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Parse

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  1. This core: https://forums.libretro.com/t/official-release-thread-for-windowcast-core/40464 So basically it allows any standalone game and emulators to work within RA, so you can use its shaders. In my setup on LB, I used RA on emulator, path to .txt and the game as an addition app to start before RA. It kind of works, but the game window starts on top of RA and I cound't find a way to exit both by pressing esc. I think it would be ideal to have a bit of delay to start RA. So, any suggestions?
  2. I'm trying to edit a theme for a friend, but I can't find this option to arrange games based on star ratings in wallviews.
  3. I've now tested on latest beta and I still got a pause when edit, images tab and pressing > fast. It happened 2x at random. However the pause/hang is now much faster. But I noticed the wait time when I click download media (querying from emumovies) is longer. Maybe a lot longer than before.
  4. I have the exact same issue, but I haven't installed the beta yet, I'm using the stable 11.0 release. Also probably not related, but I'm using the LBPlex condensed theme. It happens when: 1. right clicking a game; 2. when after clicking edit and view the images - pressing the > But it is random and I can't reproduce everytime I want. Didn't count, but the chance of happening is about 5% of the time on my end. I'm adding some translated games so I'm right clicking and edit a lot. Probably not the right place, but I have some suggestions: . It would be nice to limit the amount of images downloaded of a category, like I got 10 ingame screenshots but I just wanted 1 and have to remove those by hand; . An easy way as an option to choose what it comes first on the game details column. Like the screenshot before the notes, etc. . Typing on launchbox to be similar to windows, like if type ch fast, it should be a game starting with ch, but on launchbox it goes to the last typed letter. . Some more love to the wall view on big box, it would be awesome to have a wall view that has the same features and look close to launchbox. I tried to edit some themes to add a wall view but got discouraged that is lacking a lot of options (the zoom out when selecting a game is 3D and not at the axis of the game; selecting a game is always centered so the wall view begins scrolled down, couldn't find a way to add the names of the games in front of the boxart like in the lauchbox, sort by favorites or star rating, etc.)
  5. Thanks for the info. I noticed wall view is cast aside. I just gave up and stick to using Launchbox and not Bigbox anymore. The wheel view is good when you have up to 40 games, but when having hundreds it's not functional. But the wall view is perfect for that situation. It really could use more options for customization.
  6. Thanks, I'll try that. But somehow I managed to edit on notepad. I just wanted to add a wall view in the switch theme: https://i.imgur.com/7cZwRMK.jpg https://i.imgur.com/XOjiXUa.jpg But I have some questions: 1. In the first image, when you just click to view the games, the wall view is scrolled down. How can I make to always be centered vertically? 2. In the first image, Ace Combat is selected and in the second image, Brave Fencer is selected. They are scaled up as I wanted, however they are going left and right off of the wall. How can I highlight/select a game and it scales up on each axis? 3. How can I add the names of the games and a transparent strip (like in lanchbox if you select text), and to scale them up when the game is selected? 4. How can I add a border in the games I select? 5. How can I sort the games on the wall (favorites or star ratings)?
  7. Yeah, I meant as a visual editor. So, how do you view the changes? Open bigbox, edit a line in notepad, exit bigbox and open again, and repeat? Edit: Found out that switching views with K works, but still it's slow.
  8. Is there an editor that I can import an existing .xaml and edit?
  9. @JoeViking245Thanks, but it did not work. SendMode makes the script not working at all, and just send {}{}{} doesn't work either (only works if using {down}{down}{down}{up}{up}{up}) Does it need a SetTimer or #Persistent?
  10. Almost got this. Instead of combinations of joystick buttons (it's not possible on AHK), I use the Triggers to a combination of 3 keyboard keys. I'm using a X360 controller. However, it's spamming the keys when pressed, and sometimes it looks like the keys are not simultaneously pressed. Can someone help me adapt this script or point me in the right direction? What I hope to do is when I press LT (JoyZ = 100), =z+x+q (on the keyboard) / RT (JoyZ =0), = a+s+w, holding the keys down when I hold the trigger, and releasing when I release the trigger. Thanks in advance! #Persistent SetTimer, WatchAxis, 5 return WatchAxis: GetKeyState, JoyZ, JoyZ KeyToHoldDownPrev = %KeyToHoldDown% if JoyZ > 55 Send {z down}{x down}{q down}{z up}{x up}{q up} else if JoyZ < 45 Send {a down}{s down}{w down}{a up}{s up}{w up} return
  11. Retroarch doesn't support combination of buttons. So is there a script for this? What I wanted is for Arcade games, like in FBNeo: x3 punches on R2; x3 kicks on L2
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