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sundogak

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Everything posted by sundogak

  1. Something doesn't make sense on your paths. The third party folder is part of Launchbox install. ExoDos files are within the Launchbox directory (see snip below for working setup). Your Third party folder is in a parent folder of "ExoDos". Other than the issue you are having it will potentially cause others both with LB and ExoDOS. You are also using an older version of LB is up at 13.16 so would install LB first then merge in EXO files (he has info on how to do).
  2. Yeah, during the beta I had the text point method prior as well. I do recall I had to nuke the platform and emulator entries and restart (similar with PS3) but was assuming it was a beta thing. Glad you got it sorted.
  3. Updating MAME sets (i.e., #1 above) is usually easiest if using tool like TorrentCheck. You go to Pleasuredome Git Hub, download the Torrent file for your set type (you have to start a temp Torrent as they use magnet links, then stop torrent). Take downloaded torrent file and drop into Torrentcheck, point TorrentCheck to your MAME set and run it. It will rename (if tell it to) files if checksum matches, double check valid files and leave them, delete non-valid ROMs no longer in set (will backup if tell it to). Then you can rejoin torrent pointing to the folder and will only download deltas for that set. Easier than messing with CLRMAME Pro and update packs (for me). If you are completely downloading a full non-merged set each time and nuking your folder with fully updated then could do as proposed (with no Torrentcheck stuff). However, if downloading an UPDATE only set (i.e., not full non-merged) and overwriting your existing set will work MOST times. What you will get eventually is rom files that are stragglers. The reason is MAME does rename things so even with a non-merged set you could have an older ROM name in folder which won't get removed along with the new name. It won't hurt anything as these are fully standalone zip game files, but longer term could get confusing. Although bandwidth is less issue these days a split set tends to have less delta changes. For example, if un-merged and one driver change could cascade to multiple standalone zip game files whereas with split and to degree merged will be less zips to update. I also use split for both software and arcade simply because can easily see the clone zip files and it is slightly smaller than non-merged to download. If bandwidth and HD storage not issue and not concerned that have a lot more zip files (as shows all clones) then un-merged can be easiest. Scan for new ROMs should work assuming you have pointed your MAME platform folder to your ROMs directory. You can test by deleting a game in LB or putting a "new" dummy rom in your MAME rom folder. If do a scan LB will pick up that game zip and re-add it. If you have auto import turned on then LB will see the new dummy zip and add it. So you could do initial full set import, make your customization, then only depend on scanning for new ROMs for updates vs using fullset MAME importer tool. As for, "Scan for Removed MAME Roms" feature that should be avoided regardless of set as LB will delete CHD games and a few "no zip" games. LB puts in dummy rom pointers in pathing of the game for some CHDs without a corresponding ROM zip but the ROM doesn't physically exist (speaking ROM not the CHD file itself). If you scan for removed ROMs, LB simply looks to "is ROM there are not" and will suggest to delete the game as there is no zip file in the ROMs directory (it is the CHD file). There are some other oddballs like "Pong" which has no direct ROM file which will also get deleted if use this scan/remove feature. Example: all these games exist/work in MAME and shouldn't be removed:
  4. Yes, blank folder or LB will wind up doing what you saw (to me should be some logic to stop this if auto import on but at moment not the case). For Vita3K and PS3 RPCS3 if using auto import feature LB uses the Vita and PS3 emulators to determine pathing. Thus it is a "must" to have games installed properly in the emulators when you open them. If not in there then LB will not pick up. If you point the folders to the rom folders then LB imports all the other files in addition to what it sees via emulator. Where the empty folder is located is immaterial but here is mine: Here are the other setup screens: This is Metal Slug 3 path that the auto import feature automatically places. Notice it isn't pointing to eboot file (by design) like the "old" way prior to auto import method. The key for that is the switch " -r" which tells Vita to run any eboot file in the installed path (hence why above game only points to folder) This needs to be checked to have LB use Vita (and PS3 RPCS3 which is similar setup) The key here is that for most part you never need to run "Scan" anymore as the auto import will pick it up. You can and if setup correctly as above it shouldn't pick anything spurious in the folder paths. Sometimes the auto import isn't immediate but will eventually do its thing (force a scan usually triggers). Side note (for non-Vita, RPCS3 emulators): The pointing to empty folder trick also works for platforms you do not want LB to do its normal ROM auto import thing. For example, I have Visual Pinball and do not point the rom folder in LB path to the VP tables or it will auto import EVERYTHING and it is a mess. Hopefully they will improve this at some point but originally was reason I avoided auto import feature.
  5. There are two aspects here. 1) updating MAME with new sets 2) updating LB to reflect new MAME sets. For #1: the set type isn't as critical as long as consistent in type you are updating. I personally use a split set but for #2 (discussed below) LB doesn't care (merged, split, non-merged) as the Mame Fullset importer uses MAME's XML metadata to make pointers to the games as doesn't really "import" the roms like for other platforms (again assuming not manually importing and using LB MAME Full set Importer). There are ways to update the sets which can provide more detail if that was your question but assume it is more for the LB portion. For #2 (and this is assuming just Arcade set, not Software List MAME set): Always make backup of metadata via LB interface before doing import in case you have to revert The only "sure" way to keep customization is to do initial import via automated way, do your customization, then do manual per game import for any new games you want to add thereafter (i.e., drag and drop rom into LB window) and never using Fullset importer again. If delete MAME games from LB and do fullset import, all data will be back to "zero" and revert to MAME XML metadata provided by MAME team and all customization lost (and back to what you had where have to redo). To see the MAME metadata fields you can look in the Launchbox\Metadata\Mame.XML file. If do not delete MAME games from LB and import over top via fullset importer, any customization to metadata not in MAME XML will be retained as long as ROM file name stays same. Custom Fields will also be retained. Most times ROM names (at least for arcade) are relatively static so the ROM name changes are not usually a huge issue. Fields like Favorites, Hidden, Broken, Video URL, Star Rating, and Wikipedia entry will also be retained as not in the MAME metadata set. However, will lose changes to fields like Genre, Play Mode, Developer, Publisher, Version, Title with what the MAME team has in their metadata. For example MAME likes to put in names like "Aero Fighters 3 / Sonic Wings 3". If you change that and then do subsequent import it will revert back to the "MAME way". If file name of ROM changes then as far as LB is concerned it will be "new" and although it may match via LB DB entry (via name) any customization will be lost. If do import and then do a LB "Update Metadata and Media Wizard" then LB will look to the LB online DB and will replace data based on what you tell it. However, just like any changes you make if you then subsequently do a Fullset MAME import the LB online DB data will be overwritten back to the MAME XML metadata. Genre is perfect example, where you can see this as MAME uses genres like "Platform / Fighter Scrolling" where as LB DB will use one entry like Platform. Ideally what would be useful for LB is if we could "lock" fields and/or prioritize if data present do not change similar to other platforms (for various legit reasons it is different for MAME now). But for moment, metadata customization is problematic with MAME.
  6. If these are Epic, Steam, Uplay games then LB now has a storefronts setup that is new since 3 years ago. Make sure you have gone to menu Tools, Manage, Storefronts and logged into applicable stores. You can have LB rescan the store to make sure they match based on drop down box selection. You might double check your platform for your PC/Windows is pointing to your folder (if manual imports) where files store. Lastly, if they are manually imported PC games then you might look at your Launchbox, Backups folder and inside that there are auto backups of the XML data files which are the pointer and metadata LB uses. You can go to Tools, File Management, and Create Backup to make a snapshot of what you have currently (just in case). Then you can close LB and look for the backup (they have dates on zip files) and under the Platform folder restore the platform XML for whatever you called you Windows/PC games.
  7. The difference with Nocta’s situation and yours is you are still pointing to the ux0 directory. Point to completely empty directory (no sub directories).
  8. For this one specific case, an update was made (I submitted change) that was reflected in the LB DB and had not yet been cascaded to the XML that is downloaded (it does now I just checked). Changes can take time to reflect in the XML depending on how the approval cycle goes (but usually 24 hours in my experience). This is no different than how LB works things as it looks to downloaded XML for matching/updates. Personally, I don't see why you would need to make any changes as your tools works. In fact the reason I saw this particular issue with the LB DB incorrect was with your tool.
  9. Nothing with the wheel style of PinupPopper. However there is a vertical theme here: https://forums.launchbox-app.com/files/file/3925-vertical-vision/
  10. Not any time soon. Others have generated, example here: https://forums.gameex.com/forums/topic/28683-pinball-fx-video-audio-etc-media/
  11. V4.0 Update: Updated with separate zip file with media for released tables on August 29, 2024: Princess Bride Pinball - 184 Goat Simulator Pinball - 187
  12. Updated first post XML and data folder files with two new tables. Will update the media post shortly. Data/XML current as of all tables released as of August 29, 2024. The Princess Bride Pinball - Table 184 Goat Simulator Pinball - Table 187
  13. I have been, with several updates since original post as tables come out. Those tables just came out yesterday (and terribly interesting in my view). But will get to them at some point.
  14. Have you looked in this thread and this aggregate download? I see several such as Music, Movies, and Karaoke that have several versions already completed.
  15. You can easily toggle LB themes, add new ones and try them out and go back to your original. Just go to the Big Box control setting.
  16. Your theme will show in your Bigbox options. Not sure if what referring to as overlapping as don't see anything other than maybe the Nintendo Switch logo. If that is what referring to then issue is that logos are different sizing. You can get a consistent "de-facto" set here: Otherwise the spacing between logos is determined by the theme style. Many themes, particularly the one you show are setup for wider/rectangular logos on the wheel vs "square/circle" orientation. So for example, I use this ring type for platforms. There is a template for those here;
  17. What theme are you using? Have you done an image cache refresh? A screen snap might help as otherwise hard to say.
  18. Cool glad got sorted. It has a learning curve but once you get process down it is just rinse and repeat (100s of times!) and advantage you can make something that looks good for your setup. I have looked for the style of ring you originally posted but could never find a PSD/XCF file if come across will post here. I probably have 20 different "ring styles" but that one for whatever reason seems to be illusive in PSD/XCF file format.
  19. You have to have all of the following conditions for SCUMMVM to import under new process: 1) Emulator set with the default command lines auto populated (particularly with the -p -autodetect command): Auto Imports Turned On: New way will not work if not. ScummVM platform points to where you have your folders and EXE files exists for ScummVM files at root level. When it is finished auto importing it will only point to folder and not a EXE but will work as the "-p -autodetect" flag tells it to open up the first executable in the path. I never used the "original" way of LB and ScummVM so make a backup of your XML files before you start autoimport, just in case! I did have to do some cleanup on mine but mostly it worked. Caveats: this method is problematic and it is an issue in how ScummVM implemented the new command -p with -autodetect vs something unique to LB (if do via command line outside LB has same issues). There also isn't a lot of documentation other than the command itself at ScummVM site. If launch a game in this fashion any general items in the scummvm.ini will be used. However, it will not pickup any any customization in your ScummVM.ini for a specific game. It is a function of LB calling the game not by game ID but by the method of "find first EXE in path then run it". Thus for example I had shaders turned off on a few specific games but as doesn't look to game settings won't pick that up. You could go to the bother of setting up multiple scummvm.ini files but seems kludgy to me. Game saves also seem to have some issues but didn't test substantially as went back to my initial method (pointer game IDs).
  20. 1) Images to use to assemble logo: Make sure use PNG with transparency layer intact to make life easier (no checkerboard background). For example, I assume you got the images you attached from PNGEgg. At that site you cannot right-click and save but have to save via the download button and answer a Captcha to get a true PNG file with clear background. They want to keep people from mass scraping/ stealing the graphics they stole from other people 🤔 2) Tools: Step by step will vary depending on the tool. If doing more than a couple using a non layer "MS Paint" type tool will drive you crazy and eat a lot of time. GIMP (Free): I use Photoshop but did try GIMP many years back. It is similar in capabilities as Photoshop for this type of work. There should be videos/how to around web as next most popular tool to Photoshop. You may be able to use some PSD templates (photoshop file) in GIMP but many years ago when I tried it had issues (layers were messed up). They may have improved their compatibility now. If PSD doesn't work, then a GIMP format template is attached. It is same style as I used in Mario below (if turn off a "blue ring" layer they used). As this is free tool you can play with it and see how works. The trick of course is then finding a template in style you want. Tarcisio style is pretty common as used for most pinball system logo "packs" (Visual Pinball, FX3, etc.). Blank GIMP Template - Addiction Pinball & Pro Pinball.zip 3) Paint.Net (free): A youtube video on Paint.Net way of doing (free tool) 4) Photoshop (not free). You will find majority of templates are in this format as it is dominant tool for most graphics folks. I attached a template PSD file with the parts for the silver logo below that I threw together. It places things in layers so you can move items around. It "masks" the background around the ring so you don't have manually cut a circle. Gimp has a similar thought process. Although a learning curve for these tools once you get hang of it then they make cleaner logos and much easier to assemble. How assembled in Photoshop. Logo layer, Mario Layer, and Background. The "blue" layer at bottom is the clipping layer which clips the image above it (the background Mario screen) to be a perfect round circle so you don't have to manually do it. It also doesn't alter the image so you can drag it around to where want (just masks anything outside the ring). The Background you right-click and "create clipping mask" and the template takes care of trimming the BG to inner part of the ring only (so smooth edges). Once you get hang of GIMP or Photoshop and have a suitable template then just assemble at least 2 images (Background and Logo). If have the graphics the actually assembly is quick, maybe 10 minutes of figuring out what "looks good". You can of course add as many layers or items and get fancy but then adds to time/complexity. The "PNG" sites can be a pain but if you find an image that works it saves a bunch of time since someone else did the work of making the image with transparent background (which I find to be a pain). Lastly, I am not a "graphics guy" so just learned how with various trial and error for similar reasons you banged into. I wanted to fill the gaps and/or didn't like what was around. So with the above three options it should get you started. Tarcisio Style Wheel_1000x1000 - Mario Example.psdNote: I just tried this PSD in GIMP and seems to work but I didn't fiddle with it too much. So either of the two attached should work in GIMP. Tarcisio Style Wheel_1000x1000 - Mario Example.xcf Converted PSD file to GIMP format of the Mario ring example above. GIMP window with imported template.
  21. Photoshop PSD templates are easiest as it takes care of the masking and can move logos, background image around. Next best is getting a blank image of ring you want with background that prefer then using a paint program to overlay the logo into the blank area. Some folks have done this via online programs (but tedious if you have a lot). Not as fancy as if use Photoshop (or Gimp which is free) but gets the job done. Examples for blank oval ring "blanks" for SNES and NES below (not in style you mentioned as don't have that PSD file). Having done about 400 of the Tarcisio pinball and 200 or so of the black pinball versions it can be a time suck. And you are talking thousands for systems you listed. There are some programs around that can take a base image and auto overlay a folder of other images such as logos (or via Photoshop Action script) but takes time to get it right and/or results can be middling.
  22. Those are Teknoparrot/arcade and PC style rings/docklets (although one you show is gold, most I have seen are silver). For non-arcade not likely to be too many already completed (or at least I have never seen any complete sets). Quite a few logos here (but again mostly PC focus): https://www.deviantart.com/pooterman/gallery and here: I have PSD templates for these two types (black ring, silver ring Tarcisio style) if want and typically what see for pinball rings.
  23. They go in your VPinMame directory as shown in prior post.
  24. nvram folder is in the VPinMAME directory. The same place your roms go.
  25. That was one I was going to suggest as well. But I did run into the file locking issue @JoeViking245 mentioned in his response above when I tried to replace manually. Tried closing plugin, then scrolling to different game but LB has tendency to be "aggressive" with file locking and then not releasing. Once closed out LB then released. So can imagine it may be difficult for plugin, particularly if displayed in the plugin's Gallery. One other item was thinking is showing the resolution info for the Existing Images Gallery. The plugin shows the resolution of the SteamGridDB image so already have that piece. Most of my PC cover/logo images are from SteamGrid but not all. Just allows skipping things I don't need to re-download. @JoeViking245 overall, another great plugin!.
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