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Elmo80

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Everything posted by Elmo80

  1. Hoping someone has managed to figure this one out. I have managed to successfully get FFP Arcade Plugin working with MAME using the provided github instructions. It's awesome, the controller rumble adds a bit more to games like Alien 3. The only way i have been able to get FFP Arcade Plugin working via Launchbox is to edit the MAME emulator's default command line parameters (within Launchbox) by removing "-keyboardprovider dinput". The default Launchbox running script is in place for MAME. All Roms launch fine, including all buttons using my xbox elite series 2 controller. However, when i try to exit a Rom through either "start + select" or using the pause screen, which in my case is "Select + A" and select/press exit game from the menu nothing works it returns back to gameplay. The only way to exit a game is by pressing the escape key on the keyboard, which isn't ideal. I've set the FFP Arcade Plugin for Flycast, Segal Model 1 & 2 and this issue doesn't exist with Launchbox it's only an issue only for MAME. I believe, with the little knowledge i have, Launchbox is relient upon the "-keyboardprovider dinput" in the derfault command line paramters for the MAME Emulator to send instructions such as Esc. Has anyone establsihed a work around for this issue? or could suggest one. It would be great to have this Plugin seamless with LaunchBox and BigBox as its excellent. Thankyou.
  2. Thanks k_rollo. Appreciate the assistance. It seem's like something is falling over behind the scene in Launchbox with how the rom files / emulator is targeted that creates a mismatch in the command paramaters for the latest version(s) of Supermodel. I've tried bypassing Launchbox's preset command and on an indvidual rom (within Launchbox) created an apppropriate command line specific for the rom and that still doesn't work. Perhaps the Launchbox team might be able to look into it. I'm out of ideas.
  3. is it possible to display recently played games in the Aetherial Theme? I can't seem to find a way through the Bigbox display settings. Would be a good adddition to this theme.
  4. i browsed to the file again and it does not introduce ..\ in front of the file path. i manually entered ..\ and that creates a new error the rom cant be found. i dont know why yours would place ..\ on your application or file path. i'm also using the latest launchbox.
  5. i can't see what i can do differently in regard to the emulator settings. As i mentioned, i have taken out the extra command lines from the default command line parameters in the emulator settings to keep it simple. File path to the emulator is absolutely correct. It's Launchbox that puts the ".....path to rom file" Everything on the rom side is correct too in regads to the file path. It's falling over when Launchbox points to the rom file but the target file is correct. I dont understand.
  6. Thanks for the suggestion but that didn't help me unofrtunatley The command lines work perfect in cmdline with the latest supermodel version: To keep it simple i removed the -options from the command line and I was able to run supermodel.exe from my C:\ and point to a rom on my D:\ and it opened a rom fine in cmd. I replcated the exact same shortened commad line in Launchbox as a custom launch paramter and i keep getting the same error as my original post. Its got me naffed.... it works fine with older versions of Supermodel up to Version 0.3a-git-112e7bb, It seems like something is faling over in Launchbox with the file path.
  7. Hi, Hoping someone maybe able to assist. I have updated my supermodel.exe to the latest version and i seem to get the following error when launching through launchbox. Any ideas, i've tried changing the launch command line but dont really know what i'm doing. Seems like its not parsing right anymore.
  8. It worked perfectly, thanks very much for you assistance @JoeViking245
  9. Thanks for investigating this issue - much appreciated. The fork i'm using is this one https://flyinghead.github.io/flycast-builds/ - Flycast CI build. Retroarch's FlyCast Naomi wouldn't run F355 Challenge. The code i have tried has been discarded each time but it was along the line of WinSet, AlwaysOnTop...... but i was butchering the code language. I'll give your suggestion a try when i get home. Thanks again.
  10. Hi, I dont have a grasp of hot key script or any coding to be honest but i've given it a red hot go with this problem. I have a fork of flycast.exe that i'm specifcally using to run Ferrari F355 Challenge on Sega Noami - a bit hit or miss on launch but works pretty good when it can launch. The flycast.exe launches two windows for the rom of which one is utilised for the main screen and another a slave screen. I suspect this is due to a dual cab arcade format. I can't seem to get a service screen within the rom that will stop the additional window opening, it just seems like that's how it operates and all the game action is on the slave window. The two window titles are as follows: Flycast - multiboard slave 1 Flycast - ferrari f355 challenge (deluxe, no link) Running through launch box, "Flycast - multiboard slave 1" window is layered on top of "Flycast - ferrari f355 challenge (deluxe, no link) window. This layering order is ideal as "Flycast - multiboard slave 1" has the game detail running, so alt + enter will maximise the correct screen and its perfectly viewable. However, the problem, in launching the game through BigBox is it switches between both windows on launch and ultimatley runs "Flycast - ferrari f355 challenge (deluxe, no link)" window layrered on top and "Flycast - multiboard slave 1" on bottom. Therefore i can't see the game play. I've tried many scripts, i've found on the forum and throughout google. I've messed with the startup checkboxes for the emultaor settings in launchbox but i'm not getting any closer to what i'm trying to achieve which is to always have "Flycast - multiboard slave 1" window on top no matter the circumatance, i.e. Hide "Flycast - ferrari f355 challenge (deluxe, no link)" window. Is there anyone that could make a runnings script suggestion?
  11. Im using the latest version.
  12. Thanks i did try that script from other forum posts on the same topic and it caused more issues for me. I've had some success by ticking the aggressive window box in the start up emultor edit. It makes Big Box work a bit smoother with TeknoParrot.
  13. I have exactly the same issue. I'd appreciate if someone could share their exit and running script for TeknoParrot emulator. I think TeknoparrotUI.exe runs an additional exe for some games further complicates it. I have found within the edit emulator starup - hide all windows not full screen helps but you cant see all the TeknoParrot loading details which sometimes is useful too see things are working ok.
  14. Hi, I've been challenging myself with the Community Theme Creator (CTC) using the Bannerbox theme as a template but unfortunatley i've tapped out.... i just dont have the computer skills. Credit to the creator of the of the theme it's excellent. I really like how it flows and the game detail view has all the options/links. I've even impressed myself with making some of my own replacement platform/playlist banners and a background vid to tweak it up a little to what i have in mind for a theme - see the results. I have tried the CTC using the Bannerbox community files but i'm way out of my depth.... to be fair i think there is some complex things going on within this theme which is beyond me. It functions nothing like the finished product which is installed via BigBox when i publish through CTC (even when i make no changes to the original community files). In fact there is quite a few error messages when accesing the system page. So..... i'm here asking the community for help. Is there a way to use the Bannerbox theme i have edited the files and import into CTC to make some subtle changes and then republish? What i'm trying to achieve is changing the fonts and the blue title bar to something more to my liking. Thanks for anyone interested in helping.
  15. Does anyone have a banner for TMNT and Predator collection? Thanks
  16. Thanks. That worked! much appreciated.
  17. Thanks for the link. I was able to find a replacment banner and this may be a stupid question. I replaced the banner in the images\platform\banners but the old banner still appears in big box. I've search the whole folder and the original file cant be found. What would i be doing wrong?
  18. Hi, This theme is fantastic. I was wondering, if anyone or the creator has a banner image for the SNES that rather than USA version of SNES is the PAL version? Also how would it be possible to replace one of the fonts to something else? In particlar the menu options. I managed to change the background MP4 to a cyberpunk style night city backdrop and looks amazing. I'm quite impressed, i feel like Steve Wozniak. Thanks
  19. For future me. In some Amiga multiplayer games such as super off-road 4x4. Port 1 needs to be mapped to Port 2. Port 2 needs to be mapped to Port 3. This is done via in game controls.
  20. Hello, I think there could be a simple solution for this issue but I can’t unfortunately pin point it. The issue I’m having is when using the C64 and Amiga emulators through RetroArch Port 1 (Player 1) is also controlling Port 2 (Player 2) when only one controller is connected, i.e. xinput le bluetooth wireless. This generally happens when it’s a two player game and when initiating play for player 1 by pressing a button on the controller will also activate player 2 and things go a bit crazy from there. In the Retroarch control settings – I have Port 1 and 2 setup for the same xinput le bluetooth wireless controller. Edit* i've been able to fix this to some extent for C64 and other platforms for multiplayer games. I've changed the Port 2 control in Retroarch menu to N/A#2 which therefore defaults to my second controller when connected. However, for Amiga multi player games such as "Ironman 4x4", it's really strange. Both Port 1 and Port 2 needs to be connected to seperate controllers and Port 2 controller works fine. Port 1 has limited control but generally doesn't work as if there is some kind of conflict. All Amiga single player games work the Port 1 controller but i have to hit the j/m button in the emulator keypad. It seems like for some Amiga multiplayer games Port 2 is the applicable port to utilise and in Retroarch Port 2 is only avilable when the 2nd controller is connected. It seems like for these games i need a remap overide for the game/core to apply Port 2 as Port 1 to work around this issue but i wouldn't have a clue how. If anyone has the same issue and knows how to resolve? Thanks in advance for any assistance.
  21. Turns out this issue was related to sensitivity of the Xbox elite series 2 analog stick. Anything below 0.3 in input setting for analog stick input sensitivity within Retroarch the analog stick won’t register. N64 core needs around 0.5 to register and 0.8 to be acceptable for play. I never thought this would be an issue. This creates another issue because the Amiga core hates anything above 0.2 and like hotkeys you can’t create overrides or remap for seperate cores for these settings in Retroarch. The joystick is a good alternative for amiga core. Writing this for future me as I’m bound to forget.
  22. Yep done that too. Also updated all cores. All manual control inputs were the same defaults saved. I removed all remaps and overrides for the core. I’ve also tried two Xbox controllers and the nes30 pro. Same issue. in port 1 controls for Retroarch controls when game loaded it identifies the controller ok. It does say configuration override when I load a game and then auto config identifies the controller. the only way I can get directional movement is to remap for the core.
  23. Correct, all the defaults you described are in the port 1 controls and without any remap for the core or game. The anolog sticks won’t work. The only way I can get directional movement is by changing the analog stick to the dpad controls. I then remap to keep that setting otherwise it just defaults back.
  24. Hello, Hoping someone can share some screen shots of their xbox controller mapping for N64 on Retroarch? In order for me to get any directional movement in N64 games via Retroarch, e.g. Mario Kart i've had to apply the analog left stick to the d-pad. It seems i'm unable to use the analog control sticks on the xbox controller for any N64 games retroarch. I appreciate the N64 controller is very different but still seems odd when the orginal N64 controller has an analog stick. I never really played an N64 back then so not sure how much the analog stick was actually used across the portfolio of games. Thanks for any assistance.
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