-
Posts
1,389 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Articles
Downloads
Gallery
Blogs
Everything posted by sundogak
-
You can have background/fanart per game or per platform. Just have to place images in folders with appropriate naming. So for example to have a platform image for Atari 2600 you place image under ...\LaunchBox\Images\Platforms\Atari 2600\Fanart At the per game level images for Atari 2600 are placed under ..\G:\LaunchBox\Images\Atari 2600\Fanart - Background with naming of the game or you can do it via the edit game menu and drop in like you do for cover boxes, logos etc. If nothing is under the game specific folder it fallsback to the platform art. Image per platform via edit menu Image per game via game edit menu for game Adventure
-
@IainSA Correct, if indeed the intent is to always have access to 4 player with Xbox Controller 1 through 3 and Arcade Stick 4 then you cannot map Stick 4 and Xbox Controller 1 to Player 1 or will conflict. Now you are back to messing with INI and/or CFG files specific to the game. Ultimately each "Player" can have multiple control devices assigned in MAME (e.g., Keyboard, hand held controller, arcade stick, light gun) but each player's device must be unique when actively playing the game.
-
On #2, unless get fancy with AHK script, the easiest is just to setup two CTRLR files with the order you want. Then setup two MAME emulator instances which point to those CTRLR files. The MAME command line options are here. -ctrlr is the command line to reference CTRLR path. I am not sure you specify a specific file so may have to place in separate directories. Any command line options you place in the Default Command Line Parameters like below. You could also reference separate MAME.ini files with the ctrlr pointing to your specific one which you can also reference in the LB command line parameter entry. EDIT: Also, not really sure need to go to all the bother. Why not just set controller commands for both XBOX controller and your stick controller? That is the whole point of the "OR" setup in MAME. For example, mine above can be used with either keyboard or controller. In your case would just add both XBOX and stick controls.
-
@vgbox If you look at your CFG file you will see you are again not mapping the controls separately and they are all jammed together. There is no "OR" statement between the DPAD and stick commands. That would be the case when you looked at the TAB view as well (should look like my screenshot). You are basically telling it that "UP" means stick up AND DPAD up. When you are mapping commands in MAME you have to complete the first map (i.e., stick) before doing the second. You also have Player 1 and 2 swapped in Joystick references. I did quick stab at one you attached as example. Controls.cfg
-
If you launch MAME and then select tab you can setup your controller. Those commands are initially stored in your MAME\cfg\default.cfg file. You can copy those to your custom CTRLR file. There are various Google resources but this is example for more info. Alternatively, you can just setup in your default.cfg and then make it read only file so it doesn't get overwritten.
-
Couple things. Your first screen shot has a controller setup that is telling MAME that "up" is D-Pad Up AND Joystick Up. You have no "OR" between the commands so it is combined. So need to look at mapping. It also looks like you have JOYCODE_1 and JOYCODE_2 possibly swapped in CTRL file along with having no commands listed for button/controller mapping. So your settings won't "stick" necessarily. Lastly, make sure you MAME.ini is referencing your CTRL file correctly. For example, my CTRLR file is called xbox2player.cfg (an XBOX One controller) and is referenced as such: ctrlr xbox2player Also here is example of my controller file: xbox2player.cfg
-
You can do one of two ways. Alt-F4 is the default command in Kat5200 to quit the program. The default for ESC is quit current emulation and go to the GUI which is why you are getting what you describe above since ESC is being issued. First Method (remap in LB): Remap ESC to issue Alt-F4 for the KAT5200 emulator from within LB. Go into running AutoHotkey tab in the emulator and paste in below: ; Use normal ALT f4 in windows to close. ESC takes back in menu. Esc:: Send, !{F4} return Second Method (remap in Kat5200): Remap within Kat5200 what the keys you want to Exit and Back. Outside of LB, launch Kat5200.exe. Then hit ESC. You should get a screen like this (ignore mine says Atari 800 since that is what use emulator for): If you click on Options and then User Interface you can select how keys are mapped within Kat5200. I recommend you run Kat5200 in Portable Mode. To do that you make a text file called portable.txt inside this text file you you place following: # Replace 0 with 1 below to make portable 1 Now the SQL database and such will be stored in the KAT5200 directory where the EXE is located. I also recommend before you start making too many changes within Kat5200 that you make backup of the kat5200.db3 which is the SQLite database that stores all its settings including above remaps/profiles. That way if you do something (like forget to map a GUI key) that you can get back to prior settings. Once you get to the User Interface settings you click on the Exit to map to key you want. Just make sure you make Back button mapped to something else besides ESC or you will have conflicts and/or you won't be able to get back to GUI. Lastly, a third option is if you use Retroarch you can use the Atari800 libretro core.
- 2 replies
-
- atari 5200
- kat5200
-
(and 1 more)
Tagged with:
-
-
-
-
-
Mother nature has been throwing winter storm tantrums in my region, causing all sorts of headaches with no time to work requests (plus lack of power). I will try to see what it is still pending on requests over last several weeks and pick away at them as have time. So is still on my radar.
-
This is @lou silver upload, not mine, so he would be best to answer.
-
@vgbox You can mass import FPT files into LB but typically easiest is to point to a folder and have it import all *.fpt files. The issue was if you extracted the PD files in mass then there are TONs of FPT files that may or may not have the associated files needed in correct location so will harder time troubleshooting. As to meditation errors, usually means some issue with your settings. Check editor preferences, particularly that "load image into Table Editor" is not checked. Other is to check that high quality textures is checked and Model quality is set to high. Many tables need these settings.
-
@vgbox Within LB, you only ever import FPT files. Basically, think of them as the "ROM". All the other are support files (scripts, sounds, xml). Second, I would test things outside LB first to make sure it works. If double click on FPT file and launches, then should work fine in LB. Then tackle the LB portion with import of FPT file. My guess, is that if you try and launch FPT file it won't work in above example. Third, you have things setup correctly with right files in place. Unlike other emulators it isn't as easy to get everything done in one big dump. I assume you are using a PD set of tables. Unfortunately, that is not setup to unzip and go out of the box. Those zips have many versions as well as many "physics" variations. You have to open, and then move versions you want. If just extract all it will be a mess. My recommendation is you stick with one version initially and most recent. Once get hang of it all, then can always go back and add additional versions if want. Also you will notice that in that PD set some of the files say "FP Physics adjustment 2.4" or similar. Anything with different physics has to have an XML in the folder with the same exact name as the table (FPT file). Sadly, they didn't include the XML files in that set and even more annoying is that in some cases not all tables are labeled with correct physics version. So only way is when playing if ball moves "weird" or slow then likely the physics type isn't right (i.e., using 1.0 physics when it is really 2.3). For some I had to go to http://www.pinsimdb.org/ site and for most tables it indicates physics type (course have to match version/edition). So to address this, you must go to the BAM folder and under the XML folder you will see things labeled "fp-2.4.xml". All these files are the standard physics XML files by version. That means it is a physics file version 2.4. So you COPY that file and place in the folder you have the FPT in, rename it exactly the same as the FPT. If you also take the fp-p1.0.xml and copy it to the root BAM folder and rename as default.xml you will not need to copy an XML file for any physics 1.0 tables. Physics 1.0 was the original Future Pinball physics type so most older tables use that. It saves you from having to copy an XML those. For all others that are NOT 1.0 physics you have to use the appropriate XML from the BAM folder. BAM will always use the XML file in the folder that is named after the table as priority before the default.xml. Below is a screen snap of my 5th Element table (fun by the way!) which I have the night and normal version. I put a text note to indicate physics type because it gets REALLY confusing otherwise. Since I only keep one versions (most times), I have a text file to indicate which one it is and I just rename the table with table name, if original or company name, and year. The reason for that is helps immensely later when trying to work all the media. But naming is completely up to you. Note since these are physics 2.4 I have an XML file for each version name identically. You then import the FPT file in LB. Again, test first by double clicking the FPT and see if works. Note I put a folder in mine of "other versions" which I dumped stuff into that wanted to keep but didn't set them up in LB. For very new tables, 2019ish or so and newer, most table creators were using the feature that builds the XML file into the table (a life saver). So you will see on newer SlamT1LT tables (as example) they will mention something like "custom physics" and typically those you don't have to hassle with any physics settings XML files. So example below of one of SlamT1LTs tables released in 2020 (Blade Runner), Just the FPT table and VBS file (which is likely already in your scripts folder anyway). So the cool thing is as new tables are developed you will not have to hassle with physics versions. Before BAM came around it was even more painful because you had to have separate executables that were hacked to run different physics versions. So even the XML process is far easier than before. If the table is a "zedonius" physics table then you have to again go to the BAM\XML folder and copy not just XML but also the zip file. Again, renaming them to FPT table name. Zedonius tables need that extra zip file (do not unzip it).
-
@vgbox You are trying to load a zip file. You cannot do that with Future Pinball. You have to either extract to a per table folder (i.e., The Fifth Element folder, and all files inside it) and then point to that FPT file within the folder (my preference) or move all associated files in extracted folder to appropriate Tables (.fpt), Scripts (vbs,fps) , and Library (.fpl) Folders in FP root.
-
There is a set of marquees here up to 220:: https://www.progettosnaps.net/marquees/
-
@triggerthehorizonThere is also these hack logos here as well towards bottom (page 42) I don't have that honeycomb background used in those others you attached, so won't be able to help on that style.
-
@mallaard Steam has Zen Pinball FX3 and occasionally they go on sale by about half price. If not in rush that is cheapest option since your purchases on PS4 don't carry to Steam/PC. Pinball is a bit quirky to install overall and then to get working in LB (and other front ends) versus other emulators. Like mentioned above by Mallaard, there are variety of threads on these programs in forum. The main annoyance is you will not get much support for media direct from the LB database. So high quality media tends to be a bit more time consuming to hunt down versus just letting LB download it for you. There are fortunately packs here in the forum download section (FX3 full set of media, VP/FP logos) and at other pinball forums. The big suggestion I have on pinball side, more so for Future Pinball and Visual Pinball is that you start with small set of tables that look interesting to you, get those running and figured out then go from there. Don't expect to download some mega table FP and VP pack, extract, import, and assume will all work versus say a console emulator setup. I would say as far as ease of getting running based on my experience from easiest to hardest: FX3 - It has installer and getting the base running is easy in Windows since just "works" most times like a normal Windows program. Works in LB with a specific command line although the LB pause menu does not work. Otherwise can run in Bigbox or Launchbox once setup. You will need to get a free "cabinet" code from Zen for this to work best in Launchbox. This thread goes into detail on command you need for Steam to launch direct into a table: Setting up Pinball FX3 to launch directly into tables - Noobs - LaunchBox Community Forums (launchbox-app.com) Future Pinball (FP) + BAM - BAM is an additional program that runs as launcher prior to FP and adds additional features that are not in original program. Many new tables in FP require BAM to run. Unfortunately, the original FP EXE is no longer updated and closed source so BAM is only real mechanism to "update" anything in the program. If have a new setup of FP then the easiest to get going is to use the "2 in one installer" of BAM and FP located here. There is a highly detailed install thread here For LB, to setup launching there are screen snaps here: The Pinball Arcade (TPA) - This is probably similar in complexity to FX3 since a for purchase Windows program. But unlike FX3 that has a built in ability of "cabinet" mode you have to run a separate program for TPA to get it to launch directly to table from LB. TPA development also seems to have stalled over last few years as well. You can easily setup in LB without but it will just open the main TPA program and then you have to scroll to table you want from within TPA. The TPA FreeCamera Mod gives ability to link directly to table and launch (among other features). See here: and here Pinball Arcade Guide (New Method) - Troubleshooting - LaunchBox Community Forums (launchbox-app.com) Visual Pinball (VP) - VP works in LB, it is more that getting a base VP setup can be a bit daunting at first since has multiple pieces. The VP software, PinMAME, and depending on what doing may need DMD software. The all in one installer is best to start with if new install. There is an excellent Google Docs spreadsheet that gives links to various pieces of VP and updated table links (has some FP as well) here. I personally stick with the VPX tables to keep things easier. See LB thread here (among others).
-
Daphne should work fine with the built in controller exit features within BB/LB if set to Guide button on Xbox One controller. So somewhat odd it isn't working. As alternative, here was an AHK I used prior to that built in feature implementation in LB/BB. You would need to place this in the Running AutoHotkey Script tab for Daphne emulator within LB: ; ================================================================================= ; Daphne ; Must use ALT F4 since Process Close command will not work ; exit with press of XBOX Guide Button ; ================================================================================= $vk07:: Send !{f4} return Sometimes I have seen issues where things are not working on AHK side within LB/BB if Daphne loses focus. Particularly if the vertical resolution isn't set close to the actual monitor height or a close multiplier of it resulting in the windows moving around when Daphne changes resolution during launch. Might check your batch file used to call Daphne in that case if above AHK still isn't working.
-
One thing to clarify in the thread linked above is that I only added in the autohotkey script for FX3 because I wanted to use the Escape key to exit when close to keyboard versus it being treated as back in FX3. When using the controller, that AHK does nothing. Launchbox/BB controls exiting FX3 with Controller via Options, Game Controllers, Mappings setup (snip example below). Make sure you setup your BB as well since separate settings from LB. For most emulators that now "just works" without having to include an AHK for controller mapping for exit. The LB/BB controller mapping feature is relatively recent, so if looking at older threads there were more AHK hoops to jump through to do what LB does internally now. If having issues with the AHK I would remove it if just want to use controller for that purpose. If losing focus then likely something else is amiss.
-
-
-
-