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jayjay

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Posts posted by jayjay

  1. Im not sure if I can be much help to be honest, sounds a bit "out of my league" but anyway....

    When BB becomes unresponsive can you use the mouse to click on BB, does it become responsive again. Or can you alt tab to BB does it become responsive again?

    Does dark souls have "window mode". If yes try putting it in window mode and see if it behaves the same way.

  2. If you have a black screen when exiting games or BB/LB is unresponsive until you alt - tab back to BB/LB it might be because BB/LB has lost focus.

    This plugin will run an ahk script on game exit. The ahk script will then activate BB/LB, bringing it back into focus.

    Is compatible with shutdown screens.

    I dont have any steam games but Im sure I have seen it mentioned that LB doesn't know when steam games have exited so might not be compatible with steam games or any similar type of games.

     

    For LB version 10.11 and below:

    Download this: focus 10.11.zip

    Unblock it.

    Put RegainFocus.ahk in Launchbox/AutoHotkey.

    Put AhkOnExit.dll in Launchbox/Plugins.

     

    For LB version 10.12 and above:

    Download this: focus 10.12.zip

    Unblock it.

    Put RegainFocus.ahk in Launchbox/ThirdParty/AutoHotkey.

    Put AhkOnExit.dll in Launchbox/Plugins.

    If you are already using the 10.11 version, which is scattered around these forums somewhere. You will be getting an exemption, on game exit, when you have updated to LB version 10.12. Just replace the AhkOnExit.dll with the 10.12 version.

     

    for LB version 11.7(?)

    focus.zip

     

    Update to the plugin found here:

    LaunchScript.zip

    • Thanks 4
    • Game On 2
  3. Again its not ideal... 

    If your not to familiar with xaml/wpf im not sure this will be much help. Anyway if you wanna give it a go.

    Download this New folder (3).zip

    Unblock it.

    Move the folder "Default - Copy" to Launchbox/Pause Themes

    In "Default - Copy"... If you open Default.xaml in notepad your notice this line:

    xmlns:tst="clr-namespace:Test;assembly=Test"

    Near the top. And near the bottom just above </Canvas>, this line:

    <tst:TestControl Height="{Binding Source={x:Static SystemParameters.PrimaryScreenHeight}}" Width="{Binding Source={x:Static SystemParameters.PrimaryScreenWidth}}" HorizontalAlignment="Center" VerticalAlignment="Center"/>

    (you cant change BB's default pause theme to include a user control, you have to use a different pause theme or like me just make a copy of the default theme)

    Move Test.dll into Launchbox/Plugins.

    Open BB and select "default - Copy" from the manage pause themes section.

    Load a game, open pause and your get a message box.

    The source is included in the zip.

  4. This will bulk import Wii U .rpx files into LB.

    Requirements - At least 1 game already imported into Nintendo Wii U platform.

    Note - this modifies your Nintendo Wii U xml file so as always make a backup before using. "Launchbox\Data\Platforms\Nintendo Wii U.xml"

     

    How to use: 

    Download this: WiiUGameImporter.zip

    Right click on .zip, properties, unblock.

    Put the "WiiUGameImporter" folder into Launchbox/Plugin folder.

    Start LB, go to tools, import wii u games.

    Click browse, point the dialog box to your wii u roms folder and click import.

     

    If any games are stored within cemu's mlc01 folder, move them to a different location.

    Cemu's mlc01 folder holds game updates, this importer blocks any rpx files being imported from mlc01 so not to import updates.

     

    The way the importer works is..

    1. It searches for the  "Game/Meta/meta.xml" file. If it finds meta.xml it will import:

    .rpx path.

    Title.

    Publisher.

    US and Europe regions.

    US esrb age rating.

     

    2. If meta.xml doesnt exist. The plugin will find the title id from "Game/code/app.xml" and compare it to a database file thats included with the plugin. It will import:

    .rpx path.

    Title.

    region.

     

    If neither of these xml files are found the game will not be imported. A txt file will be created in the plugin directory with the path(s) of games that didnt import.

    When import is complete use LB bulk editor to change associated emulator.

    • Like 10
    • Thanks 7
  5. On 3/3/2020 at 6:32 PM, JamesBond@ge said:

    PS. Glad to see my old scripting mate @jayjay still active and around. How are you?  @jayjay

    Not to bad mate. Been moving up in the world, have been learning a bit of c#. How you doing?

     

    On 3/2/2020 at 8:59 PM, silverchair said:

    @jayjay Would you be able to modify this plugin and re-purpose it for the Wii U platform, which has the same folder structure as PS3 (folder in folder and executable file is not named after the game). I am sure a lot of people would appreciate this.

    With the ps3 importer it gets the title from a sfo file, with wiiu I can get the title from meta.xml file. A few of my games dont have the "Meta" folder which holds the xml file. If the game doesnt have the Meta folder, it wont be imported and will have to be added manually.

    Another thing is... im not sure where eshop games are stored in cemu. If they are stored in the "mlc01" directory I dont think I will be able to import them. The mlc01 folder holds game updates so I think I will block importing from this folder otherwise all the updates will be imported as games. 

    Anyway I'll have a go when I get some time this weekend.

    • Like 2
  6. @The_Keeper86

    You will need to leave the txt file where it is. When you exit a ps3 game through LB/BB, the plugin copies the needed trophy file (the file that tells us if the trophy is unlock/locked) into the LB directory, overwriting the previous file.  It uses the txt file path to find the trophy file in rpcs3. That reminds me if you play the games outside of LB/BB the trophies wont update. But i thought better to have it copy the file then rooting around in rpcs3 potentially waiting for the hard drive to spin up. 

    • Like 1
  7. Hey @The_Keeper86

    Iv changed how this works... again. 

    Now instead of getting the trophy data from rpcs3 directory, I now extract the trophy data from each game directory and import them into LB's directory. There is a few benefits doing it this way but 1 down side too.

    The downside is the trophies do take some space, I have 97 games worth of trophies imported into LB directory and it takes up roughly 380mb.

    But the benefits are its a bit quicker. Instead of reading up to 50 image files, an xml file and the trophy file, it now reads just 2 files, a dat file that holds all the images and xml details and also reads the trophy file. 

     It doesn't need to search rpcs3 directory when viewing trophies so if its stored on a separate drive there wont be an issue with the drive needing to spin up.

    All game trophies are now imported, not just the games that have been installed into rpcs3. 

     

    If you want to give it a try replace "BBTrophy.dll" in the plugin folder with this .dll BBTrophy.zip

    In LB go to tools, import ps3 trophies. Wait for it to complete may take some time depending on how many games you have. It will import all the trophy files to Launchbox/Images/Sony Playstation 3 Trophies.

    Note: I have 107 games. 97 trophies imported fine, 9 games dont have trophies as some early ps3 games didnt support them and I have 1 game that doesnt extract the trophies. I did plan on adding a semi manual method for the games that dont extract but turns out my game (modern warfare 3) doesnt work in rpcs3. Im not sure if its because the game is corrupt or what. 

    When import is completed a message box will pop up, if all went well it'll just say import complete, if there is any issue extracting any game it'll warn you and it will create a txt file in the plugin folder with the title of the game(s) it didnt extract. If you do get this txt file try opening the game(s) in rpcs3, if the game does work, let me know and i'll create a method to import the game(s) that dont extract. (I hope all that makes sense).

    Also if you delete a game from LB, use the import ps3 trophies again to remove the associated trophy files.

    Also you can now view the trophies in LB by right clicking a game and selecting "view trophies".

     

    And just because we can here is a badge plugin that indicates the game has trophies. Its only compatible with LB Betas at the moment but should work when next official is released.

    PS3TrophyBadge.zip

     

     

     

    • Thanks 1
  8. @Jason Carr @C-Beats

    Im trying the new IGameBadge interface, not sure if im doing something wrong. Heres my code:

        public class Class1 : IGameBadge
        {
            public string Name => "PS3 Trophies";
    
            public string UniqueId => "PS3Trophy";
    
            public System.Drawing.Image DefaultIcon => new Bitmap(Properties.Resources.Gold);
    
            public int Index { get; set; } = 0;
    
            public bool GetAppliesToGame(IGame game)
            {
                return true;
            }
        }

    The first time I load this and click "Show PS3 Trophies" from the badge drop down menu. I get a load of system drawing exemptions and LB will close. If I then start LB again all is well, im assuming all is well on starting LB again because the embed image gets copied to Launchbox/Images/Badges and over rides the embeded image. What am I doing wrong?

  9. Is that city hunter 2?

    I'll assume its city hunter 2.

    Wanna give this a test. 

     

    Download this: Ps3Trophy.zip

    Right click on .zip, properties, unblock.

    There is 2 folders in the zip.

    Move "TextGamesView" folder to Launchbox/Themes/City Hunter 2/Views/

    Move "PS3BBTrophy" to Launchbox/Plugins/

    In the "PS3BBTrophy" folder there is a .txt named "TrophyDir.txt". Open the txt and replace the path with the path to your trophy directory.

    Save and exit.

     

    Open BB and go to a ps3 games menu and select "view trophies".

    If there is no issue with the trophies being displayed, the other question is, is the speed in which the trophies display on screen acceptable?

    EDIT: You can test the above plugin but i think i will have to change it a bit. My rpcs3 is stored on a different drive and when the drive is a sleep and the plugin looks for the game trophy directory it locks BB up for a few seconds :( 

    • Like 1
  10. We worked out on discord a few days ago that BB controller automation does send alt f4.

    We also worked out that the emulators "exit autohotkey script" over rides the controller automation. Although we didn't do much testing.

    If escape closes... I'm assuming your using dolphin? Try putting 

    Send {Esc Down}{Esc Up}

    In dolphins exit autohotkey script. And then try the controller automation. Not sure if it will work but worth a try. 

    • Thanks 1
  11. Hey @Thornback. I'm assuming you downloaded the plugin from the other thread as my attachment in this thread shows 0 downloads. If you did download the other plugin try the plugin in this thread.

    The other plugin uses mouse click which will only focus the 1st available window. Where as the plugin on this page uses winActivate. Which should activate the shutdown screen then BB. 

    • The Cake is a Lie 1
  12. Hey @Thornback 

    You could try this plugin/script for your focus issue. Its not very elegant but works well for me.

    Download this: focus.zip

    Right click .zip, properties, unblock.

    Place the .dll in Launchbox/Plugins

    Place the .ahk in Launchbox/Autohotkey

     

    It "should" work with startup screens enabled or disabled.

    The .dll just runs the .ahk on game exit.

    the .ahk just activates 1st the start up screen window after that it activates either BB or LB window. 

  13. You need a way to know how many emulator instances are wanted before you hit the run emulator commands.

    this

    WinGet, OutputVar, List , VisualBoyAdvance

    Gets the amount of visualboy windows that are open. 

    this:

    Loop %OutputVar%

    loops through the windows.

    the winCount variable is just to separate each window to apply the coordinates. at the moment it doesnt have any effect on the amount of windows the user wants.

    If you just want 2 players then you can delete 2 run commands and 2 of the if statements in the loop and set up a new emulator in LB.

    Or you could start the script off with a gui and have the players press buttons to register the amount of emulator instances wanted. This is to much work for me to go over. 

  14. I'll explain like im talking to someone who doesnt know what they are doing, I mean no offence. Im just a bit crap at explaining things.

    You need ahk installed to your pc.

    Copy this into a txt file:

    SetTitleMatchMode, 2
    
    run, %A_ScriptDir%\VisualBoy.exe %1% ;change visualboy.exe to whatever the exe is
    run, %A_ScriptDir%\VisualBoy.exe %1%
    run, %A_ScriptDir%\VisualBoy.exe %1%
    run, %A_ScriptDir%\VisualBoy.exe %1%
    
    sleep, 3000 ;wait for all windows to open, longer sleep?
    
    winCount = 0
    height := (A_ScreenHeight/2)
    width := (A_ScreenWidth/2)
    
    WinGet, OutputVar, List , RetroArch ;Visual Boy Or Whatever
    	
    Loop %OutputVar%
    {
    	Id:=OutputVar%A_Index%
    
    	WinGetTitle, title, % "ahk_id " Id
    	
    	If (winCount == 3)
    	{
    		WinActivate, % "ahk_id " Id
    		WinSet, Style, -0xC00000, %title%
    		WinSet, Style, -0x40000, %title%
    		WinMove, % "ahk_id " Id, , %width%, %height% , %width%, %height%	
    		winCount++
    	}
    	
    	If (winCount == 2)
    	{
    		WinActivate, % "ahk_id " Id
    		WinSet, Style, -0xC00000, %title%
    		WinSet, Style, -0x40000, %title%
    		WinMove, % "ahk_id " Id, , %width%, 0 , %width%, %height%	
    		winCount++
    	}
    	
    	If (winCount == 1)
    	{
    		WinActivate, % "ahk_id " Id
    		WinSet, Style, -0xC00000, %title%
    		WinSet, Style, -0x40000, %title%
    		WinMove, % "ahk_id " Id, , 0, %height% , %width%, %height%	
    		winCount++
    	}
    	
    	If (winCount == 0)
    	{
    		WinActivate, % "ahk_id " Id
    		WinSet, Style, -0xC00000, %title%
    		WinSet, Style, -0x40000, %title%		
    		WinMove, % "ahk_id " Id, , 0, 0 , %width%, %height%
    		winCount++
    	}
    }

    Save it and rename the file to VB.ahk or whatever, just make sure to change extension to ahk.

    Move the file to the same directory as visualboy.exe

    With ahk installed you can right click on VB.ahk and compile to create VB.exe

    In LB set up a new emulator, set it up as if it was visual boy but give it a name that explains what it is.

    and point the application path to the new VB.exe.

    Right click on a game, launch with, your new VB.exe emulator.

     

    You might have to disable the start up screen for the new emulator.

  15. Yeah I only coded it with 4 players in mind, would need a way to tell how many players are playing or how many windows are open and adjust accordingly.

    If I ever finish my current plugin this is something i'll prob pursue if no one else does. I have a few ideas. Like being able to select and launch multiple games in BB or realigning the windows when a player drops out. Dont know how well it would work though. AHK and window commands can be a pain.

    • Like 1
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