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Everything posted by kmoney
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@Jason Carr I found a solution for the extreme slugginess for the coverflow with details view. I had my settings for coverflow on the hightest quality setting and I just turned it down one notch lower to the High setting and it was like a night and day difference in the scrolling through the alphanumeric menu and honestly I can see no difference in the quality of the coverflow art images. Maybe it makes a difference if someone is viewing it on a very large hdtv as I am not sure. But anyhow that problem is solved,maybe you should make the higher setting the new max setting. I also wanted to point out that I have been testing out the newest beta with the vlc engine chosen and am still seeing the videos not playing randomly when landing on a game or platform and also some audio mixing with other audio when exiting out of menus fast and I have also had BigBox crash on me 3 times with no errors given and I think it could be related to vlc issues as I have not had that before until I switched over to the vlc engine.
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Great work you are doing here! I had a logo request for one of my favorite indie PC Games. Here is the best image I could find.
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@Detran Wow that was fast...great work as these are looking really good on my arcade cabinet! All of these logos that all you guys are creating look so great and really pop...I'm thinking how great some of them would look even bigger sized and turned into a neon sign hanging on the wall of an arcade.
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@Jason Carr Do you think something can be done to improve the Coverflow With Details View when you are scrolling through the alphabet search list as it is really,really sluggish and seems to be getting worse? That is the only view that I see having a problem in that category and I have a very beefy PC so I know thats not the issue. Also a reminder not to forget to make that view a continous loop, so when you get to the last box it will scroll back to the beginning
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@DOS76 I have never tried but I think you can do that as there is an option inside of ledblinky that you can enable for led external cabinet lighting so I would think the same prinicple applies.
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@Jason Carr Awesome to hear! I just did a test of the newest beta and Mame is working 100% correct and you do not even need to have the option enabled to use Mame to trigger start\stop events.
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@Jason Carr I figured something out in the meantime until we get a proper plugin. If you go into the settings.ini file in ledblinky and under [FE Options] change DemoGameControls from 0 to 1 we can get demo controls. We are not given that option in the GUI because we do not have a proper plugin yet for LaunchBox and we don't get that option when we choose "Other Frontend". I tried it out and it works great so when we enter a platform we get a short led demo of the controls being used for that platform as long as you have the platforms named correctly in the ledblinkycontrols.xml file vs. what they are named in BigBox.
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@Jason Carr Yeah I was kind of thinking that the LB code could not be messing with the pause,start and exit buttons but I could of swore they were staying lit before in a couple of betas ago. Maybe they want and I was imagining that thet were. I think it is because I am used to using LedBlinky with HS and LedBlinky has a Frontend specific plugin that has a few additionals options you can do that choosing "Other Frontend" does not have. Like the HS ledblinky plugin has an option that you can demo the controls in HS frontend, like when you are scrolling through the mame game list it "demos" in other words lights up the controls for that specific game while you are still in the frontend. Also you do not have to check the box that says use mame to trigger start and stop events as it just works. So I think your code is probably all good and hopefully @arzoo can make a LaunchBox plugin and we can have those few additional options that HS has as well. Maybe arzoo can try out the new beta and see if he gives the thumbs up
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@Jason Carr Looks like the latest beta broke a few things with ledblinky. Right now, my Pause,Start, and Exit buttons are not staying solid lit up when I am in a platform and they were before and all I did was update to the latest beta. They light up in startup animation and such but not staying li solid while in a platform....very weird. As for your issues, all my platforms are lighting up the buttons correctly for that said platform when I enter a platform and when I enter a game except for the issue above introduced in the newest beta. I have all my platforms in BB named after the HS naming convention so thats probaly why mine works and this is what Rocketblinky goes by when it creates the ledblinkycontrols.xml. I am confident that if you go into that xml and change the platform names to how you have them in BB it will work correctly. Also for Mame @arzoo wrote this on his website: As of MAME v.170 the output system was changed, breaking LEDBlinky (and multiple other apps) ability to detect MAME outputs. The output system was restored in MAME v.176 but must be manually enabled from the mame.ini file: # # OSD OUTPUT OPTIONS # output windows If you are using any of the LEDBlinky features that require MAME outputs, do not use MAME v.170 - .175. If you are using MAME.xml version 0.162 or later, you must use LEDBlinky version 6.2.1 or later. If you do not wish to upgrade LEDBlinky, you may downgrade your MAME.xml to a version prior to 0.162. As soon as I changed this in my mame.ini file and checked the box in the mame config options in ledblinky gui to enable mame output it works correctly. But again we should not have to check this option if the frontend has the ability to call ledblinky before starting a game.
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@viking Wow...those look great...thanks so much for doing these and I agree they both look better than the ones I submitted. Great job, they look awesome on the wheel!!
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@Jason Carr I did some testing with ledblinky with the newest beta and I am still seeing the same issues as I reported here last night in the thread. For instance when I launch mame it should switch the leds on to that specific game but it is not. I can get this to work if I have " Use MAME to Trigger the Game Start/Stop Events" enabled in Ledblinky's Mame options which is fine but according to LedBlinky's config guide you should not have to have this option enabled "unless" if your frontend cannot launch LedBlinky prior to launching a game. This is copy and pasted from the guide: Use MAME to Trigger the Game Start/Stop Events With this option checked, MAME output messages will be used to detect when a game (MAME only) is started and stopped. You should only use this option if your front-end cannot launch LEDBlinky prior to launching a game. You can also use this option to launch LEDBlinky without any front-end, just using MAME or any MAME variant that supports MAME output messages.
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@Jason Carr I have been testing the new led blinky feature you implemented a few days ago. It is working good for the most part but it has been a while since I used led blinky. I did notice a couple issues: I have all my platforms configured in led blinky so when you enter a platform in BigBox it only lights up what buttons are used for that platform. That is working correctly as those specific platform buttons stay lit up while scrolling through the games in a platform. When you enter a game those specific buttons stay lit as well which is great. The issue is when you exit a game back into BigBox the lights go off but then come back on right away when you scroll to another game. Another issue I see is on Mame. LedBlinky has the ability when you enter a specific game if you have it configured in LedBlinky it will only show the buttons lit up that are used for that game which is an awesome feature. I can get this to work because I have ledblinky setup in Rocketlauncher as well and it passes these commands correctly. But for someone that does not use RL this will be an issue. I think it would be a good idea to get with @arzoo the developer of LedBlinky involved to test out in LB and BB to see maybe what additional commands are needed. I have also reached out to him over at the Arcade Controls forum where his main post about ledblinky is located and he said he would be willing to test it out. http://forum.arcadecontrols.com/index.php/topic,73905.msg1585076.html#msg1585076
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That would be great! Yes I like my Daphne wheel to be called "LaserDisc" or "LaserDisc Classics" instead of Daphne because on my arcade cabinet most casual users do not know what Daphne is.
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Sounds awesome @viking. I would like to make a request for "LaserDisc" and "PC Games".
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@higan I just got this error while scrolling through the games in BigBox using the VLC player. System.NullReferenceException: Image = Meta.Vlc.Wpf.ThreadSeparatedImage, Image.SeparateThreadDispatcher = , ThreadSeparatedImage.CommonDispatcher = System.Windows.Threading.Dispatcher at (VlcPlayer , IntPtr& , UInt32& , UInt32& , UInt32& , UInt32& , UInt32& ) at Meta.Vlc.Wpf.VlcPlayer.VideoFormatCallback(IntPtr& opaque, UInt32& chroma, UInt32& width, UInt32& height, UInt32& pitches, UInt32& lines)
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These look great...thanks for creating them!
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Thanks for all the work...a lot of users will appreciate very much,including myself!
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1920 x 1080P Scanline Overlay View File This is a 1920 x 1080P scanline overlay that can be used with custom BigBox themes and such @1080P. I have not tested it on higher resolution monitors other than 1080P monitor so I cannot comment on how it looks on a higher resolution monitor but I know it looks great @1080P. Also if you are viewing the png file in a picture viewer program that has a black background you will not be able to see the the scanlines as you need a white background to view them best. Submitter kmoney Submitted 08/27/16 Category Game Media
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Version 1.0.0
374 downloads
This is a 1920 x 1080P scanline overlay that can be used with custom BigBox themes and such @1080P. I have not tested it on higher resolution monitors other than 1080P monitor so I cannot comment on how it looks on a higher resolution monitor but I know it looks great @1080P. Also if you are viewing the png file in a picture viewer program that has a black background you will not be able to see the the scanlines as you need a white background to view them best. -
Sorry to @Jason Carr and anyone else who downloaded the crt geom.cg shader up above but somehow it got corrupted but I have since re uploaded a good file and it is good to go now.
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Tweaked CRT Geom Shader for Retroarch View File This is a tweaked crt geom shader for retroarch with some lines of code commented out such as curvature and etc. for better results instead of the default settings that comes packaged with retroarch. Remember to backup your crt-geom.cg folder and replace with this which is located at your RetroArch\shaders\shaders_cg\crt\shaders\crt-geom.cg. Submitter kmoney Submitted 08/27/16 Category Third-party Apps and Plugins
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Version 1.1
124 downloads
This is a tweaked crt geom shader for retroarch with some lines of code commented out such as curvature and etc. for better results instead of the default settings that comes packaged with retroarch. Remember to backup your crt-geom.cg folder and replace with this which is located at your RetroArch\shaders\shaders_cg\crt\shaders\crt-geom.cg. -
@lordmonkus I can get Crt Royale Kurozumi shader to work with punes. It doesnt work with the win64dx9 version but it does work with the win64sdl version of Punes which is for opengl.