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Sbaby

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Posts posted by Sbaby

  1. 40 minutes ago, hawkfanz said:

    Thanks. I’ve had a hard time trying to figure out how to fix this issue and your solution worked great. It only happened maybe 1 in 8 times but definitely enough to be annoying. 

    Very good, thank you. I'm glad it was helpful.

    I can tell you that over time I have also added other things to mame startup besides sound_volume_view.

    In particular this :
    it reinforces the issue of annoying sound and forces launchbox and bigbox to always stay minimized when mame is active, to do this i suggest you this script made by me and ai , the descriptions are in italian but i think you understand

    Make sure the CLASS of the mame window is 'MAME', it may be different depending on the version of MAME you own, if it is different, open the script with a text editor and edit it

    MAME-Script_min_max.ahk

    image.thumb.png.08aae3974e0544a0060e1022c6a73e49.png

     

    and this :
    https://www.dcmembers.com/skrommel/download/singleinstance/
    Inserting mame.exe avoids multiple instances of mame. You can also use it with other emulators, put it in the Launchbox start-up applications 

    image.png.3e5bcbc978e9d912b951d27f123ccdaa.png

     

     

    ----


    ps. Launchbox already performs these operations natively, you have to go in the general options and put the flag on MINIMIZE LAUNCHBOX WHEN LAUNCHING GAMES, but I chose my script because it ensures that it always remains minimized and not only at startup, moreover for other emulators the behaviour is different and unfortunately Launchbox has the option only global for all

     

    ☺️

    • Like 1
  2. 2 hours ago, C-Beats said:

    Are those actual Platforms or Playlists you have displaying in the Platform list?

    some were actually playlists with the option to be displayed in the platform categories so Launchbox was right, while others were default platforms (not mine), e.g. Sega Naomi was not seen, I had to make a copy in the other folders

  3. On 1/12/2024 at 1:47 AM, JoeViking245 said:

    Apologies.  Didn't notice the folder you were in at the top of your 1st image.

    I solved by putting the icons in the playlists folder, it is very strange because they are platforms and categories and yet I am forced to put the icons in the playlists folder 🤔

    • Game On 1
  4. On 11/2/2023 at 3:04 PM, C-Beats said:

    Correct. It hides the platform ffrom the platform list, but doesn't hide the games. So if you're using Platform Category and those games are in a visible playlist they WOULD still show there. To have them NOT show AT ALL in Big Box you need to Hide the game and then in LaunchBox set your Show/Hide settings to show hidden games.

    I would like to display the platform in bigbox with games, but prevent all these games from being displayed in 'All games' and in 'Game Discovery Center', how can I do this?

    In particular, I describe my problem here

     

  5. I have always adopted this practice, but now I find myself in a problematic situation due to the multitude of available mods, each of which has several versions. Using additional applications or managing 'versions' is impractical. Often, it is necessary to create a dedicated port platform.

    As an example, I created the GZDOOM platform with 300 games inside that are actually mods. Each of them contains videos, pictures and descriptions, similar to real games. Although this solution is excellent, the Game Discovery Centre is confusing due to the overabundance of mods. Furthermore, even in BigBox, by selecting 'All games', mods are mixed in with the games, creating an unpleasant experience.

    In my opinion, there should at least be an option to clearly identify that they are mods, allowing them to be displayed in BigBox and Game Discovery Center, but hiding them in the 'All Games' category. In practice, there should be an opposite option to the current one: currently, it is possible to hide platforms in BigBox, but the games are still displayed in 'All Games'. An ideal solution would be an option that allows the platform to be displayed, but allows mods to be hidden in the 'All Games' section. In other words, only GZDOOM should be visible in the 'All games' section, indicating that it is a unique game. Access to mods should take place afterwards, avoiding the confusion generated by their equal display with other games.

  6. 34 minutes ago, JoeViking245 said:

    Under \LaunchBox\Images\Platform Icons\, try putting them inside their respective subfolder(s).

    image.png.00bde251fd25339b4c6d97a7f9129b5c.png

    Might be able to select the platform then press F5 to refresh those images.  If not, restart LaunchBox.

    as you can see from the images I put in the previous post the subcategories Lightgun Games and Applications are in the correct folders but they don't show up.
    Also various default platforms like naomi are not showing up, they are from launchbox not created by me. i already did f5 and restarted the system

  7.  in 2023 I always used the 'Default Plus' theme I had no problem, I had all the custom icons in the folder\Launchbox\LBThemes\Default Plus\Images\Icons

    I have now switched to the 'Default' theme I thought of simply copying the folder in the new theme but I noticed that it doesn't work, I tried copying the icons in the 24x24 format in Launchbox\Images\Platform Icons but it doesn't work, what should I do ?

    You can see that I've added Application and Lightgun Games, but they don't appear in Launchbox, I've also done image regeneration and rebooted but nothing

     

    image.thumb.png.aa7acb14c6dae3684f512ecc5461ed6b.png

    image.thumb.png.1023e5dd597a7027d94508f40f78fc0a.png

     

    I then noticed that even the pre-existing ones created by you do not all appear, how come? Sega Naomi is not showing up

    image.thumb.png.d80e4763bc8da6d387d4056eec2e00a9.png

  8. 31 minutes ago, JoeViking245 said:

    Don't know about Categories. Never tried.  Pretty sure it'll only work on Platforms.  I don't mess with hierarchies at all, but if you can have a 'Ports' Platform under your Windows Platform, it might just work.  But if you put this into the Windows Platform, couldn't you just have it be a 'game' in Windows instead?

    I know how to make a custom emulator with GZdoom and it's a great idea as far as launching mods, but as far as the database and graphics of the games are concerned, for example Doom is an ms-dos game, the choice is to make millions of additional applications in bat format inside Doom or to make many windows games with all the available mods, in both cases they are not real windows games, they are like Dos emulators with graphics fixes and mods, the perfect platform would be to keep a doom in ms-dos and use the 'VERSIONS' but it's too dispersive to manage. So I was thinking about a Ports platform, although I have to admit that it bothers me even so, it's one thing to have Doom for pc, Doom for Playstation, Doom for Saturn, it's another thing to have the same modded Doom for pc and find it in multiple locations, keep in mind that mods are many

  9. 9 hours ago, Nixx said:

    I have overwritten the files of the old version with this new one, i have started the software, i have inserted teknoparrot folder, i have seen the list of games, i have chosen one, i have tried to start it in all ways but nothing happens, nothing works

    Doom

    On 1/7/2024 at 8:56 PM, thechadisgr8 said:

    hopefully this will at least get you started :)

     

    thank you very much for your answer, I will create a gzdoom emulator with all wads as 'roms'. 
    Since i used to play some fantastic mods for gzdoom until a few years ago, for example Doom Remake Experimental is fantastic : 

    https://www.youtube.com/watch?app=desktop&v=VhrLZPwB_M0

    Or i had tried "doom Project Brutality" and also Brutal Doom, they are all mods made with Gzdoom, i was wondering if you knew of any mods or even better way to play or these are still the best ones, my favourite was Doom Remake 4 Experimental Edition, but i haven't updated anymore, do you know of any new ones?

     

    I found this thread, fantastic 

     

  10. 8 hours ago, Nixx said:

    @Sbaby
    Yeah, my bad.
    In case you need it, i use an home made custom version of DS4Win. Not fully tested, but that should work.
    https://github.com/nixxou/DS4Windows/releases/tag/V1
    One option that can be relevant if the only type of xinput controller as gamepad you use are DS4, is the 360 knockoff option. It will force controller to use a different vendorId, productId than regular 360 controller.
    That way, instead of Type=ArcadeStick... you use "VendorID=0x045E<>ProductID=0x028E" and instead of Type=GamePad, you use "VendorID=0x046D<>ProductID=0xC21F"
    That way, you're arcade stick will be recognized as arcade stick. The bad thing is that regular wired 360 controller will also be recognized as arcade stick.

    I have tried it, it works, thank you very much it will be useful to me

  11. 10 minutes ago, Nixx said:

    Ah, that's annoying, your Madcatz Fightstick pro mimic exactly an xbox 360 controller, so i can't tell it apart with the xinput library.
    In your case, i may have a way, to disting it from the DS4 controller (in fact the other way around, to distinct the DS4 controller from regular 360 gamepad), but i need to do some test.

    I do not own the Madcatz Fightstick Pro, my arcade stick is Qanba

  12. 1 minute ago, Nixx said:

     

    @Sbaby I'm curious, can you give me the output when you click on the "Show Xinput Device Data" button ?
    I only have one arcade stick (a Madzcat Fightstick pro) and i lack info about how other brand report their xinput data.
    (And btw, if someone have a 8bit do arcade stick, i would love to see the result too)

    I was editing the message with new information, you can see it now, is it sufficient?

  13. 2 hours ago, Nixx said:

    For the first point, in my app i do not simply take Xinput1 = player1, i use a priority order.
    If the game have wheel layout, i take wheel as priority, regardless of their xinput number.
    Then, i take arcade stick as priority (if there is an arcade layout available for the game)
    And only then gamepad.
    And for each of them, i take the first available xinput slot.
    So, if you have two gamepad, one in xinput 1, and one in xinput 2, if you disconnect the gamepad 1, it will use the xinput2 as player 1. If you plug your wheel as xinput 3 and the game have wheel support, it will just use your wheel regardless of the xinput number.
    I could probably make an option to have some timer on boot to reassign player number (like 5 seconds on start when you press start on the controller you want as P1) but that's not my priority right now.

    Your work on teknoparrot is fantastic that's exactly why i was asking if you would be able, in the future, when you feel like it, to think of a launchbox plugin that could put a display with the controllers connected, the user link i showed you does this job, unfortunately though it doesn't distinguish xinputs and sees them all the same, so if i have a lightgun xinput and a joypad xinput it creates confusion.

    This is an example from Batocera, you can see in the top left corner the icons of the two controllers, one is the joypad and the other is the lightgun :

    image.png.d0eaf767b2cf61795606aa581fa2453e.png

    Similarly, I have noticed that there are applications that correctly detect the controllers despite the fact that they are both xinput, I give you this example, one is arcadestick qanba in xinput mode, while the other is joypad360 :

    image.thumb.png.8d50c561f058cd49d54c7c10ae8b8266.png

    Windows instead detects both as xbox360 :

    image.png.3ac2e8ae6bb0c52c97d081f68ce0f865.png

     

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

     

    2 hours ago, Nixx said:

    For the second point, that's really annoying.
    XinputEx.dll is a dll i make from some C++ code to get some extra info about xinput devices, the ProductID and VendorID. It's an undocumented feature of xinput, and i was not skilled enough to implement this directly in C# (if someone read this, and have the skill to do it, i would love to have a POC)
    It's based on this, i basically just turn it from a console executable to a dll : https://stackoverflow.com/questions/64251320/is-it-possible-to-get-an-xinput-devices-name-product-id-vendor-id-or-some-oth
    The point of having vendor and product id is to be able to auto detect some controller as arcade stick when they falsely report themself as arcade but still send their own product id / vendor Id.
    One user told me that his antivirus didn't like my dll and removed it, maybe that's what happen ? Do you still have the dll in your folder ?
    Is there other people having (or not having) this issue ?

    Dll file is intact, I have tried disabling the antivirus but the problem persists.

     

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

     

    2 hours ago, Nixx said:

    I worked on the issue to integrate the code i did previously in C++ directly inside my C# code, can you try this build, if that works fine, i will push the modification
    TeknoparrotAutoXinput_alpha_v0.06b.zip

    This version works 😜 i really appreciate this 👍

    image.thumb.png.cb3edf5b483dd7aba7c399f2dd155d11.png

     

    one is qanba arcade stick in xinput mode, while the second is Ps4 joypad in Ds4windows mode

  14. @Nixx  You are very good, congratulations nice work.

    I have several xinput controllers, considering that windows often keeps the controller position in memory even if you disconnect it, I often have to disconnect all of them in order to get back to the correct player 1.

    It would be nice to have a test of the controllers directly in launchbox, that way a person can start teknoparrot safely by choosing the correct controller.
    There has already been one person who has started to do this, unfortunately it is not yet completed, have a look here if you think it might be an idea to create an un plugin for launchbox

    https://forums.launchbox-app.com/topic/68276-ctrlr-cyclr-select-any-controller-you-want-from-launchbox/

    Windows always assigns an id number to the connected xinput controller, often even if you disconnect the first controller, it doesn't turn the second controller into id number 1, sometimes it does, sometimes it doesn't, so you are forced to disconnect them all and reconnect them, and then start the game. If Launchbox with a plugin would detect the controller ide, that would be great, so that a person could see which player is connected. For example, if I disconnect player 1 and end up with only one xbox360 joypad connected, and windows doesn't assign the correct id1 but keeps the id2, launchbox should also see only one joypad connected but marked as player2, and at this point one can know in advance what to do before starting the game.

     

    .................

    Now we come to my real problem, if I click on 'Show Xinput Devices Data' it gives me this error :

    image.thumb.png.421cd271479e229b7bba5de705beaf9d.png

    Right now I had two controllers, 1)arcadestick 2) joypad ,,, both are seen as xinput by windows

    image.png.3ac2e8ae6bb0c52c97d081f68ce0f865.png

     

  15. 49 minutes ago, JoeViking245 said:

    Most likely your Windows games' executable is a launcher to the actual games exe.  So the 'launcher' is only active (being "played") for a few seconds.  Which is the 'game' that LaunchBox is measuring.

    AlanWake2.exe 

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