
Headrush69
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So I went ahead and changed some of my PCSX2 chds to launch from a network share and it works fine from LB. The one difference is I see, your file location is using Windows UNC \\servername\...\game.chdnetwork share URL, while I have my network share mapped to a drive letter. (R:\...\game.chd)
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We need to separate things so we can 100% determine whether LB really is directly involved. Can you use a PowerShell or Command prompt and start pcsx2.exe using the same launch parameters? FYI: I don't use those launch parameters Although those work still if I try them. I just have
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This is a shot in the dark, but does enabling CDVD precaching in PCSX2 setting make a difference?
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So it sounds like LB is starting PCSX2 fine, it;s likely a configuration issue then. This error sure seems related to an issue with your network share. Can you copy a CHD to your local HD/SSD and try launching from within LB to that file? (To narrow things down, we have too many variables here that could cause issues.) Are you launching PCSX2 from File Explorer or using the Open PCSX2 option from within LB?
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Try KEY_RIGHTPAREN and KEY_LEFTPAREN
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Some emulators start or display command line options and this can be useful when debugging. I have this enabled for all my emulators. (But everything is working as well )
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Turn OFF Extract Roms archives in the settings for Retroarch in LB. Retroarch handles looking into archives. This would explain why you are getting the Temp as an override, as LB is unzipping the file first, than sending the game to Retroarch. So a content-directory override is because the archive was unzipped in the Temp folder.
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Easiest way is just go into Retroarch main setting (in emulator) and go to Logging section. Turn on all the logging options and turn the log levels to Debug. (You probably don't need the performance counters or core debugging, for this issue) Save the configuration (in Retroarch) so it works on next launch. Run your various use cases and you should have time stamped logs in the Retroarch -> Logs folder. PS. Don't forget to go back and turn off logging once you are done and resave the configuration. Edit: The Temp.rmp part is the real puzzling part. It's almost like when LB installed it, it was decompressed in C:\Windows\Temp and some how that connection lingered. A couple things I would try: Remove the install of Retroarch (backup and configs/saves first) and the entry in LB. Then install manually in the same location. Add back to LB and see if the same issues persist when launching from LB. When you have debugging enabled, make sure you do runs saving a remap both ways so we maybe can see info on where that Temp.rmp is coming from.
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Retroarch can drag options in from so many places due to overrides, configs, etc. To really compare you should turn on debugging for Retroarch and see exactly what is being read, set, etc.
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I think we were generally referencing standalone MAME. They all have a use case. I use a combination of all of them, which is transparent to the end user.
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Spinner works in MAME (via command prompt), not in Launchbox
Headrush69 replied to Statsman1's topic in Noobs
This isn't a simple thing as every game is different and depends on gearing in the original code and whatever spinner you have. I have an Ultimarc as well, but I have hi-rez encoder wheels in mine so my values will be different. If you google mame/spinner count you should find some pages that have good starting values for most of the more popular games. You can then modify to your likely. The important thing I was saying was that you do NOT want to set those INC and DEC value if you have a real spinner to the spinner outputs. If you want to set some keys to them as a backup method, that is OK. I'd just leave them blank. -
Spinner works in MAME (via command prompt), not in Launchbox
Headrush69 replied to Statsman1's topic in Noobs
I would suggest not setting Paddle Analog Inc and Paddle Analog Dec with the the spinner inputs as you're getting double inputs and this will make fine tuning and getting the spin rate right harder. The Inc and Dec options are for digital to analog inputs. So MAME would be using the first entry for a true analog spinner, and than also a digital to analog equivalent since you mapped it to the analog spinner s well. -
I'll have a look around my archives to see if I still have that fixed rom. Sure you can. At some point, I don't remember why, I switched to using the Retroarch MAME core for this single game, all others using the a5200 core. I used the Retroarch MAME core over the standalone MAME core so I could still use the Duimon bezels and shaders.
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My top 5 may not be the best, but they had the most impact for me and I still enjoy playing all of them: Loderunner - Such a simple game but some of the levels were incredibly challenging and fun to figure out. Finally completing all the 150 original levels felt like such an accomplisment (Apple II) Sonic 2 - Colorful, catchy music and fast, enough said. (Genesis) Super Mario World 3 - Such a big world (at that time) and lots of variety and some really unique worlds. Rollercoaster Tycoon 2 - Never got into Chris Sawyer's previous titles but this was right up my alley due to love of Cedar Point. Spent many a night into the wee hours working on building amazing parks. (PC) Unreal Tournament 2004 - Loved this game and one of the only I played online. Just plain fun with simple controls. Great mix of level design, fast multiplayer and still simple to control and play. (PC)
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Use these for the majority of consoles with a few modifications to use my HQ system bezel image and an adjustment to the color to blend it better, Same. Original game bezels for arcade titles and system bezels for console. Same. I don't have an isue with them being distracting so I'm a yes with some simple rules: I don't want reduced playfield area. All bezels I use keep the playfield close to the maximum size. Arcade titles that have dynamic bezels are a must even if it means a bit smaller screen. (For example, lights on Lunar Lander, Gorf, etc) Console bezels are per system and not per game. Console bezels along with my my marquee show people watching what console the game is from and I always think it's nice to have the bezel showing the original controller button arrangements. I always forgot which buttons are X, or O, etc for Sony controllers when I'm using XBOX 360 controllers. 😀