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Headrush69

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File Comments posted by Headrush69

  1. On 12/4/2023 at 11:52 AM, JoeViking245 said:

    Sounds intriguing. A bit beyond my knowledge base, but something to look into on a slow winter's day.  Thanks.

    Note: I never said which winter. ;) 

    I'm pretty sure this issue is inherent to the emulator and no solution exists at this time.

    I installed a clean copy of m2emulator to verify and when in windowed mode  the emulator's internal resolution is 640x480. Larger windows, whether displayed or borderless, just stretch the image to fit.

    When in fullscreen mode the emulator's internal resolution is higher. 

    For some games this may be perfectly acceptable but where it is especially noticable is if you use crosshairs. (Yes real men don't use crosshairs but these old eyes need them 😀 )  Crosshairs will get stretched as well which will make them larger. Of course you can account for that and resample your crosshair images smaller to account for the stretching. Just something to be aware of.

     

     

    • Thanks 1
  2. 1 hour ago, JoeViking245 said:

    My guess is that other bezel programs check the window state of the emulator and if it's fullscreen, (re)sets the Style to windowed - borderless.  I was too lazy to code that check in and figured it was easier to 'you' to set the emu's to not be fullscreen. ;)  

    I don’t think so, but I could be wrong.

    I was sure it was hard coded into the emulator that it scaled when in full screen and stretched in window mode. That is why RL’s bezel system does and you don’t get the nicer scaled resolution.

    my guess is reshade and such intercept the frame buffer, rescale and do what ever they need than send the new frame buffer to get displayed. The emulator thinks it’s full screen still and uses the better scaled resolution.

    my setup is working so don’t really want to touch it, but I remember that was the issue when I set it up.

     

     

  3. 24 minutes ago, JoeViking245 said:

    I wasn't aware that that running the M2 emulator (emulator_multicpu.exe is the one I tested with) in windowed mode creates a resolution issue compared to if ran in full screen. 

    I am fairly certain though, that when a window is set to full screen mode (AutoFull=1), it can't be resized.

    But I've been wrong before. ;) 

    If I remember from correctly, if you used windowed mode it stretched the image, no higher resolution internally like fullscreen mode

  4. On 12/2/2023 at 5:49 PM, Sbaby said:

    I noticed that model2 and supermodel are missing from the list, which by the way are precisely the ones I would like to use

    JoeViking245, am I right in assumming that since you are using window mode and hiddening window decorations that with the m2emulator that using window mode you run into the low resolution issue?

    Shaby, I use ReshadeManager for the m2emulator which uses a version of Reshade to work in full screen mode and add bezels.

     

  5. Great plugin in Joe.

    I don't know if you can or how much work it would be, but since we can't pass variables like %romfile% from LB to scripts additional applications, would it be possible to have that expansion done whilebulk editting into the command line parameters?

    Without seeing the code I'm guessing you're modifying the XML anyways, and should have the romname available and instead of a simple copy and paste  of the command line options it would just need a quick substring replacement first.

    Any thoughts?

    • Unusual Gem 1
  6. 9 hours ago, Warped Polygon said:

    @Headrush69 Changing the Lost World analog_gun to just gun shouldn't have an impact on the inputs that are standard in the ini file. are you having an issue?

    I have no issues. 

    I am very confused by this statement, are you sure you don't just have both InputGun and  InputAnalogGun set to the same thing and hence why it works?

    I am only speaking about lostwga as this arcade mode  came with both light guns and analog guns. 

    If you set up lostwga as gun in Games.xml and configure inputs, it will set the InputGun inputs in Supermodel.ini

    If you set up lostwga as analog_gun in Games.xml and configure inputs, it will set the InputAnalogGun inputs in Supermodel.ini.

    Just re-tested and the Supermodel emu uses the corresponding entry as expected according to what is set in Games.xml

     

    • Thanks 1
  7. 4 minutes ago, Morris Schaffer said:

    I dunno.  As I just wrote, now it all seems to work rather well.  Current settings for lost world and la machine guns attached as per the ini.  Though I'd like to think about it some more, feels like some logic eludes me here. 

    Sorry if I wasn't clear, I was just referring to Lost World.

    Have to run to work, maybe Warped can chime in but crosshairs depends on whether using emulator's crosshairs, in-game crosshairs and whether using gun or analog gun as well.

    I though Warped and I comment on other another of his threads about this with the information, but I have to run. Will look later if needed.

     

  8. 12 hours ago, Warped Polygon said:

    Your index and ini line up but it's still not working. Hmmmmm. Can you play any LG games with your lightgun?

    28 minutes ago, Morris Schaffer said:

    Hi there as you see here it is set to analog_gun1 and 2.  So this is wrong and must be changed?  Thanks.

     

    If your Games.xml is set to use analog_gun, then the inputs used in your Supermodel.ini are InputAnalogGunX, not InputGunX. Am I reading this wrong?

  9. 4 hours ago, Mr. RetroLust said:

    2. Only drawback should be I can't play light gun games with 2 players right? <-That's no issue for me though.

    If you do in the future, letting Demulshooter handle the guns is the way to go. Simple to start as an additional app in LB.

    • Thanks 1
  10. 16 hours ago, iDOMN8 said:

    I did just check the link again and this was just updated 4 hours ago so no it wasn't there before. It still has more than just just the .exe there and,  it is also named "mamearcade64.exe" not "mame.exe" which is what the file downloaded from here is.

    Well maybe the file was updated, but I definitely got it earlier. It's there now for you that's all that matters.

    The name really isn't important. (for arcade titles)  It's only named that to distinguish that it is only supports the arcade games and that their separate MESS build has the other systems. Naming it the same as the MAME binary that has support for both would lead to a lot of confusion. You can just rename mamearcade64.exe to mame.exe so you don't have to change anything in LB.

    • Like 1
  11. 3 hours ago, iDOMN8 said:

    despite the posting it seems to be for MESS not the main MAME as far as I can tell. I do not see the "mame.exe" file that seems to be whats tin the archive from here and the only file that needs top be replaced. I have included screenshots of the directory for comparison.  As you can see from insert more coins there are several folders and a "mamemess64.exe"

    Sure you didn't click the wrong link.

    I grabbed it yesterday and it was the arcade version.

     

    Capture.PNG

  12. Is there an easy way to scale to marquee size of 1280x390 without manually needing to rescale and move each element after changing the canvas size?

    My guess is it's easiest just to batch resize after rendering the images at the current resolution of 4K.

  13. Kudos for all the work you put into assembling all this information in one place.

    I have already done all this for my Supermodel3 setup, and like you mentioned the various information is spread all around.

    This will be a great resource and really simplify things for new users setting up this emulator. Great job. 👍

    • Thanks 1

    Wild West Shootout

       235    3

    Thanks as always.

    I've noticed lately that you stopped including the plain gameplay video in your collections, any reason for that? 

    The only reason I ask is I still haven't decided on which theme I'm going to use and  might not go with the unified theme videos. I keep flipping back and forth and can't decide. 😉

    NesicaXlive

       583    8
    1 hour ago, neil9000 said:

    Critical Zone.

    Thanks. With the new view pop up window in Big Box I had a doh moment and wasn't scrolling down and didn't realize I had the Horizontal View options.

    NesicaXlive

       583    8

    i don't run any of those games but nice work like always.

    Just curious what theme is that at the beginning of the video with the box images along the bottom?

    Slider

       752    13
    20 minutes ago, Rincewind said:

    With regards the 4:3 aspect for the wallview there are actually 3 versions being used. Portrait, Square and Landscape. The only trouble is they are assigned per platform and Arcade I used the Portrait. So as a fix you could copy one of the views from the wallview folder like the 3DO version which uses the square ones or the SNES version that uses landscape ones. You would simply copy the one you want and rename it Arcade.

    Just for reference the way I assigned them was to look at the box front of every platform and catogorize them in those 3 types and most of mine for Arcade must of been portrait, there are some platforms that use both so in that instance I went with which ever had the most of one type. Hope that makes sense. Ideally I would of liked it to be dynamic.

    Thanks for that, it makes total sense. 

    I guess I didn't go into enough or the right platforms to notice the difference.

    I guess for platforms like Arcade that have a mix of portrait and landscape screens there is no perfect decision but I am satisfied with copying a square based xml to Arcade.xml. Just provides a little bigger image in general and faster for quick scanning for games in that view.

    Thanks.

     

    • Game On 1

    Slider

       752    13

    Really loving this theme.

    One small suggestion or request I would ask would be a modified platform wall view that use 4:3 aspect images in the grid.

    For platforms like arcade that might not have box images, even when you include screenshots in image priorities for box front images, because of the normal aspect for box fronts the images display too small.

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