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skizzosjt

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Everything posted by skizzosjt

  1. There is no auto import process for native PC games that were not purchased through a storefront. If they are storefront bought games like Steam, Epic, Ubisoft Connect and so on, then you can follow the instructions on linking those accounts to auto-import those games.
  2. THOTD4 is basically the only reason I have TP. I otherwise find TP's operation annoying. I've never even heard of JConfig (I had to google it lol!) so thanks for bringing that up! I'm going to look into that as an alternative for sure!
  3. I'm kinda just rambling and thinking out loud in the linked post below but I share everything so should at least give you an idea of how to implement something for yourself. I sure didn't use that wrapper, it was garbage when I tried it! I did not want a bunch of random text files with just a single game name in them. Pretty dumb in my opinion. So I have a single file which can have different games on each line. Script will parse through the file looking for the game/emulator window title or executable (hint you should be using executable for a emulator!) Pic of the WindowCast file for ex below. You def do not need to do it like this, but thought I'd point out that is sort of "above and beyond" what you likely need to implement. I did this bc my main use is more on native PC games.
  4. "disable controls" is expected for keys assigned as a hotkey. the "1" key will no longer function unless you use the tilde (~). using a tilde will allow "1" to function as normal. since it's a combo hotkey, this doesn't impact "5" regardless if the tilde is there or not. The keyboard modifier ($) is def not useful in this situation. It's meant for making send commands not trigger a hotkey I'm sure the script works fine, since it works fine for me. The problem is it seems you have no idea what you are actually closing. TP's GUI is its own window. It still launches this GUI even when games are launched via command line. So when you run a line like Process, Close, TeknoParrotUI.exe literally the only thing you are doing is closing this window, for ex.... The "game" window is still going to continue running. What I have circled in red is normally hidden behind the game window. I put it on top just for reference This means the script is not appropriate because the thought process on how to close TP is off. What you should do instead is make the hotkey trigger the intended exit key, in this case, escape. For ex ~1 & 5:: Send {Escape} This works as intended when I test it. correct it is another executable, ie "teknoparrotui.exe" vs "<game-specific-exe>.exe" since teknoparrotui.exe technically.....normally.....stays open for the duration of the game being ran said script should work from the Running Script field. but for what it's worth, I only tested with a stand alone script (same thing as using an additional app setup) since I use a script to launch various TP games
  5. it's theme specific. use a theme that uses and displays the field or customize one to your liking. Coverbox comes to mind, so does Colorful, maybe only at platform level by default though. browse the themes download section and check them out to find one you like. this is a relatively common field
  6. oof, apparently I got lucky then because I didn't even know about the other createdvd option when I did my conversion lol. I have not run into any issues with the handful of games I have I try searching now to see if there is some compiled list of CD vs DVD games, this looks promising. but, this seems like a giant hassle for sorting/organizing/segregating the ISOs prior to doing the conversion. I'm not sure of a good way of doing that. Maybe some scripting. And I bet someone could find a better list if they search longer than like the whopping 5 mins I just did https://www.epforums.org/showthread.php?80757-List-of-CD-and-DVD9-games-for-the-Playstation-2-PS2
  7. I converted my PS2 library, about 50 games, from ISO to CHD using "createcd" no complaints from me. I would assume would work for going from .gz format but idk for sure
  8. well, now you're moving the goal posts you can use hotkeys to start/stop the overlay, and to kill the script. for ex....F1 to display bezel. End to remove bezel. You can use those back and forth to your hearts content. Escape removes bezel and terminates script. Script terminates on frontend exit. customize to your liking with the sFile variable assignment and if you want to use different hotkeys then change them too. ;F1 hotkey to add bezel F1:: #include gdip.ahk If !pToken := Gdip_Startup() { MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system ExitApp } Gui, 1: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +hwndHWND +alwaysontop Gui, 1: Show, NA , Bezel sFile := "Andro Dunos II Bezel.png" pBitmap := Gdip_CreateBitmapFromFile(sFile) Gdip_GetImageDimensions(pBitmap,w,h) hbm := CreateDIBSection(w,h) hdc := CreateCompatibleDC() obm := SelectObject(hdc, hbm) pGraphics := Gdip_GraphicsFromHDC(hdc) TransValue := 0 SetTitleMatchMode, 2 WinTitle := "ahk_exe BigBox.exe" WinWait, %WinTitle% Sleep, 5500 ;13500 Gdip_DrawImage(pGraphics, pBitmap, 0,0,w,h) UpdateLayeredWindow(HWND, hdc, (A_ScreenWidth-w) // 2, (A_ScreenHeight-h) // 2, w, h, TransValue) Gdip_DisposeImage(pBitmap) DetectHiddenWindows, On SetTitleMatchMode, 2 WinSet, AlwaysOnTop, On, Bezel Loop { UpdateLayeredWindow(HWND, hdc, (A_ScreenWidth-w) // 2, (A_ScreenHeight-h) // 2, w, h, TransValue) If (TransValue < 220) TransValue := TransValue + 2.5 Else If (TransValue >= 220) TransValue := TransValue + 1 If (TransValue >= 255) Break } WinWait, %WinTitle% WinWaitClose, %WinTitle% Goto, ExitScript ;End hotkey to remove bezel, but keep script running End:: TransValue := 255 Loop { UpdateLayeredWindow(HWND, hdc, (A_ScreenWidth-w) // 2, (A_ScreenHeight-h) // 2, w, h, TransValue) If (TransValue > 25) TransValue := TransValue - 20 Else If (TransValue <= 25) TransValue := TransValue - 1 If (TransValue <= 0) Break } SelectObject(hdc, obm) DeleteObject(hbm) DeleteDC(hdc) Gdip_DeleteGraphics(pGraphics) Gdip_Shutdown(pToken) Return ;Escape hotkey to remove bezel, and terminate script Esc:: ExitScript: TransValue := 255 Loop { UpdateLayeredWindow(HWND, hdc, (A_ScreenWidth-w) // 2, (A_ScreenHeight-h) // 2, w, h, TransValue) If (TransValue > 25) TransValue := TransValue - 20 Else If (TransValue <= 25) TransValue := TransValue - 1 If (TransValue <= 0) Break } SelectObject(hdc, obm) DeleteObject(hbm) DeleteDC(hdc) Gdip_DeleteGraphics(pGraphics) Gdip_Shutdown(pToken) ExitApp no it runs at boot of the frontend. use a hotkey to toggle it as needed. setting up by game specific doesn't make sense for your goal, not to mention more difficult to configure/manage. what if you want to use the light gun right when you boot into Big Box? if it only appeared after launching/exiting a game, you would lose that ability to use it first thing. use hotkeys for toggling instead allows a user to choose when they want this bezel displayed, and if needed, terminate the script all together.
  9. In the Startup Applications tab. in the "Start With?" column, select "Big Box Only" I use this script to put a bezel over some native Windows games that are in 4:3 aspect ratio. In particular, this one was for Andro Dunos II. change the "sFile" variable assignment to the image you want used and unless you give appropriate paths or set a working directory it will need to be in same folder as the script. I just tested it, and it goes over Big Box just fine. Sloppy, and other stuff going on that you likely don't need or care about. But......it works! So, customize what you need to from here. #include gdip.ahk If !pToken := Gdip_Startup() { MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system ExitApp } Gui, 1: -Caption +E0x80000 +LastFound +OwnDialogs +Owner +hwndHWND +alwaysontop Gui, 1: Show, NA , Bezel sFile := "Andro Dunos II Bezel.png" pBitmap := Gdip_CreateBitmapFromFile(sFile) Gdip_GetImageDimensions(pBitmap,w,h) hbm := CreateDIBSection(w,h) hdc := CreateCompatibleDC() obm := SelectObject(hdc, hbm) pGraphics := Gdip_GraphicsFromHDC(hdc) TransValue := 0 SetTitleMatchMode, 2 WinTitle := "ahk_exe BigBox.exe" WinWait, %WinTitle% Sleep, 5500 ;13500 Gdip_DrawImage(pGraphics, pBitmap, 0,0,w,h) UpdateLayeredWindow(HWND, hdc, (A_ScreenWidth-w) // 2, (A_ScreenHeight-h) // 2, w, h, TransValue) Gdip_DisposeImage(pBitmap) DetectHiddenWindows, On SetTitleMatchMode, 2 WinSet, AlwaysOnTop, On, Bezel Loop { UpdateLayeredWindow(HWND, hdc, (A_ScreenWidth-w) // 2, (A_ScreenHeight-h) // 2, w, h, TransValue) If (TransValue < 220) TransValue := TransValue + 2.5 Else If (TransValue >= 220) TransValue := TransValue + 1 If (TransValue >= 255) Break } WinWait, %WinTitle% WinWaitClose, %WinTitle% Goto, Close Esc:: Close: TransValue := 255 Loop { UpdateLayeredWindow(HWND, hdc, (A_ScreenWidth-w) // 2, (A_ScreenHeight-h) // 2, w, h, TransValue) If (TransValue > 25) TransValue := TransValue - 20 Else If (TransValue <= 25) TransValue := TransValue - 1 If (TransValue <= 0) Break } SelectObject(hdc, obm) DeleteObject(hbm) DeleteDC(hdc) Gdip_DeleteGraphics(pGraphics) Gdip_Shutdown(pToken) ExitApp You NEED the Gdip library for said script to work. Must be in same directory as the main script unless you change the include path in the main script. Save this as gdip.ahk or whatever you save it as, make sure the file name and path (if needed) matches the include line (line #1) in the main script
  10. lol sorry not needed! I'm sorry now lol. that's not what I meant to imply! wanted to make sure it was understood that the original post was really user error, but your post was about the feature not really working as expected and could be considered a bug looking at it from the angle of not considering it could be a fail safe. You scratching your head about this proves it could use some clarification in the program. Not everyone will interpret it the same and can be frustrating when interpreted different than the devs intended. I agree a tool tip or some notification method to communicate to users that there is a built in timeout would be helpful! So in the end, your post was more appropriate for the thread title than the original posters post
  11. I too have noticed this, but I didn't think of it as a bug. I assumed it is a fail safe. If said additional app gets hung up for one reason or another, the game will never launch and stay stuck in that status until further user intervention. The current implementation at least lets the game start booting if additional app took longer than 30 secs to do its thing. The workaround is scripting. If your additional app needs to be doing stuff for 30+ secs before booting the game, then the game itself will need to be launched from the script too. So, essentially no additional app would be needed. And instead, the single script will need to be the ROM/application path for the entry. Said script will need to launch whatever was your additional app, use some wait or sleep commands, or some equivalent, and then run the game. I think what you are speaking about is unrelated to the original post despite the title suggesting it does. The OP simply did not configure their approach appropriately, their script wasn't doing what they thought it was. You on the other hand did configure your approach appropriately, but due to the fail safe implemented as it currently is, doesn't actually execute as you would have thought it should. I'd say it's a legit complaint to bring up to the dev team. There appears to be a timeout on "Wait for Exit" though. I interpret this as they do not want the timeout to occur. Sbaby did use this checkbox. I noticed this myself a few months ago when I added an additional app script with some bogus code (mistakes on my end). The script didn't run as intended, staying open indefinitely, but the game launches about 30 secs later regardless of the script actually exiting. Script was still running and game would be considered to have launched prematurely if we take "Wait for Exit" at a literal face value.
  12. it's a known issue, it's not theme specific, and VLC vs WMP is not a factor here either. unknown factors at play here for an otherwise intermittent issue. impacts any video, not just game videos. my experience is seeing the issue in Big Box, but I don't have videos play in LaunchBox (so never seen the issue there) and some users have problems there too I know dev team is aware and have looked into it, but I don't think a good grasp is understood on the root cause and/or resolution to clarify it is not it creates a black screen, it is the video is a black screen. if your entire screen is black it is because the video file is fullscreen. the audio for the video will still play, it's the actual video displaying that messes up. here is one thread I find for reference. there are others in Big Box I find it is possible to make the issue happen on demand depending on when you enter/exit an area. ie going from Category to platform or vise versa. If there are transition animations being used, they might be lending to the issue too. Don't quote me on that though, it's been quite a while since I deep dove into troubleshooting this. Would have been one of the 12.X betas when it got discussed a bit with the team. That's why I know they are aware but I don't recall any obvious solutions/workarounds
  13. user uses directory path "ABC" for some path or paths regarding one or more platform but then they changed that path within Windows, so it would now be "XYZ" LB is still looking for directory "ABC" and will crash when you try to do something that uses this "ABC" path still, like editing a platform because "ABC" no longer exists (refer to last point, it was changed to "XYZ") I have same issue due to using external disks. If I forget to connect one of them and I try to edit a platform that uses paths to an external disk that isn't connected the program will crash. I keep TV shows and movies on a disk given drive letter M: .....for example "M:\TV Shows\" is listed as the "Games" directory for my "TV Shows" platform, if it cannot be found due to the disk not being connected when I try to edit the TV Shows platform...boom....crash! The way I try to get around this is to change this "Games" directory for this platform to some relative path such as \LaunchBox. This way the crash will not happen if I forgot to connect the disk prior to making some edit. Problem is anytime I import new content the Games directory automatically updates to the directory where I imported those files from....which is going to be the external disk. So, I have to remember to change this path after anytime I import new files for this platform from that disk. The issue is silly. I get an error should pop up, but the program shouldn't have to crash. The program should instead fail "gracefully" with a standard error prompt stating the directory could not be found and the edit could not be saved as a result. Though, this suggestion would only fix the crashing. Users would still be stuck having to edit the non-existent path to a path that actually exists through the relevant XML file(s). So, going one step further, when said error appears it would need to prompt users "Would you like to update the path?" and then we can select Y/N depending on if we wanted to update it or not. If yes, then we can select the new path and problem solved! If no, problem continues but there could be some reason a user does not want to update the path so I think giving the option would still be important. Back to your question though. Since the OP apparently could not (or just didn't want to) change their "XYZ" path back to "ABC" within Windows they would consistently crash in LB. So, since they cannot get to the proper window to edit this within LB, the only way to edit this would be through the actual data file, which for their issue the path(s) were in /Data/platforms.xml and /Data/Platforms/ (specific_system_name).xml so you folks need to change or create the path(s) in Windows to what LB is expecting, or edit the path(s) to what LB is looking for manually through the XML file(s) that means you have the issue on multiple platforms. so, keep editing them until they are all fixed!
  14. The one liner here is closing the active window when the Escape key is pressed. The script you have doesn't do what you think it does, the Guide button and Start button are not being told to do anything here. But, there is a much simpler way built right into the frontend! You should instead be doing this through LaunchBox. Go into Tools > Options > Game Controllers > Mappings and simply change the hotkey to what you want. In this case you want the Guide button and Start button (mine is showing the View button and Start button) In LaunchBox it will be called "Exit Game"
  15. Hi there! If the GUI never shows up, it is not finishing a specific startup task. Can you please open a CMD Prompt window and then run this line? winget install jqlang.jq this is a Windows package utilized by the script to "pretty print" JSON responses in a human readable format rather than one giant string blob. the GUI waits to be shown until this package is first checked and downloaded if not already present on your system. your system must be getting hung up here on not being able to download it then. The response you should get should look like this. If you are getting something else, please post that and maybe we try and find a solution!
  16. I don't actually employ this tactic. I just knew it was possible, so provided the answer. In my opinion this only makes sense for a DRM free game, which likely means something old, or maybe a more modern game from GOG could fit the bill. I provided an example using a game from 1998. It's a few GB's in size (maybe less! cannot recall off the top of my head) and would take less time than the frontend's startup screen to unpack it! Meaning, if this method were used optimally a user would have no idea this is how things are being handled under the hood. The amount of space being saved is likely not going to matter much unless you have quite a collection of games that fit this niche use case. Slower is factually correct because even if it's only 1.5 secs long to unpack it, that is longer than not unpacking it. I could not make any argument that it is not slower, but most use cases the extra time will not be meaningful. It would be silly to use this for some monster 100GB+ game for ex. Making clutter though.....meh.....that's a stretch. Consider LB does this with emulators that need ROM files unpacked, and also creates temp AHK files anytime a script is ran that was inputted to a field in LB (like the "Running Script" field). I wouldn't consider that clutter. Users aren't going to care if something is created/deleted for temp use, you gotta go outta your way to find these things. Though LB does this for more operational/functional reasons rather than saving disk space
  17. the software is not the bottleneck, any third party program claiming they can magically increase transfer speeds is literally a scam/lies. stay away from any company pushing that BS! HDD is likely not going to be getting over 125 MB/s which is not impressive by today's standards when considering NVMe's and the like I've backed up 8TB HDD's over USB before and it does not take 9-10 days so you must have a horribly slow disk or something else is creating the bottleneck. Even USB 2.0 exceeds the speeds of any HDD. USB 2.0 max is 480 MB/s. So, the protocol is not the bottleneck either. RPM of a disk shouldn't impact much in this regard, ie difference of a 5400 vs 7200 RPM HDD isn't going to make a meaningful difference in transfer speeds Consider this, and this aligns with my experience. This should take less than 1 day. Any calculator could determine this, for ex Look at how slow your disk would need to be to predict 9 days of time! 10 MB/s !!!! lol if your disk is this slow it's about to die or has something failing about it. I'd like to think your disk is getting better speeds than 10 MB/s because that is how slow it would need to go in order for this to take 9 days! 222 hours / 24 hours = 9.25 days! USB 2.0 is fine until you get into talking about NVMe drives. Yes, technically, a decent 2.5" SSD could exceed USB 2.0 max rate of 480 MB/s (maybe getting up to around 550 MB/s) but it wouldn't be a huge blow to performance. So, point being here going to USB 3.0 would not be helpful. With the little info shared, I have to assume you are using slow hardware, a spinning platter HDD and though excellent for backups, they are nowhere near the speeds of various SSD's. But your speeds are still a fraction of what they should be! A quick test would be you should connect this HDD via SATAIII (assuming it has SATAIII connection) and see if there is a meaningful improvement. Maybe your USB port/hub is messed up. Also, any chance you are doing multiple things over that USB hub simultaneously? Just because your motherboard has, say, 4 USB 2.0 ports doesn't mean they all have a separate controller. They are normally going to the same controller, making those 4 ports essentially a hub. Meaning if you are doing other stuff at the same time over those USB 2.0 ports these other tasks could be hogging all the bandwidth and forcing this disk transfer to run at a snail's pace
  18. Here is a working example doing what I describe in my previous post RunWait, 7z.exe x "E:\PC Games\Commandos\Commandos - Behind Enemy Lines.7z" -o"E:\PC Games\Commandos\Temp", C:\Program Files\7-Zip, Hide Run, commandos.exe, E:\PC Games\Commandos\Temp\Commandos - Behind Enemy Lines WinWait, ahk_exe commandos.exe WinWaitClose, ahk_exe commandos.exe FileRemoveDir, E:\PC Games\Commandos\Temp, 1
  19. I would use additional applications for launching the Sinden software and enable checkbox for Run Before Main Application. This is just an example. Script will need to run the Sinden software, wait for Retoarch to exist, then not exist, at that point it will close the Sinden Software Run, X:\path\to\sinden\software\sinden.exe WinWait, ahk_exe retroarch.exe WinWaitClose, ahk_exe retroarch.exe WinClose, ahk_exe sinden.exe If it stays open I would change the WinClose line to this Process, Close, sinden.exe
  20. I think you obtained some funny NES ROM set because they should not be combined into a single archive file like that. it's going to run the first file found in the archive. If it were me, I would deal with this by unpacking all of those archives, then import the actual ROM files that were unpacked. You will essentially be reimporting your NES library because the way you got it setup now is not ideal
  21. In LaunchBox, highlight the game, and right click it and click on Edit Go to Additional Applications, this is also were additional versions are Then change which version is the default by highlighting that line and using the Default button
  22. there is no auto import process for native PC games if they are not part of some storefront like Steam, Epic, Uplay, etc. so you need to manually import them if that is the case. use the standard import wizard for this
  23. this is STEAM'S on screen keyboard. the Game Bar doesn't come into play here. this should by default get triggered by holding down the Guide button then pushing the View button, or by holding down the Guide button and then pushing the X button. You must have stuff remapped in a funny way because Start and the triggers have nothing to do with this. It is part of the "Guide Button Chords" system of Steam. Press the B button to hide the on screen keyboard edit: another workaround is to not have Steam running. if Steam isn't running, their on screen keyboard can't pop up!
  24. for the video I use "update once selected" radio bubble and have a visibility condition that it is hidden unless the file exists. additionally I use animations to reduce opacity during selection, and return it to opaque once selected. I just tested a theory and if I remove the opacity animation setting that is making it 100% transparent (aka 0% opacity per CTC's slider parameter) during selection, it will now play sound during selection. so I would def make sure you use animations for 0% opacity during selection, and then 100% opacity once selected for the "s" in games I would change it to something else like different font, size, color, etc, publish, and see what happens. do the changes actually go through? if not, then something is messed up. worse case scenario would be you can delete that element and recreate it. make sure font type and size matches the other bits of text boxes. also, font looks messed up all together in the bottom example. none of the font matches or is correct to top example. So another thought is you might not have the right font files installed. so make sure whatever font is being used in CTC, you have installed on your PC. you can include the font files within the theme's folder structure too. you can download all the Roboto family fonts for free if you don't have them, I think that was the majority if not all fonts.
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