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d8thstar

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Everything posted by d8thstar

  1. i've had this issue for a while, when exiting Daphne, the video pauses for about 30 seconds while the audio still plays, it then exits as expected back to LB. This behavior does NOT happen in Daphne launcher by itself. I turned on logging and there is an error but I have no idea what it means. can anyone help? 2021-06-10 11:09:44 AM DataManager.SaveInternal started. 2021-06-10 11:09:44 AM Saving InputBindings.xml... 2021-06-10 11:09:45 AM Saving ListCache.xml... 2021-06-10 11:09:45 AM Saving Settings.xml... 2021-06-10 11:09:46 AM Saving BigBoxSettings.xml... 2021-06-10 11:09:46 AM DataManager.SaveInternal completed successfully. 2021-06-10 11:09:46 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Activated Start 2021-06-10 11:09:46 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Activated Before JoystickTimer Enabled Set 2021-06-10 11:09:46 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Activated Before Resume Video 2021-06-10 11:09:46 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Activated Before Check Already Focused 2021-06-10 11:09:48 AM Music.Pause Start 2021-06-10 11:09:48 AM Music.Pause Start 2021-06-10 11:09:48 AM MameHighScores.Prepare: Beginning the preparation process... 2021-06-10 11:09:48 AM Aborting MameHighScores.Prepare: Uploading MAME high scores is disabled in settings. 2021-06-10 11:09:48 AM Begin M3U Check. 2021-06-10 11:09:48 AM RomPath after M3U build: R:\ROMS\Arcade System Games\Daphne\framefile\lair.txt 2021-06-10 11:09:48 AM DataManager.SaveInternal started. 2021-06-10 11:09:48 AM Saving InputBindings.xml... 2021-06-10 11:09:49 AM Saving ListCache.xml... 2021-06-10 11:09:49 AM Saving Settings.xml... 2021-06-10 11:09:50 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Deactivated Start 2021-06-10 11:09:50 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Deactivated Before Pause Video 2021-06-10 11:09:50 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Deactivated Completed 2021-06-10 11:09:50 AM FIRST CHANCE EXCEPTION: An error occurred invoking the method. The destination thread no longer exists. at System.Windows.Forms.WindowsFormsSynchronizationContext.Send(SendOrPostCallback d, Object state) 2021-06-10 11:09:50 AM Saving S:\LaunchBox\Data\Platforms\Arcade - Daphne.xml... 2021-06-10 11:09:51 AM DataManager.SaveInternal completed successfully. 2021-06-10 11:10:35 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Activated Start 2021-06-10 11:10:35 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Activated Before JoystickTimer Enabled Set 2021-06-10 11:10:35 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Activated Before Resume Video 2021-06-10 11:10:35 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Activated Before Check Already Focused 2021-06-10 11:10:35 AM FIRST CHANCE EXCEPTION: An error occurred invoking the method. The destination thread no longer exists. at System.Windows.Forms.WindowsFormsSynchronizationContext.Send(SendOrPostCallback d, Object state) 2021-06-10 11:10:36 AM Aborting MameHighScores.Parse: Uploading MAME high scores is disabled in settings. 2021-06-10 11:10:40 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Deactivated Start 2021-06-10 11:10:40 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Deactivated Before Pause Video 2021-06-10 11:10:40 AM Unbroken.LaunchBox.Windows.Desktop.ViewModels.MainViewModel.window.Deactivated Completed
  2. That did it! Thanks a ton man!
  3. Thank you so much! I'll report back this evening, fingers crossed!
  4. hi all, Naomi is next on my list. I can import the rom folder but then I am left with a ton of alternate versions that I need to manually go thru and either hide or remove from the platform. Is there an easier way of doing this? the way LB handles mame clones is is brilliant (having clones listed on the parent rom as a drop down to select it) but that is accomplished with the mame.xml, something Naomi doesn't have. any thoughts ion a clean import? if not, i'll just need to go thru the list and manually edit. thanks!
  5. it killed teh emulator, joytokey still running. this is a weird one!
  6. ok, got that working. but now i cant get joytokey to close at app exit. i have this bat file that works when attached to a rom file. but when i try the code at exit for the emu, it doesn't kill joytokey, odd! run taskkill /F /im JoyToKey.exe
  7. sorry to bring up an old post but this is exactly what i am trying. my bat file will kill joytokey by rom. but the above won't kill joytokey when exiting the emu
  8. i’ll give that a shot, thanks for the advice!
  9. apologies in resurrecting an old thread but this is exactly what i needed. is there a way to launch joy2key emu wide instead of by individual games? thanks!
  10. is it possible to launch a pre app by emulator instead of by game? i have an emu that i always want to start the same app before the emu starts. i see where to do it by game, would like to do it by emu. thanks!
  11. finaly got it working on this end! thanks so much for the script!
  12. i've tried the below, doesn't seem to work. I'm just looking for a very simple, click "n", send left mouse click. i'm putting this under the manage emu, "ruuning autohotkey script" but it doesn't seem to work. fyi, trying this for american laser games running singe 2.0. trackball is working fine as the mouse cursor, and an actual mouse left click shoots, but i want to map to one of my arcade buttons. maybe it's because games start with a bat? i dunno, any help is appreciated. this is what i've tried (along with many similar alternatives) n::click
  13. i'm sure this is more of an LEDblinky issue but thought I'd ask here since LB devs seem to think of everything and maybe there is a work around within LB? i can't seem to get proper button lights to light up when starting a game that has a launcher. within lb, if i highlight l;ets say a "Pop Cap" game, LED blinky lights up the buttons i set up for the default of that "emul;ator" in LEDblinky. but since the game isn't actually a rom of Pop Cap, when I start a game, that games specific exe launches and LEDblinky lights go off. another example of this is teknoparrot games where a launcher (game loader all rh) is interjected into the mix. the game buttons lioght up within LB but once the game starts, no lights. might there be any options that i can set in LB that would fix this? is this strictly an ledblinky issue? thanks!
  14. Thanks man! I dropped rocket all together when I made the move. Might you have an example you could share for for a tekno launch with RL? it's been so long since I've used RL...
  15. ah ok. i had tried that option but both of my command lines were running, one after the other. But what you said makes sense, i'm running teknoparrot which in turn runs the rom game exe file. but then, teknoparrot doesn't quit when the game starts, it's still running in the background so that second command line shouldn't run until tekno closes?
  16. ok, i have a pre command running just fine. how do i run a command AFTER the game quits? i tried adding another app but the "wait for exit" option is greyed out. the only way to select it is is to select one o-f the options above it, both of which run right before or right after the app starts. no way to run a command at exit? thanks!
  17. never mind, now that i see the set up, my second question was stupid
  18. thanks man. not sure how i missed that! question. if i needed to run more than one comas, would i separate the with a semi colon or shoot i write a bat file? thanks again!
  19. This is probably really easy to do but i can't seem to find it... when starting specific games, i want to be able to send a command to run an application before the rom starts. thanks
  20. i have scumm all sorted out. daphne is still giving me exit issues; video freezes, audio keeps playing and finally 30 seconds later it exits proper. there is nothing in the log that points to any kind of error. anyone else run into this?
  21. what if I went the other way with this. i can set up ccs64 to see both joysticks just fine but then it's in joystick mode (not keyset) and listening for joystick buttons. so, can a AHK script send joystick button presses with a keystroke? If anyone can help a noob, I would REALLY appreciate it! FYI, CCS64 sees my sticks as joystick 1 and joystick 3. For joystick one button 1, I am using the 'n' key. For joystick 3, button 1, i am using the 'w' key.
  22. good lord! you remembered that from MEMORY?!? it worked, so, thank you!
  23. thanks man. unfortunately, P1 movement is like the key is being pressed once instead of being held. haven't tried P2 yet...
  24. yo headrush, thanks for getting this fixed, joiystick 2 works like a charm now! i'm still having issues with the button mapping for J2 tho. in the tab menu, i set P2 buttons 1 and 2 (just as I did for P1 b1 and b2) but in game (archon), the P2 buttons dont do anything. maybe it's the game?
  25. any pros out there that can help me with the below script? and thank you very much in advance! i found this online and it works great. it sends keystrokes based on joystick pushes, in this case, arrow keys for directions. i'd like to modify this so that it is listening for two different joysticks, not just the one. for the second stick (ID 3), i want it to send keystrokes for up down left right to keys E,D,F,G i tied adding this to the body of the script but then neither stick was working. i realize this add is still sending up down left right cursor keys, but i was just testing to see if it would work. if (3JoyX > 70) KeyToHoldDown := "Right" else if (3JoyX < 30) KeyToHoldDown := "Left" else if (3JoyY > 70) KeyToHoldDown := "Down" else if (3JoyY < 30) KeyToHoldDown := "Up" else KeyToHoldDown := "" here is the one stick working script: #Persistent ; Keep this script running until the user explicitly exits it. SetTimer, WatchAxis, 5 return WatchAxis: JoyX := GetKeyState("JoyX") ; Get position of X axis. JoyY := GetKeyState("JoyY") ; Get position of Y axis. KeyToHoldDownPrev := KeyToHoldDown ; Prev now holds the key that was down before (if any). if (JoyX > 70) KeyToHoldDown := "Right" else if (JoyX < 30) KeyToHoldDown := "Left" else if (JoyY > 70) KeyToHoldDown := "Down" else if (JoyY < 30) KeyToHoldDown := "Up" else KeyToHoldDown := "" if (KeyToHoldDown = KeyToHoldDownPrev) ; The correct key is already down (or no key is needed). return ; Do nothing. ; Otherwise, release the previous key and press down the new key: SetKeyDelay -1 ; Avoid delays between keystrokes. if KeyToHoldDownPrev ; There is a previous key to release. Send, {%KeyToHoldDownPrev% up} ; Release it. if KeyToHoldDown ; There is a key to press down. Send, {%KeyToHoldDown% down} ; Press it down. return $Esc:: { Process, Close, {{{StartupEXE}}} }
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