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TVsIan13

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  1. Are there any special settings that need to be used for these (ie. integer or another scaling)? I tried with the Altered Beast HSM overlay using lr-mame and the Mega Bezel shader, and it cut off a good part of the display.
  2. The color codes are all in one file, aren't they? You could just update that one file and upload it separately. Or even just post the lines that need to be added and it can be done manually between updates.
  3. For the alt view version, I'd like to request a platform wheel to match the Vertical View 2. Just something similar to that with the static wheel and video in the remaining space with info in the corners. Unless arranging it for 16:9 platform videos makes more sense, I'm not picky. The self-hiding wheels are jumpy on the machine in my arcade cabinet, so I'm a big fan of the static ones. I tried to do it myself in the theme creator, but everything came up blank gray for me. Thanks!
  4. I know it's a weird case, but I'm having issues with the GameCube GBA Link games. Zelda Four Swords, FF Crystal Chronicles, and Pac-Man Vs are the ones I've tried. To get everything to launch properly, I set up Rocket Launcher for just those games. I used to use it system-wide, but ditched it once LaunchBox started including startup and pause screens. I tweaked the Dolphin.ahk script for RocketLauncher to bypass the player number selection and just pick 1 GBA for Pac-Man and 4 for the other games, as well as properly set the controls for each VBA-M process, function properly with 1 GBA, and tweaked the screen layout a bit. Rocket Launcher's fade, pause, and bezels are disabled, LaunchBox has a startup screen with no shutdown screen and pause disabled for the Rocket Launcher emulator settings. If I launch a game from the Rocket Launcher UI, everything functions fine. Both the GameCube and GBA screens run at normal speed and it's perfectly playable. If I launch them from LaunchBox using Rocket Launcher, it runs super slowly instead. Like, all the emulator windows take several seconds per frame. I can have LaunchBox open in the background while I launch the games via Rocket Launcher's UI and it's fine, it's only running them via LaunchBox that gets the slowdown. Any ideas on what settings to look at, or alternate ways of launching this setup?
  5. That’s an odd LCD. Mine is the same resolution, but Windows detects it at 1920x1080 and only displays the top third, which is standard for those displays. There shouldn’t be any scaling for it, I wonder if that display was meant for something else.
  6. When marquee functionality does get expanded, a couple of things I'd really like to see would be allowing other categories as Marquees (like some of the other image types already have - so you could select banner, clear logo, Steam banner, etc as alternates if there's no marquee), the ability to pick a target size or aspect ratio and auto-select the best image among them (some games like Neo Geo have both a small vertical marquee and a horizontal marquee, and it would be nice to make sure it picks the right one without deleting the vertical ones), and auto-swapping for the current platform/playlist marquee or banner image if nothing is found.
  7. Old thread, but I'm running into this too. I'm adding platforms for things like LCD Handhelds (not just Game & Watch, stuff like the crappy Tiger ones) and TV Games (the plug & play stuff that MAME supports). The problem seems to be that MAME non-arcade games do show up with at least some of the proper metadata. But if they share a title with an arcade game (like Spider-Man as an arcade game and Spider-Man as an LCD handheld), they'll pull the screenshots, description, etc. for the arcade version. I think it would need a change to the database to have new platforms for things like those (since it won't support multiple games with the same title in the same platform, to the best of my knowledge), and the MAME importer to recognize those games as different categories. Possibly also an "Import only x" option, where x is a choice for TV Games, handhelds, etc. The issue there is that they're not super consistent about the genre - "Handheld / Plug n' Play TV Game" is kind of a combined thing, and a lot of the multi-game ones are just listed as "MultiGame / Compilation" which also applies to some arcade games. I'm sure some of us completionists would be happy to work on reassigning MAME ROMs to new categories if the backend would make that possible. Certainly easier than trying to figure out each one every time MAME updates and importing manually.
  8. I usually tweak my startup settings per-game for Steam to try to hide the launching as much as possible, but MK11 is being a little weird. For some reason, the startup screen will always fade out (literally fade, not go away instantly or anything) at around 3-5 seconds, and Launchbox will show up again. If I don't have aggressive startup window hiding on, the MK11 splash window will appear, then in another few seconds the game starts. It completely ignores the timeout settings or the hide all non-exclusive mode windows setting. I've tried both the DX11 and DX12 versions, and setting it to both fullscreen windowed and fullscreen exclusive and get the same behavior. I don't THINK it's actually an issue with LB, since I tried Dragon Ball FighterZ (which also has a long startup, and is set for 30 seconds), and that behaved normally. It looks like this particular game is doing something weird to clear the screen before launching that I haven't seen any other game do. Has anybody else run into this, and found a way around it? I've used AHK scripts to get around launchers on some Steam games, but I can't figure out what this one is doing, much less how to avoid it.
  9. Maybe it would just make sense to split it out into two themes, and have the dark mode in a separate COLORFUL-Dark or whatever. Unless a plugin could be put together to use different xamls on the fly, depending on which game list view is selected. Right now, I think I prefer the light mode, and I'd hate to have it change to dark every time a game comes up (and I'm sure dark mode users feel the same about the opposite). One minor thing - would it be possible to use a glow rather than a drop shadow on the game list clear icons in dark mode? A white logo with a drop shadow is perfectly readable in light mode, but a dark logo (something all black or dark gray) with a drop shadow really blends in. Love the full color background preview too. Any chance the default "no COLORFUL video yet" background could match the Nostalgia background?
  10. It'll work if the marquee is a full monitor, but taking a look at the file, it doesn't look like it'll chop it down to the top third. These cut LCDs register as 1920x1080 when you plug them in, but only the top 357 pixels actually exist. I'll try the second modified version and the original after work and see if either one does work though. I wonder if feeding a 1920x1080 marquee to the original version would produce the same issue. [Edit]I figured it out. Had to change SelectedGame.MarqueeImagePath to SelectedPlatform.BackgroundImagePath in the platform marquee xaml. Now, as to why it picked the correct image for the blurred version or when I commented out the blur, I have no idea. But it works now.
  11. I tried this code on my cabinet last night (also using a 1/3 cut Vitrolight LCD), and noticed something weird. For game marquees, it works just fine, comes up like the preview image with the blurred image behind the clear one. But I have a set of category/platform/playlist marquees that I made that are the exact resolution of the LCD. And using the same code for the platform marquee .xaml, only the blurred one appears. It's definitely selecting the right image, as the blur matches and if I comment out the blurred one the correct one shows up. But either it's drawing the blurred one on top, or it's just not drawing the unblurred one. I tried switching the order of the two lines and messing with the zindex a little, but the only way I could get it to show properly was leaving the blurred version commented out. Ordinarily I'd say it's not a big deal since it's super unlikely that the games will have an image the same resolution as the display, and I can just have the two marquee xamls differ, but I'd also like to use those platform images as a default if there's no marquee, and that would be an issue. Any idea what could be causing that? When I get home from work, I could try rescaling one of them down by 1 pixel all around and see if that works as kind of a brute force solution. I think the images are 1920x357, but I don't have them on me to double check, if there's any way to figure out the source of that issue.
  12. In older versions, I could drag a Steam shortcut onto LaunchBox and import it as a game. It looks like at some point after the "import Windows games" was added, the drag & drop was disabled. I tried importing it as a ROM (the plan being to edit it afterwards to remove the emulator), but selecting the .url file gives me a "catastrophic failure" error. Trying the Import Windows Games option not only takes several minutes to run and isn't picking up the game I want. Which is definitely in the Steam group on the Start menu. And I definitely don't want to use the Steam import, I have hundreds of games and only want to add the installed ones. Not to mention adding Epic Game Store games. Is there some way to access the old import, or could something be added to import just applications (.url, .lnk, .exe, etc)? Because at the moment, I have to import a dummy file as a ROM, then go back in and edit to the correct path and disable the emulation.
  13. As far as size, mine is a 19", which is the top 1/3 of a 21.5" LCD. Really, you just want to figure out the width of your cabinet, and find something that fits. Definitely go smaller if there's no exact fit, you can always make a bezel around it. When you're looking them up, they should show the full dimensions. This is what my bartop looks like. If I had the space, I would have used a 1/2 cut instead of the 1/3 as that seems to fit the proportions of most marquees a little better. I have custom platform/playlist marquee images to fill the whole LCD, individual games may just be scaled down. I haven't had the "wrong game shows" issue, it's been spot on for me. I did have to modify the theme files after 9.4 though. The new code is a little cleaner, I'll post it when I get home and have access to the bartop.
  14. So, I'm in the process of building a bartop, and using RocketLauncher alongside BigBox for fades, bezels, and keymappers mostly. But I'm having some slightly odd behavior when opening a game. BigBox's "Now Loading" message will go away a good 3-5 seconds before RocketLauncher's fade appears. In that time, BigBox will take inputs until the fade shows up and locks it out. If I'm the one using it, it's not a big deal, I know not to touch anything. But if someone else is messing with the stick or buttons it can make weird things happen - mostly messing up the second screen's marquee image by selecting another game, or trying to launch a second game before the first loads. I've tried to prune down RL's load time as much as possible by disabling all but the clear logo images in the LB plugin, but 3 seconds or so between the now loading going away and the fade appearing and locking out BigBox is as fast as I can get it. Is there any way to add an extra delay to BigBox's load message, or modify the RocketLauncher emulator settings to prevent this?
  15. Yeah, that modified xaml above will do it. You may have to tweak the Grid.Rowspan line (I had to set mine from 3 down to 1), and you may want to change the Stretch mode from Fill to Unified so it doesn't warp the aspect ratio (unless your marquee images are all close to the right shape, then it may not matter).
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