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Headrush69

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Everything posted by Headrush69

  1. 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.
  2. 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.
  3. Do you still have the extract ROM archives before running option enabled in the emulator settings?
  4. 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.
  5. 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.
  6. 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.
  7. 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?
  8. 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?
  9. 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.
  10. Also, make sure you have emulation turned off. When switching from Teknoparrot to JConfig i've had that bite me a few times. (Forgetting to turn emulation off)
  11. That was indeed the issue. This helps as I can make a folder for my custom layouts and not worry about updates replacing them.
  12. I tried that in the past and it didn't work. Maybe it had some kind of identical naming issue between the sets, I'll check it out again.
  13. Do you mean having multiple bezels in different layout files per game that you can flip between? If so, do you know exactly which version? I mostly use Bezel Project themed bezels, but there are dynamic features and overlay support in some MAME artwork sets and the ability to swap them easily would be super useful just while setting up bezels. Currently I have to swap back and forth between artwork folders, find the features I'm missing that I want and than manually add them to the layout file for the Bezel Project artwork. Additional question: Would the Bezel Project accept the inclusion of updated layout files that add things as simple as colour overlays, or lit graphics if they were optional and never changed or affected the single bezel image?
  14. I don't use those modes with my Dolphinbar, but as neil9000 said, in those modes the IR part of the Wiimote will appear as the system mouse so you just configure Daphne Singe the same as the mouse. For the other buttons on the Wiimote, you have to look at the Dolphinbar instructions for how it maps the other buttons to key equivalents. Than it is just a matter of changing the config.ini within the Daphne Singe folder to match. (file name may be different depending on which exact variant of Daphne Singe you are using)
  15. Headrush69

    Mame.xml

    Do you have MAME installed in a directory that requires elevated rights? Do you get the same error if you try to write the file to a different location?
  16. I think that version is quite dated and it looks like no commits since 2019. I would try the Retroarch mupen64plus core that is constantly updated or even try m64p emulator if you dislike Retroarch. PS: To each his own, but I never cared for Project64. I used it in the past for some mods and it seemed OK, until you saw it running with an accurate 64 emulator and noticed thing that were missing or not right.
  17. Not sure exactly what you're trying here. Easiest approach is run this core through Retroarch. This should install without issue and doesn't have anything to do with LaunchBox. (This mod runs perfectly fine with it)
  18. You have to find someone who has created a layout file that has a bezel and both screens already, or create one yourself.
  19. Like neil9000 mentioned, if you only connect a USB power source, you wouldn't have the bluetooth functionality. Dolphin can connect to a bluetooth adapter in your PC other than the Dolphinbar, but in my experience it never worked flawlessly like the Dolphinbar. Finding the specific bluetooth adapter that has all functionality isn't easy either. The Dolphine forums have some documentation on this you can check out if you want to try.
  20. Since you are already set up with RockeLauncher, you have the option of using RocketLauncher with LaunchBox as well. (You can do only some platforms or even just individual games) I only use RL with a couple platforms, but there are some things it does better. One specific issue that relates to your type issue: some Teknoparrot games take longer to start (Mario Kart) than LaunchBox's timed startup screen, and you get those startup windows showing sometimes. Since RL actively waits for the game window before hiding the startup screen, you don't have that problem.
  21. Just give them a different platform name when you import them, but make sure to set Scrape As to Arcade.
  22. Run some games in window mode with task manager running to see if something else is running. Windows Defender or virus scanning apps that get enabled can do things like that.
  23. You have to unselect the check mark on the Root level as well.
  24. Not exactly. You assign your keyboard keys to map to this Retropad abstract controller. You can see the defaults in retroarch.cfg. I have set all mine to nul and than in a core override (which is saved in Retroarch/config), I set the keys I want for that specific core. Here is an example from my my Stella core: So now in Retroarch, you will see those keys are set to those Retropad buttons. What the remap does, is it allows you do re-assign the Retropad buttons to different emulator functionality. For example, if Retropad button A is set to punch, you can remap Retropad button B to punch. Remaps change the Retropad assignments to the emulator function, not your keyboard keys. Retroarch controller mapping does seem different at first, but once you wrap your head around it, there are lots of advantages. You also have to remember Retroarch is dealing with so many cores, while an individual emulator is only dealing with one, so they need flexibility that straight keystroke mapping can't handle. Just a heads up, I've noticed with the flycast core, it seems some things have to mapped to specific Retropad buttons. For example in Naomi racing games, whatever key I choose, (or joystick button), has to be mapped to Retropad L2 and R2 for analog controls like gas pedal and brakes to work. Hope that helps.
  25. When you select keyboard, this represents the device connected to the emulated machine, not your keyboard. The L2 and R2 in your screenshot are Retropad virtual buttons and you do not appear to have them mapped to your physical controller yet. Once you do you will see your physical controller listed after Port 1: You haven't said what controllers you are using, or if just a keyboard, but changing keycodes (which also map to the virtual Retropad buttons), can be done in your retroarch.cfg file or added in a core or file specific override. Something like this: You can see here Retroarch default keyboard key mappings to virtual Retropad
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