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Headrush69

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Everything posted by Headrush69

  1. That doesn't seem right. The game code shouldn't/wouldn't know what backend input system the emulator is using. Edit: I just tried using both dinput and raw-input and that screen is always blue. A couple questions: What version of Supermodel3 are you using? Is your screen 4:3 or a widescreen format? (If you use the stretch option on a widescreen LCD, that will affect the aiming,) Edit 2: That version in the video looks different because they are running the other rom version, lostwsgo, rather than lostwsga. Edit 3: So what is exactly the issue at this point? You can't move the cross hairs in the gun calibration screen or they are restricted? If so, use the start keys to switch to the default option. Now switch back to the other option where you can calibrate, but make sure not to hit the trigger until you are on the center point. If you push trigger anywhere else you will cause the gun to be restricted to a smaller area.
  2. FYI, you may want to only use the -input-system=rawinput as a custom config for light gun games and leave the default as dinput or xinput. Have you gone into the game service menu and done any calibration and/or checked the input test menu there as well to see what values are going to when trying to reload. I sold my Aimtraks and I’m waiting for Sinden Light guns, so right now I just have a trackball and mouse as my guns, but I believe in Jurassic Park you had to right click and while holding press left click for reload. Can’t remember with the Aimtraks if it’s reload button needs that as well. (Or are you reloading by tilting gun off screen?)
  3. Use Notepad++ and just do a Search and Replace for the Taito Type X section in the LEDBlinkyControls file.
  4. Oh, sorry. That is from running from a command prompt or powershell from the Supermodel3 directory. It’s easier getting it running from there, but if you still start from LB, make sure you turn the start up screens feature off and you didn’t click the hide CMD option, to make sure you see the input config screen. Edit: Just to be clear, running the config-input option per game will just configure the controls that can be used for that specific game. Once configured it is saved to the config file and you don't use that option to run normally.
  5. Your mouse inputs are not right if you are using raw input. Each mouse controller should have an index, so it would be something like this: mouse2_xaxis or mouse1_xaxis Try configuring the controls just for lost world like this (Change the path to where your rom is located.) Edit: Here is an example from mine: You will have to go into the game service menu and calibrate lightguns for each gun you use them as well.
  6. Did you try changing the IDs in the the UI or the ini. Been a while since I looked at it, but pretty sure it wasn’t always ID #0 and ID #1 and it was mentioned playing with those numbers. 0,1 or 1,0 or 1,1. I know it sounds weird but I’ll see if I can find the original article. (That’s also why someone else’s ini might not work) Do you have any other mouse devices attached as well? (Other than your Aimtraks)
  7. Great you solved that problem. As to the size, the majority of marquees are probably a different ratio than yours, but I know in the LB section there are some ultra wide marquees. What Retro808 said will stretch them, but with an ultra wide you might not like the look. If so, there is a some additional marquee tools by I believe Retrolust in the download section that will instead extend the marquees rather than just stretch and fill. Edit: Marquee Filler
  8. What have you done so far? Have you set input to use raw input and set raw input IDs in the Supermodel.ini? I would suggest grabbing the newer Supermodel3UI to help you set it up. It will slow you to do this in a GUI instead of manually editing the ini config file. There are detailed instructions on the Supermodel3 website in their forums, but you have to sign up (free), so I can’t post a link.
  9. Oh, I was thinking it was an Acer display.
  10. The Acer splash screen is specific to the LCD though, not any connected device isn't it? (You didn't get the splash screen before?) Do you have a link to the LCD or where you bought it?
  11. Are you running Windows 10? This might be a long shot, but I had issues like this on a completely different "emulator", Future Pinball on specific tables, and the issue was Windows security scanning because of code modifying routines used by those tables. Certain elements would trigger the scan and it slowed my system to a crawl but it eventually went back to normal. I don't have an issue with vs2v991 on an i3 7900, but the faster clock speed could be the difference. You could try playing with the powerpc frequency option.
  12. Even without the right resolution and timings, it should still see the LCD, hence why I thought it might be a cable issue. When you attach to your PI, can you check the resolution and timings there?
  13. In safe mode the specific display driver isn't used so it could be a different HDMI level with the generic driver, but I don't know for sure. If you have any other HDMI cables around you can test, wouldn't hurt to try.
  14. Not until I used a different HDMI cable. I've seen this issue with other devices as well. HDMI cable is labelled as specific HDMI level, but there are quality differences and some devices it has mattered.
  15. When you are in Display Properties, there is a list all modes button, maybe try some of those, sometimes it's no standard or detected right as neil9000 said. My cut LCD is 1280x360, but the only way I get a picture is choosing 1280x720@68 MHz
  16. When you say it doesn't detect it as primary or secondary, does this mean when it is the only monitor attached as well?
  17. Yes we enjoy. Thanks, these are awesome,
  18. Can you go into C:/Windows/SysWOW64/ and post a screenshot of your d3dx9 files in that folder? Edit: Try getting and running this DirectX installer, not the web version: DirectX 9 June Installer from Microsoft
  19. OpenGL uses the GPU the same as DirectX, it’s just a different API to the hardware features. Yes, you can use OpenGL shaders for many of the same effects. It’s a topic itself, google is your friend. ? DirectX has many levels, versions, etc. Not ever game is using the same one. It seems from your log that Mame is only using 9.x of DirectX. I still not convinced it’s just a MAME issue alone. I’ll do a little more searching for your Mame issue on the Mame testers site. Have you tried several older versions of MAME just to see if there’s a version where it works for you? Maybe 0.210, 0.200, 0.190 etc? When submitting error reports to the MAME devs, if we can give a version where your issue started, more likely to get results.
  20. The earlier test with changing the video driver, it should have been opengl, not gl. I'm not convinced it's the card, but still some how related to the DirectX setup. (Whether DxDiag sees anything or not) If you run again using -video opengl and it works, it's not the card and a DirectX issue.
  21. You have to remember in Retroarch everything is mapped to a “virtual” Retropad, which includes analog sticks. If your controller doesn’t have them, just leave them un-set. N64 without analog might not be so great though. Edit: Oops, it was Neil9000 that mentioned N64.
  22. I use the devreorder utility to change my device order. I just have LB run a small AHK script that does nothing more than copy the order I want to the default devreorder.ini for example: copy devreorder_n64.ini to devreorder.ini
  23. I’d remove the 8-way and change or add 25pacmano also. That 20pacgal is the source file that can contain code used by lots of games, even totally different ones. (Sort of like a hardware set). You can ignore that, doesn’t affect LEDBlinky.
  24. Make sure LB is running the same variant of that Mame rom as well. Ex: not 25pacmano why do you have that 8 way control in common tab too?
  25. Shouldn’t matter unless the LEDBlinky is thinking emu ended early. So in essence it’s going 8 way to 4 way and back to 8 way. what game and system?
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