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Tsik

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Everything posted by Tsik

  1. Well, I am aware that "MAME (or a derivative like MAMEUI), RetroArch or DOSBox are blacklisted from the plugin " your "Documentation" is pretty clear ๐Ÿค“: You see I can't recall right now (from memory) which platform uses which emulator as I don't have immediate access to this setup, I surely use the above ones on many platforms (alongside others) but these all work with their own bezel/shader system (except DosBoxยฎ of course). I use RetroArch and MAME for the most part alongside many others so perhaps you are right about that. If you want I can see if could I make a list of 'Which Platform Uses Which Emulator' perhaps utilizing this plug-in below that some random dude on this forum made ๐Ÿ˜ I don't remember really if there is any way I could export some kind of list out this? (If not, how about include that feature some time in the future ๐Ÿ˜‰) Anyway let me know and I see what I can do. Cheers! ๐Ÿ˜ƒ
  2. @JoeViking245 Well... Yes, of course! Alongside some additional files that might (or not) give a better "view" of what I'm experiencing... Take note that all that I did to retrieve the above was just start LaunchBox, open Bezel-Launcher, click the Refresh button, wait...๐Ÿ•’, wait...๐Ÿ•, wait a bit more๐Ÿ•“, close Bezel-Launcher, close LaunchBox. I'm saying that because the numbers don't match. If you need any more info let me know. Hope it helps ๐Ÿ™‚ Bezel Launcher logs xml and more.zip
  3. @JoeViking245 I've tested it in my go-to setup (191 platforms) with another not-so-potato PC and it worked but took extremely long time (almost looked like its froze) also. Yes, (for me at least) it always completes the refresh on both PCs if I don't click the plugin window (which causes Windows to ask to kill the process). Just as I thought, but wouldn't it be more logical/productive to create those folders only if the user enables the bezel for that emulator? ๐Ÿค” It is not. ๐Ÿ™ƒ
  4. @JoeViking245 I noticed that the plugin creates folders in ..\BezelLauncher\Bezels which are empty apart from the ones I activated the bezel for, are those being created because those Platforms have only one specified emulator (where the <DefaultEmu>true</DefaultEmu> in the xml exists) or something else? Edit: The emulator is not the "default" like ticked in those cases (looks <Default>false</Default> in the emulators xml) but simply the only one that exist in the Emulators>Associated platforms and it is not activated in the Bezel Launcher.
  5. After some testing I can tell that the crash/hang probably not caused from any specific platform entry because I copied over to a new fresh build all my platforms and although at first I got the same hang/crash when I clicked the 'Refresh' button after adding around 185 to 190 platforms I got some significant inconsistency and instability (some times works sometimes no). As I created the 190th platform the refresh took significantly more time (which for my super-potato pc is around 6~10 minutes) but the process eventually ended successfully. @darreldearth How many platforms you have and can you tell what happens if you let it take its time and not click on the plug-in window (which causes Windows to ask to kill the process).? Apart from that everything else works as expected. ๐Ÿ™‚
  6. Ok, I created a "test" build with some fake platforms and some roms and Bezel Launcher seems to be working fine on that. So now my thoughts are that perhaps me and darreldearth have something in common that brakes the 'Refresh' process... ๐Ÿค” I really don't now where to start looking, perhaps there is a "thing" about a specific platform which when the plugin tries to add to the (xml) list it breaks it. Going to do some more testing and report back any findings...
  7. Hello there, the same happens to me also, the plug-in works as expected but when I click the 'Refresh All' button everything hangs/freezes! The Setup log stops at 'Checking XML for platforms that don't exist' below I attach the logs... Logs.zip Also include a LaunchBox log LaunchBox Logs.zip I tried to remove the BLSetup.xml and re-create but the problem is still there. Thanks in advance.
    Thank You, as always perfect from inspiration to execution! PS. You might already know that but as of LaunchBox 13.26 the badges C & G don't show up. I had to put the png's manually in '\Images\Media Packs\Badges\[My badges folder]' and restart LaunchBox to get them show-up. ๐Ÿ™‚ Again Thanks a lot for your time and effort!๐Ÿ˜„
  8. @Ronen1984 After some more testing I made to this I found another possible solution that works with the use of the variables that @JoeViking245 provided, with which you don't have to do a separate command in every ScummVM game you have instead in the ScummVM Emulators section under Command-Line arguments put this: --config="path_to_custom scummvm.ini" --auto-detect --no-console -f --path=%romlocation% %romfilename% %noromfile% Notice there is no -p parameter and I put the ScummVM --path= argument there, also there are both %romfilename% and %noromfile% together side by side, the first one takes the filename only (no extension, see *) and the last one removes the default "FULL\PATH\ROM\TO\FILE" argument entirely. If you use the default ini file under LaunchBox\Emulators\ScummVM remove the --config"... part of the command. With this ScummVM is forced to launch the specific game and no -1 suffix happens even with the game save files! *By default LaunchBox uses only the game path folder (no rom file) with the -p parameter but here I use the gameid.scummvm file as a fake ROM under the game's launching path (as the command below): ..\path_to_game_folder\gameid.scummvm (Game id in this case will be of course monkey2) This makes the above work together with RetroArch (scummvm core) as the default emulator pointing to that file alone (no extra commands there) and ScummVM as a "Launch with..." additional emulator. PS. One other thing to take in consideration is that in my setup I have Imported my games into ScummVM (in both libretro and standalone ScummVM) so I don't know if this works without importing them... Anyone please give it a test and tell me if works! ๐Ÿ˜Š
  9. +1 for this... Not only for BigBox but also for LaunchBox, for the new user maybe for starters the default themes or the default launcher theme could be "edited", meaning there should be an easier way than just creating a copy and then digging into the xaml code without knowing where to start, where to end and what to edit for the simpler/smaller modifications that some of us only need. I think this feature will attract more people coming to LaunchBox. I can say that I have dug deep enough into the code for my knowledge just to move/remove that "Loading now..." visual from the launch screen or make the CD spin slow-down and slide off the screen in the animation for the shutdown screen (which by the way I am still struggling to complete). But there is also a problem that arises from this, if more people can edit things, more problems will arise (high RAM usage, coding errors, conflicts, etc.) and each of these problems will be tailored to a very small group of users, so the work from moderators/developers, and even members who are willing to help solve these problems will suddenly increase! LaunchBox (I think) has revived well since its last update, the only thing we don't want is to go back to this hole of fixing something that broke and adjusting things to please every user, which (in my opinion) is a step towards that. I honestly don't know (I'm not a developer nor do I have a programming background) if theme editing can conflict with the rest of the software in such significant ways, but i believe we have to take that into account. Besides, according to this team article and this one (about plugins), the things that come with LaunchBox by default are fixed, optimized for compatibility, stability and ease of use. The bottom line is that Yes, we want easy customization for new/inexperienced users, @PadeMoNiuM Prods said "...a clean wheel view, a minimalist platform view, basic game view and some "clean" animations, well-made and ready to teach how things work", but in a way that whatever they do doesn't interfere with the software core and doesn't make things worse (if it does in the first place). Perhaps this is the reason other frontends/launchers don't have all those customization options LaunchBox is already offering. P.S. The use of Community Theme Creator by @y2guru was made (maybe) just to solve this issue, but it seems to have paused its development. (also in the Patreon). ๐Ÿฅฒ plus you couldn't edit the already default themes with it. ๐Ÿฅฒ๐Ÿฅฒ I hope you get my point. Thanks
  10. Also from the posts I "Follow" I get my email flooded with those spam posts. That's pretty annoying ๐Ÿ˜ 
  11. Fantastic! So glad I've helped! ๐Ÿ˜„ I also learned something new from all this, never heard of the %noromfile% variable before, very useful! Thank You
  12. I hope I helped and didn't make things more complicated by bombarding you with all these "instructions". ๐Ÿ˜…๐Ÿ˜… At this point you should be able to do the same for every other game you might have and experiment with the Options, Global or per Game, just remember to backup that ini file every so often until everything is working! If you need any further information/help about this subject feel free to post here. ๐Ÿ˜ƒ
  13. Now if everything went well you should have a working ScummVM set-up and a game fully imported.! ๐Ÿ˜… BUT, unless you want all this effort go down the drain if something goes work from now on backup your scummvm.ini now so you can experiment safely with the options. As a rule of thumb try to avoid starting ScummVM directly from LaunchBox\Emulators\ScummVM\scummvm.exe although we have the scummvm.ini there sometimes things might go wrong and put you in trouble trying to fix it again. Your save games by default are saved in LaunchBox\Emulators\ScummVM\Saved games all together although I prefer to edit the individual game options and from the paths tab point to individuals folders for each game e.g. LaunchBox\Emulators\ScummVM\Saved games\Monkey Island 2. but that only my preference. As for the save games suffix as said before if you open the gui (even within LaunchBox) and launch the game from there it saves different files than launching the game from LaunchBox normally, ScummVM thinks that it is some other monkey2 game and again puts -1, -2 in the save file e.g. monkey2-1.s01 as from the gui it saves as monkey2.s01. (Remember that a save game named monkey2-1.s01 and monkey2.s01 does not show up as saves together). If this is annoying for you use the fix as discribed by @JoeViking245 :
  14. For best practice about the ID suffix in my own setup I use a monkey2.summvm file in the game folder (which is actually a .txt file renamed [game_id].scummvm and edited it with notepad adding only the game ID e.g monkey2 inside it and save it). To this file I point LaunchBox to (as if it is a ROM):
  15. That's perfect! So lets summarize: We have downloaded ScummVM from within LaunchBox We have imported the game into LaunchBox The game is playable through LaunchBox but the gui shows empty Now check that there is indeed a scummvm.ini in LaunchBox\Emulators\ScummVM folder and no ScummVM folder at all in %Appdata%\Roaming because we are going to save some data on to it. Attention there is no ini file either reinstall ScummVM from LaunchBox or just create an empty txt document call it scummvm and change the extension from .txt to .ini Use the right-click 'Open ScummVM' option from the 'Monkey Island 2' game in LaunchBox and check the paths from the 'Global Options' the should point to LaunchBox\Emulators\ScummVM\scummvm.ini as below: Now press the Apply and OK buttons without doing anything else and close scummVM gui. If you did everything correctly there should be some options saved in that scummvm.ini file like below: Next step is to import the game into scummVM itself because if you don't you might have issues with the games ID as @JoeViking245 already point out a few posts above. (scummVM adds a -1 if it restarts and uses the same game ID again using a suffix number e.g. monkey2-1 Lets 'Open ScummVM' from the games right-click menu and choose Add Game from the ScummVM gui, navigate to the game folder (as usual) and select the game folder as below: ScummVM now opens the game options window: In this window the most important part is the ID of the game, make sure that it has no number suffix (-1,-2 etc) after the name! (if it does you can always edit and correct it unless you need two instances of the same game). Leave everything else as is and hit OK and QUIT Back to our scummvm.ini file now looks like this: Notice that there are two sectors now [scummvm] and [monkey2] which are the Global Options and the Game Options respectively. (You may want some time in the future when filling sure to edit those if needed)
  16. That's true, I fell a lot of times in that id-1 hole in the past. The other way for avoiding the "id-1" change and also to the save games I think is to 1st add the games to ScummVM as normal as you importing them (making sure you use the same scummvm.ini file of course) and in addition to that (as I do in my own setup) I use a [id_name].scummvm file (a txt file with the id text inside and changed the extension to .scummvm) "as the rom" files instead of just the game folder, but all that are a bit more... you know... later stuff. First I'm trying to help setting-up the basis as LaunchBox is intended to do ( *in a portable fashion) and then "build" from there. ๐Ÿ˜‰
  17. Its ok, just leave everything else for now and lets concentrate just to the steps I show you (I now they are baby steps but trust me on this). Will wait for confirmation on the above steps and continue with more custom stuff. Cheers ๐Ÿ™‚
  18. Perhaps it looks weird but ScummVM can identify the game from its database id just by pointing the game folder to the scummvm.exe although it is not yet imported into the gui. Are you with me till now? No worries if you have to be AFK but it is essential that we are in the same pace just to get the same results. ๐Ÿ™‚
  19. Continuing... Now if you right-click the game from within LaunchBox choosing 'Open ScummVM': You should get the empty gui ScummVM (correct?):
  20. Don't worry if there is anything wrong we will find the issue. ๐Ÿ˜„
  21. Ok what ever it is, please try to follow: 1st install ScummVM fresh from with in LaunchBox: 2nd Lets Import Monkey Island into launchbox I put it in LaunchBox\Games\ScummVM: Till this stage you must be able to run the game from within LaunchBox. (correct?) No customizing anything yet (pretty straight forward)
  22. I am not sure what you mean by that... perhaps that the location of the ini file differs from standalone (by double clicking scummvm.exe) to the path seeing the from Global Options as you returning from the game to the gui (Ctrl+F5) ?
  23. First of all just for the sake of this "debugging" lets use full file paths e.g. C:\Users\ronem\Launchbox\etc." as your Details section screenshot and not relative such as "..\LaunchBox\etc" and "\LaunchBox\etc." just for keeping things straight and point everything to the right "targets". Later after everything works you will return to the relative side of things. After doing the above: Check the file properties of the actual scummvm.ini file (right-click > properties) check and apply the 'unblock' box (if exists) down at the bottom to give the file write permissions and re-paste the console window because you got a "WARNING: Unable to write configuration file:..' in the console, which by the way it looks like it is creating it from the beginning as fresh [Creating configuration file: ..\LaunchBox\Emulators\ScummVM\scummvm.ini] If you open "the working as expected" scummvm.exe (outside of launchBox) and navigate to 'Global Options' > Paths' where it says the ini path is? After that we can try and do a fresh start (if you agree of course) from the beginning (keeping the working ini as a backup) with step by step guide. We can try to edit something very obvious to an option such as change only the themeat first and check if that is loading correctly then change the options only for Monkey Island and repeat... ๐Ÿ™‚
  24. Ok lets see, I assume that you have installed ScummVM from within LaunchBox and that is the ONLY ScummVM installed in your system. If that is correct then Is the problem occurs only with that particular game, only for that mixed AdLib/MIDI mode setting? (If you happen to have any others does those games work as expected)? What happens if you right-click your game (from LaunchBox) and select 'Open ScummVm', does the gui show all the games with their individual options correctly ? You said: "i launch the game directly from SCUMMVM", is that same "..\LaunchBox\Emulators\ScummVM\scummvm.exe" or is it another? If you use the exact "..\LaunchBox\Emulators\ScummVM\scummvm.ini" file there is no-need to use the '--custom=...' argument I suppose that you already checked the %AppData%\Roaming\ScummVM path for any additional inis. (just to put that out of the equation) The next step is to open the working scummvm.exe (outside of launchBox) and navigate to 'Global Options' > Paths' and read the 'ScummVM Config Path' where the correct ini path is. I tried to reproduce your exact installation and everything works as expected. If I use the '--custom=...' argument to another ini the options from that ini load fine BUT ONLY as the game is active, meaning that if I right-click the game and select 'Open ScummVm', the gui is empty. As a last step I would suggest you run the game normally make sure the checkbox 'Attempt to hide the console window...' (from the Emulator edit window) is unchecked and as your game launches use Alt+Enter to go in window mode and copy/paste the text from the console window below to take a look... ๐Ÿ™‚
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