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Retro808

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Everything posted by Retro808

  1. I think i was misunderstanding. I was thinking you were talking about attract mode where BigBox will at random spin and stop on some random game and play the media and it keeps doing this until someone stops it. You are simply talking about the first selection BigBox boots to. There is not an option to set that to a specific game. Why your is showing a certain game highlighted but playing a different video I am not sure. If I set mine to boot to All Games it starts up at the first game alphabetically. What theme are you using? There is currently only and option to "Remember Last Game For Each Platform" or "Remember Last Platform". I hope I understand you correctly now.
  2. Nah, that's like just a remnant from something I was testing playing around with opactities. It still displays correctly though. EDIT: I edited out that piece of the code.
  3. Try a more simpler code like below. Why it is not respecting the Z Index I am not sure. <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:transitions="clr-namespace:Unbroken.LaunchBox.Wpf.Transitions;assembly=Unbroken.LaunchBox.Wpf" xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity" xmlns:cal="http://www.caliburnproject.org" mc:Ignorable="d" d:DesignHeight="1080" d:DesignWidth="1920" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Style="{DynamicResource UserControlStyle}"> <!-- GRID DEFINITIONS --> <Grid > <Grid.ColumnDefinitions> <ColumnDefinition Width="1*" /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="*" /> <RowDefinition Height="*" /> <RowDefinition Height="*" /> </Grid.RowDefinitions> <!-- GAME MARQUEE --> <Image Source="{Binding Path=SelectedGame.MarqueeImagePath}" Panel.ZIndex="9" Grid.Row="0" Grid.Column="0" Stretch="Uniform" HorizontalAlignment="Center" VerticalAlignment="Center" RenderOptions.BitmapScalingMode="HighQuality"><Image.Effect><DropShadowEffect BlurRadius="99" /></Image.Effect></Image> <Image Source="{Binding Path=SelectedGame.MarqueeImagePath}" Panel.ZIndex="0" Grid.Row="0" Grid.Column="0" Stretch="Fill" RenderOptions.BitmapScalingMode="LowQuality"><Image.Effect><BlurEffect Radius="99"/></Image.Effect></Image> </Grid> </UserControl>
  4. This is a small community and sometimes threads can go unanswered. Please do not create duplicate threads if you do not receive an immediate answer. Merged the two. To actually answer your questions, no. The filter criteria field in the filter view is still a text entry. There has not been a huge request to change that and it is not an item that made the 2019 poll. So for now it is still the same.
  5. You cannot. Attract mode in its current state is a randomizer. I would suggest putting a feature request in (at the top of the page under Help & Support is the feature request link) and then link it here. The more users that can vote on it the better chance it has of making it into BigBox.
  6. It is just something that has not been requested heavily by users. So for now it is not something on the list they are working on. Hopefully the next poll it can gain more requests to make it.
  7. There is no guide. You just refresh and that is it. You will know it is complete as LB has a scroll bar (I think in green color) on the top. It can go by quickly depending on how much of your library you selected. BigBox if I remember right has a pop-up that says "Please Wait" and then disappears when done.
  8. Refresh is how you cache the images. BB and LB will cache it on startup. Refresh is what updates it if you add new images and LB or BB did not cache them. That is pretty much how it has been for a long time. Launchbox - 2 ways. 1) Under >Tools>Refresh All Images. 2) You can right click a game, multiple games, or all games and do the same by choosing "Refresh Selected Images. BigfBox >Options>Image Cache (All refesh options are right there).
  9. It still exists in menu options in both LB and BB.
  10. What is the exact look you are trying to get? The image is stretching because you are using "Fill" in the Stretch command. You would want something more like "Uniform" which will keep the image aspect. If you use "UniformToFill" it will keep the aspect of the image, fill the space, but part of the image will cutoff. So depending on the look you are trying to go for you may need to make some design concessions. I was able to get it to show the marquee in the upper 3rd of the screen with the affect by changing the code a bit. <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:transitions="clr-namespace:Unbroken.LaunchBox.Wpf.Transitions;assembly=Unbroken.LaunchBox.Wpf" xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity" xmlns:cal="http://www.caliburnproject.org" mc:Ignorable="d" d:DesignHeight="1080" d:DesignWidth="1920" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Style="{DynamicResource UserControlStyle}"> <!-- GRID DEFINITIONS --> <Grid > <Grid.ColumnDefinitions> <ColumnDefinition Width="1*" /> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="*" /> <RowDefinition Height="*" /> <RowDefinition Height="*" /> </Grid.RowDefinitions> <!-- GAME MARQUEE --> <Image Source="{Binding Path=SelectedGame.MarqueeImagePath}" Panel.ZIndex="9" Stretch="Uniform" HorizontalAlignment="Center" VerticalAlignment="Top" RenderOptions.BitmapScalingMode="HighQuality" /> <TextBlock x:Name="GameMarquee" Visibility="Visible"> <TextBlock.Text> <MultiBinding StringFormat="{}pack://siteoforigin:,,,/Arcade - Marquee/_Default.png"> <Binding Path="SelectedGame.Platform"/> </MultiBinding> </TextBlock.Text> </TextBlock> <Image x:Name="MainMarquee" Panel.ZIndex="9" Grid.Row="0" Grid.Column="0" Source="{Binding Text, ElementName=GameMarquee, FallbackValue='pack://siteoforigin:,,,/Arcade - Marquee/_Default.png'}" Opacity="100" Stretch="Uniform" RenderOptions.BitmapScalingMode="HighQuality" /> <Image Source="{Binding Path=SelectedGame.MarqueeImagePath}" Panel.ZIndex="0" Grid.Row="0" Grid.Column="0" Stretch="Fill" RenderOptions.BitmapScalingMode="LowQuality"><Image.Effect><BlurEffect Radius="99"/></Image.Effect></Image> </Grid> </UserControl>
  11. What is the issue you are having? You should just be able to set controls directly under the >Config>Controls option in Demul. There is an option for Arcade
  12. Pause should work fine with Mame and the Tankstick. I use the same controller and no issues so editing the cfg is not needed. When you said it pauses the game but you do not see any options, do you actually see the Launchbox pause screen or do you still see the game and the game is paused? Or do you just get a black screen?
  13. Have you tried adjusting the volume in the emulator. If you are using Mame it has its own volume settings you can adjust. I think by default the keys are the + and - keys.
  14. Currently not an option. It is something asked about before, but nothing enough to garner support for it during annual polls. So for now it is an option that will not likely be added any time soon.
  15. I have not use the default theme in a while, but I did not think it showed date and time anywhere. I know Unified themes show time in upper right and year/manufacturer game count in bottom left. Either way you would want to remove the coding from the specific view you are using. When you edit the xml file for that view you will see specific coding for "Date and Time" and for "Metadata". The image below is from code for Unified Redux.
  16. I was simply basing my statement off of what you said in discord as you mentioned the overlay. If the discord post and this is not related than my mistake. Still a pretty niche case though. Considering you have been the only person to have ever mentioned this. Still use the feature request mentioned though. Only true way for Jason to see how many people would need something looked into.
  17. Sound pretty niche of an issue and something that may not be high on a list of to do's. Especially since reading your discord post this it seems to be more a Steam issue with Steam overlay since you say the game controls work fine in BigBox and the issue only occurs when running through Steam with the overlay. But regardless, the request a feature there is a feature request button at the top of the forum under "Help & Support"
  18. It depends on what theme you are using. You would have the edit the actual code for that specific theme. What theme?
  19. Yes it can. Retroarch will allow you to map both key and game controller buttons to the same action. I believe the iPac mimics keystrokes so this would be doable. I have the X-arcade controller boards in two of my cabinets and they replicate keys. I can play a game using the arcade controls and immediately pick up the game controller and play in the same game.
  20. You need to provide a little more info. What were you adding, how were you adding, anything related to what you were doing exactly when you go this error.
  21. It is possible. A Startup theme could be created to pull that image based on Platform Name for the game. It is not a setting you can do, someone would have to edit/create a theme like this. It should be pretty easy one to create if you are just talking about loading an image. It is possible as well. You can set controls per game, per core, and more recent updates to Retroarch allows it remember a config per content directory (basically per folder).
  22. Yeah, I got that. I meant specifically what you have in the xaml file. You said you did modification and tried to adapt the codes. Without seeing exactly what you did we cannot see what the error might be. We would basically just be guessing what is wrong.
  23. It is possible. We would have to see exactly what you are doing. Retrolust's code is simply mirroring the MarqueeImage and applying a blur effect to it. Post your xaml file or code.
  24. The ini will have to be generated. There are a couple ways. One way is to simply open Mame without a game. Go to configure options and then Save Configuration. Or @Lordmonkus guide he posted has steps as well as a batch file you can run.
  25. If you do choose to use MameUI just note their most current release is 0.217. If you are not seeing that version make sure you are on their site and not getting it from somewhere else.
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