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Everything posted by arzoo
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To provide some additional information on this issue, what seems to be happening is that LB/BB is not sending LEDBlinky the "GameSelected" command when a game is selected from a LB/BB list. The GameSelected command includes the Game/ROM name as a parameter. So then, when LB/BB sends LEDBlinky the GameStart command, LEDBlinky doesn't know which game is running and hence the error; "No ROM specified for Game Start event. Missing Parameters?" Maybe there's a version of LB/BB that has a bug with the LEDBlinky commands? Or maybe there's some combination of LB/BB configuration that for some reason doesn't trigger the correct code when a game is selected? As the LEDBlinky dev, I can only see what's happening on the LEDBlinky side. As for the LB/BB code, I'm just guessing.
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The "FE System Lists Names" are used to identify which lists/wheels contain lists of emulators/systems rather than lists of games, and it's primary used for Pixelcade integration. This should have nothing to do with running an FE List Change animation. I'm wondering if there's a bug in the LB/BB code?
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Hey, the virtual XInput controllers may make this a bit tricky because LEDBlinky uses the mame .cfg files to determine how the inputs map to the buttons and I'm guessing the virtual controller alters the mapping. I guess let's start by emailing me a debug.log so I can see what's going on.
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That's a great catch! You are correct, setting detectjoysticks=0 would have also worked.
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LEDBlinky only responds to commands it receives (it doesn't monitor any processes). What's most likely happening is LB/BB is sending the GameQuit command to LEDBlinky when the launcher app is no longer in memory. LEDBlinky has a feature that can help with this issue; Using the Controls Editor, edit the Daphne emulator and check the "Ignore GameQuit Commands" option. What this means is when you quit a Daphne game, the lit controls will not immediately revert back to your FE layout (because LEDBlinky doesn't know the game has ended), so it's not a perfect solution. But as soon as you do something else on the FE (scroll for example), the FE buttons should light up correctly. The only other option is considerably more complex and involves turning off LEDBlinky support in LB/BB and then creating your own batch/script files to send the LEDBlinky commands. I can't really provide details on this solution, but I believe others have done this. arzoo
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CitznFish; I've responded to your email.
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From the Controls Editor, select the Import Unknown Games menu option. You should see "tiger_woods_pga_tour_08". Select and create a default control group for that emulator. Then manually add all the controls and the associated input codes. That should do the trick.
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Excellent, glad you got it working!
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Do you have the "Stereo Mix" option available under the Audio Device drop-down? That's the value you need to select. If you've followed the steps in the support link and still don't have Stereo Mix available, you may need to upgrade your audio drivers or install a sound card rather than use the motherboard audio drivers.
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On the Audio tab, what options do you have under the Device and Input drop-downs? Do you get any errors? This support link may help: https://ledblinky.net/Support.htm#InvalidAudioDevice
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From the audio tab in the config app, if you play some music on your pc and then click the Test button, do you see any audio activity on the display? Do you see any buttons lighting up? Or are you having problems when running LEDBlinky from LaunchBox? If that's the case, then I'll need you to turn on the Debug Log option (Misc options tab), run LB and a few games, then email me the debug.zip or debug.log file.
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All I can suggest is to try different values and use the test button to see how it works. The manual explains every option. What is not working?
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You'll need to set the Game Play Animation (Game Options tab) to <Audio Animation> and then use the Audio Animation tab to configure exactly how it should work.
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On the LEDBlinky Configuration Game Options tab, you can enable "Flash Player Start with Credits" option. But keep in mind this is a function of the ROM (not LEDBlinky), and only works for a select few MAME games, mostly older classics like Asteroids or Dig Dug.
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Hi, the latest version of LEDBlinky uses a more standard installation package, just make sure you point it to your current LEDBlinky folder. Although you can still rename mame collections to include "mame" in the name, it's no longer necessary; using the Controls Editor you can edit each emulator and set the "Emulator Is MAME" option.
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If you're asking to have the trackball color change when the players alternate taking turns, that would only be possible if the original game had that feature (which I don't think it did) and mame emulated the output signal. Otherwise there is no way for LEDBlinky to know which player is up.
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Did you enable the "Light Game Controls" (Game Options tab)? You can enable the debug log on the Misc Options tab (at the bottom).
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Can you be more specific? When you say platform specific, do you mean non-mame games are not lighting correctly? Are mame games lighting correctly? Regardless, without the debug log there's not much I can do to help.
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The LEDBlinkyInputMap is definitely required - without that LEDBlinky has no idea which input codes are associated with each port on your LED controller.
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Definitely not due to using the trial version. Hard to know without more info. Please turn on the Debug Log option (misc options tab), run RL and a few games, then email me the debug.zip (or debug.log if there is no .zip) and I'll take a look. LEDBlinky support email listed here.
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Try the troubleshooting app and see if it can identify the issue. If not, email me your debug.zip file and I'll take a look.
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The latest version of LEDBlinky (7.0.4) includes an option to resolve the issue where LB/BB sends a false GameQuit command immediately after starting a game which causes LEDBlinky to revert back to the front-end configuration while the game is still active. The workaround basically allows any emulator to be configured (using the Controls Editor) to ignore all GameQuit commands. The net effect is that LEDBlinky remains in the executing game configuration, and will continue to do so until any command other than GameQuit is received. When returning to the front-end, the game configuration will remain active until another event occurs (list scroll or change for example). It's not a perfect solution, but much easier to implement than using an AHK script or other methods. LEDBlinky website
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The latest version of LEDBlinky (7.0.4) includes an option to resolve the issue where LB/BB sends the GameQuit command immediately after starting a game which causes LEDBlinky to revert back to the front-end configuration while the game is still active. The workaround basically allows any emulator to be configured (using the Controls Editor) to ignore all GameQuit commands. The net effect is that LEDBlinky remains in the executing game configuration, and will continue to do so until any command other than GameQuit is received. When returning to the front-end, the game configuration will remain active until another event occurs (list scroll or change for example). It's not a perfect solution, but much easier to implement than using an AHK script or other methods.
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I would submit a bug report.