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damageinc86

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damageinc86 last won the day on July 21 2024

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  1. heck yeah! that would be phenomenal. I'm not sure it will get upvoted much more,...it seems like one of those things people don't really know they need until they need it maybe? lol. In any event, sounds promising! I figure by now, so many big issues have been worked on, that maybe some of these small qol things finally get their time to shine! It's been a pinch point in my setup for over a decade now, so hopefully there is some light at the end of this tunnel. thanks for the response!
  2. Well the over 10 year old bitbucket issue has disappeared because they moved from bitbucket to a new feedback system. But that issue is here: https://feedback.launchbox-app.com/p/individual-controller-mappings-for-lb-navigation/comment/67f8079f5317ae6b9c611469 In a nutshell, Button 1 for say "ENTER/SELECT", will not always be the same button on every controller you have plugged in (xbox, ps, switch, snes, nes, gamecube, n64 hori, etc.). So if you map button 1 to be able to select something in bigbox, e.g., "ENTER" to start the game after scrolling to it,...and you pick up the gamecube controller to do so, and you press what you feel should be the select button, say the A button,...but that's not button 1 on that controller,...it is button 2,...then that is unfortunate and annoying. So if they gave us the ability to keymap PER-controller mapping for navigating big box, we could then pick up any of our controllers and the buttons we mapped to button 1, will always be the "ENTER.SELECT" button no matter what. Launchbox can do this,...it just needs to be programmed. And no,...using joy2key on top of launchbox, JUST for navigation, is silly since it should really just be a quality of life function programmed into it.
  3. can we map bigbox navigation controls per-controller yet? been over 12 years now. Please someone, anyone. get in there and add this QOL functionality.
  4. is this an imagining of what the bezel could be? or is this an actual facsimile of an existing bezel?
  5. Do you have the templates for each box front as well?
  6. oh so you used the standalone then? I thought it was only for dragon's lair lol. Guess I should go investigate that again.
  7. You mean the standalone Daphne emulator? The Daphne core in retroarch didn't even load the game.
  8. well dang, this made me want to play the game, but mine is stuck on a start up screen with just the words "stand by" in the middle. It never loads anything though.
  9. Is there per-controller big box navigation key-mapping yet? So for instance, if button 5 is start on one retro usb controller, the user can map that to Enter, and then if button 2 is start on another retro controller, the user can also map that to Enter. That way the user can pick up any of their usb controllers and have their respective start buttons all press Enter for Big Box Naviation. I think it has been almost 10 years since the first bitbucket issue posted on this lol.
  10. Wow,...again with the phenomenal work I see! I shall be updating my set then! Great job as always
  11. So could you maybe run the normal import for FinalBurn under arcade fully, separately, and then after that is done and scraped, unselect it as being a child of arcade? then it would be in the main menu?
  12. Ouch! this is unfortunate. I really hope they can address the bigbox controller navigation stuff. That type of basic QOL feature should really be ironed out. I'm still waiting for the ability to assign big box navigation controls on a per-controller basis, instead of assigning a blanket mapping to all controllers. I think it's been a little over 5 years since my bitbucket post for it, which was marked a duplicate of a bitbucket post from 2016!. I'd even donate to a crowdfunding account specifically for this big box controller stuff.
  13. I think you could make a new platform called FBNeo and then import it outside of the mame importer function, then "scrape as" Arcade when you're doing the metadata and images n stuff. Maybe?
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