Nixx
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It was for Kurtastrophe " I copied over my descriptions folder from my Coin Ops Retro Arcade 2 tekno parrot folder into my TeknoParrot launch box emulator folder." I don't understand what is setup look like. But you don't need to move your Metadata and Descriptions outside of your Teknoparrot folder, it should read them. (and it expect them). Just point to the Teknoparrot folder, select the Plateform where you added your user files xml, click update. Then, you should see something like that if you go to your column Launchbox id db If it's not, well, idk, maybe last launchbox update broke something, i need to check
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Version V0.08 up. Bugfix from the last version where the program wont run for some users. - The Per-game link feature is now restricted to Windows 10/11 users with their Teknoparrot folder inside NTFS drive. - By default, the per-game link folder is located in a subdirectory of Teknoparrot, but there is now a global option to change the folder. Keep in mind that the new folder must be on the same drive as Teknoparrot. - Added a DebugMode feature in the options. TeknoparrotAutoXinput_alpha_v0.08.zip
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Ok, new version up. No new game added, this release is focused to add some per-games feature i consider necessary for Teknoparrot. Changelog : New Main UI : Launching the program without arguments will launch a minimalist UI. On first launch, you have to go to options and set the Teknoparot Folder. Configuration : - In the debug data, i added the controller name if i can deduce it from vendorId/productID. - New option : "Change Monitor Resolution/Disposition to". Here you can register monitor disposition and set the default disposition for all tp games. A "Disposition" is a configuration of your monitor, the layout, the resolution, the main screen, the frequency... To register one, just change your monitor layout/config the way you want, click to "create new screen disposition based on your current monitor Setup" and it's done. If a default disposition is setup, your monitor will auto switch to the selected disposition before game launch and will restore your previous one on exit. Per Games Options : For each game, you can now setup per-game Options. - Custom Monitor Disposition : You can override the global configuration, really really useful for some games to run them in 1080p or 720p, or disable other monitor. - Custom Sto0z Zone (the joystick deadzone) : You can override the global configuration - Run game as Administrator : Only available for games that needs to be run as admin like Mario Kart. Once enabled, game will be run as admin even if TeknoparrotAutoXinput.exe is run as a simple user. You will have to say yes to an UAC windows on the first game launch, but it will be invisible after that. - Ahk code before and after execution : Lot better than having a collection of .bat files to do some specific stuff. The before have the option "Wait for Exit", the ahk code after do not have this option because it always wait for exit. - Link Files before Execute : Only available for Lindbergh and Elfldr2 (those elf linux games). Those game use the same folder where budgieloader.exe is located, and when you want to add some extra dll (like reshade, ffb plugin, ...) it's used by all games and that is problematic in my opinion. So, with this feature, once enabled, click on the "Open Folder", and it will lead you to a profile folder in a subdirectory of teknoparrot (AutoXinputLinks\<gameid>) and you can place here all the files you want, on launch those will be hardlinked to the budgieloader loader folder and clean on exit. Side note : To make it works, you have to have your teknoparrot folder in a NTFS volume. Command line : Added a --disposition= argument, change the disposition folder used. Like, if you're calling TeknoparrotAutoXinput.exe --disposition=dispositiontv "C:\teknoparrot\UserProfiles\Daytona3.xml" instead of using the files inside the disposition subfolder, it will use those inside the dispositiontv subfolder. This option is only supported for the launch of a game, not for the gui. TeknoparrotAutoXinput_alpha_v0.07.zip
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Currently working on new features. A minimalist UI, but that's an excuse for the main feature, per game options. With that, i add the ability to change monitor resulutions & disposition per game, execute ahk code and the most important, for lindbergh and elfldr2 (elf games that run with budgieloader), the ability to copy (hardlink actually) files (likes dll reshade, ffb plugin, mesa opengl ...) on a per game basis and clean them on exit. Will make it much easier to deal with stuff like reshade siden border. Edit : Work in progress
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@Sbaby Yeah, my bad. In case you need it, i use an home made custom version of DS4Win. Not fully tested, but that should work. https://github.com/nixxou/DS4Windows/releases/tag/V1 One option that can be relevant if the only type of xinput controller as gamepad you use are DS4, is the 360 knockoff option. It will force controller to use a different vendorId, productId than regular 360 controller. That way, instead of Type=ArcadeStick... you use "VendorID=0x045E<>ProductID=0x028E" and instead of Type=GamePad, you use "VendorID=0x046D<>ProductID=0xC21F" That way, you're arcade stick will be recognized as arcade stick. The bad thing is that regular wired 360 controller will also be recognized as arcade stick.
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Ah, that's annoying, your Madcatz Fightstick pro mimic exactly an xbox 360 controller, so i can't tell it apart with the xinput library. In your case, i may have a way, to disting it from the DS4 controller (in fact the other way around, to distinct the DS4 controller from regular 360 gamepad), but i need to do some test.
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@Sbaby I'm curious, can you give me the output when you click on the "Show Xinput Device Data" button ? I only have one arcade stick (a Madzcat Fightstick pro) and i lack info about how other brand report their xinput data. (And btw, if someone have a 8bit do arcade stick, i would love to see the result too)
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Hi. Thanks for submitting your issue. For the first point, in my app i do not simply take Xinput1 = player1, i use a priority order. If the game have wheel layout, i take wheel as priority, regardless of their xinput number. Then, i take arcade stick as priority (if there is an arcade layout available for the game) And only then gamepad. And for each of them, i take the first available xinput slot. So, if you have two gamepad, one in xinput 1, and one in xinput 2, if you disconnect the gamepad 1, it will use the xinput2 as player 1. If you plug your wheel as xinput 3 and the game have wheel support, it will just use your wheel regardless of the xinput number. I could probably make an option to have some timer on boot to reassign player number (like 5 seconds on start when you press start on the controller you want as P1) but that's not my priority right now. For the second point, that's really annoying. XinputEx.dll is a dll i make from some C++ code to get some extra info about xinput devices, the ProductID and VendorID. It's an undocumented feature of xinput, and i was not skilled enough to implement this directly in C# (if someone read this, and have the skill to do it, i would love to have a POC) It's based on this, i basically just turn it from a console executable to a dll : https://stackoverflow.com/questions/64251320/is-it-possible-to-get-an-xinput-devices-name-product-id-vendor-id-or-some-oth The point of having vendor and product id is to be able to auto detect some controller as arcade stick when they falsely report themself as arcade but still send their own product id / vendor Id. One user told me that his antivirus didn't like my dll and removed it, maybe that's what happen ? Do you still have the dll in your folder ? Is there other people having (or not having) this issue ? Edit : @Sbaby I worked on the issue to integrate the code i did previously in C++ directly inside my C# code, can you try this build, if that works fine, i will push the modification : TeknoparrotAutoXinput_alpha_v0.06b.zip
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Big game update, now 187 games supported. Except Lightgun games and few games that wont run on my PC, i think i'm done. Now i have to figure out what to do next, i have few ideas of things to do before starting doing the light gun games. One of the thing i have in mind is doing some per-games options with the ability to run ahk code before/after, switch resolution, and auto add/remove files in the TeknoParrot/OpenParrotWin32/OpenParrotx64/ElfLdr2 to have 'per games' extra dll files (like ffb plugin, reshade, some wrapper or stuff like that) I'm using Siden gun and i need to apply border, so having some per game stuff to do that is kinda mandatory for me. TeknoparrotAutoXinput_alpha_v0.06.zip
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I mostly use DS4 controller as primary, run them as Xinput with DS4Win except if i need to use gyro or stuff like that. Battery life is bad, outside of that they are awesome controllers. I have some old 360 wired controller to fill extra 3 and 4 players. I have a N64 switch wireless controller, just for playing N64. Got one Mad Catz Street Fighter X Tekken arcade stick for xbox 360 too.
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Work in progress in the configuration page. Not tested enough to upload a release, i will do that back from xmas. You can now edit how the app detect if an Xinput device detect if the controller is a gamepad, an arcade stick or a wheel. Like if the arcade stick falsy register as a gamepad, but have (for example), ProductID different from your controller, you can use that to match your ArcadeStick. Add the ability to configure different deadzone for Wheel and Gamepad. Add few extra command line : --passthrough : will ignore everything and launch TP with it's original config --forceslot<xinputsplot>=type (exemple : --forceslot0=arcade ) : will force the xinput slot to be recognise as the type (can be arcade, wheel or gamepad). Slot number start with 0, not 1. I want also to add the possibility to bind a DINPUT wheel as wheel, but i have some work to do to make that happen.
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In my setup i order my console by brand (Sony, Microsoft, Nintendo) It would be cool to have Platform video & image for Sony, Microsoft and Nintendo.
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It's a project inspired by @Warped Polygon work to make a pre-configured pack for xinput controller (and arcade pads) It will autoconfigure your game inputs according to your xinput controllers. It's something that require a massive amount of work, and i'm not quite sure i can pull it. So i'm testing the water with an early alpha version with very few games to see if people are interested. How to make it work : 1- Run the exe, it will popup the config. . 2- You can now just run something like TeknoparrotAutoXinput.exe "C:\teknoparrot\UserProfiles\Daytona3.xml" and that's it. Easy to add in launchbox. Few notes : - The app will manage the controller setup, not the game settings ! Be sure the game is able to run and configured as xinput. This will maybe change in the future where some options will be set, but for now, i only focus on the controller settings. - The option, to enable Binding to Test, Service1, Service2 needs ViGEm Bus Driver (https://github.com/nefarius/ViGEmBus/releases) because to make it work, i create a virtual 360 controller that i bind to keyboard keys. - The launcher will not mess with your existing config, your xml file in UserProfile will never be altered, it's a new one that's created. - To differentiate between gamepad and arcade stick, i use the Arcade xinput subtype, but some arcade stick just mimic a 360 controller, so i will not be able to determine that's an arcade stick. I will make a command line argument later. - Source are here : https://github.com/nixxou/TeknoparrotAutoXinput Supported game list can be listed here : https://github.com/nixxou/TeknoparrotAutoXinput/tree/main/img TeknoparrotAutoXinput_alpha_v0.09.zip
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French too and interested. But from my point of view, what we really need is not so much Translation, but to have inside the launchbox id, for each games, links to other database : Skraper, but also ign, gamefaqs, HowLongToBeat, IGDB, pcgamingwiki, StrategyWiki ... With that, it would be a piece of cake to make plugin that use info from other database. But i can totally understand that's not C-Beats priority.
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For me the annoying thing about bigbox is that info don't load when you are browsing, only once in 'selected' mode after like 3 seconds on a game. I fixed it on a theme with the community editor like this : Basically, if you want something to show up while browsing, you have to change it's update mode like this on the community editor : The image can also slow down your browsing, in my case, i show two images while browsing, the clear logo and a box art. The clear logo is compressed in cache, so it's not a problem if you use it. I had to modify manually the code xaml code of the view generated by the theme creator to use them though. For the box image, it was more complicated, i ended up making a plugin that make a compressed & shrinked version of all my box image and save them as Uplay thumbnail (i don't use Uplay). And then, i put them as priority like this : That way, i keep the original images files without tampering them.
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As a side note, i prefer long description too.