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Sbaby

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Posts posted by Sbaby

  1. 1 hour ago, skizzosjt said:

    In MAME directly, as in the standalone emulator, I don't believe so. I would actually love it if someone could prove me wrong here though, it would be a welcomed feature!

     

    If you are using MAME through Retroarch then yes there is a way. Retroarch has a hotkey for the overlays, should be called "next overlay". Seems the intended design was to swap to the next available overlay listed in the associated config file. If you want to turn them on/off on the fly, this is also doable. This is something I recently setup for myself. It's pretty basic overall, but not the easiest to implement in the sense it was time consuming.

     

    The main thing you need do is edit the config file for the game or core/system. By default, assuming you got bezels initially setup through the Bezel Project, the config file will only be listing a single bezel associated for that game or core/system. So this file needs to change the line that details the number of overlays being just 1 to list 2 or however many you want if you would like to have multiple bezels available. Then you need to continue editing said config making a fake bezel entry. Take note how the config file lists out the file path to the photo to be used. If you were to leave that empty and not provide a file path at all it simply will not load a photo when that bezel is selected. It will end up looking like to the user, you, as if you had the ability to toggle the bezels on and off. Thanks to it being a hotkey you can assign this to any input Retroarch recognizes to turn them on/off in such an easy way, or to swap to different ones if you have multiple bezels for a single game or core/system. If you wanted for example three bezels to swap between and have a blank one you would need to make the number of bezels 4, one of those entries would need to blank (no file path) and the other three would list the appropriate file path to load the different photos

     

    So now you just edited and setup a SINGLE game and/or core/system. Now do that 9,000 more times or however many games core/systems you want to edit lmao sounds like a terrible time right? I ended up writing an AHK script that did all this work for me because doing it manually would be insane! Though I'll admit the amount of time I put into writing the script I probably could have manually edited all the config files in the same time frame 🤣! I am willing to share my script because I know it will make this undertaking so much easier. If you or anyone is interested, please let me know and I'll pass it along

     

    Another tip for doing the same thing with shaders with Retroarch. I wanted the ability to turn those on/off with the hotkey also so I setup a shader that basically does nothing so when I switch to that particular one it will look like shaders were turned off. No AHK hoops to jump through for this setup at least!

     

    for mame I am still using the native (not retroarch) for some reasons related to past configurations, but sooner or later I will also want to use retroarch

    While for almost all consoles I use retroarch and I am very happy. In launchbox I set a configuration file for each platform emulated by retroarch with the command -c "folder\platform.cfg" .... Inside the file I set the string: input_overlay = ": \ overlays \ borders \ platform.cfg". so for example I have snes.cfg with the generic overlay with animated border of buttons. Then I also have various single-setup games that are automatically downloaded from launchbox and bezzel project in the \ overlays \ GameBezels folder. In short, as you can see, I have various configurations based on what I like! I am interested in being able to change the bezel on the fly for various reasons including also the safeguard of my oled screen, I would like to be able to change it every now and then with a button, for example when I do long gaming sessions, or turn it off, or that it changes by itself every minute with some autohotkey scripts. If you feel like giving me a hand I would be really grateful, even if for the moment only for retroarch is fine 🤗

  2. 50 minutes ago, skizzosjt said:

    Hey @Sbaby that sure is a bummer the problem still persists but you're doing the right thing trying to drill down what's going on. I unfortunately do not have the flycast core since I have no Dreamcast ROMs. I'm certainly happy to help, but this might take me days to do, not that I think it takes days to setup, just getting time put to the side to find stuff I assume this system needs like BIOS files and get a couple ROMs etc. I'm on slow as molasses internet lol. So I will definitely check this out and report back how it went for me, just be patient, it might take me a bit to complete. But in the meantime I wonder if some other user on here has a flycast Dreamcast setup and could test this out? If you're that person, you'd be doing us both a favor!

    thank you, I look forward to it. ☺

    A small clarification: I use flycast core for naomi arcade roms. I used to use demul but now I prefer flycast for various things, including some nice ones.

  3. 5 hours ago, skizzosjt said:

    If you think it's Retroarch then you could absolutely prove it is the root cause culprit by doing what I asked you to try. If you delete the configs and use all default settings and then the problem goes away....there you have proved your theory and Retroarch settings was the root cause. Otherwise if the problem continues it would suggest there is some other complication going on in your setup. To figure out the exact setting, if you wanted to, you would first have to obviously resolve it. But then continue by adding back in your settings one at a time to determine when the issue returns. Then you would know exactly which setting(s) caused it too.

     

     

    I delete all configs. I have tried starting everything from the beginning with the retroarch configurations (default) but the problem persists
    . It only happens with the FLYCAST core, with all the other cores I don't have this problem.

     


    Can you please try flycast core and tell me if you have any problems ?

  4. 2 hours ago, skizzosjt said:

    Hi @Sbaby I haven't done too much with the pause screen to know all the in and outs yet....but I would take a guess you could use a script that would hit Retroarch's full screen hotkey upon resume ? I know that doesn't fix the root cause, because it comes off as LB/BB is stealing back focus causing Retroarch to lose it, but knowing there is a "Resume Script" tab in the emulators, the scripts entered here will run upon resuming a game from the LB/BB pause screen. Something simple like this, assuming you also have the F key to toggle fullscreen. The Sleep, 3000 bit is telling the script to wait 3 seconds before continuing. I notice there is a slight delay in Retroarch losing fullscreen so you wouldn't want this to hit the hotkey too quickly or the script itself might end up being the cause of losing fullscreen. With that said, make sure there isn't anything already there in the Resume Script tab that might be causing this problem! It should be empty by default though

     

    Sleep, 3000

    Send {F down}{F up}

     

     

    Further to test the theory if it's Retroarch or not please do the following. Make a copy of your current Retroarch config file, and save it somewhere. Next delete the original config file so it generates a default one upon next launch. Test with a game that doesn't have any specific core/system or game specific overrides so you know it's working with true default settings. I think it would be a good test to see if the issue goes away or continues and would help you figure out where to put your efforts in resolving the issue

    I'm sure it's retroarch because with other retroarch launch configurations it works fine, I have one configuration for each retroarch platform. The problem I've tried to figure out which of the many options is not the same but I can't find

  5. 15 hours ago, InvaderJim said:

    After reading this I decided to try adding a Windows Defender exclusion for my mame.exe (even though it's on my internal/primary C drive) using the instructions here:
       https://support.microsoft.com/en-us/windows/add-an-exclusion-to-windows-security-811816c0-4dfd-af4a-47e4-c301afe13b26

    Now when I launch dkong (Donkey Kong) from within BigBox it's:

    •     7.5 seconds faster on the first game launch (6.5 vs. 14 seconds)
    •     5.5 seconds faster on all subsequent game launches (2.7 vs 8.2 seconds)

    This is running MAME 0.239 with BigBox 12.14 on an ancient/slow computer built in 2009 with Windows 10 Pro 21H2 (OS Build 19044.1865), 12 GB RAM and a Western Digital Caviar Green WD20EARS 2TB spinning drive.  I suspect those with non-ancient computers probably won't see as big of a speed increase.

     

    Great ! now my experience with mame is back as it once was ! Thanks !!!

    I have applied the exclusion to my Kaspersky

  6. 13 hours ago, JoeViking245 said:

    I suppose I could.  But I doubt anyone would want custom "Mountain Dew" green control panels. lol

     1375531253_MountainDewFront(Small).thumb.jpg.c230bfa76abd04dec3094226e962bfbf.jpg

     

    It most likely has the same amount of missing panels, and/or a lot will just show the button numbers (1 through 6) vs the actual action ("Fire", "Jump" etc.).


    beautiful jewel, congratulations 👍

     

  7. 9 minutes ago, JoeViking245 said:

    I'd say move the button labels off the buttons.  Move the game title and crop off the excess background (top, bottom and sides).

    gngt.thumb.png.986163253b34810699a2215f3babd1bb.pngsf.thumb.png.ebbdbe8203c0cb138278c96b44117a8a.png

    (My cab's panel is green, hence the green here)

    To batch crop the images, I used ffmpeg and a batch file.  I had CPW output the images as 1024 X 768.   Then used this in a batch file

    md cropped
    for %%i in (*.png) do ffmpeg -y -i "%%~ni.png" -vf crop=iw-36:ih-280:18:55 "./cropped/%%~ni.png"

    Place the batch file in the same folder as the images.  This creates the folder "cropped" then places the cropped images in that folder.  The output images, using this, become 988 X 488.

    If you decide to try this, copy a just couple of your images to a temp folder and test 1st. ;) 

     


    thanks but i didn't use cpwizard, i just got png files downloaded from launchbox, i can't mass change game titles and button labels

  8. I temporarily used ImageMagick software to mass-edit all the png images by automatically adding the black frame. In this way it is not very nice but it is operational

     

    image.thumb.png.6c36d76e4cb8ef087ca6829c59b47462.png

     

    Unfortunately there are about 150 missing from my arcade collection but patience, for now these 327 are enough, automatically transformed by the batch file

     

    image.thumb.png.fa1876e577aed3bd3667207aebee6454.png

     

    For the missing games I temporarily use a 6 button one and renamed it to Arcade.png

     

    image.thumb.png.ba1848b045b725a25cc1e87a9877661d.png

     


    if someone gives me some ideas to improve everything aesthetically automatically I would appreciate 

     

    🙋‍♂️

  9.  

    i have a similar problem

    my naomi games show the dreamcast bezels but i would like it bezelproject arcade. The problem is that if you select all naomi games from sega naomi's playlist and proceed with the media update, the bezels section will not appear. Usually it happens at the end of the update of the images from launchbox and emumovies but in this case it doesn't happen, why?

  10. 16 hours ago, Your Friendly A.I Overlord said:

    RetroArch itself supports HDR with a HDR toggle in its menu. Else you can try changing settings like the render API (Opengl, Directx, Vulkan) or change the fullscreen mode (exclusive fullscreen or windowed fullscreen).

    But as I said. HDR does not work consistently on windows for every game or program. IMO it's better to set your desktop to SDR and only enable HDR for games that work fine with it.

    I prefer to always keep it on. I have 2000 Windows games and emulators and only the ones mentioned have problems. Anyway thanks for your advice, I'll try and then I'll let you know

  11. 1 hour ago, Your Friendly A.I Overlord said:

    I do the opposite. I have the windows desktop in SDR and toggle HDR on for games and emulators that natively support HDR or work fine with Windows AutoHDR. You can manually toggle HDR on or off with the keyboard shortcut Win + Alt + b or use this shortcut in an AutoHotKey script.

    SendInput #!b

     

    my main problem is that starting these games reset windows hdr brightness leaving hdr on. Also I would like all retroarch cores to work in hdr, some don't work instead

  12. Hi, Retroarch and almost all emulators work fine with HDR enabled in Windows 11, but some emulators when launched cause HDR to be deactivated and not reactivated when returning to Launchbox. Other emulators only cause a Windows HDR brightness reset and I have to change it every time I start one of these emulators

    Retroarch with Nintendo 64

    Retroarch with Vectrex

    Retroarch with 3DS

    Xemu

    Rpcs3

    Ryujinx

    Yuzu

    Future Pinball

    ----

    Advice?

     

     

    ... 

    Edit : Cemu works with HDR.! 

    Is Yuzu that doesn't work

  13. 2 hours ago, C-Beats said:

    I've seen people get this error when opening LaunchBox with the sidebar set to Games Missing Media. Typically changing the side bar to anything else resolves the issue. I have it marked internally to review to see if we can get that corrected.

    It was just like that

  14. 2 hours ago, Sbaby said:

     

    I have this serious problem that occurs when launchbox starts. I have already tried to reload the data backup folder but the problem persists.
    I have already tried to reinstall launchbox and I tried it both on windows 11 and on windows 10 but always error.

    I can no longer do anything but close or I am forced to use only bigbox. I have already officially reported the problem but I wanted to know if anyone has it

     

    --------------------------------------------------------------

     

    Value cannot be null. (Parameter 'window')

    App:     LaunchBox
    Version: 12.14
    Type:    System.ArgumentNullException
    Site:    Void .ctor(System.Windows.Window)
    Source:  PresentationFramework

       at System.Windows.Interop.WindowInteropHelper..ctor(Window window)
       at Unbroken.LaunchBox.Windows.Desktop.MessageBoxEx.Show(Window ownerWindow, String text, String caption, MessageBoxButton buttons, MessageBoxImage icon, MessageBoxResult defResult)
       at ParameterClass.CollectFailureException(Window owner, String text, String caption, MessageBoxButton buttons, MessageBoxImage icon, MessageBoxResult defaultResult, ParameterClass )
       at Unbroken.LaunchBox.Windows.Desktop.MessageBoxManager.PromptYesNo(String message, MessageBoxResult defaultButton)
       at TaskVisitor.CollectFailureException(String message, MessageBoxResult defaultButton, TaskVisitor )
       at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.ComputeInvalidRepository()
       at System.Windows.Threading.DispatcherOperation.InvokeDelegateCore()
       at System.Windows.Threading.DispatcherOperation.InvokeImpl()
    --- End of stack trace from previous location where exception was thrown ---
       at System.Windows.Threading.DispatcherOperation.Wait(TimeSpan timeout)
       at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherOperation operation, CancellationToken cancellationToken, TimeSpan timeout)
       at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority, CancellationToken cancellationToken, TimeSpan timeout)
       at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority)
       at Unbroken.LaunchBox.Windows.Threading.InvokeConcreteWorker(Object , Object , DispatcherPriority )
       at Unbroken.LaunchBox.Windows.Threading.Invoke(Action callback, DispatcherPriority priority)
       at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.CallAdvisableDic(Object , DispatcherPriority )
       at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.InstantiateInvalidRepository()
       at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass0_0.CompareConcreteRepository(Object )
       at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass0_0.RateTransformerFilter()
       at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
    --- End of stack trace from previous location where exception was thrown ---
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.ThreadHelper.ThreadStart()

    Recent Log:

       09:27:11 Exception

     

    After continuous attempts, close, reopen, without success I tried to keep the error window in the background, in doing so I was able to make a random change to a game and this allowed the launchbox to restart correctly.

    Now I am calm but I hope it does not happen again 😓

  15.  

    I have this serious problem that occurs when launchbox starts. I have already tried to reload the data backup folder but the problem persists.
    I have already tried to reinstall launchbox and I tried it both on windows 11 and on windows 10 but always error.

    I can no longer do anything but close or I am forced to use only bigbox. I have already officially reported the problem but I wanted to know if anyone has it

     

    --------------------------------------------------------------

     

    Value cannot be null. (Parameter 'window')

    App:     LaunchBox
    Version: 12.14
    Type:    System.ArgumentNullException
    Site:    Void .ctor(System.Windows.Window)
    Source:  PresentationFramework

       at System.Windows.Interop.WindowInteropHelper..ctor(Window window)
       at Unbroken.LaunchBox.Windows.Desktop.MessageBoxEx.Show(Window ownerWindow, String text, String caption, MessageBoxButton buttons, MessageBoxImage icon, MessageBoxResult defResult)
       at ParameterClass.CollectFailureException(Window owner, String text, String caption, MessageBoxButton buttons, MessageBoxImage icon, MessageBoxResult defaultResult, ParameterClass )
       at Unbroken.LaunchBox.Windows.Desktop.MessageBoxManager.PromptYesNo(String message, MessageBoxResult defaultButton)
       at TaskVisitor.CollectFailureException(String message, MessageBoxResult defaultButton, TaskVisitor )
       at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.ComputeInvalidRepository()
       at System.Windows.Threading.DispatcherOperation.InvokeDelegateCore()
       at System.Windows.Threading.DispatcherOperation.InvokeImpl()
    --- End of stack trace from previous location where exception was thrown ---
       at System.Windows.Threading.DispatcherOperation.Wait(TimeSpan timeout)
       at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherOperation operation, CancellationToken cancellationToken, TimeSpan timeout)
       at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority, CancellationToken cancellationToken, TimeSpan timeout)
       at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority)
       at Unbroken.LaunchBox.Windows.Threading.InvokeConcreteWorker(Object , Object , DispatcherPriority )
       at Unbroken.LaunchBox.Windows.Threading.Invoke(Action callback, DispatcherPriority priority)
       at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.CallAdvisableDic(Object , DispatcherPriority )
       at Unbroken.LaunchBox.Windows.Desktop.ViewModels.SideBarViewModel.<>c__DisplayClass79_0.InstantiateInvalidRepository()
       at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass0_0.CompareConcreteRepository(Object )
       at Unbroken.LaunchBox.Windows.Threading.<>c__DisplayClass0_0.RateTransformerFilter()
       at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
    --- End of stack trace from previous location where exception was thrown ---
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.ThreadHelper.ThreadStart()

    Recent Log:

       09:27:11 Exception

  16. 29 minutes ago, Retro808 said:

    Can you provide a pic and describe how big and where you want the image?


    This is it :

    image.png


    I would like it like this, size and position of the xbox controller (cpwizard png folder)

    Then it would also be great if the original control panel of the arcade cabinet were in place of the gamecube controller (mame Cpanel png folder)

    image.png

  17. I figured out my problem, I was actually using theme ControlBox so I had to put Arcade.axml in that location.
    Now it works but obviously I see the full screen control panel completely pixelated.

    I would like to reduce the size and position of the png but I struggle to understand 😥

     

  18. 1 hour ago, Kiinkyfoxx said:

     


    Are your images normally in png or jpg?

    PNG (but I also tried the jpg)

    What is the exact name of the platform?

    Arcade

    Are you keeping the images in the folder designated by Retro808?

    I've been using it for some time now for generic consoles and it works fine, even with some single Arcade and MS-DOS games (with the code name of launchbox) they work fine.
    The folders I use are:

    \ Launchbox \ Images \ Game Controls \

    \ Launchbox \ Images \ Game Controls \ Arcade \

    \ Launchbox \ Images \ Game Controls \ MS-DOS \

     

    While the theme in which I have default.xaml is:

    \ Launchbox \ PauseThemes \ Game Controls FS \


    I had tried putting your Arcade.xaml in \ Launchbox \ PauseThemes \ Game Controls FS \

    and then the gng.png image in \ Launchbox \ Images \ Game Controls \ Arcade \

    it does not work

  19. 2 hours ago, Kiinkyfoxx said:

    Below are two adapted versions that "should" work with Mame game names eg Alien3: The Gun being called alien3 - i.e the rom name

    Pick either the png or jpg version depending on what your images are and then rename it to Arcade.xaml and put it in the Pause theme folder inside Game Controls FS alongside the Default.xaml 

    This assumes that your platform is called Arcade - if it isn't then change the name of the file to whatever the platform is called

    Hopefully Retro808 doesn't mind me sharing this, but if they do then just let me know and I will remove it.

    I take no credit for anything and I have made no changes major changes.

    Cheers

    Arcade-jpg.xaml 8.95 kB · 1 download Arcade-png.xaml 8.95 kB · 1 download

    Many thanks

    I tried with Ghosts'n Goblins with the gng.png image and also with the gng.jpg image but it doesn't work. If I rename gng.png to 6382.png it works but I have too many roms and it would be impossible to do it manually for all of them

  20. 2 hours ago, jmrwbilly said:

    How are anyone handling multiple Steam Accounts in launch box? I added my steam library into LB, but realized that my son is now playing games under my account. How do you manage multiple user accounts in LB? if I dump his games in LB, will the matching games just show as duplicates? 

    I use this: https://github.com/TcNobo/TcNo-Acc-Switcher

    Added as an additional application in the appropriate section launchbox

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