Jump to content
LaunchBox Community Forums

skizzosjt

Members
  • Posts

    711
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by skizzosjt

  1. I think you meant to quote the OP rather than me But, am I missing something here? we're in the Android section of the LB forums and everything I read says NTFS is not compatible with Android if the OP was using LB/BB on Windows I would agree that NTFS certainly makes the most sense. But I do not understand the NTFS recommendation for use with Android? Yes, NTFS will work on the Nvidia Shield, but if a user is on an Android device when trying to access the Shield, I would believe the NTFS drive will not be recognized by LB on the Android device due to the incompatible file system.
  2. what format are you formatting the USB drive to within Windows? if the shield is asking that when the device gets plugged in it is because you are using an incompatible format for the Shield Shield's website says it can use FAT32, exFAT, NTFS, and HFS+ which would cover the vast majority of users. however, I know diddly squat about android, so for all I know, the issue lies here..... quick goggle suggests android devices can use FAT32, EXT4, EXT3, and exFAT based on that, I would suggest using FAT32....exFAT being a distant 2nd choice. but it suggests NTFS would not work with android and that is the common format type for Windows now-a-days and potentially what you have been trying to use. don't use EXT4 and EXT3.....I don't know squat about them either, other than they are not going to be compatible between your devices. It's actually kinda a pain in the ass to format as FAT32 in windows now-a-days since it's such an old/deprecated file system (windows 98 era if I'm not mistaken) and isn't an option given anymore on disks over 32GB.....which your 128GB is surely larger than that. you will need to make use of some 3rd party tool or maybe do some work-around tricks. Perhaps if you create a 32GB (or smaller) partition on the 128GB disk is will allow you to format it as FAT32. then you can expand the partition to the whole 128GB disk. just a theory, no idea if that would work or not. either way, you likely formatted the 16GB one as FAT32 and everything works, but the 128GB one is likely NTFS and will work fine in Windows but will not work in the android ecosystem
  3. You may be potentially facing this issue, couple threads about it below Settings.xml will need tag "enableautomatedimports" set to false.
  4. I actually have no idea wtf that parameter does, but that doesn't seem to be the proper parameter to use for this I'd think you would need to edit the theme, or a simpler approach is change your image priorities by setting 3D boxes higher up in "Box Front Priorities" Tools > Options > Media > Box Front priorities this method will however impact things on a global scale, meaning both LaunchBox and other Big Box themes image for reference, note 3D boxes at the top. technically, it just needs to be above "Box - Front" since that is the specific image type used in the theme for platform views
  5. Sounds like you may be misunderstanding. As far as I can tell this feature's intention was to hide the command prompt window ("console" window in this feature's context) but that would only impact emulators that would have a visible command prompt window when booting and/or running. Hence why you may think it does nothing with another emulator, like Retroarch for example, which doesn't create a command prompt window. So, best example I can give where I actually utilize this feature is MAME. If it's not enabled you will see the associated command prompt window along with the actual game window
  6. .\Images\Badges the one you're looking for is "MotionSupport"
  7. seems it is still beta status. if I am correct there, you need to opt into betas in order to download them. check your download/update preferences in LB. been a min since I've done the betas, I think it is a checkbox you have to enable. you can install over it even when not in the default location. beta thread for reference
  8. granted there is not a "change core" drop down menu or whatever you think it should be, this IS where you can change the core. you need to do it with the custom command lines field -L parameter is what you will use to set the different core. use whatever command line you need to, but basic syntax is as follows "C:\Path\to\retroarch.exe" -L “C:\Path\To\core.dll” “C:\Path\To\Game.rom” Real life example "D:\Arcade\Emulators\Retroarch\retroarch.exe" -L "D:\Arcade\Emulators\Retroarch\cores\genesis_plus_gx_libretro.dll" "D:\Arcade\ROMS\Sega Genesis\Sonic Spinball (USA).zip" Alternatively you can setup a separate instance of the platform in the Associated Platform list. This will give you different core options when right clicking on an entry in LB or using "play with" option in Big Box Same idea, but different approach, is setup a separate instance of the emulator all together and assign the different core There are multiple ways to do what you want, so pick which ever one you want. The end will be the same, allowing you to launch the game with a different core having multiple instances of the emulator installed doesn't make sense unless you have a specific need for that. what you have described so far, there is no justification for you to do that. use one of the intended ways instead. you can have multiple instances of the same emulator in the emulator list and assign different cores that way (the 3rd method I mentioned above)....but actually installing multiple instances of the emulator is not required in any of these scenarios.
  9. run MAME in verbose mode. as in it will output all of its "under the hood" business to the command prompt. or thanks to @JoeViking245 mentioning this, you can have it automatically dump into a text file you need to run mame with the -v parameter for ex mame -v JoeViking mention you can output to a text file with adding just a bit more for ex mame -v > mamedevices.txt you can name the file whatever you want https://docs.mamedev.org/advanced/devicemap.html scroll down to listing available devices to see the wiki's example of the output Personally I've only had xinput controllers. The last console I bought was an Xbox 360 so I first was using a wired version of them. Then I got a couple Xbox One controllers, both wired and wireless, and got a Xbox Series X wireless as the newest addition. My use case just made sense to make use of xinput controllers. It's not likely that one is right or wrong, or better or worse, more like you need to pick a lane and stick with it. If some controllers are using xinput and some are using dinput, I would bet that could be more problematic. Say someone grabs controller A which is xinput to play a game and it works fine. But later someone grabs controller B which is dinput to play the same game, this time there might be funny business going on if things don't translate well between xinput and dinput for the given game. So since it sounds like most or all of them have an available mode switch you should pick whichever mode you tend to prefer and set everything up considering that personal preference
  10. Hi @Tantrumus, for what it's worth, I'll post my customized remaps as a real world working example to hopefully give more guidance. I am using MAME v230 in case this matters, but from what I can tell, looks like the same layout and syntax still used per the WIKI - so you should be OK even if on the latest and greatest version This one is for a couple different xinput controllers. I have two wired PowerA controllers. One is an Xbox One version, the other is an Xbox Series X version. I also have an OEM Xbox One controller, and a OEM Xbox Series X controller. If I recall right, BOTH the PowerA (so both the Xbox One AND the Xbox Series X version) and the OEM Xbox One controller ALL come up with the same "Controller (Xbox One for Windows)" device name....weird....given one is literally designed for the Xbox Series X lol. This is why I ended up learning about this feature. Note I have comments for each controller so I know what each line was for <mameconfig version="10"> <system name="default"> <input> <!-- Joycode 1 = PowerA Xbox Series X Spectra (XBX Spectra Enhanced Wired Controller) OR "1st Instance" of either PowerA Controller--> <mapdevice device="Controller (Xbox One For Windows) product_02ff045e-0000-0000-0000-504944564944 instance_89cdbd70-5b86-11ec-8001-444553540000" controller="JOYCODE_1" /> <!-- Joycode 2 = Microsot Xbox Series X (Xbox Wireless Controller) --> <mapdevice device="Bluetooth LE XINPUT compatible input device product_0b13045e-0000-0000-0000-504944564944 instance_e2687c60-5944-11ed-8002-444553540000" controller="JOYCODE_2" /> <!-- Joycode 3 = Microsot Xbox One (XB1 Spectra Pro) OR "2nd Instance" of either PowerA Controller--> <mapdevice device="Controller (Xbox One For Windows) product_02ff045e-0000-0000-0000-504944564944 instance_90a14d40-7978-11ed-8001-444553540000" controller="JOYCODE_3" /> </input> </system> </mameconfig> This one I use for two AIMTRACK style light guns <mameconfig version="10"> <system name="default"> <input> <mapdevice device="VID_D209&amp;PID_1601" controller="GUNCODE_1" /> <mapdevice device="VID_D209&amp;PID_1602" controller="GUNCODE_2" /> <mapdevice device="ATRAK Device #1 product_1601" controller="JOYCODE_1" /> <mapdevice device="ATRAK Device #2 product_1602" controller="JOYCODE_2" /> </input> </system> </mameconfig> so my mame.ini always calls to the 1st ctrl config by default. when a light gun game runs, mame will use that game's custom ini file (for ex term2.ini), which will call out the light gun remap,
  11. Hi @Nixx, trying to put my feedback in some sort of organized fashion here.... Startup Videos Startup videos at launch of Big Box are now screwed up with BigBoxProfile installed. The video is "on top" as it should be but when I try to use any input to bypass the video and go into Big Box I can hear I am moving selections within Big Box already. I must ALT+TAB and close the video by using the mouse to X the video window via the ALT+TAB menu. The Pause Screen The customized Pause Screen, it kinda, sorta worked. It did come up as expected, but I can still see whatever Pause Menu I have selected within Big Box pop up momentarily prior to your customized one. When I turned off Pause Screens within Big Box this didn't happen anymore, and that makes some sense. So I suppose it should be advised users need to change settings within Big Box too as we don't want two Pause Screens getting activated. Seems things were confused when both Pause Screens were active. Focus and/or control was lost when I was in your customized Pause Screen, as in, navigation and keys were in fact controlling my Pause Screen in the background rather than the customized Pause Screen. The customized Pause Screen would also get stuck like this, couldn't exit back to game without ALT+TAB and closing the window. However, as long as Pause Screens were disabled in Big Box, the customized Pause Screen did have some functions work. Resume, Reset, and Exit selections worked ok! Save/Load states, did not work ok! Shutdown Screens Applying the customized Pause Screen is breaking Shutdown Screens. From what I can tell, they get automatically triggered in the background as the game starts Edit: removing a "non issue" or "false positive". My bad! Save/Load States The real bummer was it never made a save state for me. I did everything with Retroarch, and Sega Genesis and SNES cores and games. When I would click start on my controller to make a save to a save state it would return to the game. When I reopen the customized Pause Screen and go to load state or save state, they are all empty still. I couldn't figure out a way to get save/load states to work as shown in your previous video. I made sure to try it with Pause Screens both enabled and disabled from Big Box's menu. I also tried it with just keyboard input to make sure it wasn't something to do with the controller. Both keyboard and controller gave same results Errors I did get an error each time launching Big Box, but it was a LaunchBox/Big Box specific error, not one thrown by your Big Box Profile program (didn't realize this was a stand alone program, I assumed it was a plugin). Though it is obviously connected as this error only comes up after installing BigBoxProfile and configuring things as shown in your video. This just stayed up in the background as I used Big Box. Didn't seem to actually crash, freeze or prevent the program from operating as I didn't even discover it until manually closing Big Box as you normally would through the built in menu. Closing the error did not actually close Big Box either. After uninstalling your program all the issues I describe went away and I was able to return to my traditional setup no problem. I went through the setup process 3 separate times while watching your video. ie I installed/uninstalled BigBoxProfile 3 times. Due to things not working as intended, I wanted to make sure I didn't miss some critical step in the video , but each attempt ended up with the same results. I tried utilizing it in both LaunchBox and Big Box, but again, results were the same. Sorry it was not more successful but you clearly have some neat ideas going on and wish you luck on sorting out the issues as you go along on this project! Should you want more feedback/testing in the future, I can help out then too!
  12. Sure, no problem man! It's a work in progress and you would like feedback from us. I certainly understand that whole situation. You can count me in as a guinea pig for testing whenever you are ready to unveil it!
  13. this should help you sort it out https://docs.mamedev.org/advanced/devicemap.html google MAME stable controller ID's and you will find plethora of threads, docs, and youtube vids to guide you if need more details than the MAME wiki link goes without saying....yea....plugging in and unplugging devices is certainly going to make your life more difficult depending on how your controllers get identified. most or best case scenario will mean each controller is a unique device ID, but if they come up as duplicates because you have multiples of the same device, then they get drilled down further with an "instance ID" for ex, when I plug in two particular xinput controllers they have same device ID but will have different instance ID. lets say controller A is device A and instance #1. controller B is also device A but is instance #2 if I plugged in controller B ONLY (as in unplugged controller A), due to how the remap works in this case, controller B would come up as device A still but this time instance #1 and therefore player #1 rather than perhaps the intended player #2. depends on how you like to use your setup. but this is a known limitation of the whole system and feature as a whole.
  14. a feature like that, where I can actually see the various save/load states for a given game on a given emulator (rather than only be able to choose the default one as currently implemented in LB/BB), would be much appreciated by a user like myself. that looks extremely convenient and useful! I've checked out your plugin in the past, but have not had a reason to utilize it yet. this would be my reason to finally start using it!
  15. if you're talking about File, CPU, GPU, etc type file menu that will never go away if you are in windowed mode. you need to use fullscreen mode via Display > Fullscreen or use hotkey F11 for that menu bar to disappear, or the best option is to make sure the settings file has fullscreen enabled since the emulator will go into fullscreen anytime it is launched. if you mean the settings for GPU, that is toggled via Display > Post Processing Settings or using the hotkey F6 that hides WINDOWS task bar
  16. all you need to do is set the "close active window" hotkey in LaunchBox and/or Big Box to whatever you want on your controller and it will do just that. find it in options > controller mappings and set it to whatever you like. then when you push that button (or button combo) when you're playing a game it will close the emulator
  17. you have the same button assigned to multiple different actions. "context menu" sounds like you're referring to Retroarch's menu. it is by default opened by the Xbox guide button on one of those controllers and F1 on a keyboard. with that said, you really should watch a noober youtube video on Retroarch. something that will get you up to speed on stuff as basic as knowing where the controls options are and other settings you should be familiar with like hotkeys to open the menu. what you need to do is to change the hotkey to open Retroarch's menu or reassign a different button (or button combo) in LB/BB to bring up the frontend's pause menu if you don't want what is currently happening to continue.
  18. Whether SendInput or Send you made sure to put the key that is being sent in braces. If sbaby forgot them that would explain why it doesn't work. Does the script you're using actually have Esc as literally just "Esc" ? Not sure if that is the exact script or if you just missed them when typing it out Keys needs to be in braces {}. Having a line like this.... Sendinput Esc Will type out "Esc". It is sent as literal text If so, it's sending the equivalent of hitting E (shift plus E because it is capitalized), s, c. Rather than sending the actual escape key. It might be as simple as adding braces around {Esc}
  19. This is aimed at any user who may have utilized CTC with the Colorful CTC files Things worked well for me when using up to CTC version 2.5.5. If you're using 2.5.5 or earlier you will not experience this issue. I eventually got 3.1.3 and noticed some major weirdness going on with what initially looked like opacity and animations. So when CTC 3.1.4 and 3.1.5 came out I tried those and same issue....so now I'm under the impression something changed with how CTC works. And I finally figured out the root cause this weekend To the best of my knowledge, in CTC versions prior to 3.X.X, all animations started at the same time regardless of whether the element with the animation used "update once selected" or "update during selection" radio bubble for when to update. Meaning, if element A and element B both had a position animation to move off the left screen after waiting 1 second and the duration of the movement was 1 sec, they would move at the exact same time and over the same exact duration. They would work like this even if element A had "update once selected" and element B had "update during selection" However, this doesn't seem to be the case anymore. The radio bubbles will impact when the animations start, with "update during selection" obviously occurring prior to making a selection. This means elements that do use "update during selection" that they do their thing too early now. Once I figured this out, I had to figure out how to work around it since it wasn't as easy as changing the radio bubble In the end, I determined if an element needed to be updated during selection it needed to stay as such, in particular the hardware overlay needed this and any color condition element. The issue here was the animations need to be update once selected in order to match up with everything else....but those elements couldn't use update once selected due to colors would pop in late when changing views/themes and the hardware overlay wouldn't be updating during selection like it was intended to do, etc type of new problems would occur. So here is the solution. You need to leave those elements with update during selection radio bubble as is with that setting. You need to create some sort of parent element like a grid or dock, etc, that will contain the update during selection elements (such as hardware overlay and the colored rectangles). Then the parent element needs to use update once selected and you can apply the animations to this parent element. Remove the animations from the child elements (such as the hardware overlay and colored rectangles). This is why this plan works. The child elements continue to get updated during selection as originally intended, but due to the parent element having the animations and using update once selected, NOW all the animations will line up exact with each other as originally intended. A pic is worth 1000 words...to visually show what I mean about needing a parent element using "update once selected" to do the animations and the child elements can stay using "update during selection"
  20. hi @goldenegg you can write a single script that directs when all other scripts run. for ex, "master script" will be the only additional application you would need to add in LB for these games. in this master script, it has instructions to run "script A" and when script A is finished, then run "script B" and so on. it's in this master script you can design the sequence and timing of other scripts launching to suit your needs
  21. those options would be in tools > options > visuals > game details problem is, seems no check box exists for title. it might not be a built in user option maybe you need to edit a theme to remove that element?
  22. the advice from Rlad is correct. but to be a stickler the exact name of the view is "TextGamesView" and it is the "Game Details Screen" that has stuff like play, view images, view 3D model, mark as favorite or broken etc. it doubles as the "Text List With Details" view in Big Box, like what Rlad said, they just swap out the game list with the options list look closer in CTC. it's one of the dots along the bottom where you select views, they all have tool tips to tell you their names and list them out directly underneath It could be easy to confuse "GameDetailsView" with "TextGamesView" due to TextGamesView is referred to as the "Games Details Screen" in Big Box. "TextGamesView" / "Game Details Screen" is the screen users can select whether or not they want it to display via Options > General > Skip Game Details Screen And don't confuse that with "TextGameView". note difference of "GAME" and "GAMES" - game is wrong - games is the correct one
  23. I'll have to give you some homework then Read about window stuff like WinTitle and ahk_criteria, WinWait, WinClose, and WinWaitClose and you will find yourself using these a lot. The loop you are using is an inefficient way to do what you want. Using the stuff I mention above is more practical. And Joe employed yet another method that is just as effective by using a While loop that checks every 700ms if the process mk11.exe exists. So add While loops to that reading list too lol! While loop is the more efficient way to doing a check within a loop like what you started with. Yes it does matter! Don't use V2 unless you actually want to deep dive learn AHK. 99% of the help out there is going to be in V1 as V2 only recently became official so in next several years it would be possible that the tides have turned and there is equal if not more help shared that is meant to be used with V2. But right now V1 is still sorta "king" if you will, at least in this world of frontends and emulation support. Every script and advice shared on this forum is going to be V1 syntax FYI. You may honestly be the first person to post anything in V2 syntax, there's a first for everything! It is V2 but the parenthesis they're using are unnecessary. V2 send command, the only difference to V1 is V2 requires double quotes around the line. V2 has everything expression based now. @OldSkool8bit, I would combine the lines, for ex, this sort of format looks much easier to read. Ran OK with a test on my end! Send "{Alt}{Right 4}{Down}" Sleep 1000 Send "{Right}" Sleep 1000 Send "{Down}{Enter}" Sleep 2000 Send "{Tab}{Enter}"
  24. OK you have provided some info that is important to me regarding your comments about corruption to files or to your disks. The critical bit is you are moving them between different systems. Though, it is possible to get corruption even if you aren't using them on multiple systems or even multiple OS's on the same system....doing what you are can really exaggerate the issue or in other words make it more likely to occur. Fast Startup in a TLDR explanation is basically a pseudo hibernation feature for Windows. But it frankly causes more harm than it does good. Feel free to google "why you should disable fast startup" and you will find this is the general consensus and it's not just some opinion of a random clown on the internet like myself. Going into a little more detail is your external disks are part of the statuses saved in the pseudo hibernation state of Fast Startup and it will "lock" them. If you move that disk to another system or even boot to another OS on the same system it can create corruption. I know this first hand all to well! Took me months to understand why I was getting frequent corruption on externally connected disks over USB 3.0 that was extremely exaggerated when I started moving these disks between different systems/OS's. Make sure you disable Fast Startup ASAP! This feature is enabled by default unfortunately so I'd bet it is enabled on your systems. Disable it on all your systems and I hope that makes all your disk corruption issues go away! This was the smoking gun issue in my case so it is very possible you have same thing going on. Regarding disks not being capable of ejected via tray icon. For what it is worth I have a system running Windows 10 and macOS, and another system running Windows 11. I can NEVER eject disks via the tray icon on Windows 10. Even after doing a restart and before running LB or any program at that. I'll restart Windows Explorer, close all store front programs, anything I can think that could access a disk gets task killed and never seems to help get them to eject. Doesn't make much sense to me, but it's the reality. Now contrary to that, on Windows 11 I can ALWAYS eject these disks via the tray icon. Even AFTER running and closing LB. So I sure cannot point the finger at LB in this scenario. To me, seems more like how Windows handles dealing with external disks. I personally have not seen any different behavior from one LB version to the next regarding this.
  25. check out their wiki https://wiki.pcsx2.net/Command-line_support I would try to make use of one of those parameters if it were me. I think the QT ones are if you are on the QT version ie 1.7.X and the WX stuff is if you are using 1.6. Further looks like a plugin needs configuration if on 1.6. Idk what PCSX2 version you use so just make sure you are using the right method/syntax for the version you run. But this wiki makes it clear you can launch directly using media in an optical drive.
×
×
  • Create New...