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Benjc

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  1. I do have multiple MAMEs but made sure to download only the latest no nag for the latest MAME. I haven’t had chance to check yet but I’m hoping the earlier suggestion that the ini file could be at fault might be it. Due to wanting to keep my various controllers working without much faff I tend to copy the mame.ini from my previous MAME so maybe a file diff will reveal the problem.
  2. Okay thanks. Just a shame MAME has such exacting standards for working versus non-working games. I’ve played Teraburst start to finish without any issues and even Video Games Esoterica has been raving about how well it runs. I’m not sure what else needs to happen for it to be classed as working. I guess I just have to keep waiting for now
  3. Okay, that’s fair enough. I just thought/hoped this build was one for those of us who understand if a game doesn’t work fully we shouldn’t nag the MAME folks saying it’s buggy. For my money, Teraburst is now running beautifully (having said that I never played it in the arcade so can’t compare it to anything) and Thrill Drive, provided you have the right version, is as fun and playable as I recall. Neither (by my standards at least) needs flagging as not working
  4. Thanks for the reply. Sorry- I assumed the nag was just blanket removed for all games not still there for some (in which case, might I suggest calling this “some-nag mame” ). Anyway, the games I’m seeing this on are: Teraburst and ThrillDrive.
  5. I used to just download the exe, pop it in the mame folder and the nagging stopped. This isn't the case anymore- the red warning screen still persists. Is there another step required now? (Have also set Skip_gameinfo to 1 in the ini)
  6. Okay, the issue is game controllers. I don’t know how but Enable Game Controllers had become enabled for me in LB resulting in my driving pedals (which apparently sends an “up and left” message constantly to Windows) being picked up by the UI navigation (I’m guessing). You can disable this option through the UI (assuming you have enough control over the mouse to do so) or change it in Settings.xml by setting <EnableGamepad> to false.
  7. Further to this, I’ve reinstalled LaunchBox and that installation does not drag the mouse cursor to top left. The old installation continues to do so however. I don’t know if this is a case of LaunchBox corrupting itself and exhibiting this bug? (Digging into this more, I’ve found the problem is with something in the Settings.xml file)
  8. I’ve just started getting this issue. LaunchBox is unquestionably part of the problem because once I close it down I can get control of the mouse again. The same problem occurs with BigBox. Can anyone recommend how to fix this as this bug renders both LB and BB useless?
  9. Brilliant- that seems to have sorted it now. Thanks so much👍
  10. Nope- it errors again long before the download completes. I left the download to finish anyway and once I dismissed the error the UI crashes. Does the same again upon restarting
  11. I've just started getting the following error every time 20 seconds after starting up Launchbox. Then it crashes. Don't know if it's related but I was messing around with my screen resolution shortly before this started happening. Any ideas how to resolve this? The data is NULL at ordinal 1. This method can't be called on NULL values. Check using IsDBNull before calling. App: LaunchBox Version: 13.21 Theme: Default Type: System.InvalidOperationException Site: System.String GetString(Int32) Source: Microsoft.Data.Sqlite at Microsoft.Data.Sqlite.SqliteDataReader.GetString(Int32 ordinal) at lambda_method224(Closure, QueryContext, DbDataReader, ResultContext, SingleQueryResultCoordinator) at Microsoft.EntityFrameworkCore.Query.Internal.SingleQueryingEnumerable`1.AsyncEnumerator.MoveNextAsync() at Microsoft.EntityFrameworkCore.EntityFrameworkQueryableExtensions.ToListAsync[TSource](IQueryable`1 source, CancellationToken cancellationToken) at Microsoft.EntityFrameworkCore.EntityFrameworkQueryableExtensions.ToListAsync[TSource](IQueryable`1 source, CancellationToken cancellationToken) at Unbroken.LaunchBox.LocalDb.GamesDb.GetAllPlatformsAsync(Nullable`1 cancelToken) at Unbroken.LaunchBox.LocalDb.GamesDb.GetAllPlatformsAsync(Nullable`1 cancelToken) at Unbroken.LaunchBox.Windows.Monitoring.GameDirectoryMonitor.StartWatching() at Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.PatchAutowireSchema(Object) at Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.QueryTypeGetter() at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass4_0.PushFocusProducer(Object) at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass4_0.PrepareMetaMock() at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state) Recent Log: 20:58:08 Exception
  12. I've got borders working on MAME standalone and I've got Reshade applying a CRT effect on MAME standalone, but the two combined means the CRT effect is applied to the borders. This would be bearable but unfortunately messes up the accuracy of Sinden borders. What I'm wondering is if there's a better way to do borders in MAME where they're overlayed over the game view so that could be reshaded and leave the borders unaffected?
  13. I've just hit an interesting snag in that in some situations both the FFB plugin and Reshade install an opengl32.dll file in the emulator's root folder... but different versions of it. What this means is that when running, say, Supermodel I can either have force feedback OR my CRT effect but not both. Has anyone else come across this and, better yet, knows of a way to allow both to co-exist happily side by side?
  14. I realise this is years after the original question but I’m posting the answer if only for my own future reference (and sanity). You can disable the emulator’s mouse tethering by setting UseRawInput to 0 in the ini file. Then re-open the emulator to navigate the control config menu. Obviously set it back to 1 when you’re done afterwards.
  15. Okay thanks- was kind of hoping it wouldn’t come down to that but I’m starting to accept it’s probably the only way (and just a better approach all around).
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