jayjay
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Iv added a plugin to dev section. It locates all param.sfo files within ps3 roms folder. Uses that file to get the location of the eboot and gets the title. Adds them to LB. Check out the video I posted. Done a lot of testing. Is a little hacky but seems to work well.
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This will bulk import ps3 game eboots in LB. Requirements - At least 1 game already imported into playstation 3 platform. Note - this modifies your playstation 3 xml file so as always make a backup before using. "Launchbox\Data\Platforms\Sony Playstation 3.xml" How to use: If you used the previous version, delete it. Download this: PS3GameImporter.zip Right click on zip file. Properties, security, unblock. Extract the FOLDER named "PS3GameImporter" to "Launchbox\Plugins\". Start LB, tools, import ps3 game. Select a directory to search. Choose if you want to scrape region. Note: some games might not scrape the region. This is true for pkg ps1 games. Choose if you want to scrape images. The images that will scrape are the images found within the ps3 rom folders. They start with "ICON" and "PIC". Some of these images can be used for clear logo and fanart. The images will be copied to Launchbox/Plugins/PS3GameImporter/Icon or Launchbox/Plugins/PS3GameImporter/Pic and renamed to the game title so they will be usable in LB. The images are not imported straight into LB because there is no way to tell if the images are usable for logo's or fanart. My recommendation for scraping these images is to first import your games with no images (Select "None"). Use launchbox to then download logos and fanart. And then use this plugin to import the games again selecting "All Games Missing Images" option. When games have been imported, they may not show up til you change platform and change back to playstation 3. Use LB's bulk editor to change emulator. To import psn games, point the importer to rpcs3's "dev_hdd0\game" folder. This uses code from xXxTheDarkprogramerxXx PARAM.SFO editor. Source included in zip.
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I achieved the same thing by using a bool to visibility converter and binding the control to a static bool and event. There might be better ways but it is possible. The down side, i guess, for me personally is that page up and page down are really the only viable buttons to use for something like this.
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You could add a loop that checks if the window exists. Something like SetTitleMatchMode, 2 Loop { if WinExist("Untitled - Notepad") { WinActivate break } } send,{right} send,6 Im rusty on ahk, so you might have to play with it a little. But iv used something like this before, it does work. It should remove the need for sleep... maybe? Unless the window opens and then your waiting for it to load, then you would still need sleep. Ha.
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Haha. It was just random coordinates. You can change the coordinates by opening the .ahk in notepad and changing the 100, 100 line. Glad its working ok for you. Each time a new LB update comes out, you should try removing the .dll and see if the focus issue disappears. Some times these things fix themselves.
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Its not a pretty solution by any means but we could try simulating a mouse click on game exit. If this dont work, it'll be the last time I comment on a "focus" issue thread. Turn on start up and shut down screens. focus.zip Download that. Right click on the zip, properties, unblock. Extract it. Put the .dll in Launchbox/Plugins. There is 2 .ahk files in the zip. The first one, RegainFocus.ahk, is just a test to make sure that the .dll is finding and launching the ahk script correctly. So put RegainFocus.ahk in Launchbox/Autohotkey. Open BigBox, Start a game that has the focus issue, Exit the game... dont press any buttons and wait for 10 seconds. Does a messagebox with the word "hello" pop up. If yes. Delete RegainFocus.ahk. Rename RegainFocus2.ahk to RegainFocus.ahk and put it in Launchbox/Autohotkey. Open BigBox, Start a game that has the focus issue, Exit the game... dont press any buttons and wait for 10 seconds. Make it a slow 10 seconds. Then try moving in bigbox to see if it active. If yes... Open (the newly named) RegainFocus.ahk with notepad. Where it says "Sleep, 8000", (sleep, 8000 means wait 8 seconds, 1000 = 1 second). So now you have to try to change this to get the timing right. From when the game exits, then for the "gameover" screen to disappear and then you want to send your mouse click. if none of it works. Then i give up.
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I dont know how to double quote your comments but on the page before you said... "I believe the best idea currently is to just take a screenshot of the screen before taking the save state". Disable this feature per platform when you come to it. EDIT: please.
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Can we not interact with pause menu user controls like we can with BB user controls? Ohh my user control loads and unloads on pause and resume. Iv lost my hard on.
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I should prob refrain from posting when I choose coding over sleep. Just gone 8.30pm and Iv just got out of bed ?. That list of plugin idea's I gave you, you finished them yet. haha. I think you should try match roms to save states, cant be any worse than pause menu... haha. Anyway on a more serious note. Have you found a method to determine if a game is launched through the emulator ui. If not, when you do come back to this would you consider adding the option to disable this feature, maybe on an emulator basis... please... Seems whenever I ask for anything its usually to disable something. ?
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oh yeah eh... sorry i meant... to be able to have the pause menu show that there is a save state available for the game that is currently playing... would mean matching save state to the rom... that essay above is what iv found so far... sorry Im trying to code but nothing is going right. Getting frustrated. Rushed the comment, made no sense. lol. just breath...
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I'd like to say something (essay) on save states because Iv recently started to get save states into BB. I have 6 emulator's on my pc at the moment... The challenge being... match the rom to the save state. Retroarch save states are easy enough to deal with. I guess the only issue is where the save states are stored. 3 options... In one folder...all save states are saved to 1 folder, the save state folder. This isnt a great idea because if any rom is named the same, then they overwrite each other. I checked, I had a mario game that was named the same for different platforms... The other thing is the amount of files to search through to get to the save state. Could be thousands. I guess you wouldnt iterate through all save states, just search for matching rom name. Separate core folders. Better and LB knows what core is being used. Content folder, which is the one I'll use to put save states in BB. Retroarch saves the states to the same directory as the rom. Means all roms will need to be individual directories.I wont be doing that by hand lol. LB knows where the rom is. I personally think its the better option. Anyway LB would need to take these options into account. Also how could launchbox know if you were to launch another game using retroarch xmb/dashboard/menu thingy? <This is a genuine question? Project 64... this I cant work out. It saves to individual directories per rom. The directories are named like "Title-MD5 checksum". The "title" does not match your rom. Project 64 has database files, in the database your find rom names. None of the rom names in the database match my mario world 64 rom. You could regex it I guess. Or maybe use the checksum, except my mario 64 checksum doesnt match the checksum of the save state directory? Also getting the checksum from the rom isnt a quick process. Dolphin... iv found a way to match gamecube iso's to their save states but iv only tested iso's. I dont think this method would work if the game is in zip etc and im not sure if there is any other format. If wii save states are named the same way as gamecube then this method will work for wbfs as well. Im not sure if this method will work for iso's but I imagine it would. PPSSPP... Same method as dolphin but only in iso format. The issue with this... my 250ish collection of .cso psp minis goes from 7gb to 40gb. You could also use this method to find save data but I havent looked to see if there is a way to differentiate between game data and save data, they both save to the same directory nut named slightly different. Cemu... in the same directory as the executable is an xml file which you can use to determine in what directory the save is in cemu. But its only a directory, not a file. This is for save data not save states. Does cemu have save states? rpcs3... I havent looked to much into it. I thought I could use the same method as my trophy plugin but some games dont have trophies. There might be a different way im not sure. Anyway the moral of the story is... shit... show. I just wanted to get that out there.
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Disabling it on pause and also in BB for platforms that dont use retro achievements. Removing "View Achievements" from my xbox 360 platform is prob the main one id like to remove it from.
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With retroachievements... Being able to disable it per platform,. Also having rank and score available on any view. I can do this myself with a plugin simple enough. But thought I'd throw it out there.
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rpcs3 trophies for BB
jayjay replied to jayjay's topic in Third-Party Applications and Plugins (Development and Beta Testing)
Sorry @The_Keeper86 I have just modified the city hunter xaml but when I tried this plugin it has issues. Everything is happening twice. Two "view trophies" in textgamesview. The data is being written to file twice. And the worse thing is the data file sometimes is being wiped. Its as if I have 2 of the same plugin installed. I cant figure out why its happening. Until I can figure it out i'll have to remove it. -
How to install: Download this: PS3BBTrophy.zip Once downloaded Right click the zip, Properties, Unblock. Extract the FOLDER "PS3BBTrophy" to Launchbox/Plugins. Inside the "PS3BBTrophy" folder. Open the "TrophyDir.txt" file. You need to add rpcs3's trophy directory to this file, it should look something like this: Save and close. Open Launchbox and go to "Tools" and then "Import PS3 Trophies". First select "Import - Uninstalled". Wait for the import to complete. If any trophies fail to import, a log file will be created within the plugin directory with the game title of a failed import. Keep in mind early ps3 games didnt support trophies. If you know a failed import does have trophies, start the game inside rpcs3 once. This will install the trophies to rpcs3. Then use the "Import - Installed" button. In Launchbox, right click on a game and "View Trophies". To view trophies inside BigBox, theme files need to be modified. If you dont know how to modify theme files just create a post on this thread telling me what theme you are using and i'll modify the files for you. BigBox theme Files: City Hunter 2: TextGamesView.zip Extract the FOLDER "TextGamesView" to "Launchbox/Themes/City Hunter 2/Views" Neon Deluxe Arcade Final: TextGamesView.zip Extract the FOLDER "TextGamesView" to "Launchbox/Themes/Neon Deluxe Arcade Final/Views" Neon Deluxe Aracde Final Alt Views: TextGamesView.zip Extract the FOLDER "TextGamesView" to "Launchbox/Themes/Neon Deluxe Arcade Final - Alt Views/Views" Notes: Only compatible with eboot.bin file format. Not compatible with ISO's.
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Video.flv Im gonna be using them for that^. Its not ready yet though as you can see... and if I actually manage to complete anything I start on. I couldnt post it to youtube, its not working.
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Some Screenshots View File All these images have been automatically generated. Scanning through them they mostly look alright. All named to game title. I havent gone through them properly so have a look before moving them into LB. These images are ones that I couldn't scrape. But I think I might have accidentally left some psp mini screenshots that are already available on the database in the pack. Sorry im to lazy to go through them all. A mixture of sizes. Gamecube - 534 PS1 - 138, each game has 2 images so 2..7... whatever double 138 is. Its late. PSN - 15 - again 2 images PSP minis - 288 WiiU - 5 - 2 images Submitter jayjay Submitted 05/08/2019 Category Game Media Packs
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Version 1.0.0
91 downloads
All these images have been automatically generated. Scanning through them they mostly look alright. All named to game title. I havent gone through them properly so have a look before moving them into LB. These images are ones that I couldn't scrape. But I think I might have accidentally left some psp mini screenshots that are already available on the database in the pack. Sorry im to lazy to go through them all. A mixture of sizes. Gamecube - 534 PS1 - 138, each game has 2 images so 2..7... whatever double 138 is. Its late. PSN - 15 - again 2 images PSP minis - 288 WiiU - 5 - 2 images -
I made a plugin that automatically takes either "fanart" or "screenshot game play". Crops it square. And places the clear logo over the top. If anyone wants them I will upload them. I have over 9000 images... so far. That's not for 9000 games. Its for screenshots and fanart as backgrounds so lets say 2 images per game (its not exactly 2 per game, there is more screenshot backgrounds, than fanart). As they are auto generated not all of them will look good. But majority do. I havent gone through them to remove the bad ones though. Sorry for making this post without upping anything. Im all for sharing them but uploading 9000 images if no one is interested is... well you know. If anyone wants them let me know and i'll up them. They are all 322x322. Random I know.
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Big Box isn't regaining Window Focus after game exit
jayjay replied to Aabra's topic in Troubleshooting
#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. #WinActivateForce SetTitleMatchMode, 2 ;Sleep, 2000 WinActivate, LaunchBox ExitApp #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. #WinActivateForce SetTitleMatchMode, 2 ;Sleep, 2000 WinActivate, LaunchBox PostMessage, 0x112, 0xF030,,, LaunchBox ExitApp #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. #WinActivateForce SetTitleMatchMode, 2 ;Sleep, 2000 WinActivate, LaunchBox WinMaximize, LaunchBox ExitApp #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. ; #Warn ; Enable warnings to assist with detecting common errors. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory. #WinActivateForce SetTitleMatchMode, 2 ;Sleep, 2000 WinRestore, LaunchBox ExitApp Try some of these. You might want to try mixing up the window commands. Other than that im out of idea's. -
Big Box isn't regaining Window Focus after game exit
jayjay replied to Aabra's topic in Troubleshooting
RegainFocus.zip Download this. Right click on the zip file, properties and choose "Unblock". Put the dll in plugins folder. put .ahk in autohotkey directory. Start a game in LB/BB. Exit the game. If you get a message box pop up that says "Hello". Replace the .ahk with this one. RegainFocus.ahk I think the issue is, the original .ahk had "Launchbox" but should be "LaunchBox" -
Did you try putting the png's in launchbox/Images/Random Image Selector?
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RandomImageSelector.zip Don't know if this will help you. Its a usercontrol. It will select a random png from Launchbox/images/random image selector. You will need to sort out the height and width etc etc. I included the source and a textgamesview.
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I have a question that I hope the few guys/girls who know their stuff wouldn't mind answering. Im not the most technically minded so please bear with me. I dont need an in depth answer, although that would be appreciated, but a simple yes or no will suffice. I have created a platform view xaml... Launchbox/Themes/Custom Theme/Views/Custom Views/My Custom Platform.xaml. This XAML has 1 textblock that is binded to a property in my USERCONTROL, the namespace is declared in the xaml etc etc. In bigbox, I press OnPageUp(), the text block changes to "hello", OnPageDown() = "goodbye" etc etc. Iv done this using a static property changed event. All I read is statics are bad mmkay. Anyway I want to create something that will have lots of objects, these objects will change on user input etc etc mainly cached images. I understand creating lots of static objects that could continuously change is not a good idea. So my question is, are static properties and events the only way I can update the Platform xaml elements from my user control? Would appreciate a yes or no, or maybe a few words to point me in the right direction. If its a no I'll give it another go.
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Like I said im no expert but iv just tested this and it works, even after reloading LB. But the changes arnt displayed straight away when using this simple code. Selecting another game then going back to the "changed" game, shows the changes. There's probably a better way but it does work. private IGame _igame; public void OnSelected(IGame selectedGame) { _igame = selectedGame; Unbroken.LaunchBox.Plugins.PluginHelper.DataManager.BackgroundReloadSave(Save); } public void Save() { _igame.Developer = "Test Developer"; _igame.Notes = "Test Notes"; } Edit: beaten by the master.