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Retro808

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Posts posted by Retro808

  1. 3 hours ago, r3dux said:

    Hi there,

    Just setting up LaunchBox/BigBox for the first time, and when you exit a game it says "Game Over" in white as the title fades to black.

    Well, yes and no:

    - "Game Over" typically means the unchosen end of a game because you ran out of lives or something (so 'no' on that point - you're just exiting the game),

    - If you have just ran out of lives and bail then you'll likely have seen the game's "Game Over" screen and don't need further confirmation, and

    - The font used to display "Game Over" isn't aliased, so even on a 1920x1080 display it looks a little jagged.

    I know this is nit-picking, but I think it would just be cleaner / nicer to fade to black and return to Launch/Big without the text. Only suggesting because part of the goals of LaunchBox are to have a nice/clean UI.

    Thoughts welcome! =D

    Yeah, defining "Game Over" for use here as well as what one considers nice/clean is a bit subjective, but the good thing is themes can be edited to suit your need if you know how.  

    The Startup/Shutdown themes are created by users and shared with the community. If you have the skills you can either create one or edit one of the existing ones. In the default shutdown.xaml you can delete that text and have it not show at all or change it to another term. The only theme you cannot edit is the one in the folder named "Default". You can copy it, rename it, then edit if you like. 

  2. 31 minutes ago, tsetsefly said:

    Pause Theme - Default
    Arcade / MAME .181
    LB 9.8

    Couple things I have noticed in BigBox-

    - Using exit on Pause screen menu (most of the time) brings up a fullscreen palette screen overlayed on game.  Exit key will back out of that.  Something needed to prevent that ?

    - Within Pause screen menu , hitting the pause screen button while in the Pause screen menu drops back to game but with a 5 second or so looping sound glitch.  Doesn't happen all the time, but occasionally

    - Some games the Pause screen does not come up, the games pauses but the Pause screen does not come up.  Seems to happen with vector games  (startrek, tempest, battlezone)

    - When assigning the Pause screen button in BigBox, do you have to use the Hold Key combo / Controller Automation.  Seems like you can't just assign a key for the Pause screen without controller automation/hold key assigned for it to work.

    That version is about 2.5 years old so there could be some minor issues with it and current Launchbox/BigBox features. We have seen older versions having issues with the new features. Try editing your Mame set-up in Launchbox and delete the "-keyboardprovider dinput" in the default command line prompt section. See if that helps.

    With new feature development in LB/BB I would recommend updating to a more current mame version and rom set. If that is something you do not wish to do, then you will likely need to find some work arounds to issues you are or may experience.

  3. There is not a list compiled with that information. Typically that box is unchecked by default for almost all emulators, unless through Jason's testing or through feedback from the forum a specific emulator would need that checked and then Jason had the box ticked already. You might read through this thread to see if anyone reported any emulators that had issues and needed that box checked. 

    I have quite a few that I use on a test pc and none of them have needed that checked. 

    • Like 1
  4. 4 minutes ago, Tomkun said:

    I have already looked at that route and it's just not feasible.  The script needs a few variables from LaunchBox, such as romname and system in order to know what control settings it needs. As far as I'm aware, LaunchBox cannot pass these variables on to an external program (If it can, please tell me!). It's just not possible to configure all of the lightgun/driving games individually.

    Until Jason does implement a solution I would post a thread out in troubleshooting. I have seen a couple members post some in depth responses to AHK questions. Maybe they can help find a workaround. I would be interested in any solution as I am about to build a driving cab.  

  5. 11 hours ago, Orionsangel said:

    My games only pause with no extra screen showing save states. How do I add that?

    It will only show the Save/Load if you have an AHK for Save and Load states for the emulator populated. The save/load states in Launchbox only work if an emulator supports that option. Jason populated some of the systems with known save/load states and the stock configuration keys they use to initiate. 

    Ao for ones that Jason may not use or is not aware of the end user will need to populate the commands. Once populated they should now show up as options in the Pause menu. 

    • Like 1
  6. 5 hours ago, Tomkun said:

    The new pause menus are so good, thanks. One more nail in the coffin for RocketLauncher.

    I added a feature request to the tracker, but it seems to have been forgotten. Can you please give us a way to run an AHK script before the emulator launches, rather than just alongside it? I have a script that I use to setup controllers (specifically light guns and steering wheels), but it requires variables from Launchbox to run. The only way I can get it working at the moment via LaunchBox is to use RocketLauncher as an intermediary, which is such a waste considering the strides you've taken with all the extra features recently.

    You should be able to run an AHK before the game launches using the additional apps feature. Right click and edit a game and choose the additional apps tab. 

    4 hours ago, Wally said:

    Sorry, is there a chance that a mini guide for Pause screen could be published along with the official build? Frankly I am a bit lost? :(

     

    Thank you

    I don't think a guide will be released. I recommend posting a thread in the troubleshooting or noobs sub-forum requesting help. We can give you a quick walkthrough there to keep the beta test threads clean for beta testing issues.  You can also watch the latest video on this release. ETA shows you a quick how to on using the Pause feature. 

  7. 5 minutes ago, dov_EL said:

    At this point I don't know what to answer.
    Perhaps you have imported the old retroarch configuration, and therefore some function has remained unchanged. I have reconfigured everything from scratch and so maybe the problem comes out.
    Even the bezel in retroarch 1.7.7 has problems starting a game if you don't turn OFF the new Menu WIdget.

    Did you try any other emulator? You mentioned in a prior post you have not tried other emulators. I see in your video you have Mame and Model 2 emulators listed. Pause screens work fine with those two. Have you tested those on your setup?

  8. 27 minutes ago, dov_EL said:

    I only use retroarch, I haven't tried other emulators.
    I've tested it on my Bartop with Encoder and Arcade Stick and it doesn't work.
    I tried it on my primary PC and it doesn't work (Xbox Gamepad and keyboard)
    I tried on my secondary PC with another gamepad and keyboard and it doesn't work.
    I don't think it's a Windows MayUpdate problem since on Bartop I have the previous version of 1803 of Windows.

    Did you set the pause option for controller automation? There are LB and BB settings. Both your videos show an Xbox One controller recognized.

    It definitely works. It has been beta tested quite a bit. I have it running on 3 setups just fine.

  9. Did you set your Pause button/Key in Launchbox? It is not actually using what is set in RA. You have to set it in the Launchbox settings. There are two areas to set Pause map. A Pause key and an automation for a button combo. 

    Screen Shot 2019-05-22 at 3.02.56 PM.png

    Screen Shot 2019-05-22 at 3.07.30 PM.png

    • Like 1
  10. 7 minutes ago, Drodrick said:

    Somebody can explain me please

    When you add your emulators to Launchbox, if you name the emulator something other than what it is normally called Launchbox will still recognize it to populate any AHK scripts Jason may have put in by default for the new Pause screen stuff. 

    • Like 1
  11. 2 hours ago, Mr.Laor said:

    edit - I just saw Jason's reply for this in the other thread -basically copy and paste them- unfortunately that seems like a lot of work, especially when updates or changes come along

    Updates probably will not be too big an issue since the scripts are simply an AHK command to press the keys mapped in the emulator for save/load states. It uses the default from the emulator. So as long as the emulator creators do not change the default keys in their updates than Launchbox updates likely will not affect much. What would be a bigger issue is if you use different key/button maps.

     

  12. 1 hour ago, Justine Randell said:

    The VBS file isn't Working...

    OK Well, now I am confused. if it is not working why did you say earlier you are using the vbs?

    4 hours ago, Justine Randell said:

    Oh!!! Sorry I've forgot!! I'm not using the executable Files instead i'm using the VB Script file... :D :D :D :D Thank you..!!

     

  13. From your image it looks like you are launching an exe and not a vbs. You have the emulator path as DeSmuME_X432R_X64.exe. That's the exe for the Japanese fork.

    Here is an old post about launching desmume from a vbs in Launchbox. The last post advises to use one of the AHK I posted as well.

    I just set up the version you have in your pic as well and it works with the same AHK. Not sure why it is not working for you. Any chance you have another Desmume emulator setup (one for the vbs) in Launchbox and you are editing the wrong one with the AHK?

     

    Capture.JPG

  14. 26 minutes ago, Justine Randell said:

    @Retro808 I already Test the 2 Samples you suggest... But one of them wasn't working... :( 
    Er... Another Idea, Or script...?

    You said "One of them is not working"...so does one actually work for you? Are you putting the AHK in the right place?

    I do not use Desmume, but just installed it and set it up using the below AHK and it works fine.

    Capture1.JPG

    Capture.JPG

  15. 5 hours ago, mattdawson75 said:

    Can a playlist be generated that includes ALL multiplayer or co-op games, across ALL of my systems? Instead of it being on a console by console basis.

    I tried to make a new playlist. I went into Auto-Populate. Set Field to Playmode, Comparison to "Is equal to," and in value wrote "co-op." That's probably wrong, it didn't auto populate.

    You just need to use a value that is used in Launchbox. These are the play modes you can choose from when you edit a game. Capture.JPG.7da2a0514df92e8962e1d1d0c15a56f2.JPG

    • Like 1
  16. 4 minutes ago, Dexll said:

    Ok.  Good to know.  Say I copied the default theme folder and renamed it etc.  Do you know the syntax I can add to the .xaml to specify a font?  Just thought it would be a smidgen cooler if it had a digital or arcade style font.  

    If you have the font installed on your machine it is pretty simple. Look for the line of code below. Somewhere inside that section add FontFamily="[Name of Font]"

    In the second code you see I added the Arcade font to it. The name needs to be the actual Font Name (see pic). 

                    <TextBlock Grid.Row="0" Grid.RowSpan="3" Grid.Column="0" Grid.ColumnSpan="2" Text="{Binding NowLoadingText}" Foreground="White"
                        HorizontalAlignment="Center" VerticalAlignment="Center" FontSize="60" Typography.Capitals="AllSmallCaps" />
                    <TextBlock Grid.Row="1" Grid.Column="1" Text="{Binding Path=NowLoadingText, NotifyOnTargetUpdated=True}"
                        Foreground="Aqua" HorizontalAlignment="Center" VerticalAlignment="Center" FontSize="70" Margin="0,0,0,0" FontFamily="Arcade" />

     

    Capture.JPG

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