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sundogak

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Everything posted by sundogak

  1. The controller support bug where it keeps adding entries appears back in 12.3 release. If you select the game entries and go Tools, Download, Update Metadata and Media. Then with Search for Game information checked, no media checked, and then selecting "Yes, Download and replace all existing metadata and media". LB will add an entry into the Controller Support window each time for any selected games. If do again, it will add another.
  2. Thanks, appreciate all the work on your plug-ins including this one. The bulk add and software list plugins are great as well. I agree on the VR aspect. The hybrid tables are somewhat new animal so likely they will improve on speed over time. The VPW group that does them does good job on physics and graphics which is why downloaded initially (plus comes up in Discord feed so new..means better right?!) The normalizing is a cool deal and hope they incorporate into the main ffmpeg code at some point. Right now you have to do in two stages if doing anything else requiring encoding. Here is are some snips of the simpler code parts for the fade in/out and the logo only fade in/out without the trim/rescaling in the other I posted. With your coding skills and the LB APIs the input for the names would be much simpler since known input versus a match setup. I also attached the master batch file I have which is where married all the above into one big blob....designed for my logic...and not a coders! Each individual function was fairly straight forward but once start getting into chaining filter graphs it was major pain, particularly if the video input was variable length vs fixed (client scope creep and I was the client!). Master Script.zip
  3. The slow tables tend to be some of the dual VR/non-VR tables. Although don't use VR myself and script has VR turned off, it still seems they churn extra code. Most times as you said 20 seconds is plenty for majority of tables (and can always adjust via XML for oddballs). Messed with plugin a bit today, seems to get the backglass on my second screen without problem (minus the DMD). I only have dual screen setup in desktop orientation most times (to lazy to rotate screen) and BG and DMD on second screen. For the DMD recording, is the assumption that the DMD be on screen #3? I don't get a separate DMD recording either for PinMAME DMDs (Ver 3.4) or Virtual DMD (freezy DMDEXT 1.9) on any table I have tried. Only time I see a DMD in a plugin video is if in desktop orientation for playfield and the DMD was coded into the script of the table (but still no separate DMD video). Any DMD placed on top of the BG or playfield screen (if desktop orientation) does not show in table video or BG video. Suspect that is function of gdigrab getting either the B2S or VPX window only so wouldn't capture the DMD window on the playfield/BG video. Not huge issue since not sure what I would do with the DMD videos anyway on my setup (maybe for PinballX but rarely run that). On normalizing, a quick test of the table "24" (attached, with fade/logo). It seems a bit louder normalized (to YouTube/Spotify baseline) than one out of plugin but would be hard pressed to tell unless did side by side (i.e., NOT that bad) plus if everything is out of the plugin they will be consistent. Originally I started the DOS batch script (I am not a coder) to clean up some packs of table videos I had for Future Pinball which were different lengths...vastly different loudness levels, etc. Also, the normalizing routine is unfortunately not part of the ffmpeg build and needs to call a python script....so not plug and play. Yeah, the logos are clear logos, although in theory could use a JPG since ffmpeg doesn't care. Script looks for png the same name as the video and uses ffmpeg to overlay at end of video. Once start getting into complex filters it got to be headache figuring out since makes for a gory command line (particularly since had trim functions). I did all my FX3 and TPA videos with end logos but not sure if will bother on VPX. LB merrily renamed much of my standardized naming for clear logos relative to the tables. I wish the poll item "name media same as ROM" would get some love. So will have to wait until I am procrastinating on something I need to do for work! 😎 24.mp4
  4. Thanks for adding the sound option and the cool features in 2.0. That makes it (for me) the go to plugin to tackle the video snaps for VP. I had mostly finished Future Pinball, FX3, and TPA the manual way but it took forever and had been avoiding dealing with VP. The backglass and DMD options are great too, need to test those out. I have a ffmpeg script that does a short fade in/out, normalizes audio, adds a png logo and trims the video (not needed with this plugin) but needed to have the source videos dumped to a folder first to do its thing... so this plugin will help on that step. Not super critical, but a bit longer option on delay time beyond 30 secs would be helpful (~45 secs maybe). Some tables seem to take forever to get loaded. Bonus points for an "improve player skill" option since never fails I immediately become super lame while recording....immortalized on video for all to see!
  5. @fyrenthenimar Here you go:
  6. No, CHD cannot have multi-disks within the archive. You can use the PBP format to compress multiple-disks into one file.
  7. There isn't a "windows" folder for Queso addon but there is a folder called "PC Games" which is likely what you are wanting to match to the video theme. Normally it will just default to the non-queso version which looks like this: If want it to look like this with wide screen border: Then you adjust this by duplicating each of the views called PC Games.xaml and naming it to Windows.xaml (or whatever your platform is called). The folders are located here: .. Go into each folder above and find the PC Games.XAML and duplicate it. Then rename it to your platform name. In my case it is "Windows.XAML". Replicate for each view. You do not need to do anything in the Addons folder or do any editing of the XAMLs as long as the XAML is named exactly the same as your platform. So when finished should have the original PC Games.XAML and the dupe with your platform name like in example below:
  8. Got it, my mistake. Didn't even think about it being tied to the priorities settings. My 2 cents is it is confusing that the categories are tied to priorities where as old UI listing was entire list independent of that option. But could just be me. I think renaming it to "unassigned priority" or something along that line might help to clue people in right direction.
  9. Beta 6 Seems to have fixed the main issue with image type selection. But (to me) there are inconsistencies on a couple of the rolled up image types: Cart Back Images is showing Arcade-Marquee. That is already included in Marquee Image so not sure why duped in cart category. Cart Back Images is missing the Fanart-Cart-Back type (if following how did the Fanart-Cart-Front type). Not sure what the intent of the the "unused images" is supposed to be if really "unused" or supposed to be "other". If supposed to be actual unused then isn't working. For example Clear Logo shows when I have one for this game If intent is for it to be "Misc/Other" then clear logo wouldn't fit here either since already has a header Clear Logo in main list. Something like "Other Images" ? Seems that Advertisement Flyer-Back would match with "Box Back Images" in that the Advertisement Flyer-Front is in the Box Front Images already Seems the Arcade-Circuit Board, Panel, Control Information would be something like "Other Arcade Images" or something like once you move the above items out to their respective headers unless plans for more image types for "other"
  10. 12.2 Beta 5: Also seen this issue. You can add the images but it will not allow change of type. If you select the image type (if new added image) it will put everything into Box-Front. You have to manually drag into the appropriate folder at least for Advert-Front, Gameplay, Select, and Title images I tried. The redundant main entry for Cart Front Images also has "Arcade - Marquee" (not sure why would be in cart header) and "Cart-Back" (this is not in the first "Cart Front" main entry)
  11. @darkpio Here you go:
  12. @gpani82 Here is a VPX ring. The Clear Logo was done by Draco1962. FX3 logo was already completed on Page 22. There are also some FX3 genre logos here
  13. @zugswangHere are a few rings and Zemmix logo only since hard to find clean image :
  14. @gpani82page 22 of this thread has FX3 logo.
  15. Glad you got working. Yeah, the unzipping is what was tripping MAME up. MAME expects things to be in archive format at least for arcade ROM sets.
  16. Check your MAME emulator setup. Should look something like this for arcade games: Sounds like MAME is getting launched but the ROM/game isn't getting passed. Did you use Tools, Import, MAME Full Arcade Set to import your roms into LB?
  17. @TempestThere is no control of media naming in LB at this point.
  18. @cleverest In most cases if you have a full MAME setup you have them already. Some folks like to sort by the actual system board in playlists (I don't typically). So IT boards includes games like Golden Tee Golf. PGM is games like Demon Front (typically shown as IGS on title). Eolith are puzzle games. This link helps tie back games to system boards. But there are definitely some oddball systems that have not heard of, but then the main ones logos have long been done at this point.
  19. They are in the original file by Viking. First page, View File button. Pinball Zip file
  20. yeah, if using non-mame name like no-intro then skip to the "kludge" way which is select a non-MAME emulator at first. Then it will import. It's because for MAME LB is trying to compare to a proper MAME arcade name and doesn't see it so it ignores it. Normally it makes sense if using arcade import since want to use the XML MAME provides to convert the zip file name to a real name but for "loose" software it doesn't work.
  21. If importing them in MAME zip naming format then make sure you check the "force using MAME metadata...." box at end of import process. It will bring up the MAME import window at that point. That may not work depending on name/type of file trying to import. Software list imports are not really supported in LB directly. There is a plug-in that does allow you to import software list MAME sets and located here: If you are using MAME to run software that isn't in MAME standard naming format like say Apple II, Apple IIGS software that sourced somewhere besides a MAME set, then I found you had to select an emulator on import that isn't using the MAME.EXE or it won't show up on end import (no matter if dupes checked or not). It doesn't matter what you select, just something other than MAME initially. Then once imported you can toggle it back to the MAME emulator instance you want to use.
  22. Doesn’t matter where it is located as long as after the apple2gs. RAM for most part won’t speed anything up for purpose of IIGS. Use the INSERT key to toggle fast forward to speed boot up. Link Insert Fast forward. While held, runs game with throttling disabled and with the maximum frameskip. (Windows non-SDL MAME only)
  23. Bit more time this round..pesky work getting in the way. But here you go. Included the actual original PGM gen 1 logo style as well as the PGM style typically see in most themes. Plain Logos for a few hard to find clean images
  24. Both of those check boxes must be off (Don't Use Quotes should be off.....Use File Name Only should be off) if using non-MAME software sets (or you unzipped/renamed a MAME set). Only if you are using the MAME software list disks/images provided by the MAME team in their format and their naming convention with full hash set do you leave those checked on. This applies to any software emulation for MAME, not just Apple. Basically, if you are NOT using the benefit/features of MAME XML HASH files then you have to use full command strings and paths for software sets (not speaking about arcade which is separate animal). This is why you are having to move files into MAME path. The benefit of doing it the "MAME way" for software sets is it uses the HASH file data to figure out what and how to load stuff AND you don't have to use full paths or extensions in that case. You are not doing that in your case. You will need the apple2gs -sl7 cffa2 command if you are using non-standard (to MAME) hard drive images. These statements are borking your setup since you don't seem to have a full/consistent MAME setup: No. MAME will do nothing with it called "ROM". MAME needs things in ZIP and specific checksums or won't use it. Also the Apple2GS.zip...what version is it...does it match your MAME version EXE? If you didn't have that in your MAME ROM setup prior then you didn't have a full/complete MAME set. MAME needs everything in specific file format, naming convention and checksums or you will tear your hair out trying to get things to work (particularly for software emulation). If you downloaded a full arcade rom set and you are using the same MAME exe version (i.e., 236 set of roms matching your MAME exe) then you have all the need. You cannot just plunk a random rom file in to setup. So make sure you have a complete arcade ROM setup first since MAME has parts and pieces in there it uses for non-arcade as well. Basically, the error your are getting is MAME isn't finding the driver and/or the actual PO file you are pointing to. Thus, that means you are missing ROMs in your "arcade set" somewhere or it cannot find path to disk file. This is why it is best to run via command line initially (outside LB). MAME gives more info on what is going on.
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