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skizzosjt

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Everything posted by skizzosjt

  1. the startup/shutdown screens are triggered by the main launching app existing and then not existing. so if a mod launcher boots up first to boot this game with said mods, and then the launcher closes then the game over screen is going to get triggered prematurely at that point. you just need to rethink your approach on how to launch it because you misunderstand how the startup and shutdown screens work. So scripting will fix this issue. In the below script insert in the full path to the 7th Heaven Launcher, and also make sure to change "FFVII.exe" to whatever the game exe file actually is if it's something different. Paste this below script into a text file and save it as something like "7thHeavenLaunchScript.ahk" Run, "D:\Full\Path\to\Launcher\7th Heaven.exe" /LAUNCH /QUIT WinWait, ahk_exe FFVII.exe WinWaitClose, ahk_exe FFVII.exe The script does this: Runs the mod launcher as normal so everything from there goes as business as usual WinWait says "Wait for this window to exist" WinWaitClose says "Wait for this window to close" and then script terminates when that window closes. If the script is used as the main exe the Shutdown screen gets triggered at the appropriate point in time, at game exit, which is due to the script terminates at game exit. So in the game entry, you need the application path to point to the copy of AHK that is included with LB, which is in ThirdParty\AutoHotkey. In the command line parameters you need to insert the full path to the script and make sure to use quotes around it
  2. Hi Neo, I just explained this on page 56 so please go read those two posts. Make sure you read this new post here in it's entirety too. Also the two "underneath" buttons are duplicates of whatever you program them to be via the controller's program button which is also on the underside. These buttons on the bottom of the controller only are detected by any program or game if you assigned them a button, so if you never programmed them, it makes sense why no program or game detects them. They have exact same controller I do and the key issue there is due to it being an Xbox One model. But I'd bet also lending to the issue as a whole is same thing you and I mention about Joy (controller) number. I played around with an example of how to use Xbox One or Xbox Series X controller specific hotkeys, or detecting any controller input from these models without use of xinput library. Since you need an active window for GetKeyState to capture those inputs correctly, I thought maybe I make a little menu to select a few things. This is just a proof of concept script, as it does nothing practical other than demonstrate this. Recently found triple click hotkey examples, so thought I'd show an example of that here too. This one you would need to triple click on the Guide button to bring up a window. Now that a window from the script is in focus, controller specific hotkeys and GetKeyState will work for even Xbox One and Series X controllers. These two examples just will have soundbeep activate when the buttons are detected vk07:: ;Xbox Guide button SetTimer, TripleClickDetect, -200 ;run timer only once after 200ms passes due to negative symbol GuideClickCount++ If (GuideClickCount = 3) { Gui, Main:New, , HTPC Menu Gui, Main:Show, w500 h500 Goto, CheckControllerState } Return TripleClickDetect: ;this will clear the click count variable GuideClickCount := ;creating a 200ms window to detect 3 clicks Return MainGuiClose: ExitApp CheckControllerState: SetTimer, ControllerInputCheck, 16 ;timer will consistently start in 16ms intervals ControllerInputCheck: Return 2Joy6:: ;"2nd controller's Right Bumper" per Windows/AHK If (GetKeyState("2Joy5")) ;"2nd controller's Left Bumper" per Windows/AHK SoundBeep This one the difference from script above is just removing the Return after the ControllerInputCheck timer. So this works more like a normal controller state checking script rather than a hotkey. Changed the controller button used too for sake of example vk07:: ;Xbox Guide button SetTimer, TripleClickDetect, -200 ;run timer only once after 200ms passes due to negative symbol GuideClickCount++ If (GuideClickCount = 3) { Gui, Main:New, , HTPC Menu Gui, Main:Show, w500 h500 Goto, CheckControllerState } Return TripleClickDetect: ;this will clear the click count variable GuideClickCount := ;creating a 200ms window to detect 3 clicks Return MainGuiClose: ExitApp CheckControllerState: SetTimer, ControllerInputCheck, 16 ;timer will consistently start in 16ms intervals ControllerInputCheck: If (GetKeyState("2Joy1")) ;"2nd controller's A button" per Windows/AHK SoundBeep Users with Xbox One and Series X model controllers will notice the script stops detecting controller input as soon as a script window no longer has focus. Once back in focus, it works again. Unlike Xbox 360 controllers that can still have controller specific hotkeys and GetKeyState work even when a script window is not in focus. And here is more specific example of having an interface to use with a controller. Get the GUI to show by triple clicking the Guide button. Then what you can do here is use left/right on the D-Pad to select between the two buttons. You can open an instance of Notepad, or exit the script. Use the "A" button on your controller to select either of them. Note you need to be more specific with your If/Else logic like I did or else you will get "turbo fire" going on.....or you need to really reduce the timer interval/frequency but then that creates input lag. Which may be fine for some silly example like this but actual gaming use you obviously don't want more lag due to needing more X ms before detection. Without being more specific with If/Else logic, when you use the controller to open notepad several instances of notepad will open because maybe you hold the button down for 120ms but it checks every 16ms so there would be multiple fires of the send command. This same method works for using xinput library too. When I have more time I will show what I made a while ago with help from JoeViking since I think that will be helpful to community for understanding vk07:: ;Xbox Guide button SetTimer, TripleClickDetect, -200 ;run timer only once after 200ms passes due to negative symbol GuideClickCount++ If (GuideClickCount = 3) { Gui, Main:New, , HTPC Menu Gui, Main:Show, w500 h500 Gui, Main:Add, Button, x25 y25 w70 gRunNotepad, Launch Notepad Gui, Main:Add, Button, x400 y25 w70 gMainGuiClose, Exit Script Goto, CheckControllerState } Return TripleClickDetect: ;this will clear the click count variable GuideClickCount := ;creating a 200ms window to detect 3 clicks Return MainGuiClose: ExitApp RunNotepad: Run, Notepad Return CheckControllerState: SetTimer, ControllerInputCheck, 16 ;timer will consistently start in 16ms intervals ControllerInputCheck: ;Joy #, button #, POV #, per AHK's Official Controller Test Script If (GetKeyState("2Joy1")) { ;2nd controller's A button If (A_Btn_Pressed != 1) { A_Btn_Pressed := 1 Send {Enter down} } } Else If (A_Btn_Pressed = 1) { A_Btn_Pressed := 0 Send {Enter up} } If (GetKeyState("2JoyPOV") = 9000) { ;2nd controller's Right D-Pad button If (DPad_Right_Pressed != 1 ) { DPad_Right_Pressed := 1 Send {Right down} } } Else If (DPad_Right_Pressed = 1) { DPad_Right_Pressed := 0 Send {Right up} } If (GetKeyState("2JoyPOV") = 27000) { ;2nd controller's Left D-Pad button If (DPad_Left_Pressed != 1 ) { DPad_Left_Pressed := 1 Send {Left down} } } Else If (DPad_Left_Pressed = 1) { DPad_Left_Pressed := 0 Send {Left up} } Note from AHK's docs seems controllers can have different POV values which is the D-pad. Since I know Neo has same controller as I used in this example I know it will work for them but for others left/right might have different values and you would have to find that out through AHK's Controller Test Script https://www.autohotkey.com/docs/v1/misc/RemapController.htm Note for all these scripts I shared in this post just now. Unless your controller comes up as #2, users need to change the Joy (controller) number accordingly per Windows and therefore AHK's Controller Test Script https://www.autohotkey.com/docs/v1/scripts/index.htm#ControllerTest
  3. I learned some more today about controller enumeration numbers. the device list, and the control panel in Windows means literally nothing for AHK detecting/enumerating controllers. the way things looked in my last post sure made it seem like that, but as I tested the theory, it was proven false. I removed all three existing controllers from my device list. restarted my PC twice. plugged in my wired controller that was previously coming up as #2 and......it's still #2 per AHK scripts! even weirder is I never bothered to check control panel until today and there were even more "previous" controllers in there.....I don't actually own 7 controllers lmao but there were a bunch of greyed out instances of the same controller in there. I went down a rabbit hole of removing all these instances and even doing that didn't change stuff. this same controller, the only one in the device list, the only one in the control panel, the only one plugged into the PC, is still detected as "2Joy" per Windows and therefore AHK. did some forum searching and found this. seems AHK does not forget these assignments due to it's actually how Windows assigns/remembers them. unlike xinput which works more like how us normal humans think. ie if controller "A" is #1 and controller "B" is #2.....if both are unplugged and then "B" is plugged back in it comes back instead as #1. per Windows and therefore AHK it doesn't work like that, it always remembers controller "B" is going to be controller #2 and it will be controller #2 even if it's the only controller plugged into your system and you have no other controllers in device list or control panel https://www.autohotkey.com/board/topic/91621-ahk-detects-ghost-joystick-controllers/ using the shoulder buttons in either sequence, 5 > 6 or 6 > 5 work for me. to be clear, I swapped the numbers around in the script to check both sequences work as long as the script is written as so.
  4. you don't have to do it by game. you could instead go into configure options > general inputs > player X controls and change the setting there on a global scale.
  5. likely "overlays" (what Retroarch calls bezels) were turned off in Retroarch. The frontend should not have an impact on whether bezels show unless your command line arguments are loading up some alternative config file that would otherwise tell overlays to be off. Path to overlay settings in Retroarch are: Settings > On-Screen Display > On-Screen Overlay make sure that the first option Display Overlay is set to ON Hopefully that is all you need to do.
  6. why is the UAC prompt coming up in the first place? that only comes up when an executable is launched with admin privileges so sounds like you have it setup to always launch in admin mode then, so you should def change that! also just because you click yes (or no) it does not remember this like some saved setting, the prompt happens every time any executable is launched with admin privileges and that is expected behavior of the UAC prompt. which is why as frontend users we don't want to run stuff in admin mode if you want clean launches. don't be "that guy" and adjust UAC settings to never come up, it will likely bite you in the rear in the future when some program does something you didn't want it to because it could run with admin privileges unchecked make sure this is not checked that or each TP game you have would possibly have that setting checked. you would have to go to each game's exe and make sure same setting is not checked.
  7. Hi @stevaside that can be normal behavior for using a controller joystick in place of a mouse or light gun (which just mimics a mouse) I think you can make these adjustments in MAME. Fired up T2 and checked it's options, likely you need to have your controller work like the keyboard inputs instead. Notice how those are in the INC and DEC lines (short for increment and decrement, ie like a +/- kinda movement) Try using your keyboard arrow keys and notice how they move to the direction you press but don't bounce back, that sounds like the behavior you want. So I would try mapping your analog stick to those lines And a quick test says this is the way to do it. Take note that the Y-axis is inverted with INC being down and DEC being up they might have slightly different names in other MAME games but they should have the INC/DEC abbreviation at the end. Like Time Crisis was another one I checked I'm not sure off the top of my head how to do that in TP. I'd have to get re-familiar with it be any help
  8. I just came to a eureka moment. I've been going nuts over why it seems everyone but me can use xinput controllers as a hotkey WITHOUT using the xinput library (small exception is any xinput controller can use the Guide button as a hotkey without use of xinput library, it must be called using vk07 as the hotkey). I just realized it seems to keep putting my controllers as higher numbers in the "XJoyY" iteration, with X being joystick (controller) number and Y being the specific button. For ex, I have a single Xbox 360 controller plugged into my PC just now, no other controllers are plugged in and I've done restarts too, and it comes up as controller #3 in AHK's controller test script. https://www.autohotkey.com/docs/v1/scripts/index.htm#ControllerTest so I need to use 3Joy1 if I wanted to have the A button trigger something as an example. I never noticed that little number in the text at top of the script. Just today I realize it's referring to the enumeration order of the controller! Img for reference. Also SUPER important part which I already knew of and THOUGHT was my main issue is this ONLY WORKS WITH AN XBOX 360 CONTROLLER. I normally use a wired Xbox One controller or wireless Xbox Series X controller when playing games. USING Joy1 or 1Joy1 TYPE HOTKEYS WITH XINPUT CONTROLLERS NEWER THAN XBOX 360 WILL NOT WORK. (unless one of the scripts windows is the active window to detect said inputs, but that makes any script useless in any real-world use case scenario). I just never understood why I couldn't get it to work even with my Xbox 360 controllers. Why I struggled with that is because I totally spaced out on the enumeration order until today, had I paid attention to that I wouldn't have been banging my head on the wall wondering why I cannot get xinput controller hotkeys to work on a Xbox 360 controller. I already understood why it doesn't work on my newer controllers, but I felt like I was missing something stupid simple for Xbox 360 controllers, and I obviously did miss something stupid simple lol This is why if you have a Xbox One or Xbox Series X style controller you cannot call a hotkey with JoyY or XJoyY (X being controller number and Y being specific button) and instead need to resort to using the xinput library. If you don't put a number prior to Joy it implies it's the first controller, ie JoyY using previous examples above https://www.autohotkey.com/docs/v1/misc/RemapController.htm I think I know why it enumerates at # 3 now too. Under Bluetooth settings I can see a Xbox One wireless controller is still in the list, and it's #1 when used in AHK scripts. It just say it's "paired" in the device list rather than connected which makes sense, I haven't used that controller on this workstation PC for a long time I must have just left it in device list should I ever want to use it again. That way I wouldn't need to put it through another setup. I know that only takes like 30 secs but that was my thought process for leaving it - this obviously bit me in the rear though lol because I never thought to try 2Joy1 and only ever tried Joy1 or 1Joy1 (DOH!) My wired Xbox One controller (which is what I use when I do play games on this workstation PC) comes up at controller #2 and is also in the list. I just today plugged in the Xbox 360 wired controller, it was first time I plugged that in in a long time and wasn't in the device list so needed to be setup. So it goes to next available number, that being #3. Light bulb goes off at this point 💡 - Img for reference So I reckon people who never had an issue with using xinput buttons as a hotkey are using Xbox 360 controllers and they do not have multiple controllers in their device list. If you have multiple controllers in there, you need to be aware of what the controller number is according to AHK. You can try entering the next higher number until you find it or better yet, use their test script to know exactly what # it is. I've been making use of the xinput library for my newer controllers. Which JoeViking did a great job helping me learn about a while back! If you scan back through this thread you should find those posts...somewhere in this enormous thread Might be an error in that script btw. I think it needs braces or it's going to send esc when the first button is pushed without waiting for the 2nd button. 1Joy10:: If GetKeyState("Joy9") { SendLevel, 1 Send, {Esc} }
  9. I've never used this before but was meaning to check it out. tried it now and it does work....but not very gracefully for my setup. doesn't seem to integrate smoothly with startup and shutdown screens. but it did do it's main intended purpose and that is add an entry into your Steam Library, launch said game and give you options to use any Steam feature, I could pull up the overlay and enable Steam Input ok for ex. It also deleted the entry after I exited the game. It creates a window showing Steam Launcher is running called "SteamLauncherProxy" and said window stole focus too, so I would have to ALT+TAB into the emulator each time I launch a game. So functionally, I'd say the plugin works, thumbs up. Visually/cosmetically, it might break some stuff though or requires non desired user input to continue using it. thumbs down This was like 10mins testing some NES games running through Retroarch so pretty limited scope of testing done on my end.
  10. This works for me, which is exact same syntax. I just don't have dinput controllers to test with. I don't see why it wouldn't work with a controller button? 5:: { if (coin1 = 5) ; Max 5 coins Return coin1++ 5::5 Sleep 750 }
  11. Are you wanting to put TV shows into LaunchBox? When this plugin came out it inspired me to make a tool to scrape TVDB so I can add TV episodes much easier into LaunchBox. It grabs an episode synopsis, release date, etc related info, an episode specific image, and a season specific image for each episode. I haven't shared it on here since I figured it was such an outlier and personal use case, but if you're interested I'd certainly be fine with sharing it. Let me know if it sounds like something you want to use
  12. I didn't mean to imply this has to do with running a potato PC, like a system that genuinely doesn't have the muscle and bottlenecks. that's a whole different story. My systems would be considered high end too so this issue is not related to a traditional bottleneck. I just mean at boot of the OS is doing a lot and is going to eat a lot of CPU usage during that sequence, so in my case making sure to stagger a few things made a noticeable difference. when I got stuff like Steam, Rockstar, Epic, Uplay, Big Box, scripts, HWInfo, FanControl, remappers, etc stuff ALL getting launched at the exact moment UEFI hands it over to the OS that is too much to ask sometimes. (along with all the other background processes being launched by the system) And doing all that at once would sometimes result in the black screen video without audio. I noticed sometimes FanControl wouldn't initialize properly, and AHK scripts sometimes wouldn't have their tray icons display. Reading up on both of them, the suggestions were to delay their launch at boot so literally all I changed was those two apps and Big Box to be launched later after OS boot and it was enough of a change that the issue hasn't occurred since. No idea on what else to suggest. I don't find this issue listed as a bitbucket ticket. If you really want to see it addressed, you should fill out a ticket and get other impacted users to up vote it. Does this impact searching for system stuff, such as "disk management" or "registry editor", or would it only slow down searches for files that are normally indexed? for ex "myScriptFile.ahk" located somewhere on your C: drive?
  13. Hi @Noobi-wan and @JoeViking245 Send commands with AHK are case specific! So this means if you have a script with a send command with a capital letter it will indeed send a capital letter. Though done virtually, it still does that as if you were inputting it yourself physically, meaning one of the shift keys plus the other character being sent, in this case "v" Send, V ;sends capital V which really means shift+v Send, v ;sends lowercase v so just v is sent. no shift key sent on this one Joe and you worked it out. But as soon as I read "Left Shift" in your post, I knew where it went wrong lol so this should at least give you two an explanation on why it was working funny like that initially. Obviously not every program reads stuff the same way, like your Retroarch example, it just doesn't seem to care if an extra key was sent. This also makes sense why you would see a capital V sent into notepad edit: Oh I just re-read that Retroarch part. If you actually set the Retroarch hotkey to a capital V then that also makes total sense why Retroarch worked fine. It was expecting a capital V therefore expects a shift key also and would work as intended.
  14. lol yea these are the little quirks I hate to find when I don't have the actual game or app or whatever someone might be asking about. I figured there is no way a game that clearly has docs stating F goes into fullscreen would be so difficult to manipulate with AHK. In fairness to us, no one knew the window remembered the screen size/position either way, good find Joe!
  15. I've only had this happen when having Big Box launch automatically at boot of OS. It was random. not once has it occurred any other time. I came to the conclusion it was my own fault for having too many things starting at boot of OS. Think about it, you cannot have X number of apps starting up at the same time and they all somehow, magically, get prioritized. There is going to be a hierarchy of process A before B before C and so on. For ex I notice AHK script tray icons will not display due to this same phenomenon. The scripts are running, just tray icon never populated. The solution is to delay them a bit, say like sometimes just 2 seconds, sometimes more like 20 seconds (you're going to need to use Task Scheduler or some script to launch things at specific timed intervals for this). Point being it puts a strain on the system having a gazillion things launching at once. Videos playing are not immune to this. I would get a black screen video. No audio. But could still hit any input to skip through the startup video as normally intended. When I launch Big Box say like 35 seconds after boot into OS instead of immediately or just a few secs after, this issue doesn't happen. Frankly, I think we all are expecting too much. You just need to jump through the hoops and play the game (the game of finding workarounds that is, not the video game lolz). I'd bet if everyone of you just delayed launching Big Box longer after OS boot you would never see this issue again. I have no experience with using Big Box as shell, just not my preference.
  16. If a hotkey is present in a script, the script is considered persistent. In other words, doesn't terminate unless explicitly told to. so if you close the game without hitting escape, the script continues to run. This is as designed. The escape hotkey in the script not only closes the game, but also closes the script with the ExitApp command. So when the game closes by other means the ExitApp line never runs and script goes on until you close it another way (taskbar/tray icon, task manager, etc) It can still be left in, if it's desirable, but change the flow with a goto once the came closes by other means to make sure the ExitApp line executes. #SingleInstance force SetWorkingDir %A_ScriptDir% Run, Z2TAOL_P03.exe WinWaitActive, ahk_exe Z2TAOL_P03.exe Sleep, 1000 Send, f WinWaitClose, ahk_exe Z2TAOL_P03.exe Goto, CloseScript $Esc:: Send, !{F4} CloseScript: ExitApp If they say the script still doesn't work I'm about ready to download this game myself and see wtf is going on. Surely sending a fullscreen key shouldn't be this troublesome. Call me a hater, but I just don't like Zelda II, otherwise I would have already done this to test it out lol
  17. to clarify this a little deeper, the right click function to compile a script will only appear if you have installed the exe version of AHK. meaning you would have already downloaded their installer from their website and installed it like any average program. as in it also shows up in your installed applications list. it is also possible to have AHK in a portable install. this is simply unpacking a zip file to any location you want and it runs like that. this is how the AHK exe works that comes included with LaunchBox. if you do things this way you would not have the right click and compile option available. if you have the portable way setup, you can still compile but need to run Ahk2Exe.exe and in there select the script to compile. Ahk2Exe.exe can be found in the AHK folder that will be unzipped in the Compiler folder Using Ahk2Exe -Select your script -Then select the AHK EXE to use for compiling (I usually use the one selected below) -Click convert
  18. @5thWolf the game would need to have built in commands in order to take advantage of them as a command line parameter. likely they simply don't exist. the script posted by bundangdon would work out just fine. what you need to do is save it as a .ahk fle and have it run as an additional app that launches prior to the game. you should add one more line to make sure it works consistently though. it will need to wait for the window to exist. so you can add a sleep line at the start to wait for X seconds. or use a line to wait for the window to exist. these all achieve the same thing Sleep, 5000 ;waits 5 seconds Send {Alt Down}{Enter}{Alt Up} you can change the sleep time if you need to WinWait, The Legend of Zelda II - Adventures of Link Enhanced Send {Alt Down}{Enter}{Alt Up} waits for window to exist. the title must match exactly so make sure to change it, it is case sensitive WinWait, ahk_exe ZeldaII.exe Send {Alt Down}{Enter}{Alt Up} also waits, but checks for the process (exe) name instead. this is not case sensitive, but it needs to otherwise match the exe name of the game. all 3 would give the same result. so just pick your preference if none of the above work, then I would replace the 2nd line with this. Being more specific with the keys here Send {RAlt Down}{Enter down}{Enter up}{RAlt Up}
  19. Yes exactly that. It doesn't save images and videos or other media or stuff like ROMS etc. only your data folder is what really gets backed up like that. If you have auto backups on there is also a backup made at each boot and exit of the program
  20. This is possible to assign via the controller mapping menu. FYI It will be button 11
  21. I've had a corrupted image file(s) in the past. I had a different experience though. LaunchBox and Big Box would both boot and function (mostly) ok. Big Box was actually perfect. The exception would be once I discovered what exact image files were corrupted (easily spotted in Windows File Explorer since their file size was 0KB) I would navigate to those entries in Big Box and these images simply did not display in Big Box. So perhaps this was my clue on where to look? (when I noticed they didn't display in Big Box) I don't recall how I exactly figured it out. I could have sworn the error message thrown by LaunchBox had the platform name or directory path, something to give me a clue where to look. LaunchBox had a little more of an issue. I could launch LaunchBox and navigate and boot games, edit this and that etc. So seemed to be perfect too for a min.The real issue here was as soon as I clicked onto an entry that had a corrupted image file, say the box front artwork, LaunchBox tries to display that and had a fit and would crash. I think this also was my clue on where to look. ie I can click on all my other entries OK, but this one is repeatedly causing a crash, so something must be wrong with this entries images Just sharing what I did to help figure it out.
  22. An AHK hotkey can do that. All you would need is this one liner below. It works like a toggle hotkey, muting or unmuting your system volume accordingly. You can put this script into your startup applications in LaunchBox and tell it to launch only when Big Box launches. This way the script is always running when you do launch Big Box, and you can then hit your arcade panel button to mute/unmute when you want. Right now, it's using F12 as the hotkey. You can change that hotkey to whatever key or combo of keys you would like to match up with your arcade button or combo of them ;Toggle Mute/Unmute Volume F12::Send {Volume_Mute}
  23. This runs the script as an admin, which results in the UAC prompt popping up. Did you disable UAC down to "Never notify" on your system to get around that? Regardless, that's not necessary to close the emulator. All that is needed in that script is the Esc hotkey (all lines above it should be deleted). The issue seems to be exclusive to using the "close active window" controller binding in Big Box or the "Exit Game" controller binding in LaunchBox. Keyboard input for closing Cemu works the same as it has in the past for both LaunchBox and Big Box.
  24. Spent some time troubleshooting this. I was using Cemu v2.0-39 and LB v13.6. I then updated Cemu to v2.0-61 and notice no difference or any major issues. I could close the emulator fine, from fullscreen, with both keyboard or controller input. I'm thinking, huh, I'm the only one that doesn't have it messed up? However, did notice combos like ALT+F4 didn't work as already mentioned. That was the only difference I noticed I then updated to LB v13.9. Now controller "close active window" input does what everyone has shared. It exits fullscreen and goes into window mode instead. But I can still make use of keyboard input as my escape key hotkey that sends a WinClose command still works for me. So my workaround for closing Cemu with a controller is double click the Xbox guide button and it sends same WinClose command as if it were going to be triggered by physically hitting escape key. If you aren't using an Xbox controller you can change the controller hotkey to whatever your preference is for your controller model. I'll include my entire Running Script field, you can remove one or the other hotkey if you want. Both of these scripts work for me. Esc::WinClose, ahk_exe {{{StartupEXE}}} Return vk07:: ;Xbox guide button If (A_ThisHotkey = A_PriorHotkey && A_TimeSincePriorHotkey < 300) WinClose, ahk_exe {{{StartupEXE}}} Return I have no issue still using WinClose. If WinClose isn't working for you then try the Post Message alternative. Esc::PostMessage, 0x0112, 0xF060,,, ahk_exe {{{StartupEXE}}} Return vk07:: ;Xbox guide button If (A_ThisHotkey = A_PriorHotkey && A_TimeSincePriorHotkey < 300) PostMessage, 0x0112, 0xF060,,, ahk_exe {{{StartupEXE}}} Return
  25. I can't do squat in PowerShell but damn that PowerShell script is way more compact compared to an AHK equivalent. *insert Borat tone here* Very nice! There is a way to make the PowerShell window launch minimized and be hidden. I just started trying to use it for some random scripts in the last month and I thought a good start was to use it to map network disks, but after noticing the shell window pop up I was determined to get rid of that pesky thing. here is what I am using in AHK to run the PowerShell script from a command prompt....yea I know, bit of a convoluted path but it does the trick! So this could be done just as well with a batch file. Run, %comspec% /c start /min powershell -WindowStyle Hidden -ExecutionPolicy Bypass -File "Map Network Disks.ps1" start it minimized I know you're than familiar with, but the other PowerShell specific parameters work together to make it hidden also. With exception you do still see the taskbar button appear for PowerShell for a nano second, like if you blink it's already came and gone sorta thing.
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