mcfilmmakers
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Everything posted by mcfilmmakers
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How Long to Beat Custom Fields Tool
mcfilmmakers commented on christhed's file in Third-party Apps and Plugins
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Ah, I see. I've gotten too used to seeing the updates in the forums
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I'm confused... Launchbox updated to 13.5 today but isn't it supposed to be 13.4?
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Not directly related to the beta but I noticed that the edit platform window, scrape as lists XaviXPORT twice.
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Shame on me for not checking my version. I thought I had beta release son but I'm running 13.1 which would explain the issue. Thanks for the update!
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If you guys have a chance, for the last few updates the Launchbox behavior when creating a new platform changed wherein created a new platform didn't assign is a default parent of Root (there are no parents at all) meaning that for users like me who use Platform Category as our default view never see the new platform and have to change our views to platform to find the new platform we added, right click it and assign it a parent, even Root. If that behavior could be corrected to default to root as a parent, that would be awesome to avoid requiring users to change their views to hunt for their missing platforms.
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I've been trying to figure this out in Default and was hoping Default Plus made this easier but I haven't had much success... How do I set a fixed minimum height for each game in the view? Everything is variable depending on the height of the logo and that makes it very hard to select a title with the mouse. Ideally, I'd like for each game title to line up in each row like how Lambda does it... Default Lambda beta 1.1 Is this something that requires a custom theme or am I overlooking something in the options?
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Lambda 2 functionality preview (video)
mcfilmmakers replied to shadowfire's topic in LaunchBox for Windows Custom Themes
Very much looking forward to your progress, Lambda is the only theme that shows clear logos properly in grid view that I've found that I also like! -
Just throwing this out there in case others noticed it, but since 12.15 I noticed that pressing F5 doesn't always refresh the images (the game list icons refresh, but not when you magnify to full screen). The only way I can fix it is by closing and relaunching Launchbox. Specifically, I am replacing existing clear logo images with new ones. I haven't noticed issues when simply adding a new image that didn't previously exist.
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It's not a forum section. Click the link at the top of the site.
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Personally, I'd love to be able to sort according to custom meta data in list view
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What does this have to do with Beta Testing?
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All day today I've been getting timeout issues when downloading images from launchbox... Failed to download file from http://api.gamesdbase.com/..... The operation has timed out.
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What an awesomely amazing job you did here! I can't state enough how welcome these are and clearly, others feel the same way! If you're looking for more logos to create.... I've got a list of some computer systems that can be emulated in MAME that don't have clear logos. Out of respect for you and your work, I'm not going to flood you with that list unless you want it. I'll leave it up to you to let me know
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- platform clear logo
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Tagged with:
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I might be wrong but the underscore is always supposed to be the correct use. Just because the hyphen worked doesn't mean it was correct. If anything, THAT was the bug.
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History of 3d shooters - clear logo
mcfilmmakers commented on Klopjero's file in Playlist Clear Logos
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First, you need emulators than can run on iOS. THEN you can ask about Launchbox AFTER said emulators work and are "popular". Then there's the question of whether or not this is even feasible and finally, there is no chance in hell Apple would ever allow Launchbox to exist on it's appstore at all. The whole thing would need to be side-loaded on jailbroken devices. There's a reason Launchbox is on Android and not iOS and I say that as an iOS user myself.
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How to get Launchbox to load second file within Mame zip?
mcfilmmakers replied to mcfilmmakers's topic in Troubleshooting
There it is! This should be more prominent in documentation somewhere... Thank you! -
Normally, in launchbox you load a MAME rom with the following command line: lynx96k -cass FILE where FILE is replaced with the rom file path in launchbox. But I'm finding myself in a situation where the given rom zip contains 3 distinct files, each with it's own game: gamepak3:cass1 gamepak3:cass2 gamepak3:cass3 in MAME, you can load directly into them with the following: lynx96k -cass gamepak3:cass3 I want to list each of these files as separate games in Launchbox but the above command doesn't work in Launchbox because launchbox injects the FILE at the end so it ends up like this: lynx96k -cass gamepak3:cass3 FILE which MAME interprets as lynx96k -cass FILE Would anyone know the solution to this?
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Autoboot Command / Script for MAME SWL (Computer Systems)
mcfilmmakers replied to SiriusVI's topic in Emulation
You could, and Launchbox does send the information to the 2nd drive but the 2nd drive doesn't work inside MAME (it freezes when you try to switch to it in CP/M, or alternatively, the disk image data isn't accessible for the 2nd drive - it returns nil). -
Autoboot Command / Script for MAME SWL (Computer Systems)
mcfilmmakers replied to SiriusVI's topic in Emulation
I'm wracking my brain on this one... I'm working on Amstrad PCW. The way most games work is that you need to first boot into CP/M in flop1 and once in the OS prompt, change the disk to the game you want. Here's a use case: Command line for Launchbox: pcw8512 -flop1 cpmplus Now all the PCW machines only have one floppy drive, except pcw8512 which has two. The problem with this machine is that the 2nd drive doesn't work yet. So, the workaround is to do the same as you would for any other PCW machine... enter the MAME menu and change the flop1 disk to your game. But I got to thinking... we could automate this with lua. By setting the following command line in launchbox: pcw8512 -script pcw.lua -flop1 Launchbox will insert the game disk in drive 1. In Lua, we can read this value, unmount it immediately, mount the cpmplus disk, wait until the disk is loaded, then unmount it and reload the original disk. Here's my code so far (paste in notepad, save as pcw.lua and save it in your root MAME install path): local disk = manager.machine.images[":upd765:0:3ssdd"].filename local game_disk local mame_runtime = manager.machine.time.seconds if (disk ~= "cpmplus") then game_disk = manager.machine.images[":upd765:0:3ssdd"].filename manager.machine.images[":upd765:0:3ssdd"]:load_software("cpmplus") manager.machine:soft_reset() end function checktime() --if (This is where we need to check whether the CP/M has reached command prompt and if so, swap the disk. Alternatively, we can set a timer that once elapsed would allow the disk swap to happen) then manager.machine.images[":upd765:0:3ssdd"]:unload() manager.machine.images[":upd765:0:3ssdd"]:load_software(game_disk) -- end end checktime() Everything works as it should.... In removing the last line of the code above (leaving it there will cause lua to switch the disk back to the original game disk before CP/M has a chance to load), Launchbox runs MAME with the game disk in flop1 however, as expected, the lua script switches it with the CP/M disk and resets MAME in order to boot into CP/M... But as you can see, my problem is in being able to either detect when the CP/M is ready for a command prompt OR in establishing a timer. I haven't been able to figure out how to detect when CP/M is ready for a command prompt so I've tried the timer approach. The problem though is that any loop I create interrupts MAME entirely so it just hangs while the loop runs which means MAME can't load CP/M at all until the timer runs out. We need CP/M to load WHILE the timer runs. If someone can help me figure out how to get this aspect working without interrupting MAME, then this system, which seems to run all it's games just fine, will finally be accessible within MAME. For testing, I've been using the game disk brick. Once you load into CP/M and swap the disk, just type brick and return and the game will run. For lau documentation, you can refer to https://www.lua.org/pil/contents.html and https://docs.mamedev.org/techspecs/luareference.html -
It works!! If I could give you a million coins, I would. Thank you good sir! Just an fyi, there's a visual bug:
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I'm not sure it this makes any difference, but what has changed on my end is that I am now running Windows 11. Everything you described about the logic is what I recall... but it's happening in all my platforms I am testing. I did check that box you pointed out and despite the source folder having only 2 games in it, the plugin is renaming everything. All I can do is go back to testing it out again later and see if I have any new observations.
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