Benjc
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Mame No-Nag Updated Monthly, Current Version:
Benjc commented on MadK9's file in Third-party Apps and Plugins
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.- 127 comments
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Mame No-Nag Updated Monthly, Current Version:
Benjc commented on MadK9's file in Third-party Apps and Plugins
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- 127 comments
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Mame No-Nag Updated Monthly, Current Version:
Benjc commented on MadK9's file in Third-party Apps and Plugins
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- 127 comments
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Mame No-Nag Updated Monthly, Current Version:
Benjc commented on MadK9's file in Third-party Apps and Plugins
- 127 comments
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Mame No-Nag Updated Monthly, Current Version:
Benjc commented on MadK9's file in Third-party Apps and Plugins
- 127 comments
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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👍
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I’ve recently come across this error, having had my PC unceremoniously blue screen itself midway through a sizeable ROM import. Whilst the solution of reimporting a game’s media works, sadly it’s not so simple when you have widespread media corruption over many games. It seems the only fix is to manually edit every single affected game one by one, removing all images and then downloading them again. Curiously, any multi-file tools (which would greatly simplify things) do not fix this. Tools -> Download -> Update Metadata and Media for Selected Games doesn’t resolve the issue (even with Yes, Download and Replace All Existing Metadata and Media enabled). Likewise, re-importing the affected ROMs does not fix the problem either (even after deleting the previous corrupted media version of the games). I wonder if the multi-file media downloaders mentioned above are not removing or clearing the cache for the previous files somehow (i.e. not doing what Remove All Images in Edit Game -> Media -> Images does)? I really hope this can be resolved otherwise it’s going to be a very long and tedious year for me
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Okay, after further digging I found my games ROM file location as shown in LB is the Games\MAME subfolder of my LB folder. This is not where my ROMs are kept. Even stranger, there's nothing in that folder at all! Changing the path to where Golden Axe actually is unsurprisingly made RA work. Yes, this is a solution but it's not a good one- I can't fathom manually repointing every game's file location by hand so RA works. I'm wondering if my import is screwy somehow, I mean, how does LB even manage to load these games from this magical empty folder? Is this normal? I'm starting to think I'll have to reimport all the games again...
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Okay, I'll seek out the relevant romset then👍 I have only one copy of goldnaxe.zip on my system so yeah, it's really really weird and confusing that it works direct from RA. I guess I was just hoping there might be something obvious I'd missed here without requiring me to download afresh and, if previous romset changeovers are anything to go by, lose all my high scores (but, hey, that's a whole other thing).
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I've for some time had Launchbox running my MAME library via MAME. Now I'm trying to switch over to running these same games through RetroArch. So, firstly I tried running Golden Axe purely from RA (added just that one game into my MAME playlist) and that's working. Then, over in LB, I switched the emulator to RA. RA has an associated platform of MAME which has a core of fbneo_libretro. Likewise, Golden Axe has its platform set as MAME. Now, when I launch the game from LB, I get a "This romset is known but roms doesn't match the emulator" error from RA. 😕 From what I've read this error can be caused by fbneo not having the correct romset but if this really is the issue then why does the same file for Golden Axe run perfectly well directly from RA (also using the fbneo_libretro core)? Any suggestions welcomed as I'm mystified as to what I've missed here.