
Benjc
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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 Iām posting the answer if only for my own future reference (and sanity). You can disable the emulatorās 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 youāre done afterwards.
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Okay thanks- was kind of hoping it wouldnāt come down to that but Iām starting to accept itās probably the only way (and just a better approach all around).
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Itās definitely freezing because whatever button I press on the keyboard it just says Setting⦠and doesnāt continue My player 1- button 2 is ] and player 1- button 3 is [ Yeah, itās 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 canāt for the life of me figure out what the KEY_xxx equivalent of these would be for Supermodel. Does anyone have any idea? Iāve 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 Iām not sure I have it in me to change all my other emulators and games over just because itās causing this one issue) Also, the -config-inputs method doesnāt work for me (just freezes up at Settingā¦) so unfortunately I canāt do it that way either. Please someone help
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Yes, you can use Reshade but itās not as straightforward as usual. Most seem to recommend using Xenos to āinjectā 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 thereās 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 š I can also see that when I Download and Replace All Media (via Tools -> Download -> Update Metadataā¦) the image from the failed import is not deleted for some reason (all other associated images are removed). So thereās 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⦠š Is this worth looking into do you think? Iām 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, Iāll give that a shotš
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Iāve 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 gameās media works, sadly itās 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 doesnāt 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 itās 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 thenš 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. š 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.
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Ah... okay, cheers for that! I guess I'm just used to LB having everything already set up and it threw me when it wasn't for once (I hadn't realised TeknoParrot was such a rarely added emulator) I'd still argue that message is not at all helpful given you have to switch to an entirely different tab to access the grid. By describing it as 'the grid' one would expect said grid to be actually visible at the point the message occurs. Perhaps saying '... the Associated Platforms grid' might clarify things a little. Sorry to be nit-picky
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I must be missing something incredibly obvious here but TeknoParrot seems to be the first emulator I've found that isn't pre-populated in the Emulator Name drop-down when trying to add the emulator on my LB. Ignoring that and trying to add it regardless brings up the error 'Please enter at least one applicable platform in the grid'. This isn't particularly helpful as there is no grid on that dialog anywhere I guess I have two questions here (the first the main issue, the second just curious): 1. What am I doing wrong in trying to add this emulator? 2. Why isn't TeknoParrot available in the Emulator Name drop-down on the Add Emulator dialog already?
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Is this just transitions in terms of animating images in one marquee (as you show) or can it also transition (e.g. fade) from one gameās marquee to the next when youāre navigating between games?
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Ah⦠okay, I didnāt realise this had to be coded into a theme for anything beyond a straightforward marquee image swap. Will take a look into that- thanksš
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Since I needed to integrate the marquee display into an upright arcade case I got a reasonably priced caseless ultra wide monitor from China. Something like this: https://m.aliexpress.com/item/1005001659262454.html
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Ah okay, I think Iām just misunderstanding ātransitionā then- I assumed this meant some kind of smooth, animated change from one marquee to the next like HyperMarquee offered back on Hyperspin. Hopefully, thisāll come to BigBox one day š
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Thanks for the reply. I guess Iām confused why Iāve never had transitions in that case; one marquee image just quickly switches to another š¤ Is there meant to be some smooth animation from one to another that simply happens by default?
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Just seen in the LaunchBox 12.7 updates email that marquee transitions are now smoother. This came as a surprise to me as I didnāt even know there *were* marquee transitions in LaunchBox/BigBox, despite having used marquees for about a year now. Does anyone know anything about this and how to enable it? Iāve googled the interwebs and there seems to be no mention of marquee transitions. The only reference to it is just this throwaway mention of it in the LaunchBox email