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Everything posted by stigzler
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Hi folks. Been working on a plugin for 2 years to do various things, but main feature being per game/platform controls layouts. However, just recently hit a major blocking point. It seems each IPlatform has no unique identifier? I had been working around it historically, but I now need to map data against each launchbox (lb) IPlatform and thus need a unique identifier on the lb platform to ensure these are mapped correctly. However, I can find no unique identifier on the data object. I have scoped this out in VS and via the api ref here: https://pluginapi.launchbox-app.com/html/092c865d-74b6-4a39-e6d9-cda1235d8355.htm I did try getting a hash via IPlatform.GetHashCode, but this produces different Hash on each lb run without any discernible changes to the IPlatform data object Also tried examining the GUID via Iplatform.GetType(), but this returns the guid of the data object type, not the instance. Frustratingly, I see IGame and IEmulator both have an Id field, but cannot leverage the latter to form a unique ID in my plugin as there appears to be no link to the ascribed emulator for a platform via `IPlatform[] platforms = PluginHelper.DataManager.GetAllPlatforms();` So onto trying to generate a unique ID: Sadly, there also seems to be no 'created date' (i.e. when the IPlatform data object was created) which I could have leveraged for a unique ID. I also considered using ScrapeAs, Name or other such variable, but these of course can change and contain duplicates. So, in short, is there any way to get or generate a unique ID for each IPlatform function?
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Some helpful links to these well known resources. I'm still making progress on this, but like I said in the OP, it has indeed ended up as a 2 year long rabbit hole! Ok... maybe 2.5! There are no resources for games controls for other platforms, so this will be down to the LB community to trail blaze!!
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CPWizBiz - Game Controls Display
stigzler replied to stigzler's topic in Third-Party Applications and Plugins (Released)
I certainly feel in dev hell with it. 🤣 -
CPWizBiz - Game Controls Display
stigzler replied to stigzler's topic in Third-Party Applications and Plugins (Released)
Quite. It took me a year to build my arcade machine in 2013. I've been working on showing game controls on it ever since! The missing and crucial link in emulation imho, although Ben Baker did an awesome job with CPWizard. It will happen before I die... 🤣 -
CPWizBiz - Game Controls Display
stigzler replied to stigzler's topic in Third-Party Applications and Plugins (Released)
Funnily enough I've just moved onto working on this again. I'm afraid it's no small task to do the full system, but am currently working on just getting custom layouts working on a per platform basis, so you would, at least, be able to generate/display images for each platform (eg if on a cab, showing which cab buttons map to which controller buttons). There's a rather long winded vid here that shows you the prototype I built in action. Skip to the end to see controls in action. Will deffo need some help with this project when get it up and running, as there's a lot of stuff that needs doing to make it a community resource, beyond data entry of controls for all games, so may have to take you up on it 😜 -
BigBox Hold Back to Navigate to System Menu bug?
stigzler replied to stigzler's topic in Troubleshooting
Yeah. It started working later. The mapping mustn't be applied immediately. -
I've just raised a bug ticket in the hope that someone on the LB staff can take a look at this. You can upvote it here: https://bitbucket.org/jasondavidcarr/launchbox/issues/9182/windows-volume-controls-disabled-by-bigbox
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Windows volume controls disabled by BigBox run as shell?
stigzler replied to stigzler's topic in Troubleshooting
Given others have reported this historically and there's been no resolve, think I'll submit this as a bug and see if that fosters any solutions. I'm imagining now LB is staffed, there'd be someone on bugwatch, right? -
Windows volume controls disabled by BigBox run as shell?
stigzler replied to stigzler's topic in Troubleshooting
Thanks Jo - yeah - already knew about the launch options - that's how I launched C:\Windows\System32\SndVol.exe and exlorer.exe. No dice. Yeah - it's not the winpac as all other buttons are working as mapped without launching the config app - I think the settings are stored in the WinPac itself? Thanks for trying, though. -
Thanks for the reply. Shame such a necessary function was missed in design/testing.
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Same problem here + have been chasing my tail all day on this one. Bit of a major oversight, really. Did you find a solution?
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Hi folks. I'm looking for a way to preserve the normal windows volume controls whilst running BigBox as shell. I have WinPac set two shifted functions to vol-up and vol-down. If I run in windows shell and I press these keys, it turns the windows volume up and down (essentially acting as vol up/down keyboard buttons). However, if I run BigBox as shell, this no longer works. Also, if I plug in a keyboard with vol up/down buttons, these don't work either. Bit if a deal breaker really. Also tried a usb volume knob - works in windows, not with BigBox as shell. I can, of course WinPac to two other spare keys and map these to vol up/down in BigBox, but this only controls bigbox of course, not other emulators. I need to somehow start the relevant windows processes as "also launch" I read somewhere that starting explorer.exe triggers the win volume system, so tried the following batch script: start /min c:\ This does start up explorer, but still no win volume. 😔 Also tried running: C:\Windows\System32\SndVol.exe Still no dice. Have checked services.msc - "Windows Audio" is running. Is this a bit of a major oversight or am I missing something? UPDATES: Here's some of the additional things I've tried and results: Volume still not controlled by usb wheel/keys
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Thanks. That'll do in lieu of any other options. 👍
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Hi, I want back to be mapped to a key different than escape (Z). I also want to enable to Require Holding Back to Navigate to System Menu. However, it appears that only escape works when enabling this, not any otehr keys. What I've tried: 1. Mapping Back to Escape and Z. Only Escape works. 2. Removing Escape form the mapping and adding K. Neither K nor Z works and I can't access the System Menu. Is this a bug or am I doing something wrong?
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I'm running BigBox on an Arcade Cab. Is there any way to stop the user navigating to the System Menu via 'back'? I know you can lock the user out from changes options, but I want to stop the user entering the system menu entirely. It kinda ruins the immersion. I realise that there will probably need to be some way of entering the system menu (not sure if all BigBox options can e set in Launchbox?), but that could be done via a specific key etc (eg. a shifted key). Back is just so integral to browsing that the user will accidently end up in the system menu at times. Thanks
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CPWizBiz - Game Controls Display
stigzler replied to stigzler's topic in Third-Party Applications and Plugins (Released)
It is, but stay tuned for a dedicated plugin... -
Those results are really good. What a time to be alive where things can be rejuvenated like that. Wonder if I could put myself through AI?
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Cheers fella. Likewise, if you're thinking about a new release and wanting to have the importer accommodate this, then drop me an IM on here rather than my cluttering up this thread! It may be worth planning more long term and proactively around general deployment strategy given the need to sync c64d and lb Xmls. It's already nagging away at the back of my brain, so I'll invariably have a play with it at some point!
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No probs. Had the same thought, but didn't know how live the project was. My thoughts: FIles As long as launchbox hasn't added any files of its own to any directories that your project imports, likely best to clear any existing files before importing the new files. That will work as long as your releases contain all files necessary rather than a 'cumulative update' where you only include new or updated files. In the latter (think version control) you'd need to produce a full manifest of files/directories to import and any to delete. Best would probs be a hybrid as method one won't know if there are any root directories to delete. Thus would need a likely small manifest of these (if you want to be super tidy) Xmls You're right. A bit more tricky but not impossible. At the moment I just do some string/file manipulation to append yours to the end of existing as per your instructions. I did start to look at XML Element manipulation (comparing existing with potential import) but once realised I could just append text, changed tac quickly! It'll take a bit more research (the main issue was there was no sub element that could be treated as a unique id) but doubt it's impossible. Happy to collaborate. 👍
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Found it. You'd forgotten to add this to 'Files To Import.txt': Data\\Playlists\\C64 Dreams Magazines - Zzap!64.xml Also, you'd omitted the '.xml' on the end of `Data\Playlists\C64 Dreams Magazines All Magazines` I've coded workarounds in my app. Problem was it iterates through Files To Import.txt and uses its contents to auto copy the files therein. Errors in this spill through to the import. Because of the suggestions that it was my importer, I did some extensive testing and updated it with detailed user feedback on the import process. I'm satisfied it's pretty solid. It checks every file copy and every xml insert. Outcome from vanilla: I also diff'd the launchbox Platforms.xml and Parents.xml pre and post insert. The Platforms one compares my launchbox diff post insert with the `Platforms XML Insert.txt` All done as directed: https://www.diffchecker.com/Z8wfFA49/ https://www.diffchecker.com/9GY8UW6N/ I'll update my original post with the new version.
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Yeah - that's what I meant - I can access them from via the controller/keyboard. That's why I said they were available in bigbox. I shall choose my words more carefully going forward to try and avoid confusion. Don't think it's the importer as it basically just follows your guide to importing step-by-step. However, I will do it manually and see if I get any different results.
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Hey. Thanks for the reply. Yeah- my bad on the game manuals thing. I was thinking they weren't available because not available in the Launchbox context menu, but they are totally available in BigBox! The magazines thing is a different matter. I've posted a vid below showing the problem. In it, I alternate between the stock c64-dreams-v0.60 folder bigbox installation and a local (testing) one - with full install of C64 Dreams, the latest hotfix and the magazine pack, so all mags have the additional .cbz files. What you'll see in the vid is the stock c64-dreams-v0.60 (and by extension the stock Data\Platforms\Magazines.xml) work perfectly, showing zzap. However, If I run my local version, I cannot see zzap - only 4 mags. Weird thing is, if I copy the Magazines.xml directly from stock to my local version, then zzap still isn't seen. Not sure what it is - LB caching? Some LB/BB settings which are rendering zzap invisible? Even tried copying the local and web xmls into the Data/Platforms folder. Still no dice. However, I can access zzap from the game menu (both local and web) - although this is a file in the game folder? Any ideas? (btw - the more I get into this, the more amazed I am at how much work went into this).
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Final post, promise! Everything's working really well apart from the manuals and the magazines from the magazine set (zzap). Does anyone have these working?
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C64 Dreams Importer Loved this so much, thought I'd contribute. I've knocked together a tool to make importing this into existing Launchbox installations easier. You basically just plug in your Launchbox Directory and the parent 'C64 Dreams' folder and hit "Install." It'll move all the files and update Launchbox's xml files for you. It can also import the latest hotfix file and magazine pack. Screenie: It has checks and balances to make sure you don't install the wrong files and also back up the Launchbox xml files. Here's a vid of it in action: I've attached the zip with the app. You can also view the source code, or download and build yourself here: https://github.com/stigzler/C64DreamsImporter Have fun and make sure you keep up with the ommodore. Updates V1.0.1 - Added detailed logging around import process which highlights any errors. C64DreamsImporter.zip
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Hi - great work! Just to let you know you might also want to post some advice on where to put the original downloaded folder. I had mine deep in my file system and was getting unzip errors saying it couldn't find certain files. Typically, they were files with long filenames. An example problem file: C:\Users\admin\Projects\C64 Dreams\Original Download\c64-dreams-v0.60\C64 Dreams v0.60.7z\C64 Dreams\C64 Dreams\Demoscene\Christmas Megademo - Atlantis+Bonzai+Genesis Project+Lethargy+Offence It's likely to do with filepath lengths. I moved it to near my C : root and no more problems. Bit of a gotcha! Thanks for what you've done here - it's an amazing piece of work. EDIT: Had this same problem even when moved - think it's hitting the WinApi max file length of 260: C:\temp\project tests\C64DreamsImporter\c64-dreams-v0.60\C64 Dreams v0.60\C64 Dreams\C64 Dreams\Retroarch\shaders\Mega_Bezel_Packs\TheNamec-Commodore\presets\Commodore_Amiga1200Synth\Commodore_C1201-Amber\NMC_SHARP_SMOOTH-SCALEFX\FULLDEVICE_CURVED_NIGHT.slangp