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Posted
3 hours ago, bebess said:

nothing in the log files , that is a launchbox error

Yes. That error that popped up is a LaunchBox error, caused by this plugin.  There were no log files in ../LaunchBox/Plugins/BezelLauncher/Logs/ ?

  • 1 month later...
Posted
52 minutes ago, mo50cal said:

i'm not seeing sega model 3 how can i make it show on the list

Is that the name of your Platform?

Does your SuperModel3 emulator have the Associated Platform "Sega Model 3"? (assuming that's the name of the platform)

Did you try clicking Refresh All in the Setting UI?

image.thumb.png.1a0a0a6e23eed2c4a6e6ad868bcb866b.png

Posted

got it.. in associated platforms it was spelled right just all lower case for some reason i made the S and M capitalized and it worked weird well long as its working

 

Posted
4 minutes ago, mo50cal said:

got it.. in associated platforms it was spelled right just all lower case for some reason i made the S and M capitalized and it worked weird well long as its working

Glad to hear.  

Also, be sure to read the section Emulator Settings in the plugin description (1st page of this thread) as it covers specifics just for SuperModel.

  • 3 weeks later...
Posted

Hello,

I couldn't find anything related to my issue.

I'm using the latest beta version of LaunchBox as well as the latest version of BezelLauncher.

I have BezelLauncher configured with both bezels and shaders for my N64 games.

When I launch a game and later exit it, the playtime is not tracked. However, the number of times the game has been launched is recorded correctly.

If I disable BezelLauncher for N64 games, playtime is tracked correctly again.

I'm using Rosalie's Mupen GUI as my emulator for N64 games.

Posted (edited)

I assume I'm doing something wrong that's preventing playtime from being tracked.
I would have expected to find other reports about this, or am I the only one who's bothered by this?
I actually noticed this issue about a year ago as well. However, since I was playing less at the time, and not playing N64 games anymore (it's the only platform where I use BezelLauncher), I didn't look into it any further.

Edited by AZUR3US
Posted
2 hours ago, AZUR3US said:

I couldn't find anything related to my issue.

I'm using the latest beta version of LaunchBox as well as the latest version of BezelLauncher.

I have BezelLauncher configured with both bezels and shaders for my N64 games.

When I launch a game and later exit it, the playtime is not tracked. However, the number of times the game has been launched is recorded correctly.

If I disable BezelLauncher for N64 games, playtime is tracked correctly again.

I'm using Rosalie's Mupen GUI as my emulator for N64 games.

Well, this is perplexing. You couldn't find anything because no one's brought it up before. ;) 

I'd be curious to know if this happens with all emulators [using BezelLauncher], or just the Mupen GUI. 

31 minutes ago, Rlad said:

It's never tracked playtime for me, i'd just assumed it wasn't possible.

Are you seeing this with other emulators using BezelLauncher? Or just the Mupen GUI emulator, as well?

 

If it's with all emulators, it makes me think that the playtime tracker is looking for the emulator to be the top Z-order window (which is where the plugin forces the bezel to be) vs. the Active window (which will be the emulator, itself).  

Posted

Normally, I only use BezelLauncher for N64 games, which is why I only noticed this issue there.
To test it further, I configured BezelLauncher for 3DS using Azahar. Unfortunately, the exact same issue occurs there as well.
The game launch count is tracked correctly, but playtime is not.
I normally use RetroArch for 3DS, and with RetroArch both playtime and launch count are tracked correctly.

Is there any way to make playtime tracking work when using BezelLauncher?


I also found another bug in BezelLauncher.
It can be reproduced by using the keyboard arrow keys to move the slider instead of dragging it with the mouse.
This causes decimal values to be generated and saved. Even if I use the arrow keys to navigate back to a whole number such as 1, 2, 3, 4, or 5 and then save, the result is the same.
After that, whenever I click "Test", I consistently get an error similar to the one below.
In BLSetup.xml, moving the Scanline slider with the keyboard arrow keys causes the following entry to be written:
<ShaderRect>0,0,0,0,0,0</ShaderRect>
This contains six values instead of four, which results in the error.
I wanted to report the error to you exactly as it appeared in English, so I switched LaunchBox to English. Surprisingly, the issue was no longer reproducible... although my existing configuration still produced the same error.
I eventually figured out why: in English, decimal numbers use a period, whereas in my case (German), decimal numbers use a comma. This appears to cause the values in ShaderRect to be parsed incorrectly, resulting in six values instead of four.

Spoiler

Extra data encountered at position 8 while parsing '0,0,2,1,2,1'.

 

App:     LaunchBox

Version: 13.28-beta-5

Theme:   Default

Type:    System.InvalidOperationException

Site:    Void LastTokenRequired()

Source:  WindowsBase

 

   at MS.Internal.TokenizerHelper.LastTokenRequired()

   at System.Windows.Rect.Parse(String source)

   at BezelLauncher.View.TestFrameMenu.PopulateShaderList(String platform, String emulator)

   at BezelLauncher.View.TestFrameMenu..ctor(String iniFile, String pngfile, String platform, String emulator)

   at BezelLauncher.BezelLauncherSetup.Test_Click(Object sender, RoutedEventArgs e)

   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

   at System.Windows.Controls.Primitives.ButtonBase.OnClick()

   at System.Windows.Controls.Button.OnClick()

   at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)

   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

   at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)

   at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)

   at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)

   at System.Windows.Input.InputManager.ProcessStagingArea()

   at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)

   at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

   at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)

   at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)

   at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)

   at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

 

Recent Log:

 

   18:15:08 Exception

 

Posted
34 minutes ago, AZUR3US said:

Normally, I only use BezelLauncher for N64 games, which is why I only noticed this issue there.
To test it further, I configured BezelLauncher for 3DS using Azahar. Unfortunately, the exact same issue occurs there as well.
The game launch count is tracked correctly, but playtime is not.

Thanks for testing that.  Personally, I never look at how long I've played a game and as stated, no one has brought this to my attention.

 

36 minutes ago, AZUR3US said:

Is there any way to make playtime tracking work when using BezelLauncher?

When I get back to town later this week, I'll look into this more. But my gut feeling says no.  It comes down to how LaunchBox is determining the game is still active/being played and what BezelLauncher is doing with the emulator.  Which this plugin is [basically] only resizing the emulators window and setting it as the active window.  Hence my perplexation.

 

49 minutes ago, AZUR3US said:

I also found another bug in BezelLauncher.
It can be reproduced by using the keyboard arrow keys to move the slider instead of dragging it with the mouse.

To clarify, if you use just the mouse to adjust the slider and save, there're no issues?
But when using the arrow keys to adjust, is when the issue occurs?

If these are both true, I have a fix in mind [for (hopefully) later this week]. 

Posted

I think that when I move the slider with the mouse, it only moves to whole-number values, so no decimal separator (comma or period) is needed, and therefore no decimal value is ever saved.
When I use the keyboard arrow keys, however, the slider moves in increments of 0,1(0.1), so the value is saved as a decimal number, which is what causes the issue.


I think decimal values should always be stored in a consistent format and should not depend on the system language or regional settings

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