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stonev

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  1. Thank you for this guide! I just got around to setting it up. I was most excited to play Brave Firefighters but was disappointed to see that the control options were pretty much locked as-is. I've got a trackball on my cab which handles the hose movement perfectly. Problem is, I wanted to use one of my buttons, NOT the left mouse button to spray. And then I had a "no duh" moment: why not use AHK to bend the game to my will? That's exactly what I did: Sleep, 2000 Process,Wait,DEMUL.EXE WinWaitClose,ahk_exe DEMUL.EXE ExitApp LCtrl::LButton ; Start button This simply makes my preferred arcade button (Left Ctrl) act as the left mouse button and then closes the script when Demul exits. Works perfectly! Hopefully someone else will find this useful.
  2. I’m happy to post a bat file, but there’s really nothing complicated beyond following the GitHub Windows Guide. Just: linuxloader.exe -g “path\to\game” -c “path\to\config\ini” -o “path\to\controls\ini” I just made the batch files because it was easier than typing. The TP roms will NOT work. Apparently, they are not “clean” dumps and have been specifically modified to work with TP. I can tell you that the “clean” roms have been archived on the internet, though.
  3. Your instincts are good! There’s a point update almost daily so, yes, it will take some time to settle. I think I’m just really impressed at how well it worked out of the box (although there has been plenty of development on the Linux version). For those interested in playing around, I would definitely suggest joining the Discord that is linked on the GitHub page. Although setup is relatively straightforward, the rom files need to be “clean” and some folders and files need to be renamed in order for some games to work. Hopefully it won’t be long until it’s a little more stable and a UI is released. In the meantime, I’ll keep playing…
  4. Ok, I've been playing around and this process seems to work for me: 1) Create Sega Lindbergh platform. The platform doesn't seem to exist by default, so you need to create it. For now, you can just create a bare-bones entry and add more details later. All I did was go to Tools > Manage > Platforms and clicked Add... On the Details tab, I entered Sega Lindbergh under "Title" and Arcade under "Scrape As" and clicked OK. 2) Add Games. Remember, I'm using .bat files to launch these games. So I went to Tools > Import > ROM Files. Click Next and the Add Files. I added my .bat files here. and clicked Next. I selected the Sega Lindbergh platform I created in the previous step (ensuring "Arcade" is listed under "Scrape As". I left the emulator blank and clicked Next. I then selected "Use the files in their current location". I unchecked Search for game info and Check None for any media downloads. 3) This created a new Sega Lindbergh platform category under Arcade and the game I added in the previous step showed up there. At this point I could go into the entry and edit Metadata/Media. First, of course, in the Metadata section I searched for the actual game title in the LB Database. Then, in the Launching > Emulation section, I unchecked "Use an emulator to play this game". 4) Download Media. Once the correct game was tagged, I went back and downloaded the game media: Tools > Download > Update Metadata and Media for Selected Games and went through the normal process of downloading media from LB and EmuMovies. And that's mostly it! I also went back and added more info to the Lindbergh platform entry from here: I also added clear banner from here to replace the default Arcade banners: I hope this helps folks get started. Happy gaming!
  5. Hi All--As some of you may know, a new windows-based Sega Lindbergh emulator was released a few days ago, based on the linux-only "Lindbergh Loader" emulator. I'm not sure if I'm allowed to post the Github link here, but it should be simple enough to find. In any case, it works amazingly well so I'd like to integrate the working games into LB, but I'm not sure where to start. In the past, I've relied on the amazing work of @Warped Polygon but given that the emulator was only just released, I expect it to take a little time. The games aren't traditional single ROM files. The easiest way (for me) to play is to create a batch file for each game which points at the game directory, the general ini file, and the general control file. So if you've already done this, I'd be interested to know how you approached it. And if not I'd still be happy to take some advice! Thanks for any insights you can provide.
  6. Thank you for the really, really, thoughtful response @JoeViking245. I *knew* that this wasn’t a simple thing (otherwise it would have been implemented already), but it’s helpful for me (clearly not a dev) to get your perspective. I’ll keep thinking on it, but in the meantime, I’ll enjoy playing Outrun 2006 without having to pull out the keyboard!
  7. Well, @JoeViking245, you’ve saved me once again! Thank you, Internet friend, this worked perfectly. I’d be interested to hear your thoughts on a possible LB enhancement request to deal with this (admittedly solvable) problem: In the Additional Apps settings, could you have a checkbox option to close the additional app after the game stops running? Would that be something relatively easy for devs to implement? Would it even be worth it? Are there complexities in that process I’m not considering? Again, thank you!
  8. Ok, this should be fairly simple but it's been driving me a bit insane: I've got the PC version of OutRun 2006 set up exactly as I want it. The only tweak I can't make within the game is to remap my "Start" button (1) to [Enter] and my "Coin" button (5) to [Escape]. Enter and Escape are the main ways to move around the OutRun menus. So I set up a very simple AHK script: 1::Enter ; Start button 5::Escape ; Coin button Works perfectly! I can now navigate the game using only my buttons. The only problem is that when I exit the game, the AHK script (and the re-mapping) persists. I'd simply like for the script to exit when I exit the game. So are there additional lines I can add to this script to accomplish this OR is there a generic "Kill AHK" script that I can add to my Additional Apps for this game (and other ones)? In the past, I've linked killing the script to the generic game exit button (Esc), but I'm not sure that will work here since Esc isn't the immediate "kill game" button like in RetroArch and Mame. Any help would be appreciated!
  9. Ok, so I peeked in at the AHK forums and yet another helpful internet friend tweaked the code so that the LCtrl variable issue is fixed AND the script works for a second player! Holding down the fire to get a powered attack while autofire is on can be hit-and-miss but I don't think that's fixable given the absolute barrage of button presses the game has to take in. In any case, for anyone who finds this, here's the working script: ; --- Configuration --- SetKeyDelay, 0, 50 ToggleKey1 := "LShift" ; Key to turn P1 autofire on/off FireKey1 := "LCtrl" ; The P1 button to spam (Left Control) ToggleKey2 := "w" ; Key to turn P2 autofire on/off FireKey2 := "a" ; The P2 button to spam (Left Control) Interval := 50 ; Milliseconds between fire button presses (adjust for speed) ; --- Variable --- AutoFire1 := AutoFire2 := false ; Start with P1/P2 autofire off ; --- Toggle Hotkey --- Hotkey, %ToggleKey1%, ToggleAutoFire1 Hotkey, %ToggleKey2%, ToggleAutoFire2 ; --- Main Autofire Timer (Controlled by the toggle) --- Hotkey, ~%FireKey1%, FireKey1 Hotkey, ~%FireKey2%, FireKey2 Return FireKey1: ; When the P1 FireKey is pressed down (~) If (AutoFire1) { ; If P1 autofire is ON Send,% "{" FireKey1 "}" ; Press the P1 fire button SetTimer, FireKey1, -%Interval% } Return FireKey2: ; When the P2 FireKey is pressed down (~) If (AutoFire2) { ; If P2 autofire is ON Send,% "{" FireKey2 "}" ; Press the P2 fire button SetTimer, FireKey2, -%Interval% } Return ; --- Function to Toggle --- ToggleAutoFire1: AutoFire1 := !AutoFire1 ; Flip the P1 state (true to false, false to true) SoundBeep, (%Autofire1%+1)*250 Return ToggleAutoFire2: AutoFire2 := !AutoFire2 ; Flip the P2 state (true to false, false to true) SoundBeep, (%Autofire2%+1)*250 Return ; --- Exit Script --- Esc:: { WinClose, ahk_exe mame.exe ExitApp } Happy gaming!
  10. A little update: I tweaked the original exit script: $Esc:: { WinClose, ahk_exe mame.exe ExitApp } ..and removed the "$" so now it's just Esc:: { WinClose, ahk_exe mame.exe ExitApp } ...and this seems to work. Would there be any unforeseen consequences of removing the "$" that might make this change inadvisable? Also, I got rid of the Tooltip code and replaced it with: ; --- Function to Toggle --- ToggleAutoFire: AutoFire := !AutoFire ; Flip the state (true to false, false to true) SoundBeep, (%Autofire%+1)*250 Return Now there's an audible beep when I toggle AutoFire on and off. The tone is higher for "on" (500hz) and lower for "off" (250hz).
  11. Thanks for sticking with me on this, @JoeViking245. That option didn't work for me. I couldn't exit from the pause screen and when I hit Esc, the game ended but the script was still running. Although the script I'm using is relatively complex, I'd be interested to know how folks navigate using, say, a simple key remapping script for specific Mame games. Surely they don't want the remapping to persist after the game is over. I've looked online for solutions, but many of the involve "IfWinActive", which would be problematic for a script that is meant to work with a few games. Also, for me, the window title seems to include the Mame version so I'd have to remember to change the script with every Mame update. I'd still be interested in having the ahk close command within the script itself, but failing that, is there a way to globally shut down ahk upon exiting a game?
  12. Ok, you guessed correctly! I'm using this script on a game-by-game basis; the use case (for me) is pretty narrow. That said - and sorry I didn't explain this - the above script works when I press the Esc key (i.e., mame and ahk script exit). However, I typically exit a game using the Exit Game option on the pause screen, which I naively assumed was identical to pressing Esc. It seems that it's not though: Exiting via the pause screen exits mame but the ahk script is still running. I have to press Esc again to close the ahk script. Is there an way to close the ahk script upon exiting mame via the pause screen?
  13. Additionally, I've added the following to the bottom of the script: Esc::ExitApp Unfortunately, this kills the script with the first Esc and kills the game (as usual) with the second. Is there a way to kill the script and the game with a single press? Or better yet, kill the AHK script as a result of Mame exiting?
  14. Progress! So adding that line made it work in Mame!!! Just to clean up the script a little... I still can't seem to use the %FireKey% variable on the first line of the Autofire loop. So to snip out part of my code: <FireKey := "{LCtrl}"> and <Send %FireKey%> work in tandem. However, if I use <~%FireKey%::>, I get the "invalid hotkey" error on that line. The only way to fix this is to change that line to <~LCtrl::>, that is, hard-code the key instead of using the variable. Not a deal-breaker by any means, but still a little strange.
  15. Thanks for the idea. Unfortunately, the same "invalid hotkey" error remains. I tried testing a bit further, abandoning the %FireKey% variable altogether and just hard-coding {LCtrl} in the appropriate places. The good news is that when I run the script with a keylogger/checker, it acts as intended: F1 turns on the script with tooltip confirmation, pressing left control begins an auto press of left control every 50ms or so, with the ability to press left control during the sequence without interrupting it, and pressing F1 again turns it off (with tooltip confirmation). The bad news is that trying this with an actual game (Forgotten Worlds) does *not* work. I can see the tooltip when I press F1, but pressing left control doesn't seem to start the firing sequence. I've heard-tell of AHK and MAME not playing well together; maybe this is one of those instances?
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