Jump to content
LaunchBox Community Forums

Sbaby

Members
  • Posts

    583
  • Joined

  • Last visited

Posts posted by Sbaby

  1. On 11/18/2023 at 4:21 AM, damageinc86 said:

    Wow,...I had that program years ago, but never was able to really get it to work before.  Probably user error lol.  So this gives you the ability to swap in and out and have the PS2, GC, etc., controller profile be loaded automatically when you plug in the different controllers?  And then since you mapped that controller ID in the emulator beforehand, it is still looking for that controller ID and sees it just fine then huh?  Looks cool!

    of course!  If you have problems getting it to work, try pairing the Nefarious HidHide Configuration Client tool together.

     

    If you only have recent console controllers you can also use DS4windows

  2. 12 minutes ago, Kefka2b said:

    Humm seems like a very specific use case. Why have 10 controllers connected all the time? Just plug-in or turn on bluetooth when needed? Ds4windows will give P1 to first detected controller and so on so turn them on in the needed order.

    Here we talk about playing via usb adapters with the original controller of any old console by switching between games via emulators.

  3. 1 hour ago, Kefka2b said:

    I do the same as @Sbaby but with ds4windows (it supports a lot more than dual shocks), basically I create a profile linked to each controller (all emulated as xbox360 controllers) with remaps as required, ds4windows detects the Mac address of the controller which is unique so no mixup possible and you can also hide the original detected hardware from windows to avoid issues like double input. Gyro supported controllers will also work like dual sense or Exlene GameCube controller for Cemu for example. The idea is to keep a consistent button mapping between both bigbox navigation and pause screen as well as games.

    i also use ds4windows for my ps4 controller but i am not sure if it does the job our friend requires. it supports very old joysticks with adapters ? Can you combine many controllers into one ? If you keep 10 controllers plugged in can you make sure you use the one you want as player 1 in each game or does windows detect 10 ? x360ce does it

  4. 5 hours ago, damageinc86 said:

    There are USB adapters for PS2 controllers and Gamecube.  Wired versions of Xbox360 and Switch.  So all you'd have to do is map the controllers in the emulators for each console.  Just make sure to never unplug them while the computer is running, or else Windows will shuffle all the controller ids and you'll have to re-map everything all over again.

    best wishes 😅 . To get around this problem, you can use x360ce, which allows you to map multiple controllers to a single port. It keeps the controller id in memory, so even if you disconnect or reconnect, it will always correctly assign the position of the controllers in Windows and the buttons you choose. You can also assign multiple controllers to a Windows id and use them all at the same time, Windows will only detect one xbox360 controller. In other words, you can keep the controllers all connected and use the one you want as player 1 (or even other players for other controllers, you choose). As a prerequisite, you must have non-x-input controllers, as they will be converted to x-input compatible and Windows will detect them as xbox360 controllers.

     

    @FuzzykropolisYes , you can 👆

     

    as you can see I have four controllers connected and combined into one (Windows only detects one joypad)

    image.thumb.png.6b6b7adc1fed10e073137de8bb371c51.png

    Please note, at the moment they are physically disconnected so you see the grey ticks and yellow square, if I connect them they turn green, for windows on the other hand one controller is always present, this is cool

  5. I still have 13.8. Updating Retroarch via Launchbox overwrites important personal configurations.
    I am forced to always do the update via native Retroarch with which I have set the option to always keep the same MAME core . Instead via Launchbox the core is updated to the latest version despite the fact that in the official Retroarch options I specifically set not to update that stuff

    I don't know what other configurations I have overwritten, luckily I had a full backup on nas
    Has this been corrected in subsequent betas?

  6. 5 hours ago, JoeViking245 said:

    Ok.  At first you just said it wasn't working.  Now that we know what's not working about it... 

    Open the emulator and go into its settings and check the box "Pause on Focus Loss".

    image.png.b8a8e1ad4ffe746fbfde1d43ff4b9766.png

    Thank you for the suggestion . Perfect I solved it . 

  7. 2 hours ago, JoeViking245 said:

    Since space is the default key for pausing the game, you shouldn't need anything in the Pause Script section for the emulator. Just tested it with and without your pause script, and pressing Space paused the game in both cases.  

    The pause menu and its controls work fine, saving, exiting, etc. work fine, the problem is that while in the pause menu the game continues to play and does not stop.

    The game with the space key via the keyboard goes to pause, but via the bigbox pause menu it works badly, randomly it works

  8. Hi friends, 

    for Duckstation standalone, there's something wrong with the pause configuration, the first time it doesn't work, what should I do? so far I've done this but it doesn't work

    ; Duckstation pause space key by default
    Send {Space down}
    Sleep 50
    Send {Space up}

  9. 2 hours ago, JoeViking245 said:

    The pause menu Exit script should only contain the commands to exit the emulator.   i.e. In the Pause Menu, select Exit and run the commands in the Exit Script section.  Similar to Load Save State section, it'll only contain the command(s) (button presses) needed to load a save state.

    What you show is a hotkey method.  Being a method, the 'script' will stay active without ExitApp being in there.  This is unlike a Running Script which actually gets abandoned once the emulator is terminated.  

    Try simplifying the above to just the [necessary] commands.  This way, the [exit] script will process each line and then terminate.

    SetTitleMatchMode, 2
    WinClose, Ryujinx

    Yes, you are right, I can now use WinClose.
    The script I used was a long time ago, when each version of Ryujinx still had a different name, so using winclose I would have to redo the script every time I updated the emulator, but now it's the same generic one for each version, so it's fine.

    • Like 1
  10. @Retro808

    image.thumb.png.fc9d057a08d0b832a678966f7ba416a2.png

    When exiting an emulator that requires an exit script, in my example Ryujinx, is it normal to be forced to enter the string "exitapp"?
    If I don't enter the string "exitapp" and subsequently start another game with another emulator, e.g. MAME, the esc key no longer works because autohotkey remains in memory from the execution of Ryujinx, even though it is closed. I can see this from windows resource management

    The real question is: shouldn't the scripts in the emulator section of launchbox be truncated by default when returning to launchbox after playing a game ?

    It's not a problem for me, I'm adding the string "exitapp" to all scripts, but I don't want it to be a bug

  11. @JoeViking245 and @Kiinkyfoxx

     

    I didn't enter any scripts in the pause sections of launchbox?

    The game's pause menu was disabled by the patch to turn it from a pc game to an arcade game

    The results are the same whether I use Launchbox or just start the game from the script without Launchbox

    With administrator privileges, "Process, Close" and "Submit, {Esc}" work, while "WinClose" does not.
    This is my game startup script, tell me if you like it

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

     

    full_command_line := DllCall("GetCommandLine", "str")

    if not (A_IsAdmin or RegExMatch(full_command_line, " /restart(?!\S)"))
    {
        try
        {
            if A_IsCompiled
                Run *RunAs "%A_ScriptFullPath%" /restart
            else
                Run *RunAs "%A_AhkPath%" /restart "%A_ScriptFullPath%"
        }
        ExitApp
    }
    SetTitleMatchMode, 2
    DetectHiddenWindows, on
    #SingleInstance, Force

    sleep 2000
    Run "M:\Giochi\Emulatori\MS-Windows Arcade PC\Roms\THE HOUSE OF THE DEAD 3_EU Arcade\Hotd3Arcade_Launcher.exe"

    ;for exit with one press of XBOX Guide Button
    $vk07:: 
    Process, Close, hod3pc.exe

    ;for exit with combination press of two buttons
    Joy5::
    if GetKeyState("Joy7")
      Send, {Esc}
    exitapp
    Return

     

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

    Now I can use the joystick to exit the game by choosing between the home button or with the combination of two keys, but I can't enter the pause menu of BigBox and Launchbox. Is there any way to do this?

    • Game On 1
  12. 7 hours ago, JoeViking245 said:

    I don't think it makes a difference, but try putting a "1" in front of the "joy" (1joy9).   

    SendInput can be tricky.  Try Send, {Esc} instead.

     

     

    6 hours ago, skizzosjt said:

    Whether SendInput or Send you made sure to put the key that is being sent in braces. If sbaby forgot them that would explain why it doesn't work.

     

    Does the script you're using actually have Esc as literally just "Esc" ? Not sure if that is the exact script or if you just missed them when typing it out

    Keys needs to be in braces {}. Having a line like this....

        Sendinput Esc

    Will type out "Esc". It is sent as literal text

    If so, it's sending the equivalent of hitting E (shift plus E because it is capitalized), s, c. Rather than sending the actual escape key. It might be as simple as adding braces around {Esc}

     

     

    I tried this :

    Joy9::
    if GetKeyState("1Joy6")
         Send, {Esc}
    Return

    Joy6::
    if GetKeyState("1Joy9")
        Send, {Esc} 
    Return

    and also this :

    ;for exit with one press of XBOX Guide Button
    $vk07:: 
    Process, Close, hod3pc.exe

    not work 😔

  13. I just put on the arcade patch and the dgvoodoocpl patch to get house of the dead 3 in arcade mode and also in full screen 16-9 .

    Everything is fine but I have the problem that the pause button of launchbox and bigbox doesn't work at all, it seems that the game completely absorbs the screen property. Ahk scripts don't work either, I tried this :

    Joy9::
    if GetKeyState("Joy6")
        Sendinput Esc
    Return

    Joy6::
    if GetKeyState("Joy9")
        Sendinput Esc
    Return

    But it does not work.
    It only seems to take into account if I press esc on the keyboard, what can I do?

  14. On 11/28/2022 at 10:35 PM, faeran said:

    Beta 6

    • New Feature: A new option to automatically start applications alongside LaunchBox or Big Box has been added to LaunchBox's Options > General > Startup Applications.

     


    Thanks a lot for this feature 🥰 this way i can delete my old ahk on startup, thanks !

    At this point you could also enter a small option that can close the app when the launchbox closes 😏

  15. 3 hours ago, DragoonDemon4 said:

    Hi, I've been using Launchbox for a long time, and now I use Lauchbox for android, and I found an issue that I think many people have and that is every time I save a game no mater the emulator, if it has a version on the other OS I have to manually copy the save file, so I can use it between devices, and recently looking tho the newest tutorials for EmuDeck they have a cloud save manager, and now people are asking for a launchbox for Linux, so they can use it on the steam deck, so we have almost 3 OS that use launchbox, it will be great if someone or even that launchbox integrates some kind of per emulator save manager, that could also backups to a cloud drive so if there is a change in a save file for a specific game or emulator the save manager syncs to the cloud ind if in a case when I played a game on Windows emulator and want later to play on android or Linux the manager tells me that there's an update on the file so I sync to android and continue my progress where I left out on windows or vice versa.

    I hope people read this post and star asking for this feature, that it will be a life changer.


    I'm also interested, I had already tried to ask here 👇 but I don't know how to formulate the ticket

     

     

  16. I have the same problem, sometimes yes sometimes no.
    with mame i have it often so i set this third party application that mutes volume bigbox when mame starts and turns bigbox volume back on when mame close

    https://www.nirsoft.net/utils/sound_volume_view.html

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

    Script to be launched first in the launchbox mame emulator settings :

    run, "d:\Launchbox\ThirdParty\SoundVolumeView\SoundVolumeView.exe" /Mute LaunchBox
    run, "d:\Launchbox\ThirdParty\SoundVolumeView\SoundVolumeView.exe" /Mute BigBox

    Process, WaitClose, mame.exe

    run, "d:\Launchbox\ThirdParty\SoundVolumeView\SoundVolumeView.exe" /UnMute LaunchBox
    run, "d:\Launchbox\ThirdParty\SoundVolumeView\SoundVolumeView.exe" /UnMute BigBox

    • Unusual Gem 1
  17. 19 hours ago, JoeViking245 said:

    You'd be best off posting in BitBucket a Feature Request (if it isn't in there already).  At the top of this page, click Help & Support, then click Request a Feature. Then add a link here to get others to vote on that feature request.  If there's significant interest, the feature may get added to the next poll for the entire community to vote on.  (Don't ask when the next poll will be as nobody really knows.  They happen when they happen. ;)

     

    In the meantime, you might look at using GameSave Managers' built in Scheduled Tasks Wizard and set it up there to have it done automatically for you.

    If you wanted to get a little more hands on, you could create a batch file that will start LaunchBox and then after it exits, run the command for GSM to do its backups.

     

    Another interim option is to add (import) GSM into LaunchBox.  Put the exe in within an existing platform (kind of ugly) or create a new platform ("Utilities"?) and put it in there.  This would give you direct access to its GUI for doing custom and/or full backups and restores.

     

    Your proposals are all very interesting, thanks ❤️

  18. 9 hours ago, Fry said:

    Sounds interesting. What kind of integration are you looking for?    What would you like the system to do automatically via plugin? 


    as I said, an integration with this software within LB. I would like to make backups of my save games with launchbox that makes use of this program. For example, retroarch makes updates inside launchbox, I would like something similar

  19. 12 hours ago, Fugus said:

    Sbaby, I can vouch for neil9000 on this. When you have Launchbox setup to close the emulator for you, launchbox doesn't directly close the emulator, it closes whatever you have focus on at that time (Which it assumes is the emulator).

    My personal way of doing it is not to enable that feature in Launchbox and instead configure every emulator I have to auto-close with a hotkey of my choosing which I set to the Playstation button on the DualSense controller.

    this i know, the fact remains that lb's pause menu shouldn't open on the second monitor i don't want this, it never happened before

  20. 3 minutes ago, neil9000 said:

    Because you have clicked another display/window so the emulator no longer has focus when you use the exit command, so it closes the active window.

    bo, I've been playing like this for years, never happened to me, but ok. It is plausible!
    I don't understand, though, why the pause menu sometimes pops up to me on the second screen 🧐

×
×
  • Create New...