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EvoluZion3

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Everything posted by EvoluZion3

  1. I think only the last "official" version of STeem (v3.2) allows you to specify almost any X,Y,W,H. The later versions of STeem SSE don't appear to allow you to do that and instead seem to snap to pre-set dimensions. I spent a lot of time trying to get current versions of STeem SSE to work (v4). I might contact the developer and ask if there's a way to specify any dimensions. BezelLauncher works (for STeem 3.2) both when the STeem ini file is set to StartFullScreen and also when it's not. Please find attached my STeem.ini file and a screenshot of BezelLauncher looking so cool .steem.ini
  2. @JoeViking245 thank you so much for your work on this - I've get it working with the mighty Mr. RetroLust's Atari ST overlay over STeem which looks great and something I've wanted to get working for ages. I have noticed though that when clicking the mouse in-game, more often than not the click seems to go onto the overlay (i.e. BezelLauncher) and STeem loses focus. Is there a way around this?
  3. Thank you again for your efforts with these Mr. RetroLust - amazing work!!
  4. Absolutely love this theme! Is it possible to put a custom image as a background beneath the games, to replace the plain grey? I like the background of the Default theme (looks like a grey rubber pressure pad or something - with the black dots) - this would look awesome combined with Big Details.
  5. I've been using this for Xemu quite successfully. The way I have it set up is: In my \LaunchBox\Emulators folder I have a WinCast folder, containing just two files: wincast.txt, which literally has the text: xemu, to identify the emulator window when it opens wincast_xbox.bat, which looks like this: start ..\RetroArch\retroarch.exe -L "..\RetroArch\cores\wgc_libretro.dll" "wincast.txt" -f --appendconfig "..\RetroArch\overlays\Microsoft Xbox.cfg" --set-shader "Microsoft Xbox.slangp" ..\Xemu\xemu.exe -dvd_path %1 del xemu.log In the LaunchBox Emulators list, all I have in the Application Path is: Emulators\WinCast\wincast_xbox.bat This allows me to pass any Overlay and any Shader into the WinCast core for Xbox, along with the game filename of course. In RetroArch I have to turn off the "save config upon exit" option for the above --appendconfig to work, otherwise I think it'll keep spamming the config file with overlay pathnames. I do this for everything I run via RetroArch so I can pass Overlay and Shader per-platform, not per-core. EDIT: I've just got it working with Pico-8 as well: Create a second batch file inside the WinCast subfolder called wincast_pico8.bat: start ..\RetroArch\retroarch.exe -L "..\RetroArch\cores\wgc_libretro.dll" "wincast.txt" -f --appendconfig "..\RetroArch\overlays\Pico-8.cfg" --set-shader "Pico-8.slangp" ..\pico-8\pico8.exe -run %1 -windowed 1 -home "..\pico-8" Inside my pico-8 emulator folder I need a config.txt file with: read_controllers_in_background 1 otherwise the gamepad input doesn't go into it. Then, under my emulators list in RetroArch, Pico8 is just: Emulators\WinCast\wincast_pico8.bat
  6. Hi @sundogak. I've managed to get it working! Thanks to your very detailed and helpful explanation above, I was able to confirm that that is exactly how mine was set up! I could have taken those screenshots myself (except my installation is on F: not G:). I did have half a dozen or so Vita games on LB, but used the "blank PCSE000xxx text files in the Games folder" method which I believe was previously the best method of anchoring your Vita3K-installed games before LB 13.15 came along. All I can think of is that this has messed with LB's ability to auto-import games for Vita somehow. Even with my system identical to what you show above, LB was not auto-importing anything upon startup (with Auto-import checked), any attempt to drag in either a PCSE folder from ux0\apps as a ROM, or to do a Scan For Added, resulted in unwanted files being identified, but dragging in an eboot.bin seemed to work but Vita3K didn't like it if I tried to launch (without manually removing the eboot.bin from the Launcher CLI). So I deleted all my Vita games from LB so the Platform was removed, deleted Vita3K from the Emulators list and restarted LB, then followed ETA Prime's 13.15 video of how to add Vita3K (as if I'd never had it installed before), and after another restart LB finally worked its magic! Thanks for persisting with me on this one. Damn LaunchBox and its community are great!
  7. Hi @sundogak, thanks for your response. Sorry I don't understand where the empty directory would be. You mean create an empty Vita directory under Games and then run the Scan for Added Vita games? Also, can I ask, what the Launching command line looks like for a successfully imported game? Does it point to the relevant eboot.bin file, or does it point to a dummy PCSE000xx text file, or anything else?
  8. Hi. Is there a European equivalent of the Sony Playstation Vita.xml file? Or instead is it possible to convert a PCSB/F ID to a PCSA/E ID? My games are all PCSB and PCSF.
  9. I posted in the 13.15 thread but thought it best to post here - I'm still having exactly the same issue as Nocta here - games are installed into Vita3K, but when I scan for added games it returns all the files from within the PCSE00xxx folder, sound files, image files, level XML files, all sorts. I'm on 13.16 release version now with the same issue. I thought I'd got to the bottom of the issue because I happened to click Edit on the Vita platform itself from within LB, and saw that the Games directory was set to Emulators\Vita3K\ux0\app\PCSE00xxx. It'd gone into one of the games subfolders. I removed the PCSE from the end and retried, but same issue. In fact it's re-added the PCSE folder onto the end of the path again.
  10. Hi @AstroBob. Not a problem! No I don't have any symbolic links, all game files are there in their respective platform-named subfolders under Games, as per recommended. Yes a few of my games are in subfolders inside their respective platforms (example: Atari ST, Amiga), and a large proportion of all other ROMs are 7zipped or zipped. Actually I did tell a porky earlier on - the ExoDOS and ExoWin3.x projects are in their own "eXo" folder under LaunchBox, which contains emulators, utils, etc. as well as the games. To be honest, it's not very often I need to scan for added ROMs any more, so am happy to mark this one as "to be solved at some point in the future"
  11. Same again - 22 hours later it did a long scan of a different platform first (Fairchild Channel F), then quick scans after that.
  12. Hi @AstroBob, I've reopened LB for the first time since I last posted, did another Scan for Added Jaguar CD ROMs, and it took 284 seconds (I counted them!). Did a scan on two other platforms, and it took a couple of seconds. It does look like it's doing a full scan the first time you do it after (24/48?) hours, but I wonder if it's necessary seeing as normally you would only be scanning the specific platform's subfolder...
  13. Hi @AstroBob, here's my answers: What LB version are you using? I'm assuming the latest 13.15? - I think the issue might have started around 13.14-ish, but persists with 13.15 and even 13.16b3 (I have another issue around PS Vita imports and C-Beats advised I try the beta). Is your `Games` directory located within your LaunchBox directory, or is it stored somewhere outside of this location? - It is immediately inside the LaunchBox folder, yes Do you experience slowness when scanning for additional ROMs, even if there aren't any new ROMs present? Or is it only when there are new ROMs present? - yes even if there are no new ROMs present it would take a long time Are there any differences when scanning for different platforms? I'm assuming not, as you mentioned it's still slow on platforms with a small number of games, but would be good to confirm - please see below... What is your total game count roughly? - 50k Finally, to completely rule out any version issues, if you update to the latest beta (currently 13.16-3) do you experience the same issue? - yes am currently running 13.16b3 with the issue Interestingly, after running a Scan for a platform at random (Jaguar CD with only 14 games - and it taking approx. 3 minutes to complete, with no results as expected) when I go to scan another platform, it finished almost immediately. When I scan Jaguar CD again, it finished almost immediately. So it almost looks like the first scan takes an unusual amount of time. It does say "searching for additional ROMs" with an active progress bar during the 3 minutes or so. I have tried closing LB, making sure it is definitely closed, reopening and rescanning Jaguar CD, and it was immediate again. Perhaps tomorrow (or whenever there's a metadata update?) it'll take an initial 3 minutes again... I've added a reminder to try this again in 3 days time, and post back here.
  14. I've updated to 13.16b3 but still have the same issue after scanning for added Vita Roms. I've tried deleting the Vita3K emulator and re-adding it.
  15. Same issue here with LB trying to import every single asset from the Vita3K ux0\app folders. 2,084 "games" across 10 actual installed games. Surely it's only supposed to be looking for eboot.bin files? EDIT - I am doing "Scan for Added PS Vita games", I'm not using auto-import.
  16. Since maybe the last couple of versions of LB I've noticed that performing a Scan for Added ROMs (just for a single platform) is taking ages (several minutes) whereas previously it'd only take a few seconds. It even takes several minutes when there's literally only half a dozen files in the folder. It's as if it's scanning the whole drive for added ROMs, not just the \Games\platform subfolder. Is it just me?
  17. @lou silver thank you for the amazing work you have put into this project. I have a question about the LB Platforms XML in that the .fpt files seem to be in subfolders which don't exist/are named differently in the dump of tables I managed to source. For example: XML says: <ApplicationPath>Emulators\Future Pinball\Tables\commander_keen-table_2_0\Commander Keen (2.0).fpt</ApplicationPath> File location in the torrent (once I've extracted the zip) is: \Commander Keen (Mark1)(3.0)\2.0\Commander Keen (2.0).fpt Is there a better torrent which aligns to the naming convention of the XML, or is there an updated XML which matches the naming in the torrent?
  18. Hopefully one for 13.13 then thanks for your suggestions, I'm sure a solution will present itself soon.
  19. This ought to be obvious but I can't find how to only move the files. Apologies, which menu option should I be using, "Change ROMs Folder Path" or "Export/Copy ROM Files"? Neither of them ask whether I want to move only. I'm on LB 13.12.
  20. Thanks for your suggestion. Only one of the ROMs had an additional app so I'm happy to proceed, however when I select all the games and click File Management, I'm a little confused because I can only either: i) "Change ROMs Folder Path" which won't move the files, only repoint them to a new folder where they won't exist, or ii) "Export/Copy ROM Files to New Folder" which will create a copy of all the "genuine" ROMs in the new folder, leaving me to manually identify the extra ones in the existing directory amongst the originals. I suppose I could use a folder comparison tool to do this. Or option iii) would be to Export/Copy to a new folder, then Change ROMs Folder Path, then delete all files in the original folder, then Export/Copy back to the original folder, then Change ROMs Folder Path back to the original folder. This should fix it but seems a long way around (plus I won't be able to identify the rogue ROMs and have a look into why they won't import in the first place).
  21. This sounds quite obvious but is there a way to achieve the above? e.g. if I have 100 files in a Game folder for a platform, but when I import them all I only get 95, how can I identify and/or remove the rogue 5? Performing a "Scan for Removed..." doesn't work because the 95 identified games are still there. The rogue 5 aren't "disk 2" or non-game files. All 100 should import so I'm interested to see which/why the rogue 5 exist.
  22. @deuxcolors I don't have a walkthrough but I can put a bit more detail here. This is what I do personally for my LB system: i) Take a backup copy of your retroarch.cfg file, then open the original one and make sure: config_save_on_exit = "false". I don't think I made any other changes to this. This means that when you exit RA after playing around, no changes you made via the UI will be saved (unless you manually Save it). I did this because my work-around for getting per-platform overlays and shaders involves temporarily appending specific extra lines to the RA config. ii) In LB, go to Tools > Manage > Emulators... > RetroArch > Associated Platforms. For the platform you want to get set up, make sure the Extra Command-Line Parameters looks like this (here's my Atari 2600 line): -f --appendconfig "overlays\Atari 2600.cfg" --set-shader "Atari 2600.slangp" iii) In the RetroArch\overlays folder, I have created one config file per platform (regardless of core). For example, my Atari 2600.cfg looks like this: aspect_ratio_index = "23" video_scale_integer = "false" custom_viewport_height = "1150" custom_viewport_width = "1360" custom_viewport_x = "420" custom_viewport_y = "100" input_overlay = ":\overlays\_MR.RETROLUST\Bezel_Atari_2600_Night_Mr_RetroLust.cfg" input_overlay_enable = "true" video_windowed_fullscreen = "true" For each of the config files I have, one per platform, most of the above is identical. The only difference is the input_overlay, which points to the appropriately-named config file in the _MR.RETROLUST subfolder (I didn't change anything in this folder), and the custom viewport X, Y, Width and Height. (for info, this _MR.RETROLUST folder I think is just what was downloaded from here and has just the overlay PNG images, and some other config files - one per platform). Unfortunately getting the X/Y/W/H correct was trial and error (running a game, then adjusting the co-ords, then rerunning again, until the emulated game screen appeared correctly within the Overlay's TV screen image) "right a bit, up a bit, left a bit, a bit wider, a bit shorter, right a bit more, etc.". I'm sure these would have been set up correctly by the big man himself but for some reason they were incorrect (I maybe did something wrong) so for each system I had to go through this. Actually it would only take about 2-3 minutes to get each one correct and was kind of fun. iv) In the RetroArch\shaders folder, I have also created one config file per platform (regardless of core). They are all .slangp files, and each one simply points to an existing RA preset which I liked for the platform. For example, my Atari 2600.slangp looks like this: #reference "shaders_slang\crt\newpixie-crt.slangp" ...whereas my Nintendo GameCube.slangp looks like this: #reference "shaders_slang\crt\crt-frutbunn.slangp" The top few lines of my Associated Platforms therefore looks like this: That's all I did, from what I can remember, and it works perfectly. If there's anything I've forgotten then it'll be in the retroarch.cfg file. In case it helps, here are the video lines in my retroarch.cfg: video_adaptive_vsync = "false" video_allow_rotate = "true" video_aspect_ratio = "1.333300" video_aspect_ratio_auto = "false" video_autoswitch_pal_threshold = "54.500000" video_autoswitch_refresh_rate = "0" video_black_frame_insertion = "0" video_context_driver = "" video_crop_overscan = "true" video_ctx_scaling = "false" video_disable_composition = "false" video_driver = "vulkan" video_filter = "" video_filter_dir = ":\filters\video" video_font_enable = "false" video_font_path = "" video_font_size = "32.000000" video_force_aspect = "true" video_force_srgb_disable = "false" video_frame_delay = "0" video_frame_delay_auto = "false" video_fullscreen = "false" video_fullscreen_x = "0" video_fullscreen_y = "0" video_gpu_record = "false" video_gpu_screenshot = "true" video_hard_sync = "false" video_hard_sync_frames = "0" video_hdr_display_contrast = "5.000000" video_hdr_enable = "false" video_hdr_expand_gamut = "true" video_hdr_max_nits = "1000.000000" video_hdr_paper_white_nits = "200.000000" video_layout_directory = ":\layouts" video_layout_enable = "true" video_layout_path = "" video_layout_selected_view = "0" video_max_frame_latency = "1" video_max_swapchain_images = "3" video_message_color = "ffff00" video_message_pos_x = "0.050000" video_message_pos_y = "0.050000" video_monitor_index = "0" video_msg_bgcolor_blue = "0" video_msg_bgcolor_enable = "false" video_msg_bgcolor_green = "0" video_msg_bgcolor_opacity = "1.000000" video_msg_bgcolor_red = "0" video_notch_write_over_enable = "false" video_post_filter_record = "false" video_record_config = "" video_record_quality = "2" video_record_scale_factor = "1" video_record_threads = "2" video_refresh_rate = "0.000000" video_rotation = "0" video_scale = "3" video_scale_integer = "false" video_scale_integer_overscale = "false" video_shader_delay = "0" video_shader_dir = ":\shaders" video_shader_enable = "true" video_shader_preset_save_reference_enable = "true" video_shader_remember_last_dir = "true" video_shader_watch_files = "false" video_shared_context = "false" video_smooth = "false" video_stream_config = "" video_stream_quality = "11" video_stream_scale_factor = "1" video_stream_url = "" video_swap_interval = "1" video_threaded = "false" video_vsync = "true" video_waitable_swapchains = "true" video_window_auto_height_max = "1080" video_window_auto_width_max = "1920" video_window_custom_size_enable = "false" video_window_opacity = "100" video_window_save_positions = "false" video_window_show_decorations = "true" video_windowed_fullscreen = "true" video_windowed_position_height = "720" video_windowed_position_width = "1280" video_windowed_position_x = "0" video_windowed_position_y = "0"
  23. Brilliant, thanks Retro_Rage that sounds like a plan. I'll wait for 0.262 to come out and experiment with it then
  24. My "Arcade" platform is a MAME full set but I chose only to have arcade games. I'd like to have a separate Platform called "Arcade - Other" or whatever which has just the slot games, card games, etc. and no arcade games. I suspect the best/easiest way to do this is via a Playlist or two, but I wondered if I could do this via Platforms instead. I guess I could possibly run another Import > MAME Full Set, call it "Arcade - Other", point it to the same ROM folder as the arcade games, run a full import (including all game types), then find a way to selectively remove the arcade games from the "Platforms/Arcade - Other.xml", possibly by searching for the <Genre> tags?
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