Hey @Jason Carr! A RetroArch team member just reached out and has stated they have since softened their stance allowing the bundling of RetroArch and Libretro cores in commercial products. The biggest takeaway here is RetroArch could now be bundled in future releases of Launchbox! See here:
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1 minute ago, C-Beats said:
@Hifihedgehog some of the features in that video are possible in this beta. Things like the grid where the video play after mouse over (see Default Theme - Wall View 2) are working in this beta.
Wow, cool! Now that NVIDIA has enabled GPU passthrough in their latest driver, I might try beta testing this in a VM on my main arcade rig.
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On 2/22/2021 at 3:09 PM, Jason Carr said:
New Premium Feature: There are now 4 different Big Box wall views that are available for theme developers
On 3/10/2021 at 7:37 AM, wallmachine said:On 3/29/2021 at 3:14 PM, Dan Patrick said:Awesome to hear about wall view improvements! That's been a wish of mine for a while! Thanks Jason for your hard work!
I share the same sentiments as Dan! This looks to be a huge UI upgrade so thank you! So judging by what @wallmachine showed above, does that mean we are beginning to get 2D grid wall view options akin to what gameOS has in Pegasus frontend (see below)? ?
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You can also combine the game file sets with either CUE or GDI into CHDs so you have a single, slimmer file to deal with. I did this both with my Sega CD CUE romsets as well as with my Dreamcast romsets (GDI-based) which also had multiple files. It not only saved space but made file management a breeze. (I wish Wii U were this easy and not a labyrinth of files, but I digress...) I have a batch script I found online that I modified to that can combine most any .cue set into CHDs. I will update this post with the files once I track it down.
EDIT: See attached. You should be able to run this within your ROM directory. Compared to the source version below, I had added a prep step to rename the .cue or .gdi to match the subfolder it resides in. This is so the name of the CHD that is subsequently created matches the folder, not the .cue or .gdi since some .cue or .gdi do not necessarily match their content names by default. The resulting CHDs is all you will need afterward. Depending on the game, you can might > 2X compression ratio (or less than half the size of the original files) which is really helpful in saving space if you are doing romset collect-a-thons.
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On 3/25/2021 at 12:15 PM, tribe fan said:
Interesting. I’ll have to do some research. This might sound very remedial, but can any third party controller be recognized as xinput? And if you do that, Moonlight controls should work straight out of the box?
One word of clarification. Moonlight uses XInput already so it works as along as you set up everything as XInput. Yes, if you set up x360ce in combination with White Knight, any DirectInput controller can be used as an XInput one. In fact, you can combine or join multiple controllers into one virtual controller as I explained above including wireless and Bluetooth ones. x360ce, in its latest releases, uses ViGEmBus so you no longer use DLLs but instead run the application and the virtual controllers are seen system wide. White Knight, though, is necessary again to eliminate the duplicate DirectInput button presses so only the XInput buttons presses are seen by other applications. A word of caution: don't use x360ce's HidGuardian implementation because it still has bugs needing to be worked out and doesn't work reliably.
On 3/25/2021 at 12:15 PM, tribe fan said:And in the case of Dolphin, do you just use profiles for each game instead of using a genuine Wiimote with something like the dolphinbar?
So Wii is actually the one console I have not gotten fully figured out yet for my setup and this as far as the Wiimote is concerned. I have a Wiimote but I have not gotten around to those details yet but will eventually. For Wii games that support GameCube controllers, though, I just use my XInput controls that are already set up for GameCube for those Wii games. That currently is the extent of my Dolphin setup.
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50 minutes ago, tribe fan said:
I’ve been messing around with Moonlight a bit and have been really impressed. How do you handle controller inputs on the guest device with Big Box and each emulator? Do you have bind them again using the guest device’s controller? If that’s the case wouldn’t you need separate Launchbox builds to support each guest device’s controller?
In my case, I use XInput all around. I have my emulators (RetroArch, Dolphin, Cemu, Xenia) set up to use XInput, so I can switch interchangeably pretty easy since it is XInput no matter what and they are see them as Xbox controllers either way. I also set up x360ce (version 4.17.15.0) to convert DirectInput into XInput to merge/combine/overlap my physical cabinet controls and wireless gamepads. That is to say, I can use either my cabinet's pushbuttons and joysticks or turn on my wireless gamepads and play with them, or even use all at the same time interchangeably! I then hide their actual physical DirectInput from everything else but x360ce using White Knight to prevent ghost duplicate inputs from the DirectInput sources.
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On 1/29/2021 at 10:56 AM, tribe fan said:
Has anyone tried streaming Big Box using any of these methods? If so, how was your experience?
I've used GeForce Experience with Moonlight and it is one of the finest options because it was lag free and butter smooth and supports custom resolutions matching your device. You can set that up to stream across the internet through your router as well.
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Node.js Virtual Gamepads
View File
GitHub link:
https://github.com/hifihedgehog/node-virtual-gamepads
Ever have friends over and was shy in the controller department? Have them connect to your local Wi-Fi network and access this handy dandy application! This Node.js application instantly transforms any smartphone, tablet, or other Internet browsing touchscreen device into a full-fledged gamepad controller simply by reaching a local web address. I stumbled on this neat little Node.js application on GitHub. (Credit goes to egemenertugrul and jehervy on GitHub for authoring this marvelous application.) Wanting to kick this killer app up a notch, I immediately went to task integrating some bits from the upstream Linux version into egemenertugrul's Windows branch in my own fork. As a result, I bumped up the maximum number of connected virtual controllers from 4 to 10. Eight-way Super Smash Bros. FTW!
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Submitter
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Submitted03/22/2021
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Category
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Download link:
Ever have friends over and was shy in the controller department? Have them connect to your local Wi-Fi network and access this handy dandy application! This Node.js application instantly transforms any smartphone, tablet, or other Internet browsing touchscreen device into a full-fledged gamepad controller simply by reaching a local web address. I stumbled on this neat little Node.js application on GitHub. (Credit goes to egemenertugrul and jehervy on GitHub for authoring this marvelous application.) Wanting to kick this killer app up a notch, I immediately went to task integrating some bits from the upstream Linux version into egemenertugrul's Windows branch in my own fork. As a result, I bumped up the maximum number of connected virtual controllers from 4 to 10. Eight-way Super Smash Bros. FTW!
11.13 Beta Testing
in Beta Testing
Posted · Edited by Hifihedgehog
I would also like to report that I get the same error rate as @ferretlegshad indicated on the order of 1% for a scraping session over 10,000 media items. I will add too that the error rate seems to be worse as the processing power gets less and less on the hardware. I have a Ryzen 9 5950X semi-dedicated arcade system that seems to get the least errors, followed by Surface Pro 7+ which gets a bit more, and finally my thin client portable arcade system (an HP T640, a passively cooled dual-core Ryzen R1505G mini PC) which gets the worst level of errors. Bear in mind that all these devices have a top-of-the-line Intel AX200 or AX201 wireless AX Wi-Fi cards and are connected to blazing fast 1.2 Gbps Comcast cable internet. The error rate was so bad on the T640 (on the order of greater than 90% for EmuMovies) that I tried everything to remedy the failed downloads. I tried using a VPN thinking it was an ISP issue (interestingly, though, the issue was nowhere as profound on the other two, higher powered devices) and I even tweaked resource allocation in Process Lasso to give LaunchBox and the browser subprocesses higher process and I/O priority.
I got so frustrated that I finally tried the latest 11.13 beta and that finally seems to have mostly fixed the downloading issue on the T640. The caveat here is that I still get a small error rate, on the order of less than 10 errors for 10,000+ media items. My current scraping session is visible below. I am almost 2,000 media items in and only two errors have occurred so far. Contrast that with before loading the beta on the T640 where I was getting an error rate of >90%, where maybe a couple hundred media items would download and then all of the remaining items would fail repeatedly afterwards. I am glad to report that this latest beta seems to be the fix to this recent issue that popped up in the last few releases. Thanks for continuing to make me a proud and happy LaunchBox user with your ongoing support and amazing upgrades to this excellent piece of software. This is the best arcade software bar none!