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Posts posted by Sbaby
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9 hours ago, HiRez00 said:
The reason for the Process, Close, mame.exe is without it, when you hit the ESC key, the sound turns back on in Launchbox/BigBox but doesn't close MAME.
Hi, actually it still works for me, but I think it depends on how you exit the game. Exiting with "Esc" is different from exiting through the LaunchBox pause menu. I personally put the same script in both contexts, so I get the same result whether I exit with "Esc" or using the LaunchBox button combination or the pause menu.
Also, of course, it depends on your configuration, which might be different from mine or others. In general, though, I recommend using WinClose instead of Process, Close. You can try something like this:
WinClose, ahk_exe {{{StartupEXE}}}
or
WinClose, ahk_exe mame.exeor (if you want to be sure)
WinClose, ahk_exe {{{StartupEXE}}}
Sleep 200
WinClose, ahk_exe mame.exeThe WinClose approach allows you to directly close the emulator without any risk of losing save data, unlike Process
9 hours ago, HiRez00 said:I am shocked that something like this (turning off the video sound) is not already implemented into launchbox/BigBox.
Indeed
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8 hours ago, lern2swim said:
I am having trouble with xemu and supermodel both giving me black screens when I have hdr enabled in windows 11 (I leave it on all the time).
If you have an NVIDIA graphics card, try going to the NVIDIA Control Panel and managing 3D Settings. Under the Vulkan/OpenGL Presentation Mode option, set the method to swapchain DXGI.
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I’m adding my testimony as well...I’m experiencing the same crash issue.
I hope a solution is found soon
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I just wanted to contribute to the discussion by sharing my experience: in the past, I had created symbolic links for the folders LaunchBox/Videos, LaunchBox/Images/Cache-BB, and LaunchBox\Images\Cache-LB, pointing to a much more performant NVMe hard drive. After updating to version 13.19, I haven't encountered any issues, the symbolic links remained intact and continue to work correctly.
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I join in the thanks! It's great to see the team focusing on performance—LaunchBox is now smoother and more responsive. Thanks to the developers, moderators, and community for the amazing work! 🚀
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it used to work fine in the past but now Windows 11 24H2 requires a new devreorder which I have updated to version 1.04 perfectly working
but Ctrlr_Cyclr doesn't seem to interact with it anymore, any chance of an update?
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PINBALL M
For the other game Pinball M, the operations to perform are identical to those for Pinball FX, so I won't repeat them here: you can refer to the instructions above.The only difference, of course, is the folder paths, which are the same but with the path changed from \PinballFX to \PinballM.
For the configuration files, the first path to use is:
C:\Users\*USER*\AppData\Local\PinballM\Saved\PersistentDownloadDir\Steam\LocalSettings.cfg
Or, depending on the game version: C:\Users\*USER*\AppData\Local\PinballM\Saved\SaveGames\76561197960267366\settings.sav
For the cabinet elements, the path is:GAMEINSTALLDIR\PinballM\Mods\Cabinet\Settings.ini
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PINBALL FX (2023-2024)
I don't want to go through the entire installation process for the cabinet and desktop modes step by step, because the PinballFX website explains very well how to copy the backglass images into the correct folders and activate the various cabinet mode functions. I just want to share what I've discovered regarding PinballFX configuration for quickly switching between the two modes.
PinballFX saves resolution and screen rotation settings in the file C:\Users\*USER*\AppData\Local\PinballFX\Saved\PersistentDownloadDir\Steam\LocalSettings.cfg (if the LocalSettings.cfg file is not present, see the note at the end of this post).
Additionally, the information related to enabling cabinet mode (such as the position of the backglass and DMD on other displays) is stored in the file GAMEINSTALLDIR\PinballFX\Mods\Cabinet\Settings.ini
To simplify switching between modes, I created four separate files with distinct names:
LocalSettings_CABINET_MODE.cfg
LocalSettings_DESKTOP_MODE.cfg
Settings_CABINET_ON.ini
Settings_CABINET_OFF.ini
For the LocalSettings.cfg file, the only change I made was to the forcedDisplayRotation line. I set "forcedDisplayRotation": "Default" for desktop mode and "forcedDisplayRotation": "Rot_270" for cabinet mode. There's no need to use different resolutions for each file; just set the highest resolution of your best monitor (e.g., 3840x2160), as PinballFX automatically adjusts when switching monitors, such as from 4K to FullHD , and keeps the highest resolution supported by the monitor, never exceeding the one you set.For the Settings.ini file, simply set CabinetEnabled=False for desktop mode and CabinetEnabled=True for cabinet mode.
As for setting up the emulator in LaunchBox, I won't describe my script here since everyone can create their own as they prefer. In summary, you need to create a script that overwrites these files in the respective folders before launching the game. This way, you can quickly switch between desktop and cabinet mode directly from BigBox or LaunchBox.
😉
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Note :
In some installations or versions of the software, some save files may not exist. If that's the case, you’ll need to use the file:
C:\Users\*USER*\AppData\Local\PinballFX\Saved\SaveGames\76561197960267366\settings.sav. However, in this case, you cannot manually edit the file with a text editor. Instead, follow these steps:Launch the game and save the settings for desktop mode (e.g., with the default screen rotation);
Exit the game and copy the settings.sav file to another location with a different name;
Launch the game again, save the settings for cabinet mode (e.g., with screen rotation set to 270 degrees);
Exit the game and copy the settings.sav file again with another name.From this point on, the process is identical to the one described for the LocalSettings.cfg file, except that you will use the settings.sav file and its respective path instead.-
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On 12/28/2024 at 3:23 AM, jrusso4587 said:
Hi all,
Does anyone have a working Supermodel.ini file that is pre-configured to work with a Wii Remote for Star Wars Trilogy and Lost World Jurassic Park? Alternatively, would someone be able to look at my file (attached) and copy/paste the sections I need to update)? I am a noob when it comes to this and right, though I have gotten my Wii Remote to work in Mame, Sega Model 2 and Teknoparrot, but for some reason, this one is breaking my brain. I have my Dolphin Bar set to Mode 2 to act like a mouse, and while the game loads fine, the Wii Remote will not register any input for either game with the Wii Remote (though I can use an actual mouse with both which is weird).
Any help would be appreciated. Thank you in advance.
Honestly I didn't find any particular kind of problem playing with two wiiremote players with emulator SuperModel LightgunEdition (traditional sensorbar)
Simply the command line of the emulator is this :
-input-system=xinput -fullscreen -crosshairs=1You can also decide for -crosshairs=0
Touchmote :
for accurate calibration I recommend you to use the version of Touchmote patched Tmote x64 Rotation July24 v6 or higher
And Games config in Supermodel.ini like this :
; Analog joystick (Star Wars Trilogy)
InputAnalogJoyLeft = "KEY_LEFT" ; digital, move left
InputAnalogJoyRight = "KEY_RIGHT" ; digital, move right
InputAnalogJoyUp = "KEY_UP" ; digital, move up
InputAnalogJoyDown = "KEY_DOWN" ; digital, move down
InputAnalogJoyX = "JOY_XAXIS,MOUSE_XAXIS" ; analog, full X axis
InputAnalogJoyY = "JOY_YAXIS,MOUSE_YAXIS" ; analog, full Y axis
InputAnalogJoyTrigger = "KEY_A,JOY_BUTTON1,MOUSE_LEFT_BUTTON"
InputAnalogJoyEvent = "KEY_S,JOY_BUTTON2,MOUSE_RIGHT_BUTTON,JOY_BUTTON8"
InputAnalogJoyTrigger2 = "JOY_BUTTON3"
InputAnalogJoyEvent2 = "JOY_BUTTON4"; Light guns (Lost World)
InputGunLeft = "KEY_LEFT" ; digital, move gun left
InputGunRight = "KEY_RIGHT" ; digital, move gun right
InputGunUp = "KEY_UP" ; digital, move gun up
InputGunDown = "KEY_DOWN" ; digital, move gun down
InputGunX = "MOUSE1_XAXIS,JOY1_XAXIS" ; analog, full X axis
InputGunY = "MOUSE1_YAXIS,JOY1_YAXIS" ; analog, full Y axis
InputTrigger = "KEY_A,JOY1_BUTTON1,MOUSE1_LEFT_BUTTON"
InputOffscreen = "KEY_S,JOY1_BUTTON2,MOUSE1_RIGHT_BUTTON" ; point off-screen
InputAutoTrigger = 1 ; automatic reload when off-screen
InputGunLeft2 = "NONE"
InputGunRight2 = "NONE"
InputGunUp2 = "NONE"
InputGunDown2 = "NONE"
InputGunX2 = "MOUSE2_XAXIS,JOY2_XAXIS"
InputGunY2 = "MOUSE2_YAXIS,JOY2_YAXIS"
InputTrigger2 = "JOY2_BUTTON1,MOUSE2_LEFT_BUTTON"
InputOffscreen2 = "JOY2_BUTTON2,MOUSE2_RIGHT_BUTTON"
InputAutoTrigger2 = 1----------
You'll have to go into the game service to calibrate the gun but if you're not sure how to do that I recommend downloading the already preconfigured nvram and ini files here :
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On 12/24/2024 at 4:24 PM, JoeViking245 said:
"a lot of study".
But no AI stuff. Glad you got it working!
Thank you for the clarification! Now that I’ve resolved the switch for Visual Pinball, I’m moving on to Future Pinball. After doing some research, I discovered a quick and effective way to make it work, and I’d like to share it with you.
FUTURE PINBALL
To summarize, I will not describe all the configurations of Future Pinball for Desktop and for Cabinet. In summary, the .reg file covers everything that is configurable through the program options, such as displays, graphics, and screen rotations. The three zipped files, on the other hand, concern the BAM configurations.
I created two separate launchers for the Future Pinball frontend with BAM, one for Desktop Mode and one for Cabinet Mode. Both launchers perform similar operations, but with specific configurations for each mode.
The operation is as follows :
Enter the registry with regedit here HKEY_CURRENT_USER\Software\Future Pinball and export future pinball configurations for desktop mode and then save another one for cabinet mode
Run the registry file :
For Desktop mode: BAM_reg_for_desktop_SBABY.reg
For Cabinet mode: BAM_reg_for_cabinet_SBABY.reg
Extraction of BAM configuration files from a ZIP file:
For Desktop mode: BAM_settings_for_desktop_SBABY.zip
For Cabinet mode: BAM_settings_for_cabinet_SBABY.zip
The extracted files are:
bam.cfg
default.cfg
reality.dat
These are overwritten in the BAM folder to ensure proper startup of the selected mode.
I put 7z.exe and 7z.dll for convenience in the same folder as the script.
Starting the game via FPLoader.exe with the necessary parameters to automatically start the *.fpt table
Below is an image with the DESKTOP MODE configuration for LaunchboxScript for the Launcher (Fake Emulator ahk to exe) in Desktop Mode
; Set the working directory to the one containing the .ahk file SetWorkingDir, %A_ScriptDir% ; Extract ZIP file RunWait, .\7z.exe x "BAM_settings_for_desktop_SBABY.zip" -o%A_ScriptDir% -y Sleep 300 ; Run the registry file RunWait, C:\Windows\regedit.exe /s "%A_ScriptDir%\BAM_reg_for_desktop_SBABY.reg" Sleep 100 ; Launch the game (FPLoader.exe) without blocking the script Run, "FPLoader.exe" /open "%1%" /play /exit
Script for the Launcher (Fake Emulator ahk to exe) in Cabinet Mode
; Set the working directory to the one containing the .ahk file SetWorkingDir, %A_ScriptDir% ; Extract ZIP file RunWait, .\7z.exe x "BAM_settings_for_cabinet_SBABY.zip" -o%A_ScriptDir% -y Sleep 300 ; Run the registry file RunWait, C:\Windows\regedit.exe /s "%A_ScriptDir%\BAM_reg_for_cabinet_SBABY.reg" Sleep 100 ; Launch the game (FPLoader.exe) without blocking the script Run, "FPLoader.exe" /open "%1%" /play /exit
Note :
Some users also consider the
\plugins\iCom.cfg
file in addition to these three. I am currently using only the three files mentioned, and everything is functioning correctly.-
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MAME works very well for two players with a generic Wii sensor bar, but personally, I use the right analog stick as pointer for all light gun games. I've set up Touchmote to launch automatically with MAME. You can see an example of my configuration in the attached image.
My mame.ini file is as follows:
Note: You won’t have the SBABY_DEFAULT entry, but it’s important to adjust the saturation 0.80 and threshold values between 0 and 0.3.yourctrlrl.cfg or gamename.cfg file should have these settings:
</port>
<port type="P1_LIGHTGUN_X">
<newseq type="standard">
JOYCODE_1_ZAXIS OR MOUSECODE_1_XAXIS
</newseq>
<newseq type="decrement">
JOYCODE_1_HATSWITCHL OR JOYCODE_1_DPADLEFT OR JOYCODE_1_HAT1LEFT
</newseq>
<newseq type="increment">
JOYCODE_1_HATSWITCHR OR JOYCODE_1_DPADRIGHT OR JOYCODE_1_HAT1RIGHT
</newseq>
</port>
<port type="P1_LIGHTGUN_Y">
<newseq type="standard">
JOYCODE_1_RZAXIS OR MOUSECODE_1_YAXIS
</newseq>
<newseq type="increment">
JOYCODE_1_HATSWITCHD OR JOYCODE_1_DPADDOWN OR JOYCODE_1_HAT1DOWN
</newseq>
<newseq type="decrement">
JOYCODE_1_HATSWITCHU OR JOYCODE_1_DPADUP OR JOYCODE_1_HAT1UP
</newseq>
</port>
<port type="P2_LIGHTGUN_X">
<newseq type="standard">
JOYCODE_2_ZAXIS OR MOUSECODE_2_XAXIS
</newseq>
<newseq type="decrement">
JOYCODE_2_HATSWITCHL OR JOYCODE_2_DPADLEFT OR JOYCODE_2_HAT1LEFT
</newseq>
<newseq type="increment">
JOYCODE_2_HATSWITCHR OR JOYCODE_2_DPADRIGHT OR JOYCODE_2_HAT1RIGHT
</newseq>
</port>
<port type="P2_LIGHTGUN_Y">
<newseq type="standard">
JOYCODE_2_RZAXIS OR MOUSECODE_2_YAXIS
</newseq>
<newseq type="increment">
JOYCODE_2_HATSWITCHD OR JOYCODE_2_DPADDOWN OR JOYCODE_2_HAT1DOWN
</newseq>
<newseq type="decrement">
JOYCODE_2_HATSWITCHU OR JOYCODE_2_DPADUP OR JOYCODE_2_HAT1UPAnother crucial point is that Windows must correctly recognize the XInput controllers as Player 1 and Player 2. If you have other gamepads connected, or if your game’s cfg file or the ctrlrl file isn’t properly configured, you might encounter issues. For example, the second joystick emulated by Touchmote could be detected as Player 3 in MAME, causing misalignment.
I hope this helps!😊
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2 hours ago, JoeViking245 said:
Using Set WshShell = CreateObject("WScript.Shell") adds another layer to things. I tested with .Games(cGameName).Settings.Value("showwindmd")=False [or True] and it worked fine.
Also DesktopMode is already declared up on line 75 (Batman).
Though adding WshShell doesn't really hurt anything, it is one more 'layer'. To an external call (where an internal one already exists).
I tried adding what you suggested, but unfortunately, I can’t make it work in my script. I added WshShell because I was getting an error when trying to use vpmInit Me. Maybe my VPX configuration is different from yours; I’m not sure.
I’m attaching my original VPX file in VBS format so you can take a look and perhaps figure out what’s wrong. If y ou have any other suggestions or maybe a practical example, I’d be happy to try again. Thanks!
Batman Dark Knight (Stern 2008)_Bigus(MOD)2.0.vbs
2 hours ago, JoeViking245 said:- Right click the DMD
- Click Show Window Border
- Mouse to the lower right corner until you see the double arrow
- Click and drag to resize
- Click the window to drag/move to where you want it
- Click and hold.. wiggle/shake it a little (weird, I know)
- Right click and click Show Window Border (to hide the border)
- Click the playfield then exit/restart the table
That's exactly what I was doing! The only thing I hadn't tried was 'Click and hold... wiggle/shake it a little (weird, I know)'. Since I did it once, it works every time now. Incredible! How do you know all this stuff? Haha!
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8 hours ago, JoeViking245 said:
...
Thank you so much for everything!
With your help, a lot of study, and a bit of AI, I was able to create VBS scripts that activate the DMD in desktop mode and hide it in cabinet mode. With Star Trek, it was quite simple:
Dim DesktopMode: DesktopMode = Table1.ShowDT
If DesktopMode = True Then
VarHidden = 0
Ramp16.visible = 1
Ramp15.visible = 1
Primitive13.visible = 1
TransReel.visible = 1
Else
VarHidden = 1
Ramp16.visible = 0
Ramp15.visible = 0
Primitive13.visible = 0
TransReel.visible = 0
End IfHowever, with other Bigus tables, I had to declare Dim WshShell and call the ROM's system registry, but in the end, it works great. For example, with Batman:
Sub Table1_Init
' Initialize the game
vpmInit Me
' Declare the WshShell variable at the beginning
Dim WshShell
Set WshShell = CreateObject("WScript.Shell")
With Controller
.GameName = cGameName
If Err Then MsgBox "Can't start Game " & cGameName & vbNewLine & Err.Description: Exit Sub
.SplashInfoLine = "Batman - The Dark Knight (Stern 2008)"
.HandleKeyboard = 0
.ShowTitle = 0
.ShowDMDOnly = 1
.ShowFrame = 0
.HandleMechanics = 0' Detect the mode and set DMD visibility
Dim DesktopMode: DesktopMode = Table1.ShowDT
If DesktopMode = True Then
' Desktop Mode - Show the DMD
.Hidden = 0
WshShell.RegWrite "HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\bdk_294\showwindmd", 1, "REG_DWORD"
If Err.Number <> 0 Then
MsgBox "Error modifying the registry: " & Err.Description
Exit Sub
End If
Else
' Cabinet Mode - Hide the DMD
.Hidden = 1
WshShell.RegWrite "HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\bdk_294\showwindmd", 0, "REG_DWORD"
If Err.Number <> 0 Then
MsgBox "Error modifying the registry: " & Err.Description
Exit Sub
End If
End If' Start the game
On Error Resume Next
.Run GetPlayerHWnd
If Err Then MsgBox Err.Description
On Error Goto 0
End With
It works perfectly!
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I would still have one last question regarding VisualPinball: how can I make the internal DMD slightly larger by default? I manage fine with FlexDMD, but it seems the same approach doesn't work for the VPINMAME DMD. If I change it with the mouse, it doesn't maintain the size.
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Summary of the situation
I want to provide a quick summary to clarify the situation.I have installed Pinup Popper Baller, which automatically configures my three screens and the display settings for Visual Pinball and Future Pinball, including the positions of the DMD and FlexDMD.
In cabinet mode, I have no issues with any ROMs or tables; everything displays correctly. The default system registry for the DMD related to the ROMs is configured as shown in the attached image.
HKEY_CURRENT_USER\Software\Freeware\Visual PinMAME\
In this mode, I use the 32-bit executable VPinballX.exe, which records changes in:
HKEY_CURRENT_USER\Software\Visual PinballThere are no issues with any of the 20 tables I’m currently testing.
I believe the DMD on the third screen is managed by FlexDMD and the
dmdevice.ini
file, which defines the position and display settings for the external DMD. (Perfect)Switching to desktop mode
To quickly switch to desktop mode and make it easier to use without making too many changes, I prefer using the 64-bit version, VPinballX64.exe. Unlike the 32-bit version, this one saves changes in an .ini file located here:
C:\Users\"user"\AppData\Roaming\VPinballX\VPinballX.ini.For 15 out of the 20 tables, when launched in desktop mode, the internal DMD automatically activates (even though it’s disabled in the system registry for both the ROMs and the default setting). This likely happens because it’s configured in the table script to activate in desktop mode.
This functionality works perfectly for me because it avoids using the FlexDMD and doesn’t require me to move it manually inside the playfield. Additionally, in desktop mode, the FlexDMD is still activated but remains in the background beneath the playfield screen. This works perfectly for me since it’s not visible.
WinDMD active and visible
FlexDMD active but not visible
I am aware of the dmdevice.ini file, where the position of FlexDMD can be configured, but I prefer not to move it because I already have custom coordinate settings based on the background image for cabinet mode (3screen)
Problem with 5 tables
The issue lies with the other 5 tables, which do not automatically display the internal DMD. I’ve tried the methods you suggested, but each script is different, and even after adjusting settings, I still couldn’t get it to work. I also wasn’t able to get it working by modifying the associated .ini file for the table.The only solution I found was to create a .reg file for each table that activates the internal DMD by modifying the registry under the ROM entry:
HKEY_CURRENT_USER\Software\Freeware\Visual PinMAME\romname.This method works: I’ve set up an additional app (Additional Apps) in LaunchBox to trigger the registry and set ShowWinDMD to 1 at launch and return it to 0 upon exit. While this system works, I have to admit I’m not thrilled with it because it modifies the entire ROM configuration, not just that one parameter. If I change any ROM settings, I need to recreate the .reg files.
For now, this works, but I’d like to know: Is there a command line that can change only that registry parameter? Or, can it be set directly in the .ini file in some way?
With this method, I’ve solved the issue for 3 of the 5 tables.
Remaining tables
There are two remaining tables that I don't know how to fix:Star Trek 25th Anniversary (Data East 1991)
Secret Agent (Original 2024) v1.0
For Secret Agent, I understand the problem since it doesn’t use MAME ROMs. But for Star Trek, which uses VPinMAME ROMs, I don’t understand why the internal DMD isn’t showing.I’m attaching the link for the tables that are having issues. There are no ROMs, of course.
I’m looking forward to your suggestions, thank you!
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Update 03-01-2025
I decided to update all my Visual Pinball X tables to make them compatible with the latest 64-bit version.
At this point, switching between modes becomes very straightforward: you just need to load a different INI file via the command line, one for desktop mode and one for cabinet mode.
The two INI files can be easily placed in the emulator’s folder, and the command line looks like this:
For desktop mode:
VPinballX64.exe -ini VPinballX_DESKTOP.ini -minimized -exit -play
For cabinet mode:
VPinballX64.exe -ini VPinballX_CABINET.ini -minimized -exit -play
The only parameters that differ between the two files are:ForceDisableB2S
BGSet
This makes switching between the two modes simple and efficient!As for the DMD, let’s continue the discussion below:
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I thank you for the path you have set me on
I’ve realized that with three screens in cabinet mode, I prefer using the 32-bit version of VisualPinballX.exe, while in desktop mode, I find the 64-bit version VisualPinballX64.exe works better. This is mainly because the 32-bit version is far more compatible with all the tables I have, both old and new, whereas the 64-bit version performs very well in desktop mode.
For the 32-bit version, switching between desktop and cabinet modes is simple. I save the entire registry folder HKEY_CURRENT_USER\Software\Visual Pinball into two .reg files: one configured for cabinet mode and the other for desktop mode. When launching the game, I just run the appropriate .reg file to apply the desired settings.
However, I’ve noticed an issue: disabling the B2S doesn’t work properly. Although the .reg file saves all the other settings, it doesn’t save the one related to B2S, so the backglass ends up overlapping the screen. Renaming the backglass every time I launch a game would be too cumbersome and time-consuming.
The solution I found is to use the 64-bit version for desktop mode. This version saves configurations not in the registry but in a configuration file:
C:\Users\"user"\AppData\Roaming\VPinballX\VPinballX.ini.
By adding the line ForceDisableB2S = 1 to this file, the issue is resolved perfectly.Another important configuration is for the DMD, either internal or external. Unfortunately, I have a small number of tables that won’t show the internal DMD in desktop mode alongside the external one, unless I press F1 and set it there. This is inconvenient because it breaks my streamlined startup process. I've tried tweaking things a bit, but I can't figure out the problem. Basically, when everything is set to external DMD (without selecting “show internal DMD”), all tables show it indifferently and correctly even in desktop mode. ... well, that's exactly what I want. . this allows me to not even edit the screenres config . It seems like there’s a variable in the code that says, "if you’re in desktop mode, enable the internal DMD as well," but some tables still don’t display it. These tables are few, but it’s annoying, and I’m forced to press F1 to enable it.do you have any ideas?
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Hi 😽
I've been using LaunchBox for years to run my pinball games (Future Pinball, Visual Pinball, Pinball FX (2023), Pinball M, Pinball FX3, Pinball Arcade, and Zaccaria Pinball) on a single screen in desktop mode, and everything was working perfectly. Recently, I wanted to try the PinUp Popper frontend to explore the 3-screen setup, including a vertical screen, temporarily excluding the fourth screen (my TV, which I usually use for desktop mode). Everything worked fine with the new setup. (For now, I’d like to focus only on the first 4 games listed above.)I had installed the emulators in separate folders thinking that I could keep both the LaunchBox desktop mode and the PinUp Popper 3-screen mode active. However, I’ve realized that these simulators are likely writing configuration files or even modifying system registries. As a result, even when launching from separate folders, I end up with rotated screens or incorrect configurations when launching from LaunchBox. I'm forced to adjust the configuration every time to return to desktop mode, which is not very convenient.
I know that using separate computers or setting up a dual boot would be a better solution, but unfortunately, I'm working on the same Windows 11 setup. To be honest, I'd love to have two different ways to launch the pinball games based on how I feel for the evening. For example, if I want to stand in front of three screens, I’d use PinUp Popper, but if I want to relax on the couch, I’d prefer BigBox with a single screen and desktop mode.
Maybe someone has already encountered this issue and can help me solve it with a script or other solution. For example, I'd like to create a script to run at the launch of the pinball games from LaunchBox that would activate desktop mode, and another script to switch to cabinet mode when I play with PinUp Popper. I’ve seen some registry files in the VisualPinball and Future Pinball folders, but I’m a bit scared to run them—who knows what could happen? Ahahah! I’ve also come across some settings files for Pinball FX that I could maybe use, perhaps overwriting the file every time I launch, but I’m not sure. I’d prefer to ask first to see if anyone has already done this and can help me without me going through too many trial and error attempts.
Thanks in advance! ☺️
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Could you please recommend a generic full screen image to use for MAME or arcade games? I need it for the back glass of my pinball machine where I only use vertical games but the top image needs to come out normal screen. I have tried putting in these artworks, the thing is nice but many of them come out too narrow and therefore enlarge badly. Therefore, I thought of using them as a small screen DMD (1920X480) , as they fit well when cropped and look great.
However, for the large back glass (1920X1080), I would need a more generic option. Do you have any ideas?thanks a lot
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5 hours ago, Retrofrogg said:
Any progress with this issue @Sbaby?
Honestly, I use BigBox a lot more lately and keep LaunchBox with the shortcut CTRL-T, without video playback because it is too heavy. I have stayed with version 13.17.
However, I can tell you that I was testing some frontends for three-screen setups with pinball and ran into a black screen problem during loading screens. I solved it by following this guide:
https://www.nailbuster.com/wikipinup/doku.php?id=nvidia_settings
I don't know if this also solved the problem with LaunchBox, since, as I said, I didn't use video preview much. If you have an NVIDIA card, give it a try and let me know.
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I, too, have always wanted series to be treated the same as the other features of LaunchBox and BigBox. Whenever I add a game, I always take the time to fix the Series section as well, because I find it great to have all my games organized by series.
Unfortunately, in BigBox the Series section looks rather bare and poor. It would be great if it could be enriched like the playlists, including pictures, videos, and descriptions. And maybe, in LaunchBox, dedicated icons could be added as well.
I should add that I have created playlists based on the Series rule, the thing works but I find this solution an extra step that could be avoided, since series are already playlists, only unfortunately they are not treated as such by the software.
So I join the wish expressed by @PhoenixCF hoping that this functionality will be taken into consideration! 😊
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Then :
I did not perform any operations with LaunchBox; I simply minimized it in the Systray and continued working on other tasks. After about 20 minutes, when I reopened LaunchBox, the program did not respond for about 10 seconds and then resumed normal operation. This is the current state of the Task Manager. 👇 -
20 hours ago, AstroBob said:
Hi @duerra
Sorry for the dealyed response here, we've been using your video to try and narrow things down but unfortunately we're not able to reproduce this yet. We do have one hypothesis that I'm hoping you can help us test (and @Sbaby too).
When LaunchBox opens a second window (e.g., the storefront manager, platform manager, etc.), this window takes precedence over the original LaunchBox window, and you cannot interact with it until this new window is closed. We've seen some instances in the past, where a second LaunchBox window may open but become hidden, preventing interaction with the first LaunchBox window until the hidden one is closed.
While this doesn’t appear to be the case for you, it would be helpful to rule it out. Here’s an easy way to test: when LaunchBox becomes unresponsive, open the Task Manager and check the LaunchBox process. Normally, it will just display as “LaunchBox,” but if there is an additional LaunchBox window open on top, it will show as “LaunchBox (2).”
Can you confirm if this happens when the issue occurs? If so, this might explain the unresponsiveness, and we can investigate further from there. Please let me know how it goes, and thank you for the detailed troubleshooting steps you’ve provided. We’ll get this sorted out!
Hi,
thanks for looking into the situation! I confirm that when LaunchBox crashes, my experience is similar to @duerra 👇
19 hours ago, duerra said:Instead, I am attaching a screenshot of my Task Manager as soon as I open LaunchBox: although you mention a possible second window, in my case I have only one visible window of LaunchBox, the startup window (without touching anything) , However, in Task Manager there are two instances of the “LaunchBox” process.👇
I hope this information can help narrow it down and give us a better understanding of what is causing the problem.
Thanks again for your support!
Troubleshooting MAME High Scores
in Troubleshooting
Posted
My Krull scores are present on your server, so it worked correctly in the past. However, new scores are no longer being uploaded. The upload still works fine for other games, so I believe Krull should be added to the list of games that are currently experiencing issues.
Does anyone know anything about this and can help me?