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faeran

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Everything posted by faeran

  1. What are the steps you have tried so far? Screenshots would definitely help as well. Personally, I find the easiest way to run this game is through ScummVM. The way I would do it is: Extract the contents of the CD into a folder (I'm assuming you have either the physical media or an image of it) In LaunchBox, go to Tools > Import > Manually add a game Click on the ScummVM section and click on "Use ScummVM to play this game" (If you can't do this, click on the Emulation section and uncheck "Use an emulator to play this game") Game Data Folder Path - choose browse and navigate to where you placed your King's Quest 6 files What game is it - in this dropdown choose King's Quest VI Go to the Metadata section and type in King's Quest VI, and click on Search for Metadata, choose the correct entry. Optionally you can go into the Images section and download some images for the game Press OK and you should be able to run the game.
  2. You can always download the CTC files and make any changes you'd like to see (the files are in the theme's description). Doing a quick check, looks like the animation on the video starts at 1.5 seconds for the video to appear, and about a second for the animation to complete.
  3. I think the reason people may not want this to happen is, imagine 2 people are using controller 1 and 2, and you plug in controller 3. In your scenario, you want the third controller to push the other 2 players off. If they were playing a game, all of a sudden player 3 takes over whatever player 1 was doing, and player 2 has been shoved out of the game. In saying that, there are some third party utilities, like x360ce, where you can force a specific controller to always be a specific player. Which means, you could have multiple controllers that are always player 1, or player 2. You might find luck there.
  4. Locks up as in it crashes Big Box, or that something else has pulled focus from it and you need to click on Big Box (or ALT+TAB back to it) in order to regain focus?
  5. You can do this by going into Options > Keyboard Mappings, and remap Exit.
  6. Just tried and they do look like they are working when you click them. Try a different browser maybe if they are not working for you. This video can show you how to load the files into the CTC: Once loaded, you'll need to enter into one of the views, like Platform Wheel 2, click on one of the elements that has color conditioning (they are marked with a green C ), and go into the Conditions window where you'll see all the conditions. You can add new ones, or edit ones that don't meet any non-standard naming conventions you may have. Then you can publish out the theme.
  7. This can all be done within the CTC now. You can download the CTC files on the theme page's description, load it into the CTC and make changes via its interface. Looks like the platforms are case sensitive, as there's definitely an entry for "NEC PC Engine", and you seemed to have gone against the grain to make yours "Nec PC Engine"
  8. There's not really a quick setting for that. You'd have to add the video code into the correct spot in the TextFiltersView.xaml and remove the (probably hefty) code of the background images. I can probably look into it later if you'd like and provide some steps.
  9. Hi @HarryFlowers. Glad you have been enjoying the theme. For the stretching, you'll find a bunch of platform specific game xaml files inside of the following folder: LaunchBox\Themes\The POC\Views\WallGamesView There should be one for Sony PlayStation. You might have your platform named something different. If so, rename it to whatever your platform is called. For Sega Saturn, make a copy of a platform file that has similar size as your Sega Saturn boxes. Potentially Sony PlayStation might be a good fit, so make a copy of that and give it the same name as your Sega Saturn platform. You can essentially do this for any of your platforms where you need a specific size box. As you can tell, the rectangle portrait boxes are the default. As far as that black fade behind the boxes go. If I remember correctly, it's there to make sure that it remains clean in-between the boxes. You can remove it, but it might look a bit messy if you do. You can remove it from WallGamesView.xaml by deleting all this code: <!-- Rectangle 1 --> <Grid x:Name="Rectangle1" HorizontalAlignment="Left" VerticalAlignment="Top" Visibility="Visible" Width="{Binding ElementName=Grid2container, Path=ActualWidth}" Height="{Binding ElementName=Grid2container, Path=ActualHeight}" RenderTransformOrigin="0.5,0.5" Panel.ZIndex="10" > <Grid> <Rectangle x:Name="Rectangle1rect" HorizontalAlignment="Left" VerticalAlignment="Top" Fill="{StaticResource Gradient1}" Opacity="1.0" Stretch="Fill" RenderTransformOrigin=".5,.5" Width="{Binding ElementName=Rectangle1,Path=ActualWidth}" Height="{Binding ElementName=Rectangle1,Path=ActualHeight}"> <Rectangle.RenderTransform> <TransformGroup> <RotateTransform Angle="0" /> <ScaleTransform ScaleX="1" ScaleY="1" /> <SkewTransform AngleX="0" AngleY="0" /> </TransformGroup> </Rectangle.RenderTransform> </Rectangle> </Grid> <Grid.RenderTransform> <TransformGroup> <SkewTransform AngleX="0" AngleY="0"/> <RotateTransform Angle="0"/> <TranslateTransform X="0" Y=" 0"/> </TransformGroup> </Grid.RenderTransform> </Grid> <Grid.RenderTransform> <TransformGroup> <RotateTransform Angle="0" /> <ScaleTransform ScaleX="1" ScaleY="1" /> <SkewTransform AngleX="0" AngleY="0" /> </TransformGroup> </Grid.RenderTransform> <Grid.Style> <Style TargetType="Grid" > <Setter Property="Width" Value="{Binding ElementName=Grid2,Path=ActualWidth}" /> <Setter Property="Height" Value="{Binding ElementName=Grid2,Path=ActualHeight}" /> <Style.Triggers> <DataTrigger Binding="{Binding ElementName=Grid2, Path=Width}" Value="NaN" > <Setter Property="Width" Value="Auto" /> </DataTrigger> <DataTrigger Binding="{Binding ElementName=Grid2, Path=Height}" Value="NaN" > <Setter Property="Height" Value="Auto" /> </DataTrigger> </Style.Triggers> </Style> </Grid.Style> </Grid> <Grid.RenderTransform> <TransformGroup> <SkewTransform AngleX="0" AngleY="0"/> <RotateTransform Angle="0"/> <TranslateTransform X="{Binding ElementName=Canvas,Path=ActualWidth,Converter={StaticResource ScalePropertyValueD},ConverterParameter=X;-333.3333333333333;2560}" Y="{Binding ElementName=Canvas,Path=ActualHeight,Converter={StaticResource ScalePropertyValueD},ConverterParameter=Y;0;1440}" /> </TransformGroup> </Grid.RenderTransform> </Grid> You'll also have to do this for every platform specific game xaml file that's inside of: LaunchBox\Themes\The POC\Views\WallGamesView I haven't tested this, but I'm pretty sure it should work.
  10. Next release I'll add an experimental Platform View 3 where the start of all animations will be cut in half so you can get a feel for it. It means you'll have less time while navigating the wheel before things start animating away, so for slow scrollers it may not be ideal. I'll also have the box size fixed on the text games view.
  11. faeran

    Big Details

    The background image is controlled by your Background Image Priorities that you set under Options > Background Priorities If you would like to change which button is checked when you load a game, you'll need to dive into the code. Open GameDetailsView.xaml which is located inside of: LAUNCHBOX\LBThemes\Big Details\Views You need to remove IsChecked="True" From the Home Button and add it to the Media Button. Here's the default codes for reference: Home Button <!-- Home Button --> <RadioButton GroupName="Menu" Name="HomeButton" cal:Message.Attach="[Event Click] = [Action PauseVideo()]" IsChecked="True" ToolTip="Home"> Media Button <!-- Media Button --> <RadioButton GroupName="Menu" Name="MediaButton" ToolTip="Media">
  12. Screenshots should now make an appearance in version 2.01, out now on the forums.
  13. While this is a confirmed issue on EmuMovies end, if you do run into EmuMovies download issues, we encourage you to open up a support ticket on their website: https://emumovies.com/support/
  14. While this is a confirmed issue on EmuMovies end, if you do run into EmuMovies download issues, we encourage you to open up a support ticket on their website: https://emumovies.com/support/
  15. Based on the example above, it would be: <ItemsControl ItemsSource="{Binding Game.AlternateNames}" > <ItemsControl.ItemTemplate> <DataTemplate> <TextBlock Text="{Binding Name}" Foreground="#FFFFFFFF" /> </DataTemplate> </ItemsControl.ItemTemplate> </ItemsControl>
  16. The metadata is local. However, if you are missing boxart, they do get downloaded from the LaunchBox Games Database. This is an EmuMovies server issue. We will see what we can do about poking them about it. If you import using the new MAME Arcade Full Set wizard, then you'll see that rompath argument, which helps user get up and running quickly, without having to open MAME or dive into any ini files first. Like JoeViking mentioned, you can either remove it from the command line which will then read your mame.ini file's paths, or add your CHD folder path to the command line. Either one will work for your specific case.
  17. The first release won't have theming capabilities in Big Box, but the plan is to eventually allow for this in the future.
  18. Beta 3 is out with the following: Fixed: Navigating with a controller in Big Box's Related Games pop-up.
  19. Thanks! We'll have this fixed for the next beta.
  20. Beta 2 has been released with the following: New Feature - Related Games has been added to Big Box. It can be accessed via the Game Details menu Fixed - The View Achievements pop-up within the Pause Screens was improperly displaying the tab item headers Fixed - Opening the Edit Emulator window would clear settings for some emulators (introduced in 12.10 beta 1)
  21. faeran

    RetroFresh

    That meant I removed the older version of the theme that was created outside of the CTC. The COMMUNITY Theme Creator Files are for if you want to load them into the CTC to make changes to it. You can either download the Theme files, or download it from inside Big Box if you want to load the theme into Big Box.
  22. If I had to guess, there may be some disconnect between where LaunchBox thinks your images are, and where they actually are. Your videos show indication that you may have some cached clear logo images, but then LaunchBox is having a hard time finding your actual clear logo image. Are you able to check your Images folders and make sure that images do exist in the correct folders? Maybe a screenshot of what they look like in your Clear Logos. Also, in LaunchBox, right click a platform, go into the folder tab, and take a screenshot of the clear logo folder path.
  23. Thanks SpaceMidget. This is a known bug in the latest beta. It will be fixed for the next one.
  24. The last community poll was last year. A new one is on the way though, so stay tuned.
  25. There are a bunch of reasons to have the black bars there. I do feel like I mentioned this somewhere before, maybe in the beta thread that it was part of. It will remain in the default theme, but we made it so it's themeable for custom themes. This also is true for the game banner. So while possible with custom themes, we won't be adding it to the default. These don't appear to be related with the beta, you may want to start a separate thread for them. EmuMovies is definitely out of our control. What was in our control was the cancel button we added to their queries.
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