Headrush69
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What exactly was the issue you are having? Did you set up the per game settings and specifically set up the window TP waits for before switching from the startup screens?
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Does anyone use MAME for emulating computers and consoles?
Headrush69 replied to sgordon777's topic in Emulation
MAME support for the Apple 2 series is fantastic. My guess from the limited information is you downloaded the Software Lists package but your still missing the BIOS/Device roms MAME needs. The software lists are the actual disk images, cartridges, etc that run on a system. MAME still needs some core files to emulate the machine. My guess is you are missing these files still. I don't use Software lists for Apple 2, but trying to run it from a command prompt will tell you exactly which files are missing. Something like -
GensHack emulator lauching but not automatically launching selected game.
Headrush69 replied to Sandroace's topic in Noobs
For future reference, that's an important detail to include when asking for help. I'm glad you have a solution you are OK with, but I was curious at this point. I downloaded the gens 2.11 with large ROM support hack and it starts games just fine directly from LB as well. If you're still interested, maybe post some checksums (CRC32) of your rom and gens.exe and we can eliminate any issues there. Just curious, if you start a Windows Powershell or command prompt and start the emulator passing the file path to a ROM, does it work? Something like this in Powershell (from the gens emulator directory): -
GensHack emulator lauching but not automatically launching selected game.
Headrush69 replied to Sandroace's topic in Noobs
Well played with this some more and got some interesting results. The second patch is the problem one. No sound for me on that one with Genesis GX core in Retroarch. Neither patched version will even load for me using Gens 2.14. (What version are you using) I added Gens emulator to LB and when loading ROMs they didn't start for me either. Then I remembered I was testing with my current library which are all zipped. (Core supported) I turned on the LB option to extract archives first and now Gens emulator booted directly into the games. So looking back on your posts you said you tried all the options but maybe you didn't get them all right at the same time. Don't remove quotes and extract archives if using archives ARE requirements. Also, from your screenshot, the option to extract ROM archives has a solid square, not a check mark. This leads me to think that you have multiple platforms listed for using the Gens emulator and not all have the same extract ROM archives option enabled or disabled. Are you 100% sure it's not enabled/disabled as need for you ROMs? Bottom line is LB can launch a ROM directly in Gens emulator without command line options. It's just a matter of finding the configuration issue. -
GensHack emulator lauching but not automatically launching selected game.
Headrush69 replied to Sandroace's topic in Noobs
Can you provide more information on these issues (like a link) and is it up to date information? I have no way to know what to listen for, and I only know MK by name and look, but I downloaded the hack and ran it with Retroarch and didn't notice audio issues. (Not to say there isn't any, I just don't know what they are.) -
2 naomi lightgun games only working 1 player
Headrush69 replied to jimbone007's topic in Troubleshooting
I had the same issue and got tired of dealing with Retroarch so switched to the Flycast standalone emulator for 2 player games. When you say hide the cursor, are you talking about the system cursor or the in game crosshairs? -
How to disable a platform without removing from the launchbox?
Headrush69 replied to rafaelfndev's topic in Noobs
Possibly a design decision. Most people using LB aren't using as a cataloging system for unused games so Platform hiding isn't often requested feature. (Just a guess) To accomplish the same thing, just bulk edit all the games in the platform and set to hide and the platform will hide as well. To see them again, just change view option to show hidden and than bulk edit back. -
BTW, on the RocketLauncher forums there is an updated module for Teknoparrot that has the newest games and settings ready to go.
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Teknoparrot is the only system I still use RocketLauncher for. It has active window scanning for just the thing you want. Additionally, when possible I use JConfig over Teknoparrot when possible as it launches dramatically faster and LB's startup screens work well enough.
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Retroarch controller mapping for individual cores
Headrush69 replied to superdavit's topic in Troubleshooting
To be honest, I don't use this globally but core specific, so each core can use different keys. (Not just remapped) The mappings are the same but it's added to the core override in Retroarch -> config -> <corename>. As you've noted above, the default mapping falls apart in several situations. I started with an Xarcade, but upgraded it to an iPac, but it's essentially the same still. When I started, Retroarch naming for the actual controller and the Retropad was confusing so manipulating the config files was easier, but it has improved greatly and possibly GUI based might work just as easy now. The important thing is grasping the concept of the virtual Retropad. A few issues I found: The default mapping of using the left ALT key caused some issues with some tools and some emulators. I changed it to H. Some cores, (Like Stella for Atari 2600) have lots of system buttons like difficulty switches which can only be mapped to player 1 in Retroarch. For an arcade stick set up this was ugly, and by adjusting the keys like above, you could map player2 COIN and START to player 1 inputs for selecting in Retroarch. It's a little confusing but works perfectly. On some games, you just need analog inputs or triggers, etc so you might to use another controller for these games/platforms. When you use these key overrides you can set to nul to disable the keys. This way someone playing on a controller isn't affected when the kids hit cabinet buttons. As skizzosjt mentions, getting your Xarcade mapped to the Retropad first is essential. I have disabled most Retroarch hotkeys but if I remember correctly, I thought [ and ] were mapped to functions in Retroarch, so you may want to make sure so those are mapped on Player 2. -
Retroarch controller mapping for individual cores
Headrush69 replied to superdavit's topic in Troubleshooting
Sounds like you want to set the keys that are mapped to the virtual Retropad, not remap controls. You can map the virtual buttons to your keyboard keys if you want in the the settings > input > player 1 binds menu. (Save configuration after) You can also manually do the same in your retroarch.cfg file. I have different keys set for different cores so I manually add the keys I want in Retroarch -> config -> core name. You're looking for entries like this: -
I have this exact same setup and it works great. I used to have the Mag-Stick Plus and never cared for it. I found the manual switching wasn't practical for visitors on my machine. With either the Servo stick or the Mag-Stick, although 4-way is an improvement, these aren't as good as a true 4-way stick. Having said that I don't have any issues using the Servo-stick in 4-way mode, but more demanding "power" users might. Also, some or the Arcade cores like mame2003plus and FBNeo have some improvements to help with 4-way mode as well.
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Mame No-Nag 0.287 Final Version.
Headrush69 commented on MadK9's file in Third-party Apps and Plugins
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No. Unfortunately my entire library is converted, that was just a new CUE/BIN I downloaded to double check. There is an interesting discussion on the MAME github about chdman and Dreamcast images here. That discussion leads to some scripts here that might help the original OP in converting some CUEs to workable GDIs for conversion.
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I just meant faulty in the information needed for CHDMAN to convert isn't sufficient. Basic ones I had didn't convert but the following example converted fine:
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Might be the quality of the cue file. (Some may have better details that chdman needs) I just download a new Dreamcast game in CUE/BIN format, and chdman converted it to CHD just fine and it plays without issue. Can't speak for the status of your library. but you are correct with the rest. CHD is the way to go.
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Are you saying none of the Dreamcast converted CHDs work, or just some? The fact is there is a lot of poorly ripped Dreamcast discs. Many times the contents were modified to fit a smaller sized CD. Often .cdi files were just renamed to .gdi even though they weren't properly ripped. Convert the ones you can, and for the ones that don't the easiest solution is just to look for a more reliable source and reacquire. I ran into the same issues but now have my small (80) Dreamcast library converted and all work perfectly. P.S. I would stay away from the "extract ROM archives" option. In most cases it's unlikely needed and doesn't have anything to do with Retroarch's ability to load zip archives. You might also want to make sure that option isn't still enabled on the associated platforms section of the emulator as well as the main emulator settings screen.
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Do you still have the extract ROM archives before running option enabled in the emulator settings?
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You have to remember that the flycast core supports naomi games as well, not just Dreamcast. Naomi roms are indeed zipped and the flycast core itself supports reading from those. The flycast core itself doesn't support manually zipped cue/bin files. (I don't believe) LB also supports unzipping archives, but it does this and than passes those files to the emulator cores. In this case the core doesn't know which file to use/ (bin/cue) I don't think that it's a default action, but more likely an alphabetic ordering. Try renaming you cue file to something alphabetically before the bin file (but point to the same bin) and see if it loads now). I would either: Import your Dreamcast cue files manually Convert your cue/bin to CHDs. I've gone with 2. It saves valuable space and works flawlessly.
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Bezel project mame some dual screen and vertical bezel help
Headrush69 replied to ChickenGeorge's topic in Noobs
All you would be editing is the picture and not the layout file if you want to keep the proper aspect ratio. In your mame.ini file there is a setting (artpath) that lists directories where MAME looks for artwork. By default, that directory is set to the artwork folder in the MAME directory. You can add any other directories you want there and they will all be searched Here is the line from my mame.ini As you can see I have 3 artwork directories: artwork for Bezel Project bezels, artwork_mame for official mame artwork, and artwork_custom for artwork I have customized. This structure keeps it nice and tidy and no issues when updating that I might overwrite from other sources. -
Bezel project mame some dual screen and vertical bezel help
Headrush69 replied to ChickenGeorge's topic in Noobs
If you look at the layout file it's very simple. I chose a 16:9 ratio so you see the width is 16 and height is 9. (The bezel element takes the entire screen space.) From there it is just a matter of editing the bounds parameters to fit the other elements as you required. The MAME layout system is very flexible and you could also use pixel/resolution units for placement. So for example the bezel bounds would be All other elements could be adjusted the same. So there are 2 options on how to fill the screen: You keep the original arcade cabinet screens in the same ratio. In this case you would need to find or create a bezel that matches and fills the extra empty space. You change the bounds parameter for each screen and you stretch each screen to fill the extra space. I don't think #2 is a good option, but I'm not very artistic and I'm not the person to do #1 for you. That should give you enough of the building blocks to play with it and see if you can come up with something you like. ☺️ Edit: I prefer using a coordinate system that matches my cabinet (1920x1080), so here is a modified layout file that keeps the two game screens at their correct 4:3 ratio and fills the area a little better using the current bezel. -
Bezel project mame some dual screen and vertical bezel help
Headrush69 replied to ChickenGeorge's topic in Noobs
This is just a quick rough draft, (the bezel image doesn't fit), but if you go into your MAME/artwork/spunchout directory, rename the current default.lay file and create a new one with the following: Start the game and go into video options, Screen #0 and pick this view. Is that the idea? -
Bezel project mame some dual screen and vertical bezel help
Headrush69 replied to ChickenGeorge's topic in Noobs
As dragon57 mentioned, currently the Bezel Project only includes bezels for singe screen games. When using LB to download from the Bezel Project, it downloads an image and a matching MAME layout file that it puts in the MAME/artwork file. MAME handles the work of displaying the bezel using that downloaded layout file. Within that file it points to the included png which displays the bezel. To get what you want, you would have to design and modify that layout config to reference all the screens used by a particular game and include images need to create the look you want. This isn't a trivial task or someone without experience, but it's not overly hard either. Yes you would have to do that for every game that had a unique screen layout. (Unless you just wanted to use generic bezels for each setup. (2 - screen, 3 screen, etc) Hope that makes things clear. The MAME layout documentation provides more detailed information. Edit: I totally misread what you wanted. You want the bezel on a single monitor using the dual screen layout on the same monitor? -
Bezel project mame some dual screen and vertical bezel help
Headrush69 replied to ChickenGeorge's topic in Noobs
Yes. The layout config file determines the number of screens and how they are laid out. MAME includes some default layout built in (like the dual screen layout). You would have to grab the layout file from the MAME source, and modify to add the bezels for each screen if you wanted, saving your custom dual screen bezel layout.