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Everything posted by DJ_GLiTCH
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It's not super old games with older renderers I'm talking about, it's just any game that only supports exclusive fullscreen, which Bigbox isn't playing nicely with. I mentioned semi-recent Street Fighter games as some examples, like 4 or 5. They only support windowed mode or exclusive fullscreen mode. Open it from your desktop, set it to fullscreen, save, close the game, then try to launch it from BigBox.
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As the title implies, I am having difficulties with BigBox failing to launch games that utilise Exclusive Fullscreen mode from Steam/Windows. For reference, I am using Windows 11 Pro (latest version as of today) and Launchbox 13.21. The games themselves do launch ok from BigBox, but the issue is that BigBox takes the window focus back from the game. Even if I alt+tab to the game directly, BigBox will immediately after retake the window focus and completely prevent the game from being displayed (besides a temporary black screen). I have tried everything from disabling startup messages and images, to disabling the pause screen and any other UI elements that could be interfering. If I close BigBox and open the game, the game works fine. If I open the game from BigBox, then close BigBox, the game then works fine. Only while BigBox is running am I unable to have any game open that uses Exclusive Fullscreen mode. Launching games from Launchbox works fine too. It is only BigBox that causes this issue. As a minor workaround, I have modified an AHK script I found online and assigned it to a button on my Elgato Stream Deck, which will take whatever Windowed mode game is currently open and make it borderless. This is useful for games that I can force into windowed mode (but don't support borderless), but it's still clunky as it requires the player to know this button exists in the first place, and if they don't do anything there is an ugly windowed view of the game on the screen with borders and all. Regarding the above AHK script, this is the code for those who are interested: ^+a:: WinSet, Style, -0xC00000,a ; remove the titlebar and border(s) WinMove, a, , 0, 0, 3840, 2160 ; move the window to 0,0 and resize it to 3840x2160 return So, I guess I'm wondering if anyone else had this issue and if you ever found a workaround/fix, as there are a lot of older native Windows games out there that only support Exclusive Fullscreen mode or Windowed mode, but not Borderless Windowed mode (which is what BigBox seems to prefer). If you're wondering if this issue exists on your machine, many of the older fighting games do not support Borderless Windowed mode, like the Street Fighter series. I have been using SF4 and SF5 for my testing. Many thanks in advance for any suggestions or tips you may have. ๐
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This plugin will enable Launchbox marquee, with some extra settings for more customisation (might do what you need):
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LED Blinky - I'm using xinput. How do I simply turn my LEDs on?
DJ_GLiTCH replied to Hamburglin's topic in Features
Apologies for the double post, but I feel this info is more relevant here as primarily relates to XINPUT controller issues - I will delete my first post in the other thread if this is not allowed. --- Sharing the information below as it may help others (since I have seen people asking about this in other forums). I am using a GP2040-CE ABB controller (v5.6e) with an 8-button layout. I got mine from Akicus. This controller is more fightstick orientated, but has many new and modern features, as well as ongoing development support from the community. I have configured the button layout in MAME and Retroarch like so: 1 2 3 7 4 5 6 8 Regarding XINPUT, I have wired my controller using the following Xbox layout (not Nintendo, as that would mirror the ABXY layout): X Y RB LB A B RT LT If you prefer the Playstation trigger naming convention: X Y R1 L1 A B R2 L2 The link below will give you a small guide on how to best map your controller, which is extra useful when you're trying to use XINPUT: https://docs.google.com/spreadsheets/d/1Aa7YNHspNBTACU6pIuHJ_cQKKvt0cLEruBXMeEYp-FY/edit?usp=sharing Below is a text extract of the spreadsheet in case there is an issue with the above link in the future (even if text looks a little messy): Location XINPUT MAME LEDB Port LEDB InputCodes Top 1 X 1 P1B1 JOYCODE_1_BUTTON3 Top 2 Y 2 P1B2 JOYCODE_1_BUTTON4 Top 3 RB 3 P1B3 JOYCODE_1_BUTTON6 Top 4 LB 7 P1B7 JOYCODE_1_BUTTON5 Bottom 1 A 4 P1B4 JOYCODE_1_BUTTON Bottom 2 B 5 P1B5 JOYCODE_1_BUTTON2 Bottom 3 RT 6 P1B6 JOYCODE_1_BUTTON8|JOYCODE_1_SLIDER2_NEG_SWITCH Bottom 4 LT 8 P1B8 JOYCODE_1_BUTTON7|JOYCODE_1_SLIDER1_NEG_SWITCH If you only have 6-buttons, you can ignore Top 4 and Bottom 4 in the above list (this is the only real difference between 6-button and 8-button in mapping). You can make these mapping changes directly in the "LEDBlinkyInputMap.xml" file using Notepad or alike if you prefer. In my spreadsheet, I have called out the LED sequence which may help you understand things too, but the main thing here is to ensure XINPUT is aligned with MAME and that is aligned with LEDBlinky InputCodes. You will also need to make sure that the LEDBlinky input codes match the same input codes as shown in your MAME ctrlr cfg file (default is stored in "MAME\cfg\default.cfg"). An example of what this should be for Player 1 in your MAME ctrlr cfg is below: --- <?xml version="1.0"?> <!-- This file is autogenerated; comments and unknown tags will be stripped --> <mameconfig version="10"> <system name="default"> <input> <port type="P1_BUTTON1"> <newseq type="standard"> KEYCODE_LCONTROL OR MOUSECODE_1_BUTTON1 OR JOYCODE_1_BUTTON3 </newseq> </port> <port type="P1_BUTTON2"> <newseq type="standard"> KEYCODE_LALT OR MOUSECODE_1_BUTTON3 OR JOYCODE_1_BUTTON4 </newseq> </port> <port type="P1_BUTTON3"> <newseq type="standard"> KEYCODE_SPACE OR MOUSECODE_1_BUTTON2 OR JOYCODE_1_BUTTON6 </newseq> </port> <port type="P1_BUTTON4"> <newseq type="standard"> KEYCODE_LSHIFT OR JOYCODE_1_BUTTON1 </newseq> </port> <port type="P1_BUTTON5"> <newseq type="standard"> KEYCODE_Z OR JOYCODE_1_BUTTON2 </newseq> </port> <port type="P1_BUTTON6"> <newseq type="standard"> KEYCODE_X OR JOYCODE_1_SLIDER2_NEG_SWITCH OR JOYCODE_1_BUTTON8 </newseq> </port> <port type="P1_BUTTON7"> <newseq type="standard"> KEYCODE_C OR JOYCODE_1_BUTTON5 </newseq> </port> <port type="P1_BUTTON8"> <newseq type="standard"> KEYCODE_V OR JOYCODE_1_SLIDER1_NEG_SWITCH OR JOYCODE_1_BUTTON7 </newseq> </port> <port type="P2_BUTTON1"> <newseq type="standard"> KEYCODE_A OR MOUSECODE_2_BUTTON1 OR JOYCODE_2_BUTTON3 </newseq> </port> <port type="P2_BUTTON2"> <newseq type="standard"> KEYCODE_S OR MOUSECODE_2_BUTTON3 OR JOYCODE_2_BUTTON4 </newseq> </port> <port type="P2_BUTTON3"> <newseq type="standard"> KEYCODE_Q OR MOUSECODE_2_BUTTON2 OR JOYCODE_2_BUTTON6 </newseq> </port> <port type="P2_BUTTON4"> <newseq type="standard"> KEYCODE_W OR JOYCODE_2_BUTTON1 </newseq> </port> <port type="P2_BUTTON5"> <newseq type="standard"> KEYCODE_E OR JOYCODE_2_BUTTON2 </newseq> </port> <port type="P2_BUTTON6"> <newseq type="standard"> JOYCODE_2_SLIDER2_NEG_SWITCH OR JOYCODE_2_BUTTON8 </newseq> </port> <port type="P2_BUTTON7"> <newseq type="standard"> JOYCODE_2_BUTTON5 </newseq> </port> <port type="P2_BUTTON8"> <newseq type="standard"> JOYCODE_2_SLIDER1_NEG_SWITCH OR JOYCODE_2_BUTTON7 </newseq> </port> <port type="UI_SELECT"> <newseq type="standard"> KEYCODE_ENTER </newseq> </port> <port type="UI_BACK"> <newseq type="standard"> KEYCODE_ESC </newseq> </port> </input> </system> </mameconfig> --- On another note, if you are using additional admin or misc buttons in LEDBlinky as well, make sure you remove any unnecessary input assignments that might be included by default. For example, I had an issue where button 4 was always lit up during gameplay, as the same button was shared with "UI_SELECT" by default and I was unaware of this. To check the misc input assignments in MAME: MAME > "General Settings" > "Input Assignments" > "User Interface" The above MAME config has already accounted for this specific conflict, but I am sharing this information in case it helps others in the future. Hope this information helps! -
Sharing the information below as it may help others (since I have seen people asking about this in other forums). I am using a GP2040-CE ABB controller (v5.6e) with an 8-button layout. I got mine from Akicus. This controller is more fightstick orientated, but has many new and modern features, as well as ongoing development support from the community. I have configured the button layout in MAME and Retroarch like so: 1 2 3 7 4 5 6 8 Regarding XINPUT, I have wired my controller using the following Xbox layout (not Nintendo, as that would mirror the ABXY layout): X Y RB LB A B RT LT If you prefer the Playstation trigger naming convention: X Y R1 L1 A B R2 L2 The link below will give you a small guide on how to best map your controller, which is extra useful when you're trying to use XINPUT: https://docs.google.com/spreadsheets/d/1Aa7YNHspNBTACU6pIuHJ_cQKKvt0cLEruBXMeEYp-FY/edit?usp=sharing Below is a text extract of the spreadsheet in case there is an issue with the above link in the future (even if text looks a little messy): Location XINPUT MAME LEDB Port LEDB InputCodes Top 1 X 1 P1B1 JOYCODE_1_BUTTON3 Top 2 Y 2 P1B2 JOYCODE_1_BUTTON4 Top 3 RB 3 P1B3 JOYCODE_1_BUTTON6 Top 4 LB 7 P1B7 JOYCODE_1_BUTTON5 Bottom 1 A 4 P1B4 JOYCODE_1_BUTTON Bottom 2 B 5 P1B5 JOYCODE_1_BUTTON2 Bottom 3 RT 6 P1B6 JOYCODE_1_BUTTON8|JOYCODE_1_SLIDER2_NEG_SWITCH Bottom 4 LT 8 P1B8 JOYCODE_1_BUTTON7|JOYCODE_1_SLIDER1_NEG_SWITCH If you only have 6-buttons, you can ignore Top 4 and Bottom 4 in the above list (this is the only real difference between 6-button and 8-button in mapping). You can make these mapping changes directly in the "LEDBlinkyInputMap.xml" file using Notepad or alike if you prefer. In my spreadsheet, I have called out the LED sequence which may help you understand things too, but the main thing here is to ensure XINPUT is aligned with MAME and that is aligned with LEDBlinky InputCodes. You will also need to make sure that the LEDBlinky input codes match the same input codes as shown in your MAME ctrlr cfg file (default is stored in "MAME\cfg\default.cfg"). An example of what this should be for Player 1 in your MAME ctrlr cfg is below: --- <?xml version="1.0"?> <!-- This file is autogenerated; comments and unknown tags will be stripped --> <mameconfig version="10"> <system name="default"> <input> <port type="P1_BUTTON1"> <newseq type="standard"> KEYCODE_LCONTROL OR MOUSECODE_1_BUTTON1 OR JOYCODE_1_BUTTON3 </newseq> </port> <port type="P1_BUTTON2"> <newseq type="standard"> KEYCODE_LALT OR MOUSECODE_1_BUTTON3 OR JOYCODE_1_BUTTON4 </newseq> </port> <port type="P1_BUTTON3"> <newseq type="standard"> KEYCODE_SPACE OR MOUSECODE_1_BUTTON2 OR JOYCODE_1_BUTTON6 </newseq> </port> <port type="P1_BUTTON4"> <newseq type="standard"> KEYCODE_LSHIFT OR JOYCODE_1_BUTTON1 </newseq> </port> <port type="P1_BUTTON5"> <newseq type="standard"> KEYCODE_Z OR JOYCODE_1_BUTTON2 </newseq> </port> <port type="P1_BUTTON6"> <newseq type="standard"> KEYCODE_X OR JOYCODE_1_SLIDER2_NEG_SWITCH OR JOYCODE_1_BUTTON8 </newseq> </port> <port type="P1_BUTTON7"> <newseq type="standard"> KEYCODE_C OR JOYCODE_1_BUTTON5 </newseq> </port> <port type="P1_BUTTON8"> <newseq type="standard"> KEYCODE_V OR JOYCODE_1_SLIDER1_NEG_SWITCH OR JOYCODE_1_BUTTON7 </newseq> </port> <port type="P2_BUTTON1"> <newseq type="standard"> KEYCODE_A OR MOUSECODE_2_BUTTON1 OR JOYCODE_2_BUTTON3 </newseq> </port> <port type="P2_BUTTON2"> <newseq type="standard"> KEYCODE_S OR MOUSECODE_2_BUTTON3 OR JOYCODE_2_BUTTON4 </newseq> </port> <port type="P2_BUTTON3"> <newseq type="standard"> KEYCODE_Q OR MOUSECODE_2_BUTTON2 OR JOYCODE_2_BUTTON6 </newseq> </port> <port type="P2_BUTTON4"> <newseq type="standard"> KEYCODE_W OR JOYCODE_2_BUTTON1 </newseq> </port> <port type="P2_BUTTON5"> <newseq type="standard"> KEYCODE_E OR JOYCODE_2_BUTTON2 </newseq> </port> <port type="P2_BUTTON6"> <newseq type="standard"> JOYCODE_2_SLIDER2_NEG_SWITCH OR JOYCODE_2_BUTTON8 </newseq> </port> <port type="P2_BUTTON7"> <newseq type="standard"> JOYCODE_2_BUTTON5 </newseq> </port> <port type="P2_BUTTON8"> <newseq type="standard"> JOYCODE_2_SLIDER1_NEG_SWITCH OR JOYCODE_2_BUTTON7 </newseq> </port> <port type="UI_SELECT"> <newseq type="standard"> KEYCODE_ENTER </newseq> </port> <port type="UI_BACK"> <newseq type="standard"> KEYCODE_ESC </newseq> </port> </input> </system> </mameconfig> --- On another note, if you are using additional admin or misc buttons in LEDBlinky as well, make sure you remove any unnecessary input assignments that might be included by default. For example, I had an issue where button 4 was always lit up during gameplay, as the same button was shared with "UI_SELECT" by default and I was unaware of this. To check the misc input assignments in MAME: MAME > "General Settings" > "Input Assignments" > "User Interface" The above MAME config has already accounted for this specific conflict, but I am sharing this information in case it helps others in the future. Hope this information helps!
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Blick LEDBlinky for starting when launching a specific title
DJ_GLiTCH replied to gStAv's topic in Troubleshooting
Minor update to keep everyone in the loop. I made a discussion on the GitHub page for HOTR, which includes a few technical details regarding hooking into MAME: Add Optional Windows Output Hooking Method ยท 6Bolt/Hook-Of-The-Reaper ยท Discussion #43 As for LEDBlinky and network output, there is no promise that this will come but it has been noted as a potential enhancement for a future version. If this happens, and I really hope it does for longevity reasons, then a combination of HOTR and LEDBlinky (plus Demulshooter when required) should cover all our bases. Until then, it appears that a preference must be made for LEDBlinky or Mamehooker while using windows output. In the meantime, I'll report back on my tests with LEDBlinky and Mamehooker using windows output within the next couple of weeks to see if I can get them to play nicely together. -
Blick LEDBlinky for starting when launching a specific title
DJ_GLiTCH replied to gStAv's topic in Troubleshooting
Will do. Just trying to get my head wrapped around everything again, as things have changed a lot since my last arcade build in 2012, and what worked back then is often not even usable today. ๐ I'm starting with a clean slate, so this thread should be a good reference for anyone who stumbles across it in the future. -
Blick LEDBlinky for starting when launching a specific title
DJ_GLiTCH replied to gStAv's topic in Troubleshooting
No worries at all, appreciate the follow up. It took me 1.5 hours just to get Virtua Cop 2 up and running with Mamehooker and Demulshooter (with recoil), but even with your modified Mamehooker vcop2 ini script the LEDs wouldn't flash. Looks like I have a few tinker weekends ahead of me yet. ๐ It may not be relevant for you, but if you haven't heard of it yet, "Hook of the Reaper" is a newer Mamehooker alternative that's being actively built, which uses the "network" output rather than "windows" output for hooking MAME and other emulator notifications. LEDBlinky seems to only support the typical "windows" output though, so I'm trying to find out if I can have the FE pass signals from whatever hooker is used back to LEDBlinky as a workaround. Will let you know how I go, as I'm currently experimenting with a few different tools to see what works together and what doesn't. -
Blick LEDBlinky for starting when launching a specific title
DJ_GLiTCH replied to gStAv's topic in Troubleshooting
Sorry to revive an old thread, but just wondering if you had any luck with this over the last few years? I'm about to run into this problem myself, so am looking at all viable options prior to finishing my build. -
Found this thread via Google when trying to locate this software for a new build. Sharing an update below for anyone who was in the same boat as myself. Updated link for CPWizard is here: https://www.baker76.com/cpwizard/ Source code is also now available here: https://github.com/benbaker76/CPWizard