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  1. Introduction If you’ve tried your hand at PS2 emulation with PCSX2 for any length of time, you’ll know that it’s an impressive but thoroughly imperfect emulator that needs a guiding hand more than most. There’s really no one-size-fits-all setting solution when it comes to PCSX2 configuration (other than setting it to software mode and leaving it there, and even then you’ll still run into some issues, just much less frequently) which means that you really need to create configurations on a per-game basis to get the most out of it. This is often a slow, tedious, and incredibly time-consuming process of testing, making changes, reading wiki and forum posts, testing, making more changes, and then testing some more. In some cases, it’ll never be perfect, regardless of settings used but with some adjustments you can get it “pretty close”. Some cases are nigh on perfect and others are a broken mess with any setting (even software, in a few cases). There are a significant number of one-off fixes that are often necessary in games, from special hacks, to fixes like running all FMVs in software mode, to things like skipdraw for disabling buggy post-processing effects and TC offsets to fix sprite alignment issues - all kinds of things that are needed to offset various visual bugs brought on by upscaling. It’s just the nature of the thing. I’ve been using PCSX2 for a while now - since version 1.2.1 (2014). My Launchbox library had been a mishmash collection of configs for versions 1.2.1, 1.3.1, and 1.4.0 so several weeks ago I decided to finally break down and go through the process of updating all of these to 1.5.0 (1.6.0 now) and then try to add more once that was complete. The thought occurred to me though, that if I was going to go to the trouble of doing this, I might as well share them here for others to use as well. That presented a question, however, as to how best to distribute them. PCSX2 is a bit more complicated when it comes to creating and using custom configs - you have to duplicate not one, but several .ini files that contain various settings that PCSX2 will use, and then direct these specific .inis to PCSX2 via command-line (--cfgpath “[path\to\the\config]”). User @alec100_94 created a great plugin for Launchbox called PCSX2 Configurator that helps automate the configuration creation process by duplicating sections of your current .inis into a new folder named after the game title, then injects the appropriate command-line parameters into that game’s Launchbox library entry. As an added bonus, it can even create independent memory cards for each game. I thought this might be a way to at least help simplify the process for people so they could more easily use the configs, so I contacted him about it about a week ago to get his thoughts on it. To my surprise, not only was he willing to help me in my attempt to streamline the process for people, he offered to come up with a way to incorporate the configs into the plugin and allow users to download and apply them directly from within Launchbox. So we had a lot of back and forth over the course of the last week and did a lot of testing and now we’ve ended up with something I’m really happy to say works very well. Exciting! Major props to Alec for all his hard work on this (and for putting up with all my picky crap ). Note: All tech support requests for the plugin itself need to be directed to Alec on the Launchbox Discord, not here. Our Discord server can be accessed here: https://discord.gg/AFxfhnv Go to the plugins channel and message @alec100_94#4327 Getting started All you need to do is download and install the plugin, then right-click on a Playstation 2 game in your library, and then click on the "PCSX2 Configurator" option at the bottom of the right-click menu. From here you can either click "Create Config" to create your own config (or overwrite your current config) or "Download Config" to download mine. If I've created a config for the game, the "Download Config" option will be enabled (lit) - if I haven't, it won't be (note that a takes a second or two for a match to be made, so "Download Config" won't immediately be lit even if I've created a config for it). If I've updated a config since you originally downloaded it, an update option will be lit which can be clicked to update the config to the newest version. Once you've downloaded or created a config, the "Remove Config" and "Configure with PCSX2" options will be usable. Clicking "Configure with PCSX2" will open PCSX2 for you to edit that config as you see fit. Once a config is present, the right-click "Configure" option will do this as well. The games must be scanned and matched with the LBGDB first! The LBGDB ID is how configs are matched, so you must do this first. Once they're scanned/matched you're ready to go - just right-click -> PCSX2 Configurator -> Download Config and you're all set! First and foremost, and I cannot stress this enough, is that these configs are designed specifically for PCSX2 1.6.0. Do not use 1.4.0 and don't use a 1.5.0 dev build unless it's a very late one. These were specifically tested with 1.5.0-dev-3400 which was post-1.6.0 release candidate. The configs Now that everything's squared away with the plugin, I'll be able to get back to working on more configs going forward. Right now I’m at 86 configs [EDIT: up to 285 currently]. Not a whole lot, I know, but it’s a start. I’m open to requests, but understand that I’ve already got a stack of about 200 more games that I have set aside to work through as a start (to-do list is at the bottom). I’m prioritizing stuff that’s 1) of interest to me and 2) don’t sound like they have huge game-breaking issues based on their PCSX2 wiki page. The PCSX2 compatibility wiki is kindof a mess that isn’t particularly well-documented and, in my experience, is frequently full of outdated and/or outright incorrect information, but it’s at least a sortof starting reference point for whether or not I decide to try out a game. Also try to keep in mind that this is often a very time-consuming process so don’t expect to see 20 new configs added in a day. In cases of really severe complications, it can be 30 minutes to multiple hours of testing and tweaking for one config. I have an ongoing spreadsheet detailing what’s in each config as well as some additional notes where appropriate and a rating of what I consider to be the relative significance of emulation issues present for that game, from minor/nonexistent to moderate to broken. Software mode is generally only used as a last-resort when no other hacks or fixes could resolve various issues brought on by hardware rendering, but be aware that there are some configs that use software rendering because of this. I’ll periodically be making updates in this thread to note new configs that are added, and of course the spreadsheet will be kept up to date. >> PCSX2 Config Spreadsheet << The configs are fairly moderate in terms of system requirements, as my PC is about 4 years old (EDIT: 7 years old) at this point (specs at the bottom) and can often push these a bit higher than what’s included in the configs, depending on the game, but realize that there’s going to be some variance in performance depending on your hardware. Because of this, I wanted to provide some tips below on how these can be altered to improve performance. Performance improvement tips (if necessary) As part of the update process from 1.5.0 configs to 1.6.0, I went through and benchmarked all configs with the framelimiter off, and made adjustments as necessary. The end result should be better performance (at the very least, better maximum performance, whether you actually need that or not) for everyone. Some key elements that can be used to improve performance (and generally have been used already where appropriate) are listed below. Enabling MTVU is often a good starting point for improving performance. It has high compatibility and is an easy go-to. There are some cases where it causes problems in a game that I've noted on the details spreadsheet. This is generally enabled where appropriate and where there was an actual impact on performance in testing. If necessary, you can also try dropping the scaling by 1x at a time until performance improves. It should be noted that some games are more CPU-limited than GPU-limited, in which case reducing the scaling can have little to no impact on performance. It's something to try if performance is poor, however. You can also try disabling Large Framebuffer. This is a parameter that used to be on by default but no longer is. It serves a primarily niche purpose as it only affects a small number of games (FMV flickering with it off) but can often negatively impact performance. I've generally disabled this in cases where appropriate, didn't cause an issue (or the issue could be remedied in an alternate way), and actually did improve performance in testing, but there may be additional cases where disabling it would be beneficial. Enabling Allow 8-Bit Textures can also improve performance depending on your hardware and the demands of the game. It basically shifts the demand on the CPU and GPU. One additional thing you can try is changing the sync mode in the SPU settings from timestretch to async. I mention this one last because it has the highest probability of causing problems, but compatibility is still quite good overall. Basically what this is doing is changing it so that audio and video no longer have to be 100% synced at all times, which sounds like a bad thing but in practice it’s not. With timestretch there can be times where, if the game is performing poorly, you’ll get this really awful, stuttery, warbled mess for the audio because it’s going out of its way to keep them in sync and it creates a bit of a mess. Async can make these problematic moments much less noticeable. It's useful for games that have occasional and brief dips in performance - if a game is just constantly running at 50% speed though, the only thing it's going to do is make the audio way out of sync from the game. You can also try adjusting the EE Cycle Rate, but I don't recommend doing this unless you really have no other option. It can be helpful on occasion, but it has a significantly higher probability of breaking things, so leave it alone unless absolutely necessary. I would highly recommend that you never change EE Cycle Skipping at all, as it has an even greater chance of breaking things, causing dropped frames, giving false speed numbers... just leave it alone. My hope is that the vast majority of people won’t have to change anything at all, but I wanted to give some pointers here in case your system is struggling. My current to-do list: My PC: i7 4770k CPU GTX 780 32 GB RAM 256GB SSD System Drive Windows 7 Pro (64-bit) pcsx2-v1.5.0-dev-2711-g8307cfc54-windows-x86.7z
  2. Hi everyone, my project is finally complete... almost! I finally have everything set up with LaunchBox and running on my cabinet. I purchased the license for BigBox and was really looking forward to the Keyboard automation feature but its not working. I have an X-Arcade tank controller (not sure of the model) and watch the tutorial and just can't get it to work as easy as it should be. I know the M1 M2 cannot be mapped or configured. I tried with D2, D4, Space etc. Does it only work with Retroarch? What am I missing. Can anyone help? Thx!
  3. I have keyboard automation set up in Bigbox and it is working well for the most part. I have the Hold Key set up as my P1 Coin button which is mapped to "5" using an Ultimarc I-PAC2. My P1 Start button triggers the pause screen (mapped to "1" using the IPAC). This works great for a while and then just stops working entirely. The only way to fix it is to restart Bigbox (full reboot or just exit and restart Bigbox - both work). The buttons continue to work for their ordinary functions. I've tried using the keyboard itself when this happens and that won't work either. It doesn't seem to matter what type of rom or emulator I'm using - I've witnessed it occur on both MAME and Retroarch. I've turned off all built-in button shift functionality on the IPAC to ensure nothing is clashing. Any ideas on what might be causing this?
  4. Lately I've been playing with VJoy to get all my Steam fighter games working with my Xtension arcade cabinet (the controls output keyboard button presses). I came up with this janky solution to start VJoy up when you run a specific game and then kill it when you're done playing. I hope this helps someone. Just be sure to leave one of your controller buttons (for me the EXIT button, which is ESC on the keyboard) unassigned to Vjoy so you can push that to unpause the batch file (the rest of your buttons won't be able to interact with the pause press any key if you select the block key function on Vjoy). This assumes you've already installed and set up vjoy to play with certain games and it's annoying to leave on because you have it blocking keypresses. You want to automate things from BigBox. Create a folder c:\vjoybatch Create a batch file in there called vjoybatch.bat and put the following in it (may need to change the VJoy path name depending on where you installed it and the steam path name depending on where you installed that): @echo off echo Starting VJoy to emulate virtual joysticks... cd "c:\program files (x86)\VJoy" Start /MIN VJoy echo Running Steam game... d:\steam\steam steam://rungameid/%1 echo After the game is done, please press EXIT pause taskkill /im vjoy.exe /f Now in Launchbox, go to the Steam game you want to run with VJoy. Edit it and in the Emulation tab Add a new Emulator called VJoyBatch. Emulator name: VJoyBatch. In Emulator Application path browse for c:\vjoybatch\vjoybatch.bat. Click Don't use quotes, use file name only. Under associated platforms put in Windows. In the Launcher tab under ROM file, erase "steam://rungameid/" and leave the trailing number there; that's your steam game ID. Now the last thing you have to do is go to your c:\users\(username)\launchbox\ folder and create an empty file named your game ID. For instance, say the game ID is 35321. The ROM file in the Launcher tab should simply say 35321 and in the Launchbox folder create a blank file named 35321 (make sure you don't make it 35321.txt; it should just be plain old 35321). If you don't do this step bigbox/launchbox will complain that it can't find the ROM file. After you do all this stuff, when you run this specific game from BigBox, the batch file with run VJoy, run the steam game, then pause for input. After you've finished playing the game, push any key (that isn't bound to your vjoystick) to unpause and the batch file will kill VJoy and you will return to BigBox. The little joystick icon may still show briefly in the bottom right toolbox but it will disappear.
  5. Hi everyone. Been a while since I've been able to get on here. I have found bits of information on this topic that for a complete newb the basics are missing. Basically what I am trying to do is get joytokey to start and end any time I open a visual pinball game through LB. So far what I know is a batch file needs to be made in order to get joy to key to exit when exiting the game because a script will only start joytokey and not exit upon leaving the game. I don't know if it makes a difference but I did have to turn off each tables association with an emulator to get it to launch properly so none of them have an "emulator" per say through launchbox because it won't auto launch the game and instead brings up the emulator as if I am loading the table and still need to hit play to start the table. My assumption then is I may have to do that for each game that is unless I can script it to go through the emulator and automatically hit play after the table loads like it does without the emulator association. Cool with it either way, just don't know the nitty gritty. Lets assume I know what has to be done terminology wise but that I don't know how to do any of it (writing scripts, creating the batch file proper, ect.) I can say that I had to make quite a few batch files for my dreamcast library and the CDI I believe (its been a while) so I know the basics of running the batch program by putting what you want made into a batch file into the proper folder with the batch program but lets assume here that - I don't know how to write scripts (very little programer knowledge) - I don't know how to specifically make a batch file for anything but the mentioned up above - Am not sure how to direct everything properly afterwords to make sure launchbox is reading everything right (ex. do I just redirect to the batch file instead of the "tablename".exe file?) Sorry to make this so wordy or if these are some stupid questions. The closest I get to doing anything script wise or anything related here is working on this launchbox project. I am just a humble retail manager 😛. Thanks so much!!!!
  6. So I've seen a few posts on here and tried some of the fixes but I'm still having issues. Launch box finds my 8bitdo controller just fine but none of the buttons are registering to set up my automation. I have not tried in big box as of yet as I am not quite finished with my project to move on to big box but I would imagine it would be similar? Controller working in all emulators flawlessly but I did some of the work around stuff like update firmware for both my dongle and controller, restart launch box after, tried with both use all attached option on and off and all that fun stuff. Working flawlessly and everywhere with the exception of launchbox. Again the dongle shows up but does not let me input buttons on automation. Edit: the second I post I figure things out. It's a curse and mskes me look like a jerk sorry guys. You have to select the option, hit ok, re enter options then select buttons.... Just a heads up for anyone as silly as me 😅
  7. Hello everyone, I really love LaunchBox and especially Big Box, because I use my PC with a controller from the couch in my living room. However, I'm experiencing an issue. I usually launch Big Box through Steam Big Picture Mode, so I can use my Steam controller. With some emulators (CEMU for example), things are fine and dandy, but there are also a couple of emulators (for example all of the NES emulators) that lose their focus to Big Box immediately after starting a rom. Getting up and going upstairs to press ALT+TAB on my keyboard is very annoying and my remote control unfortunately does not have a TAB button... I could use a mobile app (Unified Remote) to regain focus to the emulator, but that is not ideal too. I end up just starting Big Box without Steam, and using my old Xbox 360 controller. Things work fine, then. Any ideas on how to fix this or any ideas for a workaround? Is there a way to map ALT+TAB to my controller (controller automation), like how I press two buttons at the same time to close my emulator? Thanks!
  8. Hi, total n00b here and english not my first language. FYI, I use arcade buttons (generic gamepad in windows). First question; does Controller Automation works with Generic Gamepad in Windows? If so, I want to know if I can map the same buttons in Launchbox Controller Automation than the ones mapped in my emulator. IE: I use MAME with Launchbox and in MAME, I mapped buttons 8 for [Pause] and button 9 for [Soft Reset]. In Launchbox, I activated Controller Automation and mapped button 6 for [Hold], button 8 for [Volume –] and button 9 for [Volume +]. Should I be able to adjust the volume without triggering the MAME controls? For now it doesn’t work. When I try to adjust the volume by holding button 6 and hitting 8 or 9, it pauses the game or does the reset. Thanks for your help.
  9. Hi everyone, I'm using Lauinchbox in my bartop arcade with Win10 x64. I setted up the controller automation with a combination of Player1+Button1 (Xin-mo 2 players interface) that works great, but now I've added another arcade button just to quit . When trying to change the controller automation, not change anymore and still Player1+Button1 works. Why is happening this? I've tried change the autometion in Launchbox and BigBox with no success. Thanks
  10. Hi everyone! I posted a topic yesterday regarding redefining joystick in Bigbox and have a feeling that it is not possible at this moment. While I searched everywhere on how to swap axes, I decided to use xpadder to overcome this issue. Now I can simply use my joystick mapped to keyboard in BigBox. However, when using joystick I found controller automation really useful, particularly Hold button+Close Active Window to exit emulators and with xpadder and keyboard I can't seem to achieve the same functionality. When I try to define either Hold or Close Active Window actions, it doesn't respond to keypresses. Is there another way on how to automate certain functions, or I have to use the 3rd party software? Thanks
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