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Everything posted by Retro808
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Yes. There is a rom path change option in LB. Are you moving them because you want to or because LB keeps making the folder? If you do not want to move them you do not have to. LB just makes the folder since that is where it would default to if you want to try and keep the whole LB build contained to make it portable.
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I think this is a known Cemu issue. I saw some forum and reddit posts of users having the same issue. It seems to be related to command line loading when used with Vulkan. So it was mentioned some frontends were having issues. Here is a Cemu bug log from 12/2019 on it. I have seen some recent posts in February. So this may not have been fixed.
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Just a few posts up from yours.
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LOL. OK, I will tag @Jason Carr or @C-Beats see if either one can take a look. In the meantime if you do not have debugging on turn in on so we can have a report. Maybe it can show if something is wrong. >Tools>Options in the Debugging section enable debugging logs.
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Before that try removing both the InputBindings.xml and the Settings.xml. This should set things pretty fresh on reboot of LB. Oh, make sure LB is closed when you remove them.
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Nice. Looking forward to this. Now maybe I can finish the rest of the Wii U marquees. I have a Photoshop action that makes it easy, but this should make it even easier. Especially with naming.
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OK. Well if switching USB ports did not work, removing the input bindings did not help, and all other software and Windows recognizes inputs from both I am not sure why LB is having issues with it. Those encoders do not need drivers so not a driver issue. You not using any other software like JoyToKey are you? Are you using RocketLauncher? Trying to eliminate middleware maybe doing something weird.
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Hey one thing fixed is a good step forward. Try removing (do not delete just remove just in case you want to put it back) your InputBindings.xml from the |LaunchBox\Data folder. It will reset your bindings, but will be good to start fresh. I wonder if maybe a xaml got corrupted.
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LaunchBox does not care what port it is plugged in. Not saying not worth a try for him to swap, but just confirming LB does not care. The name would not cause an issue with LB. As mentioned I use the same style encoders. I had a good discussion with Jason a while back as I was wondering why these encoders would not let me map Launchbox to unique buttons on each side. I was sure LB did not see I had 2 controllers. Jason confirmed it does see 2 it just does not differentiate as I mentioned in my first post. LB does recognize for me a button press from either P1 or P2. I can also unplug and swap USB ports, even use other ports and they still register the same. Yeah the flaky part was just a wonder. It does not make sense since the emulators are fine as you mentioned. I have seen stranger things though. I would unplug P2, put P1 in that USB port and reboot and test.
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I am wondering if something is flaky with that one USB encoder. Directly in Windows if you test the buttons in the Game Controllers utility does P1 have the same partial recognition or does it always test good?
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So P1 side never gets recognized even if P2 side is unplugged? You mentioned Steam not recognizing it either. If this when Launching a Steam game from within LB or even if you launch a game in Steam without Launchbox?
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I noticed I typed the wrong setting name. I meant the one for "Use All Atached Controllers". If that is not checked try checking it. If it is uncheck it and keep P2 unplugged and see if P1 registers. I would reboot LaunchBox after you change any settings. In one of my cabinets I have a similar set of USB encoders off Amazon. Here is the settings I have and what it registers as. They work fine from both P1 and P2.
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Just a heads up @y2guru community theme creator tool can be used to make custom marquee images. One great thing about the tool is you set the image styles as you like for a platform then you can have it generate the marquee images for all games in the platform at the click of a button. Here is an example.
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In LB Tools under the Game Controller option do you have the button check for Enable All Controllers?
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What specifically are you trying to map? Something in LaunchBox or in an emulator? If it is in LaunchBox it will not see it as 2 unique controllers. LB does see you have 2 but it does not distinquish between the two as in Joy1Button1 and Joy2Button1. It will only see Button1 regardless of which side you are using.
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Not all games being imported for MAME (Primal Rage specifically)
Retro808 replied to goldenegg's topic in Troubleshooting
@goldenegg You should be able to manually add it. The game is playable. The graphics and sound are rated as "OK". It is one of the machines in mame with unemulated protection so game play is not 100%. However, it is complete enough to play. -
That will be perfect than. I will just refine the image assets and then when you release the next build will start the production.
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Clear logos I have. These are custom controller map images so right now I am testing the theme (Pause theme) and making the initial image templates using Photoshop. Once I get the layers minimized and look set I am going to try the mass produce with the editor.
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Ahhh. Brilliant I forgot you mentioned that change before. Worked great. Thankfully I have not got too far in to making the custom images so I do not have to many files to rename. Thanks @y2guru
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Anyone know the best way to use the Game name to pull images from a custom folder? If I use <Binding Path="SelectedGame.Title" /> to locate the image in a custom folder it will not display any image for a game with an "_" in the title. For Example: Street Fighter II: The New Challengers will have images named Street Fighter II_ The New Challengers (I am matching how LaunchBox would name that file). SelectedGame.Title does not seem to work since it does not see the "_" as the same as ":" from the actual title and of course Windows does not allow ":" in file names. The exact code is below. <TextBlock x:Name="GameControls" Visibility="Collapsed" Grid.Column="1" Grid.Row="3" Grid.RowSpan="2" Grid.ColumnSpan="3" > <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Images/Game Controls/{0}/{1}.jpg"> <Binding Path="SelectedGame.Platform" /> <Binding Path="SelectedGame.Title" /> </MultiBinding> </TextBlock.Text> </TextBlock> <Image Source="{Binding Text, ElementName=GameControls}" Stretch="Fill" RenderOptions.BitmapScalingMode="HighQuality" Grid.Column="0" Grid.Row="0" Grid.RowSpan="6" Grid.ColumnSpan="5" />
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Neon Deluxe Arcade - Launchbox Theme
Retro808 replied to Mr. RetroLust's topic in LaunchBox for Windows Custom Themes
Those are not the same as the badges from LaunchBox. The badges are similar data, but it actually is a slightly different feature. The icons in your image are theme driven and theme created. Badges will be available regardless of the theme. Make sure you have "Show badges" checked. -
What is one of the games you are having issues with? It's in gdi format?
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I don't use software lists but a quick search of the forum found this.
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Neon Deluxe Arcade - Launchbox Theme
Retro808 replied to Mr. RetroLust's topic in LaunchBox for Windows Custom Themes
Badges currently are not in BigBox. So not sure how they are working there. It is currently only a LB Theme item. As far as them not showing in LB are you using a custom box spacing by chance? If so, the spacing could be hiding the badges.