
Benjc
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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.
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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)
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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?
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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
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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?
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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?
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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.
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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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It’s definitely freezing because whatever button I press on the keyboard it just says Setting… and doesn’t continue My player 1- button 2 is ] and player 1- button 3 is [ Yeah, it’s an odd choice to go for such obscure keys on just the first player
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For some dumb reason known only to the arcade cabinet builder, my ipac is currently configured to send [ and ] for a couple of buttons but I can’t for the life of me figure out what the KEY_xxx equivalent of these would be for Supermodel. Does anyone have any idea? I’ve tried KEY_RIGHTBRACKET, KEY_RIGHT_BRACKET, KEY_BRACKETRIGHT, KEY_BRACKET_RIGHT, plus CLOSING and CLOSE instead of RIGHT but none of them work. (Of course, I could change the setting in the ipac but I’m not sure I have it in me to change all my other emulators and games over just because it’s causing this one issue) Also, the -config-inputs method doesn’t work for me (just freezes up at Setting…) so unfortunately I can’t do it that way either. Please someone help
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Yes, you can use Reshade but it’s not as straightforward as usual. Most seem to recommend using Xenos to ‘inject’ Reshade into LM… however this actually turned out to be the cause of my no textures issues also. Basically, I wrote a BAT file to tell Xenos what to inject and LB would run this before the game started. However, when LB ran this BAT file right before the game I found there were no textures in the game. Without it, textures appeared. It seems you need an artificial delay after executing Xenos and before the game starts, so adding a timeout (1 second worked for me) into the BAT file solved the issue for me; lightguns and border are now initialized, the game runs and there’s textures. Hope this helps someone- happy to clarify any of the above is anyone is confused
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Yes, that sorts it alright 😊 I can also see that when I Download and Replace All Media (via Tools -> Download -> Update Metadata…) the image from the failed import is not deleted for some reason (all other associated images are removed). So there’s a weird mismatch in that LB sees and attempts to use the broken media in general but does not see/ attempt to delete it when running Update Metadata… 😕 Is this worth looking into do you think? I’m sorted now but this could equally confuse others in the future. Thanks for the help anyway!
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Thanks for the quick response- okay, I’ll give that a shot👍