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Your Friendly A.I Overlord

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Everything posted by Your Friendly A.I Overlord

  1. In the first pic you posted, you've spelled the emulator name as RetroArch. In the last pic you're trying to open the game with an emulator named as Retroarch. (RetroArch vs. Retroarch.) So unless you've edited the emulator name between screenshots, maybe you have multiple setups for RetroArch in LaunchBox and are trying to open the game with the wrong one.
  2. It should. Move up / down until you are at the correct executable. Then left / right to set Auto Start. Then press Enter. Sometimes you need to start a setup.exe to set up sound / midi etc. So you can always switch between executables without changing the Auto Start executable.
  3. https://github.com/schellingb/dosbox-pure#force-opening-the-start-menu Also make sure that in LaunchBox > Tools > Manage > Emulators > RetroArch > Associated Platforms tab, you have selected the Dosbox Pure core for the MS-DOS platform and that "Extract ROMs" is unticked.
  4. Maybe nice to add: Redout Enhanced Edition is currently free in the Epic Games Store. (until may 19.)
  5. Not all TeknoParrot games / modules use fullscreen exclusive mode. So instead of using the LaunchBox > Emulator > TeknoParrot > Starup Screen settings, I find it best to set up the startup screens per game. Right click your game > Edit > Edit Metadata/Media > Startup/Pause. Tick "Override Default Startup Screen Settings" and click "Customize". Also, in the LaunchBox TeknoParrot emulator settings, you can add the command-line parameter: --startMinimized and see if that makes a difference.
  6. It's possible the game 's zip file only contains an install.exe or setup.exe or something like that. Have you checked? As a zip file usually contains multiple executable files is is possible for Dosbox Pure to pick the wrong one. Have you tried pointing Dosbox Pure to a different one? Test your game in RetroArch directly (so not through LaunchBox) and force opening the Dosbox Pure start menu. From the Dosbox Pure website: "If you have assigned an auto start item in the start menu but want to go back to it, hold shift on the keyboard or L2 or R2 on the gamepad while selecting "Restart" in the core menu." Also Dosbox Pure can load a game from a dosbox.conf file. From the DosBox Pure website: "If a file named "dosbox.conf" exists in the loaded game directory (for example inside the ZIP file), DOSBox Pure will load the settings in that file and run the autoexec lines from it (if set). It is also possible to load a .conf file directly with the core and it will mount the directory of that file as the 😄 drive and then load it the same way." I believe D-Fend Reloaded can auto-generate dosbox.conf files for your games, but it has been ages since I last used that. More information on the Dosbox Pure website.
  7. You can try using the opengl renderer. Open mame.ini with a text editor. Under [# OSD VIDEO OPTIONS] set [Video] to [opengl].
  8. @sirgubster9 JoeViking245 is correct. If you use incorrect window titles or class names in a script, the script keeps waiting for something that is never going to happen and gets stuck. I explained how you can look for window titles with AutoHotKey, but maybe easier is just looking at the window title bar. But anyway. I downloaded the Mashed Demo and the following script works for me. Mashed Demo: #NoEnv #SingleInstance SetTitleMatchMode, 3 SendMode Input SetWorkingDir %A_ScriptDir% WinWait, Select Controllers Sleep, 500 ControlSend, Button1, {Space}, Select Controllers WinWait, Select Video Mode Sleep, 500 ControlSend, Button1, {Space}, Select Video Mode WinWait, MASHED [D3D9] [Release] WinWaitClose ExitApp q::x w::y e::b $Esc:: { Send !{F4} } I'm not sure if that is going to work when an executable opens multiple windows, like this game. If it's just one window than that would be the simplest solution.
  9. I did a comparison: Old Wii U games folder: 23 games, 176 GB and 182.056 files in 8.239 folders. New Wii U games folder: 23 games, 144 GB and 23 files in 23 folders. Old Cemu folder: 24.8 GB and 80.605 files in 6.515 folders. New Cemu folder: 2,18 GB and 3.977 files in 1.463 folders.
  10. Recently the Cemu developers implemented a feature in the latest (experimental) Cemu builds to combine and compress Wii U games + their updates and DLC into a single file with a .wua (Wii U Archive) extension. This file format can be run directly from your Wii U roms folder and updates and DLC no longer have to be installed into Cemu 's virtual file system. Not only does this save some space, but managing your Wii U games becomes a lot easier with a single file per game instead of thousands in a folder structure. Coincidentally this makes importing your Wii U games into LaunchBox a lot easier too. No longer do you need to manually add the game 's executable (.rpx) to LaunchBox or use a LaunchBox Wii U importer plugin as importing single file games is as easy as it gets. Before you start, backup your current Cemu install. When combining and compressing your games into single files your old games won't be deleted. So you can experiment and delete them afterwards. - Download the latest Cemu build here. I started with a fresh install. - Open Cemu and point Cemu to your Wii U games folder. - Go to Tools --> Title Manager. Then sort by Type --> base. - Right click your game --> Convert to compressed Wii U archive .wua As I did a fresh Cemu install, after compressing my games into single files, I copied Cemu's controllerProfiles / gameProfiles / sdcard / shaderCache folders from my old Cemu folder into my new Cemu folder. Then I copied my old savegame folder (cemu\mlc01\usr\save) to the correct folder in my new Cemu install. Of course you don't need to start with a new Cemu install, but remember, with the new file format you don't need to install game updates and DLC's into Cemu's virtual file system. So you can remove (please backup) the cemu\mlc01\usr\title folder. With the 22 Wii U games that I have, that saved 22 GB of space in the Cemu folder alone. In LaunchBox you can edit your Wii U games to point to the newly created .wua files or just re-import your Wii U games folder. Maybe check if your emulator paths are still correct in the LaunchBox emulator settings. Lastly a rediit thread with some additional info.
  11. Retro808 is right. If a TeknoParrot game asks for admin rights you can disable this by opening it's .xml (SSASR.xml, found in the "TeknoParrot\UserProfiles" folder) and edit it with a text editor. Find the line: <RequiresAdmin>true</RequiresAdmin> and change it to: <RequiresAdmin>false</RequiresAdmin> *Edit* For me Sonic & Sega All-Stars Racing Arcade runs fine without admin rights also. But to be sure, update TeknoParrot to the latest version as well.
  12. First, I don't own any lightguns so I don't know anything about setting them up. Have you set DPI scaling in the supermodel.exe to 'Application'? Right click supermodel.exe --> Properties --> Go to the 'Compatibility' tab --> Tick 'Override high DPI scaling behavior' and select 'Application'. Games should now run fullscreen when rendered in 2160p on a 2160p screen. Like Headrush69 said, in LaunchBox you can pass per game command-line parameters to Supermodel. More on Supermodel's command-line parameters on the Supermodel forum. (You need to register first to access the Supermodel forum.) Or you can edit Supermodel.ini in the Supermodel\Config folder. WideScreen=1 VSync=1 XResolution=3840 YResolution=2160 1 = on 0 = off You can also add per game setting to Supermodel.ini. Add the rom name between square brackets. Then underneath add settings like this: [srally2] PowerPCFrequency=100 [lemans24] WideScreen=0 Examples are for Sega Rally 2 and Le Mans 24.
  13. The latest version of the Flycast core runs Naomi 2 also. You need the Naomi 2 bios (naomi2.zip) in the RetroArch\system\dc folder.
  14. I once had the same problem with the culprit being the PCSX2 Configurator Next plugin. Removing the plugin from the LaunchBox plugin folder solved the issue.
  15. @sirgubster9 Try the following script. #NoEnv #SingleInstance SetTitleMatchMode, 3 SendMode Input SetWorkingDir %A_ScriptDir% WinWait, Paw Patrol Configuration WinActivate Sleep, 500 ControlSend, Button3, {Enter}, Paw Patrol Configuration WinWait, Paw Patrol ahk_class UnityWndClass WinWaitClose ExitApp $Esc:: { Send !{F4} } How to add the script as an additional app to your game in LaunchBox. Perhaps the easiest way: Find a location on your computer where you want to save / keep the script. As I have installed my Windows games outside of the LaunchBox folders, I keep my scripts for Windows games in the LaunchBox\Games\Windows folder. Right click somewhere in the folder --> New --> Text Document. Open the new text file in a text editor and copy / paste the script. Save --> Give your script a name and save it with an .ahk file extension. In my example I named it Paw_Patrol.ahk. Now go to the LaunchBox\ThirdParty\AutoHotkey folder and copy AutoHotkey.exe to the same location as where you keep the script. Rename AutoHotkey.exe the same as you have named your script. Like this: Now go to your game in LaunchBox --> right click --> Edit --> Edit Metadata / Media --> Additional Apps --> Add Application. - Give your additional app a name. In my case I named it Paw_Patrol. - Browse to the folder where you have Paw_Patrol.ahk and Paw_Patrol.exe. Select Paw_Patrol.exe. - Tick "Automatically Run Before Main Application". *important* Now you should be good to go. Alternatively you could compile the script to an executable and add that executable to LaunchBox as an aditional app. *Bonus* Completely hide the Paw Patrol launcher with the LaunchBox / BigBox startup screens. Use this script: #NoEnv #SingleInstance SetTitleMatchMode, 3 SendMode Input SetWorkingDir %A_ScriptDir% WinWait, Paw Patrol Configuration WinActivate Sleep, 500 ControlSend, Button3, {Enter}, Paw Patrol Configuration WinWait, Paw Patrol ahk_class UnityWndClass WinSet, Bottom, , LaunchBox Game Startup WinWaitClose ExitApp $Esc:: { Send !{F4} } Add the script to LaunchBox as described above. But for the LaunchBox / BigBox startup screens to work correctly with Paw Patrol, you must take one extra step: Right click your game --> Edit --> Edit Metadata / Media --> Startup/Pause. Tick "Override Default Startup Screen Settings" and click "Customize". Here tick: "Enable Game Startup Screen", "Enable Game Shutdown Screen" and "Hide All Windows that are not in Exclusive Fullscreen Mode." Set the Startup Load Delay slider to the time it takes to load your game.
  16. Can you let me know which game we're talking about? Maybe I can take a look at a script.
  17. In short: Download AutoHotkey.zip from the AutoHotKey site. It contains a script (WindowSpy.ahk) with which you can look up window titles and button names / numbers. Drop that script on AutoHotkey.exe. The WindowSpy tool will open. Start your game and look up the window title of your game's launcher, then the button number of the "Run" button. Write a script (just a text file) that waits for the game's launcher window to open, then sends a key press to the "Run" button. (Or if the "Run" button is already highlighted when you open your game's launcher, just sends a "Space" or "Enter" key press.) Save that script as a AutoHotKey script. (With an .ahk file extension). Add that script as an additional app to your game in LaunchBox. Below I have an example for the game Trine 2: WinWait, Trine 2 Launcher WinActivate Sleep, 1000 ControlSend, Button3, {Space}, Trine 2 Launcher ExitApp - The script waits for the Trine 2 launcher window to open. - Activates the Trine 2 launcher window. (gives it focus) - Waits 1 second. - Sends a key press of the Space key to button 3 of the Trine 2 launcher window. (The '"Start Trine 2" button). - Terminates the script. If your "Run" button is already highlighted when the game's launcher is opened, you could just send a Space or Enter key press without specifying a specific button. For example: WinWait, Trine 2 Launcher WinActivate Sleep, 1000 Send {Enter} ExitApp If you want to test your script, drop your script (with an .ahk file extension) on AutoHotkey.exe. Then start your game. More information on AutoHotKey's ControlSend and Send command. *Edit* I added a screenshot about how to use AutoHotKey's Window Spy tool to look up window titles and button numbers.
  18. I've read some people having more success with exit scripts by leaving off the dollar sign in front of Esc:: So in this case: Esc:: { WinClose, ahk_exe {{{StartupEXE}}} }
  19. If you use the duckstation-qt version you can add the command-line parameter: -batch to LaunchBox. Then you don't need a script whatsoever for exiting duckstation-qt.
  20. 1) Look in the game folders for another exe that runs the game directly. 2) Look up your game on pcgamingwiki if your game supports a command-line argument to skip the launcher. 3) Write a script to press the Run button for you.
  21. neill9000 is right. But to clarify my statement: LaunchBox is file agnostic and thus does not care which files you add. But emulators DO care. 😁 (But is still good practice to test your games first before adding them to LaunchBox.)
  22. You can add any file you want to LaunchBox. When starting a game LaunchBox sends the filepath to your chosen emulator. In your case, try felix.bin in your emulator first.
  23. Make sure that in LaunchBox > Tools > Manage > Emulators > RetroArch > Associated Platforms > Sega Naomi, the Flycast core is selected and that [Extract ROMs] is unticked.
  24. I myself use a Xbox One controller and I have updated Vita3K to the latest nightly. When I start a game through Vita3K's gui directly, I have to click [Start] with my mouse. After that my Xbox One controller just works ingame. However, when I launch a game through LaunchBox (command-line), the Vita3K game startscreen gets bypassed and you go ingame immediately. Again, my Xbox One controller's input is recognized just fine. I tested using a Playstation controller and DS4Windows (which creates a virtual Xbox 360 controller for my Dualsense controller) and this works fine also. (One thing to note: I only have two games for Vita3K and both of them work fine with a Xbox controller.) *Edit* If you use multiple controllers, Vita3K will use whatever controller Windows sees as controller #1.
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