Jump to content
LaunchBox Community Forums

sundogak

Members
  • Posts

    1,243
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by sundogak

  1. No. You are not starting the command window in the MAME /MAMEUI directory. You are trying to launch from the C:\User directory. If you do that...it will NOT work. This issue has nothing to do with the software directory. You must be in your ...\MAMEUI or ...\MAME (or wherever the executable for MAME is located) directory before you try to paste in that command to launch MAME.
  2. The command you are doing will not work unless you are in the MAME or MAMEUI directory where the EXE is located as noted in my writeup in prior post.
  3. In that last screenshot you put “CD” in the command it shouldn’t be there.
  4. @legolas119 First off, there shouldn't be anything in the MAME software folder within the MAME folder structure that isn't formatted to MAME requirements, in MAME naming convention and checksums, and left ZIPPED (unless it is a CHD but they won't come zipped anyway). MAME uses its hash file to figure out how to load the zip since there are multiple files within them. Definitely those files you copied into software folder in screenshot #2 are not MAME formatted naming (see snaps below for Software set example for AppleII GS. So remove those zips you have in the first screenshot so no conflicts if ever use a normal MAME software set as well as you are just duplicating files/space. You don't appear to have a properly formatted MAME software set for IIGS, so skip whatever you were trying to do in Step 1 and stick with Step 2 only. Second, you can use non-MAME software list disks like what you are trying to do in 3rd screenshot (or what you note as Step 2). You don't need to mess with the Mame.ini if you are doing it this way. As long as you are giving MAME a full path to whatever file, then should still launch (if format it can read). There are others, but the 2MG format MAME can read for IIGS. As to what you delete, that is up to you, but MAME Apple IIGS emulator can only read certain disk extensions/formats (as noted in the post I linked you to). The "Codes" file you have it won't know what to do with that since no extension and my guess is it is some readme type file. On the last question, CMPRO is used to make MAME sets in properly formatted/named way by checking the checksums of each file. It can also do this for Software List sets to put them in name format and zipped like I show in my screen shot. But unless you have a software list set for MAME it won't make sense to run that on a non-MAME set or you will wind up with a mess (the checksums will be different and CMPRO will remove from set). You don't have to run CMPRO to make the IIGS emulation work (assuming your main MAME arcade set is fully complete as verified by CMPRO) if using for non-MAME sets like you have in Step 2. Basically, stick with what you did in Step 2 only and import disks you want into LB. My recommendation is to import selectively at first to make sure things are working the way you want.
  5. If comfortable with registry then can do it. There are registry keys for each rom here: Computer\HKEY_CURRENT_USER\SOFTWARE\Freeware\Visual PinMame\ If you go to the default key (you may have to make default key if not present): Computer\HKEY_CURRENT_USER\SOFTWARE\Freeware\Visual PinMame\default and set the skip_disclaimer key to 1 then any NEW ROMs launched will always take the default key settings first (i.e., will default to no nag). For keys already generated for a ROM then there are some tools floating around that will go through and set keys for any existing ROMs in registry. There are some tools like VPTools and SetDMD which allow you to modify some registy entries and do global changes but mostly for positioning, etc. I don't see option to change that flag in those two tools. It is also a reason to make sure you back up that registry set if you ever change your PC out to keep your settings in place.
  6. I have seen this behavior as well. Basically, try importing any software list ROM as an easy way to trigger. If you select MAME as emulator it then triggers the importer process, but even if you select everything it will not import (even with Dupes checked to on). I suspect since triggers the MAME import process it doesn't see the ROM as valid. In essence, need an ignore check box to override the internal check that LB is doing. If you select another emulator it will import and then have to go back and select MAME and works fine. Tried on most current beta and still exhibits this. But not unique to the software list (initially thought just limitation in that SL in that not really implemented). For example, I don't normally import handhelds like Mattel, Tiger, during the full Importer process for arcade set. When tried to import mfootb2.zip rom (Mattel Football 2 handheld) it wouldn't import no matter the settings if just doing a drag and drop of that ROM. Even if all settings/filters off and dupes/all clones on or no matter region selected it will not show up at end of import process. I just tried today with beta 2 and same.
  7. MAME doesn't have fully working emulation of most Mac's beyond the initial "classic" series (i.e., Mac Plus, 128K , SE). Mac's like the IICX are not fully working, although I found some games worked fine. See this link to see which models are fully emulated: MAME machines > macintosh (arcadeitalia.net). The commands for Mame are basically the same you just substitute the MAME name (macclassc or maciicx or macse as examples). So for example, I have a setup with MAME for a Mac Classic. MAME can run the following disk formats (and basically same for all Mac series): macclasc floppydisk1 (flop1) .mfi .dfi .hfe .mfm .td0 .imd .d77 .d88 .1dd .cqm .cqi .dsk .ima .img .ufi .360 .ipf .dc42 .woz .2mg macclasc floppydisk2 (flop2) .mfi .dfi .hfe .mfm .td0 .imd .d77 .d88 .1dd .cqm .cqi .dsk .ima .img .ufi .360 .ipf .dc42 .woz .2mg macclasc harddisk (hard) .chd .hd .hdv .2mg .hdi DSK and IMG files tend to be the file types you see within the MAME zips. Within LB you would then have within your MAME emulator setup a command like: macclasc -flop1 That tells MAME to load whatever disk image you throw at it in Floppy Drive 1. Floppy drive 2 would be -flop2 So in this example I have a disk called Dark Castle.dsk and that is what is imported into LB as the "ROM" (I would skip the LB MAME importing process for these types). And this is what MAME will launch (will take some time to load): There are other emulators that run Mac software and those include BasiliskII and Mini vMac. Basilisk is probably the more advanced and can run Quadra Mac emulation (but also more complicated to setup). You will have to hunt down an Apple Mac ROM for those two emulators. The Mini vMac is limited the original "all in one classic Mac" series and the Mac II. One nice thing with Mini vMac is you can drag and drop a dsk/img file onto the emulator and it will run. A full blown Basilisk Quadra setup using a hard drive image with System 7.5. Your other file type you mentioned was "SIT" which is a "Stuffit" archive format similar to Zip only it was the defacto format used on Mac's for many years. You cannot run an SIT format file directly in any emulator, you have to unpack it first. Which leads to a pain which is Windows has no easy way to unstuff a SIT file, particularly the generation of SIT files from the classic series. If you do a search you will find some versions that will supposedly work on Windows, but I found they didn't work. So what you wind up having to do is to setup an emulation in vMac or Basillisk and install Stuffit. Then unstuff it via the emulator.....all somewhat painful until you get working. I would initially skip the Stuffit format files and get your setup working with DSK and IMG files first. I would also stick initially to Mac software that typically had the System/Finder installed as part of the game such as Dark Castle, Lode Runner, Uninvited, etc. What you will eventually run into is that just like a "real" Mac the game will need to run from via the Mac Desktop vs a direct boot. So that means you have to have System 6 or 7 disk to launch then swap to the game disk to launch from the Finder. I had a Mac SE and the single disk Macs were somewhat infamous for disk swapping from the system disk to the application file. Hunting down a Hard Drive image with System 7 will save a lot of hassle in that case. If the format is a BIN format it is most likely a Stuffit auto launch archive (similar to a zip exe auto installer) or a general installer file that would need to be launched from within the emulator running a Mac Desktop session. More than likely that will require you to use something like HFVExplorer to act as a bridge between Windows and the file if using Mini vMac. So you won't be able to point the emulator to a BIN file and run it. I would skip dealing with binary files personally (particularly if a game) and find a dsk/img format file (see note below on Bubble Trouble). Google for Mac Repository. EDIT: I just looked at Bubble Trouble. That is example of game that has to be launched directly from the Mac Desktop and cannot be "direct booted". It also is a "newer" game in that it requires a 68030 or newer CPU (i.e., Mac Quadra, LC, IICX). It will not run on a Mac Classic, SE or Mac II for example. So that leaves you with Basilisk only as emulator. So you would have to setup Basilisk II, ideally using a hard drive image Finder/System and then install Stuffit, then drag the SIT folder into the emulator to unstuffit. Then you can install it on the emulated Desktop. Unfortunately, it isn't a simple endeavor.
  8. I don't have the Microsoft Store version of FX3 but see this post from Retro808 which indicates the setups are relatively similar between Steam and MS Store.
  9. I somewhat doubt your path to your games is what you have listed. Looks like you just copied my example but didn’t update the full path to you DSK file specific to your setup. Look at the path and verify.
  10. On the last bullet there is logic to why those are added that way in that is how the MAME names the rom titles with dual names (or more in some cases separated by /), so with that as alt name it picks up the match readily. Many of those alt name changes were made around time that the MAME fullset import feature was added to LB. Ideally there would be different way to do it but such is the limitation now in that the way MAME names some things isn’t ideal. But short version, I wouldn’t delete the alt name like that.
  11. Well, the information is above on how to do it....but here is example of Bard's Tale. You will need to adjust your path's and disk names to your setup: Edit the game and go to Emulation section. Check the box "Use Custom Command-Line Parameters". Copy the command string like below but make sure to update the path/name of disk 2 specific to your setup for data after the -d2 command. Everything before the -d2 command will be the same for other multi-disk games: -noreg -no-printscreen-dlg -r 32 -d1 %romfile% -d2 "G:\Emulators\Apple II\roms\Bard's Tale, The (USA) (Disk 2) (Character).dsk" You then have to use F5 (Disk Swap) to swap disks when asks for character disk (or use mouse if in Window mode, select icon circled in red). In most cases, even though Disk 2 is in Drive 2, many Apple II games will not "look" for a disk in Drive 2 even though loaded (that is how a real Apple II worked). So you have to use F5 to swap from 2 to 1. If you hover over the disk icon it will show which disk is loaded if want to double check things are working as expected. Once you got working then can add command to go to full screen if you want that. For many computer games it is actually easier to keep in window format vs full screen (i.e., use the command above): -fs-height=1080 -noreg -no-printscreen-dlg -r 32 -d1 %romfile% -d2 "G:\Emulators\Apple II\roms\Bard's Tale, The (USA) (Disk 2) (Character).dsk" As said in prior post, you cannot load Discs 3 and 4 automatically within LB. Plus, AppleWin is limited to two virtual drives so the emulator limits that anyway. So when game asks for Disk 3 you have to use the F3 and F4 commands to bring up a File Manager dialog box in AppleWin to select Disk 3 and/or 4. Thus, for games more than 2 disks, it is usually just quicker to just skip trying to setup command for disk 2 and just use F3 and F4 to load disks 2 through whatever. For your other game you do the exact same, but substitute the path for the B side disk after the -d2 command as noted above. You will have to use F5 to swap the B side disk into drive 1 when asks for B side. AppleWin will not detect the B side in Disk 2 so it has to be swapped to drive 1 via F5......this is how a real Apple II worked in that you have to eject and flip the disk.
  12. @legolas119 1) Such is the state of older computer programs like the Apple II. A keyboard was the typical setup with some games having ability to use a joystick natively. Usually however, you have to use the keyboard to tell the game you want to use a joystick (i.e., pressing "J" to use joystick or "K" for keyboard). Thus, you are either going to have to have a keyboard around, or you will have to use something like xpadder or some other keyboard to joystick mapper. I can tell you though, it is a lot of work and there are lots of different setups to where you can simply treat an Apple II game like you do a cartridge game. They just were not setup that way originally. 2) my settings are below: first part tells it to go full screen but with a height of 1080. Second parts tell it to not register the printscreen button and not give warning (or it complains many times). Third is setting ram to 2 megs. The last tells what disk to load in which drive via -d1 which tells AppleWin that it should be loaded as disc 1. LB will take whatever file is in the "Rom File" listing and append it just after the -d1. -fs-height=1080 -noreg -no-printscreen-dlg -r 32 -d1 3) to load multiple disks you have to use the -d1 and -d2 commands to tell AppleWin which drive to place each disk. So a command line (outside LB) to launch Ultima (substitute your path to AppleWin and games): "G:\Emulators\Apple II\AppleWin\applewin.exe" -d1 "G:\Emulators\Apple II\roms\Ultima I (USA) (Disk 1).dsk" -d2 "G:\Emulators\Apple II\roms\Ultima I (USA) (Disk 2).dsk" within LB you would have to do something like this where %romfile% tells LB to load whatever is the main "ROM" file listing but unfortunately you have to hard code any other disks for other drives in the custom command line parameters like: -fs-height=1080 -noreg -no-printscreen-dlg -r 32 -d1 %romfile% -d2 "G:\Emulators\Apple II\roms\Ultima I (USA) (Disk 2).dsk" LB doesn't have a variable for anything in the Additional Apps listing (i.e., %romfile2%, etc). I had bitbucketed it but doubt will ever raise to level of getting enough votes. Thus, that means you have to hard code EACH multi disk within each game. There is no way to generically setup AppleWin in LB to have it load multi-disks without customizing. There is no "M3U" or playlist feature in AppleWin. Once you have the disks loaded then you can use F5 Disk Swap F3 Drive 1 F4 Drive 2 MAME via the hash files allows games to "auto load" disks 1 and 2 automatically but the problem you get there is you still need to toggle into the MAME UI to swap disks since MAME for whatever weird reason doesn't have a key command like "Disk Swap". If they did, MAME would be the easier to use for multi disks. With either MAME or AppleWin, you are at some point likely to still need to use a keyboard unless you go to a lot of effort to setup things. Just the nature of those computers in that keyboard was first and foremost the input device, mouse and joystick secondary. For a few simple games (Choplifter, Lode Runner, Castle Wolfenstein) it isn't a big deal but once you get to games like Bard's Tale or Ultima you will be better situated to stick with keyboard/mouse. For some others that tend to use (mostly) standard of arrow keys for directions you could map them. But again, there wasn't a lot of consistency initially in games...others used AWSD or some other keyboard combo for directional movement. The other limitation you will hit is that you will only be able to load up 2 disks. So for games like Bard's Tale with 4 disks, you are swapping away no matter what you put in LB as command. There are some hacky deals where folks have converted floppy disks over to an Apple II hard drive (so all load off HD) but it isn't as trivial as copying the DSK files to an HDV, particularly since most had some from of copy protection.
  13. @C-Beats On Beta 4 and 5 appears fixed on issues I captured.
  14. Beta 3 (also Beta 2) Upon a drag and drop ROM add triggering the import wizard, the second import screen for media selection via EmuMovies doesn't remember the last settings used. The prior screen for LB DB media does. Doesn't matter if you use the Check None or select individually.
  15. Inaccurate. If LB names the files it sticks a -01 or series designator. However, it will either match the name or the ROM title upon import of media. It also skips/ignores anything for fuzzy matching that is in brackets or parenthesis. So a no-intro set (which I also have) for say Sega 32X will match files such as "Blackthorne (USA).zip" with your LB title. What LB renames files is different than what it will fuzzy match.
  16. @sozuke *.bin files do not have the cartridge header so the emulator has to either have DB with checksum that will auto load or you have to tell it what to do. The third alternative that works for all is that you convert BIN file to a cart format so the header is installed (like you found via RA). There are a couple threads on this here that cannot seem to find now with more detail, but the tools below will do the job for any emulator. You have to be a bit careful on what type you select in the above method you use, since not all carts use same header (particularly the later versions). If works for you great, but if see oddities crop up or just want to double check then see below. WUDSN - 8-bits are enough - Atari ROM Maker WUDSN - 8-bits are enough - Atari ROM Checker Unfortunately it is a two step process. Use the ROM Checker to see what type of header is needed. It compares the checksum to known list of binaries. I would say it got about 95% of the files I ever tried. Then with the knowledge of what header type it is you use the ROM Maker and use the setting the Checker gave you. Although in theory you could hunt down a set that is already in *.car format, I have found some folks have just renamed the extensions and still a binary with no header (or incorrect one). In the end, anything that was a cart/bin I converted/checked that file had header. Now no matter what emulator you use then it will run. Edit Note: for future readers the discussion for *car and such is applicable for non-MAME emulators (Altirra, Atari800, Kat5200). If using MAME then use the MAME set via Software List. MAME has its HASH files via the a800.xml to figure how to manage various things, including carts.
  17. 11.6 Beta 2 Drag and dropping an image that is already in the source image type location (but not linked yet due to naming issue of file) will not work. You either have to drag outside the folder or temporarily select that image as some other type, close, and reopen to fix type. It will move/rename the image at that point. For example, if have a Marquee image within the ..\Launchbox\Images\Colecovision\Arcade-Marquee\Star Trek.png but image needs to be linked to the "Star Trek: Strategic Operations Simulator" game, if drag and drop, select the image as a Marquee, then close the edit window it will not rename or do anything with the image (image source stays same and no image linked to game). Basically, it isn't renaming a file already within the source image location but a move, type change /rename action works. Although not a typical action, if doing media "packs" and doing the odd fix then this is where comes up. Prior behavior was to simply rename the file to normal LB naming convention.
  18. I had EmuMovies long before I had LB with a bunch of media downloaded. I used the majority of media I had downloaded via sync tool, you just have to do a couple extra steps. Copy the files in the Sync Tool folder to the comparable media folder for LB (e.g., ..Launchbox\Images\Atari2600\Box - Front\ ). About 90% of the files will be picked up by LB as long as you have naming that is either linked to LB DB or using relatively standard naming convention. You just have to refresh (F5) after you dump into LB folder structure. There will be some that are not close or using an alt name that is not in the LB DB but you use use the audit feature in LB to pick those up. Dashes and special characters can trip up the fuzzy naming pickup in LB but you see the pattern pretty quickly. Or, you could just use LB linked to EmuMovies and download directly from LB vs using the sync tool and you skip the step of manually moving.
  19. @sozuke Like Headrush69 said, XEGS is basically an 8-bit Atari computer with no keyboard built-in. So setting RA options like below will work: atari800_system = "800XL (64K)" atari800_system = "130XE (128K)" You can also use the same core for the Atari 5200 if setup separate config path and set to: atari800_system = "5200"
  20. Edit: Disregard...that plague Nahimic service somehow auto updated (I know I disabled it) and it was running causing havoc with LB (and lots of other things such as Future Pinball 2nd screen hangs up). Nuked it and LB was fine. 11.6 Beta 2 Seeing odd graphics glitches with checkboxes and buttons. I haven't altered the Nvidia drivers (just stock/updated version). Before Mouse Over After I mouse over and/or click on the button/check box If close edit box and reopen goes back to default up until I mouse over again. Tried clean reboot. Didn't have issue 11.15.
  21. 11.6 Beta 2 - Two Issues: Issue 1: Upon doing a doing a Restore Data Backup (made with 11.6 beta 2) I got the following error: Then crashed when hit okay and would get this dialog box repeatedly until force closed LB: Tried twice and left these behind in data directory. Copied the files manually and worked fine. Was then able to do data restore again after that and seemed to work (so wasn't a permission issue with drive/folder). This happened once before but doesn't seem to be consistently reproducible and suspect some data folder lock issue. Issue 2: I think this has been the case before beta 2, but if you do Import - MAME Arcade Full Set and do not remove the LB entries within the MAME/Arcade Platform it will place duplicate entries in the controller support setup. It will add another entry each time you do full set import. Only way to fix (in mass) is to remove the platform entries before import, but any custom playlists for Arcade/MAME are removed in that case (if not auto populate). Note this isn't the behavior to duplicate other fields such as Additional Apps/Names.
  22. Seems to import okay now with no error. Also, I haven't noticed any spacing /return issues in the notes fields.
  23. Version 11.16 Beta 1 Two issues: Spacing/Return Issue: Any platforms that were edited with the beta have odd returns/spacing in the Notes field. These were not games that were edited but the platform had modifications made in 11.16 versus 11.15. Snap in 11.16 (returns all messed up, but not consistently). I hadn't done any editing or adding of the games with spacing issues. Snap in 11.15 after reverted to Backup (before)...note no add returns in Notes field. There were many throughout with similar issues so wasn't isolated to one game and they were not anything I edited in 11.16. Import Drag and Drop Crashing: If you drag and drop into a platform, go through the normal panes it will crash as you hit next before the "ready to import screen" if the boxes for search for game or any media are checked. It also seemed I also had to have the duplicate check box checked (even though was no duplicate) but hadn't done another pass to see if that was needed. This occurred on two different platforms (also ones I had worked on that created the odd spacing above in Notes). It doesn't crash LB completely and drops back to LB main screen but crashes the import process and doesn't result in the game being added. When I reverted to 11.15 and BU XML set and readded the same games that had issues, no problems in add process.
×
×
  • Create New...