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About TFoster

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    4-Bit Adder
  1. Perfect, I've played around and can get the marquee image wherever I need it at whatever size required. Thanks again!
  2. One other quick question, when I adjust the Border, Margin, & Padding values in the xaml files they only add black bars on the top and two sides. Am I missing another value that I need to adjust to maintain the image center in the visible marquee space? Not a big deal now but when I transfer this system from my mock-up to the finished cabinet I may have a physical bezel around the marquee monitor that I need to account for. It would be nice to know my limitations before I start cutting plywood. Thanks again for the help!
  3. After playing with the Stretch options it looks like I'm actually using 1/2 of my screen for the marquee. I was able to (on a hunch) reduce the number of <RowDefinition Hieght="*" /> lines in the code from three to two (.33 to .50) order to stretch to the exact height of my monitor (.50). Thanks again, this is now PERFECT! Just curious, what if I needed to make very small adjustments in size? Would I then change the value of <ColumnDefinition Width = "1" /> and play with the ratios from there?
  4. It works perfectly, thank you very much. As you can see the two marquess match and look great. I ended up using the GameMarqueeView.xaml as a template to modify my PlatformMarqueeView.xaml file to fix that as well. Kudos! I'll play with the stretch options and marquee image size / resolution to get the best overall result.
  5. Wonderful, thanks for the quick reply! I'll let you know how it works!
  6. Hi I have a question I'm hoping is an easy fix. I have an arcade cabinet with physical digital marquee and I need to have the image on that marquee draw from a different folder location than the image of the marquee on the animated arcade cabinet in the theme. My physical marquee is a full size 32" 1080p monitor but only the top third of the screen is visible. I simply create custom marquee files with black space where my monitor is buried in the cabinet. If these files are used for the animated cabinet the stretch feature distorts the image. Any help would be appreciated, I love this theme and think with a little tweaking it will be perfect for my cab.
  7. Hi all, this might be a bit tough to understand because I'm relatively new to almost every part of Mame arcade building and have a lofty goal. I'm about a year and a half into building a coin-op arcade Mame machine with a "Back to the Future" theme. The cabinet is meant to replicate the DeLorean time machine from the movies. The goal is to have a startup sequence unique to each rom that incorporates mp3 sound bytes from the movie (i.e. the time travel sound effect, movie quotes, etc.) that are also integrated with my ledwiz cards to run pre-programmed light sequences prior to the start of the roms. I've built a Mr. Fusion from 3D printed parts and an actual Krupps coffee bean grinder from 1978 (from Belgium of all places) and am in the process of building the "time circuits" from the inside of the vehicle. I've added white, orange and RGB led's to give the effect that Mr. Fusion is "powering up" or "malfunctioning". I've also written working auto hot key scripts that launch custom .wav or .mp3 files on a rom by rom basis prior to launching Mame. I see that I can point my target in launchbox to an AHK script in lieu of the default rom path but so far the AHK scripts don't function when launched from LaunchBox. My questions are this: Am I on the right track and can this be accomplished through several layers of "work around" antics or is this impossible? Maybe there is a cleaner way to integrate these systems in LaunchBox? Any insight would be appreciated.
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