Jump to content
LaunchBox Community Forums

flanx

Members
  • Posts

    43
  • Joined

  • Last visited

Posts posted by flanx

  1. 3 minutes ago, Fugus said:

    Much appreciated again. I am thinking, since I suck at actually doing the artistic part.

    If you are up for it, I could go through every Wii and Wii U entry in the database and make a listing of all the different setups from the back of the box by just cropping that part out when I come across a new one, then when I got ahold of every variation of it, I could upload it here so you could make one that looked good. If not, what software do you think would be a good one to make these look pretty well.

    If you're looking for a basic photo editor that you can combine those images, GIMP is pretty good. Its like an open source Photoshop and its free. All the images I created are hi-res and have transparent backgrounds so depending on the color of background will determine the version you use. Light background, either black or blue. Dark background, white logo set. I'm not sure how launchbox / bigbox would scrape these images, but feel free to upload them to the database for people to use.

  2. 12 minutes ago, Fugus said:

    Thanks, if you don't mind me asking, what would be a good thing to use to arrange them into the proper orders?

    Want to try and make variations for each of the setups for the Wii and Wii U and then upload them to the database if I can figure it out.

    Edit: And noticed 2 missing icons.

    The Gun thing like they used in 007
    https://gamesdb.launchbox-app.com/games/images/71963-007-quantum-of-solace

    And the balance board thing.

    I had a feeling I missed a couple. I'll work on those as soon as I can. Let me know of any others you find.

  3. 11 hours ago, Fugus said:

    Yes sir, Exactly what I am talking about.

    What I am thinking about is having the different versions of that being uploaded into the database for each game and then BigBox theme could display them per game so you can see what you need for each game without having to manipulate the 3D Box or manually view the media just to check it.

    Not sure how many variations of it there are or who would have the time to manually add the appropriate one to each game but figure if they can get created and uploaded onto the sites download section, people will start adding them to the games and themes can start including them.

    Alright, I'll work on the graphics. Might take me some time to get all of them completed.

  4. On 1/31/2024 at 5:13 PM, Fugus said:

    On the back of Wii and Wii U games, many of them have a picture at the top of the box of the types of controller setups it supports. My basic request would be for of a high quality set of the possible setups that different games can use and can potentially be added to each games database entries.

    This would allow players to use them instead of downloading the full boxart to have them as they are needed and would make it much higher quality than many entries have on just the boxes. Also, it opens the ability for theme creators to be able to use that image for their theme where you could have the box load up like normal but the actual control information could also load up somewhere on the page so people can see without having to rotate the box.

    Nothing elaborate or overly big or anything like that, just what it looks like on the top right hand corner of the box of their boxes.

    Whats up. Are you still in need of graphics? If so, just to verify, you're talking about these right?

    Controller Types.jpg

  5. On 1/6/2024 at 6:09 PM, 5thWolf said:

    Can any with awesome image editing skills help make a Chameleon marquee? This is the best image I could find. Its from the LB database.

    image.png.3758a13543e0b76429d3c891331bf7b5.png

    Hello! I came across your post and thought I'd take a stab at your request. I've only had a couple hours to work on it, but I've made progress. I still have more coloring / shading to do on the chameleon, make the feathers falling and create the logo (which is going to be the hardest part in my opinion) But here is my progress so far. It may not be perfect, but I hope it will do.

    Chameleon Arcade Marquee Sample.png

    • Like 1
  6. @Gangor Sorry if its complicating, but this is the best way I could get mine to work without issue.

    1. Add Additional App screenshot - This is to create the app within Launchbox that will run the AutoHotKey script to launch xarcade-xinput program when you launch the game.

    2. Create Additional App screenshot - Name your application (can be anything). Browse to where AutoHotKey is installed (this comes with Launchbox). Application Command-Line Parameter is the full path to where the AHK is for Killer Instinct to launch the xarcade-xinput program

    3. Application Path screenshot - This will point to the AHK to launch your game. The reason this is needed is because this is the only way I could get LEDBlinky to detect the game running and change the lighting accordingly

     

    Sample Killer Instinct AHK - This is the AHK to run xarcade-xinput when game is run. This is used in the Additional App section.

    Sample Killer Instinct Launcher.AHK - This is the AHK that I have in place to launch the game so LEDBlinky will detect the game properly. This is used in the "Launching" section.

    4 Player IPAC.json is the config file for xarcade-xinput, The key binding you'll change is the text in the quotes on the left, change to the key you want bound to that input. This is for 4 player games. If all you want is 2 players, there are config files included in the program directory in the "mappings" folder. You can use any text editing program to make the changes.

     

    Hope all this makes sense. I used Killer Instinct as an example as this was the game you mentioned above.

     

    1. Add Additional App.png

    2. Create Additional App.png

    3. Application Path screenshot.png

    4 Player IPAC.json Sample Killer Instinct AHK.ahk Sample Killer Instinct Launcher.ahk

  7. @Gangor If you plan to use your control panel for modern Windows games, I highly recommend using a program like "xarcade-xinput." This will remap your keyboard inputs to act as X Input devices (Xbox 360 controllers) while active. The IPacs can do the same thing with a certain key combination, but in that mode LEDBlinky can no longer control the colors of the buttons. If you use "xarcade-xinput" you can still use LEDBlinky to customize your button colors. I use an AHK to activate the xarcade-xinput program when the game is launched and then close when the game is closed. If you're interested in going that route, I can share my xarcade-xinput config (which you'll have to modify for your mapping) and a sample AHK script.

  8. @Gangor After a lot of troubleshooting, it turned out to be my common ground wiring. I had used a single ground wire for all joysticks and a single ground wire for all buttons. So this means I had the ground wires for players 2 and 4 plugged into IPac used to control players 1 and 3, my common ground span between my 2 IPacs. So I ended ripping all common grounds out and isolating the common ground wire to the IPac the buttons and joysticks were connected to. Ie Player 1 and 3 common ground ran to IPac 1 and players 2 and 4 common ground ran to IPac 2. Once I did this, all button issues went away and its worked perfect since. Are you using the X-Arcade to XInput software as well?

  9. 4 hours ago, C-Beats said:

    I'm going to assume not given the description, but are you running Big Box as shell? Is about the only reason I could think of for any difference. LaunchBox and Big Box fire the exact same code when launching a game so there being a difference between the two doesn't make a ton of sense to me.

    After doing more testing, I think the issue is linked to LEDBlinky somehow. When I disable LEDBlinky integration in Launchbox, the input issues go away. I'm going to do some further testing.

  10. I'm having a strange issue with Steam games launched with BigBox that causes input issues with player 2 stick controls. No other issues with any other emulator using keyboard controls. This is my setup. I have 2 IPAC Ultimate I/O boards (4 player arcade setup) and I use a program called XArcade to XInput to convert my keyboard controls into Xbox 360 controllers for Windows (Steam) games. The program works perfectly fine. When I test all the controllers all inputs work as they should. I have an AHK that launches the XArcade to XInput program when the game starts and it closes it when I exit the game (setup in the Additional Programs section). I also use an AHK to launch the Steam games based on the Steam game ID for LEDBlinky to work properly (used in the Launching section) I cannot get LEDBlinky to work for Steam games otherwise, but thats a whole other can of worms. When I launch the game through Launchbox, all works perfect. But when I launch the game through BigBox I have input issues for player 2 controls only. These issues mainly revolve around the stick controls. Holding a direction does not "hold" in that direction. For example, pressing down to crouch will cause your character to crouch and stand repeatedly as you're holding down. Or if you press forward (or backward) it may count as a dual input causing your character (in this case MK 11) to dash forward or dash backwards with a single press. Like I said, these issues do not occur on any player besides 2 and only when games are launched from BigBox. Activating the XArcade to XInput program from within Windows and running the Xbox 360 controller tester in Windows shows no issues, holding down will remain down until released. Same with launching the game through Launchbox, holding down will cause the character to remain crouched. I read somewhere that Steam could be causing issues, but I've ruled that out because I've disabled all controller controls in Steam and it only happens when launched through BigBox. I can supply screenshots and or my AHK codes if needed. Any help would be greatly appreciated.

  11. 16 minutes ago, arzoo said:

    I'll need to see your debug log to help with this; enable the Debug Log option (Misc Options tab), run LB and a game where you've configured a color using P1_JOYSTICK_UP, then email me the debug.zip file and I'll take a look.

    Thank you so much for the reply. I have the debug.zip. Do I attach it here, or do you have an email I can send it to?

  12. I'm not sure if this is the place to post this or if I need to make a new topic. I'm having an issue getting LEDBlinky to light my joysticks custom colors for certain games using overrides. I've looked all over and I have not found a solution. I can get the joysticks to change to custom colors if I assign the color to the JOY8WAY under the Common tab. But if I try to assign it to, for example, P1_JOYSTICK_UP under Player 1 tab, it never changes to that color. Any help would be greatly appreciated.

  13. 17 minutes ago, Headrush69 said:

    Start the game, go into the Retroarch Quick menu -> Core Options -> System and turn off Free play.

    Oh man.... I can't believe I overlooked that setting. I even went into that menu to enable the system menu... lol Thanks, appreciate the help!

    • Game On 1
×
×
  • Create New...