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  1. Mame No-Nag Updated Monthly, Current Version:

    NOTE: Going forward all NEW versions of the No-Nag will be posted in this download thread only, if you wish to get the new releases every month, either follow myself or the thread, As the download section will not show any new releases.
    **This removes the nag screen that informs you if a rom doesn't work correctly, or if at all, if you use this no nag, then please do NOT go to the mame support site with issues with games, please only use if you understand that there will be no help from anyone at mamedev as you are using a modified version of mame.
    Contents: mame.exe - Normal Mame with Nags removed. (Note mame no longer carries the 64 in its exe name changed by Devs in 0.229)
    It's advisable to download the full mame official pack and install it, then just overwrite the exe with the replacement, this covers any changes the mame devs may have made to the support files.
    After you have done this, make sure you copy the folders artwork, ctrlr, cheat, hlsl, ini, folders and the ini files from the root of your original mame folder, and move/copy them to the new install.  
    make sure in the mame.ini file you have  the following set.
    Skip_gameinfo  1

    2,727 downloads

       (2 reviews)

    11 comments

    Updated

  2. Community Theme Creator for BigBox

    Instructions
    1. Download the .ZIP and UNBLOCK!
    2. Unzip to a new location, DO NOT overwrite the existing forum build
    3. Copy the content from the "My Theme Projects" folder from your existing Theme Creator folder and Paste into the new "My Theme Projects"
     
    Launchbox/BigBox Compatibility
    BigBox must be version 12.7 - Beta 4 or higher to support Themes Published using COMMUNITY Theme Creator 2.3
     
    Manuals / How to
    Refer to my YouTube channel or visit Faeran's Theme Creator Workshop videos to better understand the new features.
    Dave Paterson - YouTube
    Development Live Streams - YouTube
     
    Obsolete UI Elements
    Some UI Elements have been made obsolete as you can now recreate your own custom versions of them with this build, here is a video explaining how you can replace them.
     
     
    Screenshots




    6,296 downloads

       (18 reviews)

    482 comments

    Updated

  3. The Game Zone (AHK script)

    Allows you to Easily use multiple instances of Bigbox on each PC to improve speeds in navigation by splitting up platforms and running them from a single app. Also allows you to customize each instance to use different themes, platform videos, etc.. Includes a ReadMe in the folder
    I wrote this AHK script to make it easy to run multiple instances of Bigbox on the same PC.
    The reason I did this was I noticed my main LB/BB rig was getting so big that navigation was starting to slow down, especially in arcade using the newer themes. It was even worse on the older PC's thoughout he house. I got the idea that maybe if I split the platforms up into different copies of LB/BB I might get a smoother experience, especially on older PC's and it worked.
    The script can be easily changed and customized to your needs. It's simple to change the images, background, layout, number of instances, etc. with much more than Notepad++. It takes a little work to set things up, but works pretty well after your done.
    Just extract it and put the "The Game Zone" folder where you want. 
    Here is what you need do to Prepare: - this is most of the work
    1. Make a copy of your Launchbox folder before doing anything just as a backup in case you have a boo-boo and something gets messed up. That makes it easy to go back. I'd leave it alone until finished.

    2. If your game media, including roms, (images, videos, music, manuals) is within your Launchbox folder, you will need to move it or make a copy of it all to a centralized location Outside the default Launchbox folder. This excludes your Platform Categories, Platforms, Playlists folders and startup videos. Mine is actually on a shared NAS folder. This keeps you from creating and having multiple copies of your roms and game media in a later step.

    3. Next, you need to edit the paths to each of them in the "Folders" section of Launchbox by right clicking on a platform, then Edit > Folders (tab) and navigate each of them to where you put the media OR edit the Platform xml (../Launchbox/Data/Platforms) files with Notepad++ so Launchbox uses the new centralized media locations. Notepad++ is faster and easier, but more chance of errors. 

    4. After your media is in a centralized location, you can delete it all from your default Launchbox folders.

    5. Next, make multiple copies of your edited Launchbox folder and rename them the following (only if you wish to use the script "As Is"):
    LB-Arcade
    LB-Retro
    LB-Modern
    by default the script uses your normal Launchbox instance for the Master system.

    6. Lastly, you will need to edit the AHK script to match the different path instances that you have chosen. Mine are as follows and what the script is using by default:
    D:\Gaming\Apps\LB-Arcade
    D:\Gaming\Apps\LB-Retro
    D:\Gaming\Apps\LB-Modern
    D:\Gaming\Apps\LaunchBox (master system with all platforms)
    After everything is all set up and working, you can play with modding to your taste and needs.
    TIPS:
    I do all my maintenance work in my master instance and use Syncthings to copy the appropriate platform xml files to the appropriate LB instances, that way I do the work once and the other instances are updated automatically. Yep, I'm lazy! There is a shortcut in the folder to drop on the desktop. You might have to fix the icon for it (copy of it in the "The Game Zone" folder), since my paths may be different than yours.
    I think that's it. This is my first AHK script and was fun learning about AHK. You can do much more with it than I imagined.
    Feel free to post questions, comments, suggestions and share what you come up with.
    -Enjoy

    5 downloads

       (0 reviews)

    0 comments

    Updated

  4. SteamLauncher

    SteamLauncher Plugin for LaunchBox
    Introduction
    SteamLauncher is a LaunchBox plugin designed to allow roms/emulators to easily be launched through Steam, directly from the LaunchBox/BigBox interface, without any complicated setup or technical know-how. Simply follow the instructions for installation (see Installation section), enable the plugin (see How to Use section), and then launch any game as you normally would.
    Updates/Notices
    If you have ANY problems with the plugin, I want to know about them. While you are free to post on the plugin thread or send me a PM, the most effective/fastest way to speak with me personally is via Steam. If I am at my computer, I will answer your message immediately. My Steam alias is lahma0. You can click on my alias to open my Steam profile to add me as a friend, or you can copy/paste the following URL into your address bar:
    steam://friends/add/76561198237461630
    Important Note (Feb 2021): It has been a long while since I've posted updates to the plugin download page. I've been posting regular updates to the plugin support thread but due to being extremely busy/overwhelmed, I haven't kept up with keeping the plugin download page updated (mostly because I felt I needed to write up proper support docs and change logs when posting the updates in an official capacity). Since I last updated the plugin on the plugin download page, I have made a lot of very significant changes to the plugin (probably one of the biggest being the newly added Settings UI; access via "Tools -> SteamLauncher Settings" in LB). I'm going to resume posting updates to the plugin download page regardless of whether or not I have enough time to fully document each release as I want new users to be able to easily find a working copy of the plugin. Just be warned that the current documentation is out of date. Whenever I finally release v1.0 of the plugin, I will also post an entire rewrite of the plugin documentation along with new logos, images, and I will also update the source code on my Github.
    MAME Compatibility Fix
    It was recently observed that MAME crashes when launched through a non-Steam shortcut in the latest version of the Steam client. This problem is not directly related to this plugin but being that this plugin relies upon non-Steam shortcuts, it meant that launching MAME via this plugin no longer worked. After a lot of investigation and tinkering by @cammelspit and @JedExodus, @JedExodus managed to find a fix for the issue. Whether launching MAME directly in Steam via a non-Steam shortcut or via LaunchBox/BigBox using this plugin, the fix is to simply modify the launch parameters to include the following:
    -joystickprovider xinput -keyboardprovider win32
    If one of these parameters already exists when modifying MAME within LaunchBox, you will obviously need to replace it (don't just add a 2nd instance of '-joystickprovider' or '-keyboardprovider'). You can safely ignore any popups/warnings that LaunchBox displays about pause screen compatibility. If you have any problems, feel free to join the plugin support thread by clicking the 'Get Support' button on the right hand side of this page.
    6/18/2019 - New Update Adds Resilient Method for Resolving VTable Offsets (Beta v0.9.3.0)
    This update makes some significant changes in the way the plugin finds the needed vtable offsets when interfacing with the Steam client DLL. This should finally solve the problem of Steam updates breaking compatibility with the plugin.
    5/13/2019 - A New Beta Update is Available (Beta v0.9.2.0)
    This new update to the March 2019 Beta fixes some reported issues and contains many small optimizations. If you are new to the plugin, please read the "March 2019 Beta" notice below as well as the rest of the documentation. For a list of changes, please see the Change Log at the bottom of the page. REMEMBER, if you're updating from an old version and want to back it up before replacing it with the update, it must be moved ENTIRELY outside of the LaunchBox root directory or ANY of its subdirectories. Having 2 copies of the plugin ANYWHERE within the LaunchBox directory structure simultaneously WILL cause big problems.
    3/16/2019 - Major Overhaul of SteamLauncher - New Beta Available for Download (Beta v0.9.1.0)
    There is a new beta version of the plugin available for download. I’ve been working hard over the last few months to complete this major overhaul of the plugin, and I’ve decided to release this beta for those wanting an early peek at the new features.
    This new version works in a fundamentally different way when compared to the old version. The biggest change is that there is now a universal toggle to enable/disable the plugin, and when enabled, any game/emulator launched through LaunchBox/BigBox will now be launched via Steam, without the need to select the “Launch via Steam” context menu item. Nearly all of the limitations of the old plugin are now eliminated, enabling features such as compressed rom support, non-default emulator configs (“Launch with [...]”), and startup/shutdown screen support.
    The old version of the plugin will still be available for those who prefer to wait for a stable release. However, the current beta still retains the old “Launch via Steam” context menu item whenever the universal Steam launching toggle is disabled. This should make it easy to switch between the old plugin’s Steam launching feature and the new beta’s universal Steam launching feature.
    A moderate amount of testing has been done on the new version, but seeing as this is a beta, there may still be some bugs under certain edge cases. If you find anything, please report your findings in the plugin’s forum thread. Before using the new beta, please read the new “How to Use” section in the documentation below. While in transition to the new plugin, please excuse the messy, unorganized documentation. It will be completely overhauled once a stable release of the new plugin is available.
    If you want to back up your existing "SteamLauncher" directory prior to installing the beta, MAKE SURE you do NOT leave it inside of the "Plugins" directory OR ANYWHERE ELSE within the directory structure of LaunchBox.. Move it outside of the LaunchBox directory entirely.. If you have 2 copies of "SteamLauncher.dll" ANYWHERE within the LaunchBox directory structure simultaneously, VERY WEIRD THINGS WILL HAPPEN. Strictly speaking, you probably do not have to delete your existing config.xml file before upgrading to the beta, but if you have any problems, close LaunchBox, delete config.xml, and then run LaunchBox again (it will create a new config.xml file when the plugin loads.)
    5/26/2018
    As of v0.9.0.2, the plugin now supports PC/Windows games, DOSBox games, and ScummVM games in addition to emulated games (roms).
    UNBLOCK DLL AFTER DOWNLOADING
    @neil9000 reminded me that Windows automatically "blocks" DLL files that are downloaded from the internet, so after following the instructions and placing the plugin DLL in your LaunchBox plugins directory, you need to right click the DLL, click 'Properties', and check the box at the bottom of the dialog that is labeled 'Unblock'.
    Features
    Here are just a few of the features or benefits provided by using this plugin:
    Allow LaunchBox to do what its good at - be the sole organizer and maintainer of your rom collection, without having to duplicate its functionality in Steam (something it was not designed for)
      Keep your Steam library clean and uncluttered by hundreds of emulator/rom shortcuts
      Get all of the benefits of Steam's excellent overlay system while playing any rom or emulator
      Take advantage of Steam's infinitely customizable controller configuration (bindings) for both the Steam Controller and nearly all other DirectInput/XInput controllers
      Use per-rom or per-emulator controller configurations that are automatically remembered between gaming sessions (without having to create convoluted Steam shortcuts for every rom)
      Bypass or improve upon many emulators' extremely limited controller bindings and hotkey options
      Share your "currently playing" status with Steam friends for whatever rom you launched from LaunchBox/BigBox. Example: “YourSteamAlias is currently playing 'Super Metroid (SNES)'” Features (New/Current Version)
    Here are a list of the features added in the March 2019 beta update:
    Compressed rom files are now supported (should work the same as when the plugin is not enabled)
      Startup/shutdown screens should work normally (as they do when the plugin is not enabled)
      Non-default emulator configurations are now supported (when you right click a game and choose a “Launch with” option)
      There are other additional features included with the new beta that will be explained at a later date or upon release of a stable/final version. Requirements
    .NET Framework 4.7+
      Steam for Windows
      LaunchBox Installation
    Extract the 'SteamLauncher' directory from the compressed package into your LaunchBox plugins directory Right click the SteamLauncher.dll file, click 'Properties', and look at the bottom of the dialog (on the 'General' tab) for a checkbox labeled 'Unblock'; if you see it, check that checkbox and click 'OK'; if you don't see it, then you are done
    Example: If LaunchBox is located at 'C:\LaunchBox', you would copy the 'SteamLauncher' directory to 'C:\LaunchBox\Plugins'. This would result in 'SteamLauncher.dll' and any additional files (if any) being inside the directory 'C:\LaunchBox\Plugins\SteamLauncher'.
    It would be greatly appreciated if you would leave a comment/review on this page with a bit of feedback after installing the plugin and trying it out. Even just a short comment such as, "It works for me" or "Not working" would help out a lot. The plugin was tested on a very limited number of setups and environments prior to release, so any small amount of feedback will help in gauging whether the plugin generally works for most people or whether more testing is needed.
    How to Use
    New/Current Version
    After installing the plugin, there is now a simple ON/OFF toggle to enable the new functionality. In LaunchBox, this toggle can be found at the bottom of the “Tools” menu. In BigBox, this toggle can be found near the bottom of the root system menu (go back one level after starting BigBox). The new functionality is OFF by default. To turn it ON, simply click the menu item. When enabled, the menu item text will end with “(ON)” as displayed in the image below. When this option is turned ON, the old plugin’s “Launch via Steam” context menu item will be unavailable.
    LaunchBox
    BigBox

    Original/Old Plugin
    (Deprecated Information - For new users, simply ignore this. The current version no longer requires this.)
    Simply bring up the rom's context menu in LaunchBox (in BigBox or normal mode) and click the option at the bottom of the menu labeled "Launch via Steam"
    Note: Currently SteamLauncher will only launch the rom using its default emulator. If you wish to use a different emulator with that particular rom, you will have to go into that rom's settings and change its default emulator (or change the default emulator for the entire platform associated with that rom.)
    Customize Platform Names
    When roms are launched with the plugin, the title of the game, as Steam sees it, will be in the format of: "Game Title (Platform Name)"
            Example: Super Mario Bros. (Nintendo Entertainment System)
    For whatever reason, you may want to keep the long "official" name of the platform in LaunchBox, but use a shortened, abbreviated, or different platform name inside of Steam. The plugin has this functionality available, and it can be enabled by following these instructions:
    Open the SteamLauncher directory and look for a file named 'config.xml'
      If you do not see the file, you need to launch at least 1 game with the plugin, and then manually close LaunchBox, and the file should then appear in the directory
      Open the file with a text editor, and look for the line labeled, '<CustomPlatformNames>'
      Anywhere under this line, and before the line labeled, '</CustomPlatformNames>', you can add as many new lines as desired in the format of:                 <Platform Name="Original LaunchBox Platform Name" Custom="Custom Platform Name" />
    You may already see a couple of example lines in place with fake platform names which you can copy/paste and modify to add your own custom platform names
      After making your changes, simply save the file, close it, and then reopen LaunchBox
      The next time you launch a game, you should see your new custom platform name substituting the real platform name in Steam (an easy place to see the title of the game you're playing is in the Steam overlay)
      Just to reiterate, here is an example of what the aforementioned lines look like in my config file:                 <CustomPlatformNames>
                        <Platform Name="Super Nintendo Entertainment System" Custom="SNES" />
                        <Platform Name="Nintendo Entertainment System" Custom="NES" />
                        <Platform Name="Nintendo Game Boy Advance" Custom="Nintendo GBA" />
                        <Platform Name="Nintendo Game Boy Color" Custom="Nintendo GBC" />
                    </CustomPlatformNames>
    Known Issues
    There appears to be a significant bug in the Steam Client right now that can cause problems with controller bindings under a variety of situations for certain users. If you launch a rom/emulator with LaunchBox and your controller bindings don't seem to be working, simply exit the game and launch it again. This may happen the very first time you try to launch a game using the SteamLauncher plugin (one time total after freshly installing the plugin, not on every new session in LaunchBox). If it happens frequently, please report the problem so further workarounds can be investigated.
    Support
    Unfortunately I don't run a dedicated call center to provide technical support... However, if you need help with any technical issues or bugs (see 'Debug Logs'), want to suggest a new feature (I am very open to any ideas), just want to chat, or anything else related to the plugin, feel free to send me a PM or shoot me an email at the address listed below.
    Contact Information
    Alias: Lahma
    Email: lahma0@gmail.com
    GitHub Project URL:
            https://github.com/lahma69/SteamLauncher
            (Does not yet reflect the changes made in the March 2019 Beta or newer versions. I will be updating the GitHub as soon as I can.)
    LaunchBox Community Forums Profile:
            https://forums.launchbox-app.com/profile/89710-lahma/
    Debug Logs
    To provide help with any technical problems or to investigate a bug, I will need a copy of the debug log that is generated whenever debug logs are enabled in the configuration file. To enable debug logs follow these instructions:
    Close LaunchBox/BigBox (this is important.. changes to the config while LB/BB is running will be overwritten)
      Locate the file named 'config.xml' in the SteamLauncher directory and open it with a text editor
      Find the line that looks like this: <DebugLogEnabled>false</DebugLogEnabled>
      Change the word 'false' to 'true' (do not include the quotation marks)
      Save the file and close it
      Now simply repeat whatever behavior was causing the issue and/or bug, and after you're sure you've replicated the behavior, manually close LaunchBox
      Again, look inside the SteamLauncher directory, but this time looks for a file named 'debug.log' (there may be more than one sequentially named log files if there was an enormous amount of output, but this is unlikely if debugging was turned on just briefly)
      Zip up the one or more log files and attach them to your message, along with the details of your particular setup (Windows version, 32-bit or 64-bit, LaunchBox version, Steam version, SteamLauncher plugin version, etc). The more information the better. Source Code
            https://github.com/lahma69/SteamLauncher
    Legal Stuff
    ©2017 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.

    1,696 downloads

       (11 reviews)

    2 comments

    Updated

  5. RetroAchievement Badges

    RetroAchievement Badges
     
    What does this plugin do?
    Adds “RetroAchievement” Badges to games that support RetroAchievements.
    (See complete list of games here: https://retroachievements.org/gameList.php)
    Why?
    Because some people wanted it.
     
    How to install the plugin:
    Download RetroAchBadge v2.x.x.zip  UnBlock the zip file. Right click the file, select “Properties” and check the box that says ‘Unblock’ [or something along those lines] Click OK to close the Properties window Open the zip file Copy the folder “RetroAchBadge” into your “/LaunchBox/Plugins/” folder Start LaunchBox Select Tools Select RetroAchievements Badge Updater (Internet connection required)   Click Start Update and Wait for the Updater to complete.  (This may take up to 1 minute.)
     
    How to see the badges:
    Start LaunchBox (not necessary if you just completed the Install - steps 1 through 9) Click BADGES Select Plugin Badges 'Check’ Enable Retroachievements
     
    How to add or remove the badge from a game:
    Right click the game and select "RetroAchievements Badge" 
     
    How to get updates for new games added to RetroAchievements:
    In LaunchBox, Select Tools Select RetroAchievements Badge Updater (Internet connection required) If you added or removed RetroAchievement badges for specific games, those games will remain added or removed after running the Updater.  To reset the games that have been added/removed, delete the files Added.xml and Removed.xml located in the plugins folder and rerun the Updater.
     
    A word about Platform names:
    Some of the Platform names used by RetroAchievements are different than the default names used in LaunchBox.  When using the Badge Updater, it will ‘convert’ these to the default names.
    Examples:  “Mega Drive” gets changed to "Sega Genesis".  “SNES” to "Super Nintendo Entertainment System".  "Game Boy" to "Nintendo Game Boy".
    This plugin will not rename any of your existing Platforms.
    When checking for badges, the plugin will check your Platforms Scrape As setting as well as the Platform name.
    Example: If you named your Platform "Game Boy" and Scrape As is set to "Nintendo Game Boy", badges will show for that Platform.
     
    Platform names that get changed: 
         From                                   To
    "Mega Drive"                 "Sega Genesis"
    "SNES"                            "Super Nintendo Entertainment System"
    "Game Boy"                   "Nintendo Game Boy"
    "Game Boy Advance"   "Nintendo Game Boy Advance"
    "Game Boy Color"         "Nintendo Game Boy Color"
    "NES"                               "Nintendo Entertainment System"
    "32X"                               "Sega 32X"
    "Master System"           "Sega Master System"
    "PlayStation"                  "Sony Playstation"
    "Game Gear"                  "Sega Game Gear"
    "Virtual Boy"                  "Nintendo Virtual Boy"
    "MSX"                              "Microsoft MSX"
    "SG-1000"                       "Sega SG-1000"
    "Saturn"                          "Sega Saturn"
    "Intellivision"                  "Mattel Intellivision"
    "Vectrex"                         "GCE Vectrex"
    "PC-8000_8800"             "NEC PC-8801"
    "PC-9800"                       "NEC PC-9801"
    "PC-FX"                            "NEC PC-FX"
    "Dreamcast"                   "Sega Dreamcast"
    "PlayStation Portable"  "Sony PSP"
    "PC Engine"                    "NEC TurboGrafx-16"


    Changing the default icon:
    If you wish to use a different Badge icon, replace “\LaunchBox\Images\Badges\RABadge001.png” with your own image.
    Known Issues:
    Game titles are taken directly from RetroAchievements and may differ (slightly or a lot) from yours. So if you have a game that is known to have achievements and the badge isn’t showing, follow all steps under How to add or remove the badge from a game:.
    Updating via the Tools menu may take up to 1 minute to complete.  Though not really an 'issue' perse, but it is a "thing".  So plan your updates around refilling your water glass, grabbing a soda or whatever takes you about 60 seconds to do.
    Unknown issues:
    Let me know when you find them.
    Designed for LaunchBox 11.3 and newer.  Major contributors to the plugin are: @jayjay

    400 downloads

       (2 reviews)

    80 comments

    Updated

  6. MAME Software Lists Import Tool - plugin

    Use this plugin to filter and import MAME Software Lists into LaunchBox.
    Features:
    Import MAME Console/Computer ROMs into a new or existing Platform Import clones as Additional Apps, separately or not at all (Option) Skip Prototypes (Option) Skip Non-Supported ROMs Adds the Platform and Command-line Parameter to the selected MAME emulator (ex. Atari 2600      a2600 -cart) (Option) Copy ROMs to a new folder during importing Imported games tagged as not supported by MAME will be marked as "Broken". (Option) Import only games that exist in your ROMs Source Folder (Option) Ignore games that only have a Title change (when updating) New v4.05 Information found inside parenthesis in a Games Title will be added to the games "Version" (metadata)  
    Audit Feature:  Compare your existing softlist console/Platform against the MAME hash.xml.
        Will cross check Title and Rom names.
            - Select the respective hash.xml and Platform
            - Click Audit (last page)
            - Any differences along with a brief description will be shown.
            - Option to select files (if any) and have them removed from your LaunchBox Platform.
            - Will check main Titles as well as Additional Apps (if you imported them that way).
        This does NOT check rom integrity. That's between you and Clrmamepro (or related utility).
     
     
    What's needed:
    (1) dll file included in the zip. MAME Software List hash files (located in the "hash" sub folder of your Mame's main folder) MAME Software List ROMs* and BIOS files (only if you want to actually play them)     *The rom set needs to be either a Split set or a Non-Merged set for a full import       If you plan to not import clones, any type set will work.  
    What it won't do: 
    Filter/Sort by Region (it's a MAME hash file limitation) Determine if/what BIOS files are needed Import Metadata and Media (just use the built in LaunchBox Tool) To remove extra information from the games titles [Example "(Jpn)"], select     Yes, download and replace all existing metadata and media when running the tool.)  
    How to:
    - Copy the "ImportMameSoftwareLists" folder from the zip file to your ..\LaunchBox\Plugins folder.
    - Navigate to that folder and unblock the 2 dll files.  (Right click, Properties, and click Unblock)


    - Start LaunchBox. Click on "Tools" and select "Import MAME Software Lists".        

    Notes:
    The Destination Folder is required even if you don't plan to copy the files.  It's needed to set up the Application Path for the ROMs when Importing. NEW v4.05 To add Version info (if it exists in the Games Title) to an existing console (Platform), run the plugin and DO NOT CHECK Ignore games that only have a Title change (when updating) See what's new in the Change Log.
     
    * MESS xml *
    To see MAME's Overall and Emulation status [Preliminary/Good/Imperfect]in the Import Mame Software Lists plugin, you will need to have the MESS xml file that matches your version of MAME.    messxxx.xml (where 'xxx' is the MAME version.  i.e. mess215.xml) 

    This file needs to be located in the same folder as the plugin (..\LaunchBox\Plugins\ImportMameSoftwareLists\) and can be download from: http://www.progettosnaps.net/mess/ 
    These files are [relatively] large (24MB+) and will slow down the screen updates when selecting different consoles/computers.  
    Use "Shrink_MESSxml.exe" to reduce the mess xml file size to a little over 1MB to eliminate slow screen updates.  After 1st making a backup, it then removes unneeded data from the xml file.  Place only the one 'shrunken' xml file in the plugin folder.  ..\LaunchBox\Plugins\ImportMameSoftwareLists\mess242.xml

    The Import Mame Software Lists plugin will search for "mess*.xml".  So as you update, just replace the old xml file (mess242.xml) with the new one (mess243.xml).
    ONLY HAVE ONE MESS XML FILE IN THE PLUGIN FOLDER AT A TIME!
     
    Other Notes: (things I've learned)
    - Software List folder/file locations: 
     
     
    - *Associated Platform Command line parameters
    - MAME and CDROMS
     
     

    1,346 downloads

       (2 reviews)

    21 comments

    Updated

  7. Archive Cache Manager

    A LaunchBox plugin which caches extracted ROM archives, letting you play games faster. Also allows launching individual files from archives, and loading preferred file types from an archive.
    New in v2.14
    New right-click menu option - "Batch Cache Games" Extract or copy multiple games to the cache, ready to play later Bulk cache games from NAS or external storage Cached games can be played even if network or external storage disconnected Description
    When a compressed ROM (zip, 7z, rar, gz, chd, rvz, etc.) is first extracted, it is stored in the archive cache. The next time it is played, the game is loaded directly from the cache, virtually eliminating wait time.

    As the cache size approaches the maximum size, the oldest played games are deleted from the cache, making room for new games.
    Features
    Skip the extraction wait time for recently played games. Configurable cache size and location. Configurable minimum archive size (don't cache small archives). Option to extract all discs in a multi-disc game, and generate M3U file. Option to copy ROM files to cache without extraction. Option to keep select ROMs cached and ready to play. Select and play individual ROM files from an archive. Batch cache feature for extracting or copying multiple games to cache at once. Filename and extension priorities per emulator and platform (cue, bin, iso, etc). Support for additional archive formats (chd, rvz, etc) Badge to indicate cached games Example Use Cases
    Why use Archive Cache Manager? Here's some example use cases.
    ROMs located on NAS or external storage, where disk read or transfer time is slow. ROM library maintained as accurately ripped/dumped collections, where specialised compression formats not an option. Extract and play archives from location other than LaunchBox\ThirdParty\7-Zip\Temp, such as platform specific folder (for RetroArch Content Directory settings). Playing ripped PS2 games with PCSX2 where the disc image is bin/cue format, avoiding the "CDVD plugin failed to open" error message. Playing zipped MSU versions of games, where need to launch the rom file instead of the cue file from the archive. The library contains GoodMerged sets, and you want a quick way to play individual ROMs. Installation
    Download the latest release from https://forums.launchbox-app.com/files/file/234-archive-cache-manager/ or https://github.com/fraganator/archive-cache-manager/releases Unblock the download if necessary (right-click file -> Properties -> Unblock) Extract this archive to your LaunchBox\Plugins folder, then run LaunchBox / BigBox. Within LaunchBox, ensure the emulator or emulator platform has the "Extract ROM archives before running" option checked. Uninstallation
    Quit LaunchBox / BigBox, then navigate to the LaunchBox\Plugins folder and delete ArchiveCacheManager. Delete the archive cache folder (default is LaunchBox\ArchiveCache). Usage
    Extracting and Caching
    Archive Cache Manager runs transparently to the user. All that is required is the emulator or emulator platform has the "Extract ROM archives before running" option checked. Extraction and cache management is carried out automatically when a game is launched.
    Cache and extraction behaviour can be modified in plugin's configuration window.
    Multi-Disc Games
    To use the multi-disc cache feature, check the "Multi-disc Support" option in the Archive Cache Manager config window. The next time a multi-disc game is launched, all the discs from the game will be extracted to the cache and a corresponding M3U file generated.
    If the emulator \ platform supports M3U files (as configured in LaunchBox), the generated M3U file will be used when launching the game. Otherwise a single disc will be launched, and swapping between cached discs can be done manually in the emulator.
    Batch Caching Games
    Multiple games can be cached at once using the Batch Cache Games window. Select one or more games in LaunchBox, then right-click a game and choose the "Batch Cache Games..." option.
    A window will popup displaying the list of games, and begin checking the extracted ROM sizes. Once the checks are complete, click the Cache Games button to begin caching.

    Games are cached according to the plugin's emulator and platform settings. A game may be extracted, copied, or no action taken if it doesn't match a caching rule, or it's already cached.
    Each game's caching progress will be displayed in the Status column, and a progress bar at the bottom of the game list shows the overall caching progress. If there are any errors while caching, an error message is displayed with the option to continue or stop.
    Tip: For games stored on a NAS or an external drive, use Batch Cache Games to cache a selection of them locally. Enable the plugin's Always Bypass LaunchBox Path Check option to allow the cached game to be launched directly, even if the network or external drive is disconnected!
    Selecting and Playing Individual ROMs From an Archive
    To play an individual ROM from an archive containing multiple ROMs (different regions, hacks, or discs), right-click it and choose "Select ROM In Archive...".
    A window will popup with a full listing of the archive contents. Select the desired ROM file, then click Play. That ROM will now launch with the configured emulator.
    The next time the game is launched via the normal Play option, the previous ROM selection will be automatically applied. To select another ROM, use the same "Select ROM In Archive..." menu.

    The same menu is also available in BigBox, though currently only supports keyboard input.

    Keeping Games Cached
    Games can be marked 'Keep' so they stay cached and ready to play. To keep a game cached, open the plugin configuration window from the Tools->Archive Cache Manager menu. From there a list of games in the cache is shown. Check the Keep box next to the game, then click OK.
    Badge
    The plugin includes a badge to indicate if a game is currently in the cache. It is available under the Badges->Plugin Badges->Enable Archive Cached menu. There are additional Simple White and Neon style badges, which can be found in the LaunchBox\Plugins\ArchiveCacheManager\Badges folder. Copy your preferred icon to the LaunchBox\Images\Badges folder and rename it Archive Cached.png.

    Configuration
    Configuration can be accessed from the Tools->Archive Cache Manager menu. An overview of each of the configuration screens and options is below.
    Cache Settings
    This page shows a summary of the cache storage and currently cache items, and provides options for cache configuration.

    Configure Cache
    Clicking the Configure Cache... button opens the cache configuration window.

    Configure Cache - Cache Path
    This is the path of the cache on disk. The path can be absolute or relative, where relative paths are to the LaunchBox root folder.
    Default: ArchiveCache
    If the cache path is set to an invalid location (LaunchBox root for example), an error message will be displayed when clicking OK.

    If the cache path is set to an existing path that already contains files or folders, a warning will be displayed when clicking OK. Click Yes to proceed, or No to go back and change the path.

    Configure Cache - Cache Size
    This is the maximum cache size on disk in megabytes. The oldest played games will be deleted from the cache when it reaches this size.
    Default: 20,000 MB (20 GB)
    Configure Cache - Minimum Archive Size
    This is the minimum size in megabytes of an uncompressed archive before it will be added to the cache. Archives smaller than this won't be added to the cache.
    Default: 100 MB
    Keep
    A Keep flag can be applied to a cached item. When set, the item will be excluded from cache management and not be removed from the cache. This is useful for less frequently played games which need to load without waiting (very large games, party games, favourites, children's games, etc).
    Default: Disabled
    Open In Explorer
    Clicking the Open In Explorer button will open the configured cache path in Windows Explorer. This button is disabled if the cache path does not exist.
    Refresh
    Refreshes the cache summary and list of cached items from disk.
    Delete
    Clicking on the Delete button will remove the selected items from the cache (including items with the Keep setting).
    Delete All
    Clicking on the Delete All button will delete everything from the cache (including items with the Keep setting).
    Extraction Settings
    This page provides settings for archive extraction and launch behviour. Each row in the table applies to the specified emulator \ platform pair. If a game is launched which doesn't match an emulator \ platform, the settings in All \ All will be used.

    Emulator \ Platform
    The specific emulator and platform for the settings to be applied to. Add a new emulator and platform row using the Add... button. Remove an emulator \ platform row using the Delete button.
    When a new row is added its settings will be copied from the All \ All entry, except for Priority which will be blank.
    Priority
    Files from an archive can be prioritized in the case where an emulator requires a certain filename or file type. This setting defines the filename or extension priority for the specified emulator and platform combination.
    The priorities are a comma delimited list, where the highest priority is the first entry, the next highest priority is the second entry, and so on. If a match is not found in the archive when a game is loaded, the priority in All \ All is used.
    A wildcard (*) can be used to perform partial filename matches. Examples include:
    bin, iso - Files ending with bin, then files ending in iso, then all other files. eboot.bin - Files named eboot.bin, then all other files. *(*E*)*[!].*, *(*U*)*[!].*, *[!].* - GoodMerged style, prioritizing European 'good' ROM dumps, then USA 'good' ROM dumps, then other region 'good' ROM dumps, then all other files. Note that the priority is applied to all archives, even if they are not cached.
    The fallback All \ All priority is the basis for the contents of the multi-disc M3U file generation. Be careful removing entries such as cue, unless a specific emulator \ platform is used to handle cue and similar file types.
    Default:
    All \ All | mds, gdi, cue, eboot.bin PCSX2 \ Sony Playstation 2 | bin, iso Action
    The action to take when processing a ROM file.
    Extract - Extract an archive to the cache. Non-archive files will be passed directly to the emulator. Copy - Copy the game file to the cache. Archive files will copied, but not extracted. Extract or Copy - If the game file is an archive, extract it to the cache. Otherwise copy the game file to the cache. Default: Extract
    Launch Path
    The path within the cache to launch the game from. Useful for managing common settings in RetroArch which are based on the game's folder.
    Default - The archive folder in the cache, which is in the form <Filename> - <MD5 Hash> Title - The game's title set in LaunchBox (e.g. Final Fantasy VII) Platform - The game's platform set in LaunchBox (e.g. Sony Playstation) Emulator - The emulator title set in LaunchBox (e.g. RetroArch) Games will always be extracted \ copied to the <Filename> - <MD5 Hash> location. If the Launch Path is set to something other than Default, the corresponding folder will be created within the cache, and NTFS hardlinks will be created which point to the extracted \ copied files.
    Default: Default
    Multi-Disc
    Check this option to enable multi-disc support. When enabled, the following actions occur when playing a multi-disc game:
    All discs from a multi-disc game will be extracted \ copied and added to the archive cache. M3U files will be generated, with the name based on the M3U Name setting. The M3U contents will list the absolute path to one cached file per disc, where the file is chosen based on the emulator \ platform file priority, or the special All \ All priority. If the emulator \ platform supports M3U files, the generated M3U file will be used when launching the game. Default: Enabled
    M3U Name
    The name of the M3U file created when launching a multi-disc game, and Multi-Disc is enabled. The M3U file name is used by some emulators to create a save file and match settings.
    Game ID - The unique ID for a game, generated by LaunchBox. This is the same M3U naming convention used by LaunchBox (e.g. 2828d969-4362-49d5-b080-c2b7cc6f7d59.m3u) Title + Version - The game's title and version combined, with (Disc N) removed from the version (e.g. Final Fantasy VII (Europe).m3u) Default: Game ID
    Smart Extract
    Check this option to enable smart extraction, which will only extract a single file from an archive if a number of rules are met. See the Smart Extract Settings section for details.
    Default: Enabled
    chdman
    Check this option to extract a chd file to cue+bin files using chdman. The executable chdman.exe must be copied to the folder LaunchBox\Plugins\ArchiveCacheManager\Extractors.
    Default Disabled
    DolphinTool
    Check this option to extract rvz, wia, and gcz files to iso files using DolphinTool. The executable DolphinTool.exe must be copied to the folder LaunchBox\Plugins\ArchiveCacheManager\Extractors.
    Default Disabled
    Smart Extract Settings
    When enabled, the Smart Extract option will check if it's possible to extract only a single file from an archive. For merged archives containing multiple ROM versions and hacks, this avoids the need to extract a potentially large number of files to play a single game.

    Smart Extract will extract and launch a single file from an archive if the following conditions are met:
    An individual file has been selected through the "Select ROM in Archive..." right-click menu. All of the file types in an archive are the same, excluding files with Metadata Extensions. All of the file types in an archive are Stand-alone ROMs, excluding files with Metadata Extensions. Stand-alone ROM Extensions
    A comma delimited list of file extensions which can run stand-alone (no dependencies on other files).
    Default: gb, gbc, gba, agb, nes, fds, smc, sfc, n64, z64, v64, ndd, md, smd, gen, iso, chd, gg, gcm, 32x, bin
    Metadata Extensions
    A comma delimited list of file extensions which indicate ROM metadata, and aren't required to play a ROM file.
    Default: nfo, txt, dat, xml, json
    Plugin Settings

    Always Bypass LaunchBox Path Check
    When enabled, bypasses LaunchBox's check that a game's application path (ROM file) exists before launch. If a game is cached and the source ROM storage is slow or unavailable, the game will still launch immediately.
    The bypass check happens automatically if the extract action is Copy, or the file is not zip, 7z, or rar.
    Default: Disabled
    Check For Updates On Startup
    Enable this option to check for plugin updates when LaunchBox starts up. This is a simple version check of the latest release on github, and nothing is automatically downloaded or installed. If a new update is found a message box will appear shortly after LaunchBox is started, with the option to open the download page in a browser.
    Default: On first run, a message box will appear asking the user if they'd like to enable the update check.

    575 downloads

       (2 reviews)

    7 comments

    Updated

  8. N64 Save Converter Tools

    This is for anyone who backup N64 Save Files from Retail Cartridge, EverDrive Flash Cartridge, or Controller Pak and want to use it on N64 Emulator that only support SRM File. These tools also helps if you want to import N64 Save File from Emulator to Retail Cartridge, EverDrive Flash Cartridge, or Controller Pak.
    Convert EEP to SRM with Batch Script (Not Recommended)
    1) Place all EEP Save Files in the same directory where you extracted.
    2) Run "EEP to SRM.bat"
    This Batch Script will rename all EEP Save Files to SRM Save File Format.
    Convert EEP/MPK to SRM
    Drag EEP Save File or MPK Save File to "pj64tosrm_32bit.exe" or "pj64tosrm_64bit.exe"
    Only drag one file at a time.
    Convert SRA/FLA to SRM
    1) Run "ED64-Saveswap.exe" and select SRA Save File or FLA Save File.
    2) Leave everything as default and click on "- Convert file -"
    This will create another SRA/FLA Save File by swap a Save Data to be compatible with N64 Emulators that only reads SRM Save Files.
    3) Drag SRA Save File or FLA Save File to "pj64tosrm_32bit.exe" or "pj64tosrm_64bit.exe"
    Only drag one file at a time.
    Convert SRM to EEP with Batch Script (1KB/2KB Size only)
    If SRM Save File size is 290KB. Skip to "Convert SRM to EEP/MPK" instead.
    1) Place all SRM Save Files in the same directory where you extracted.
    2) Run "SRM to EEP.bat"
    This Batch Script will rename all SRM Save Files back to EEP Save File Format.
    Convert SRM to EEP/MPK
    Drag SRM Save File to "pj64tosrm_32bit.exe" or "pj64tosrm_64bit.exe"
    Only drag one file at a time.
    Convert SRM to SRA/FLA
    1) Drag SRM Save File to "pj64tosrm_32bit.exe" or "pj64tosrm_64bit.exe"
    Only drag one file at a time.
    2) Run "ED64-Saveswap.exe" and select SRA Save File or FLA Save File.
    3) Leave everything as default and click on "- Convert file -"
    This will create another SRA/FLA Save File by swap a Save Data back to original form to be compatible with N64 Retail Cartridge or EverDrive Flash Cart.
    Credits
    All credits goes to the people who made these Tools Software happened.
    ED64-Saveswap by saturnu
    pj64tosrm by Higor (heuripedes

    3 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Bulk Convert .cue/.bin (or files other than .bin) to .chd

    Bulk Convert .cue/.bin (or files other than .bin) to .chd
    Using MAME’s chdman.exe (“Compressed Hunks of Data (CHD) Manager”, included with MAME), this plugin will convert CD based game files to a single .chd file in your selected Platform.  Example:
    Before    Loom (USA).cue     Loom (USA).ccd     Loom (USA).img     Loom (USA).sub
    After       Loom (USA).chd
    Before    Arctic Thunder.cue     Arctic Thunder.bin
    After       Arctic Thunder.chd
     
    Why convert?
    You end up with just a single file per game A CHD file is, well… compressed. Resulting in less storage space requirements Arctic Thunder.cue + .bin = 601MB    Arctic Thunder.chd = 466MB Spider-Man 2: Enter Electro = 684MB    CHD format = 318MB Because we can and it's easy to do
    Requirements
    This plugin file chdman.exe (included with MAME) Game rom-sets that include a .cue file. (Loom (USA).cue, Arctic Thunder.cue etc.)  
    What happens after converting?
    After successfully creating a CHD Image, the games application path will be changed to the new .chd file.
    Also, after the files have been converted you have the option to 
    Leave the old files in place (default) Move the old files to a separate [backup] folder Delete the old files
       
    Installing the plugin
    Download the plugin Unblock “cue2chd (v1.00).zip” by right clicking the file and checking “Unblock” and clicking “OK”. Open the zip file and copy the contents (1 folder containing 1 file) into /LaunchBox/Plugins/ i.e. G:/LaunchBox/Plugins/cue2chd/cue2chd.dll
     
    Using the plugin
    Start LaunchBox Select Tools, Convert cue to chd Select a Platform Click Convert (Optional) Check Delete old files when complete  This will permanently delete the old files (.cue, .bin, .img etc) after successfully converting them to .chd. Check Move old files when complete This will move the old files (.cue, .bin, .img etc) after successfully converting them to .chd to a folder you specify [for ‘backup’].
      If you do not select Delete or Move, all files will remain in their current location along with the newly created .chd file. 
     
     If you opt to delete the old files and later want/need to convert the CHD files back to .cue etc., you can use chdman.exe to "reverse the process".  The command line is:
    chdman.exe extractcd -i “file_name.chd” -o “file_name.cue”  
     
    Special thanks to @faeran for coming up with the idea for this plugin and his support and testing.
     As always, all comments and suggestions are welcome.

    631 downloads

       (2 reviews)

    55 comments

    Updated

  10. BigBox PlatformCategoryPlaylist Selector

    2022-03-23 10-33-23.mp4 A plugin for BigBox that makes it possible to have a playlist/platform carousel inside any game view/theme via simple .xaml edit of any game view. With this plugin you no longer have to leave the game view as you can select every playlist/platform from there!
    Installation:
    Globally: Put the BigBoxPCPSelector.dll file into Launchbox/Plugins folder.
    Per Theme: Put the BigBoxPCPSelector.dll file into Theme's Plugin folder.
    Theme's Game View files: Edit WallView/TextGame/HorizontalGame View's files by adding the plugin to the user control
    <UserControl Name="Canvas" ClipToBounds="True" xmlns:PD="clr-namespace:BigBoxPCPSelector.View;assembly=BigBoxPCPSelector" .... /> and after that add the Platform Selector somwhere between the <Canvas> tags as below. These are currently the values you have to give the plugin to work. (Stuff like Position adjustment will be added soon)
    <PD:PlatformSelector Panel.ZIndex="900" ItemFontSize="20" ItemFontWeight="Normal" ItemForegroundBrush="White" ItemBackgroundBrush="Transparent" SelectedFontSize="30" SelectedFontWeight="ExtraBold" SelectedForegroundBrush="Black" SelectedBackgroundBrush="Transparent"/> Controls:
    Esc: Activate Plugin Wheel
    Left/Right: Move carousel index
    Up: Switch between playlists and platforms
    Down: Deactivate Plugin Wheel
    Esc 2x: Escape Menu like default
    Enter: Confirm Playlist/Platform selection
    Contribute:
    Feel free to improve the plugin at https://github.com/Benuno/BigBoxPCPSelector! Any support is appreciated .
    Thanks to @Fry for the help/initial code structure!

    14 downloads

       (0 reviews)

    2 comments

    Submitted

  11. ServoSticker.zip

    ServoStick LauchBox plugin. With this plugin LaunchBox will switch between 4 way and 8 way modes automatically when the game starts and back when. the game is exited. Using the latest metadata the modes are created and selected for you. No need to fiddle with macros, ledblinky or emulator command lines. 
     
    For more details and support check the forum post
     

    16 downloads

       (0 reviews)

    0 comments

    Updated

  12. Create Playlists from MAME category ini files

    Create Playlists from MAME category ini files for your Arcade Platform.
    This plugin allows you to generate Playlists in LaunchBox from .ini files.  The same ones MAME uses in its UI to apply filters used to categorize viewing of your games.
    To be clear:
    This doesn't really expand much on the already available Arcade/MAME Playlist building feature in LaunchBox.   But if there's a rare instance you come across a MAME category ini file that has a 'pre-built' "filter" list and isn't already available in LB, well here you go.   Regardless, this was actually a just-for-fun, 'let's see if I can' type of thing.  And figured I'd just put it out here for whatever reason.
    ..now on with the show..
    Only games that actually exist in your Arcade Platform will be added to the created Playlist.  So say you choose “Control.ini” and Select “Joystick 8-way”, there are 6827 roms listed with that ‘filter’.  If your Arcade Platform only has 1007 of those 6827, only 1007 will be imported into the new Playlist.  
    Many of these files can be found at www.progettosnaps.net.  (Specifically here)  And several more at https://mameinfo.mameworld.info/ (Look for the “MAMEUI 0.2xx Category-, Version and Alltime inifiles” link).  There’s probably other sources available out there too.
    These files are typically (and should be) stored in the  ../MAME/ini/folders/  folder.
    Requirements:
    This plugin file.  Place it inside the ../LaunchBox/Plugins/  folder. Your MAME/Arcade Platform MUST be named “Arcade”.  v3.0 A valid .ini file (or set of files) to read from. (see possible sources above) (sample from “Controls.ini”)
    [FOLDER_SETTINGS] RootFolderIcon mame SubFolderIcon folder [ROOT_FOLDER] [Dial] 2mindril 720 720g 720gr1 ..... [Joystick 8-way] 10yard 10yard85 10yardj 1941 ..... How to use:
    First download and unzip the file.  Copy “Create Arcade Playlists.dll” to you LaunchBox/Plugins folder. Right click the file and select Properties. Check the box to “Unblock” (if present) then click OK.  Now start LaunchBox.
    In LaunchBox, select “Tools”, then “Arcade Playlists from ini” (near the very bottom). [not to confused with "Create Missing Arcade/MAME Playlists.."] When the plugin loads, it will attempt to automatically locate your ../ini/folders/  location and populate the “Available ini files” section.  If it wasn’t able to find it or you want to look in a different location, click “Browse” and navigate to the folder you want to use. Click on the ini file you want to use.  This will populate the “Available sections/filters”. If there are no ‘[Sections]’ below “[ROOT_FOLDER]”, that means there are only rom names listed, and those will be added to the “List of roms to add” area. Click on one the “Available sections/filters” you want to use.  This will add all the roms for that selection to the “List of roms to add” area. Select the Platform that has all your Arcade games.  If it's called "Arcade", it will be selected automatically.  (new v3.0) Click “Create Playlist” to create the playlist.  Click Exit or create more. (new look v3.0)

    Once Exited, select Playlist or Platform Category and expand Arcade to see the new Playlist.

     
    Notes:
    This does not work with Additional Apps (mainly clones).
    This adds “Arcade” to the beginning of the selected section/filter for its “Unique Name:” (to maintain consistency).  The “Nested Name” will be the same as selected section/filter.
    The Playlist will be added to the “Arcade (Category)” of the Platform Categories list.
    If you click Create Playlist and you don’t have any existing games that match, an empty Playlist will not be created.
    If a Playlist of the same name already exists, either delete your existing Playlist or edit it and change the name.  It will not be overwritten nor modified.

    299 downloads

       (0 reviews)

    8 comments

    Updated

  13. GameBase database Importer

    GameBase database Importer
    Import games and metadata from GameBase database file(s) into LaunchBox.
    Based on information in your GameBase database file(s), this plugin will:
    Create a new Platform Add games to the new Platform Add game “Extras” as Additional Applications Add available information to each game: Metadata Title Release Date Genre Developer Play Mode Max Players Platform Publisher Favorite (check box) Media Game Manual Path Image Game Screenshot Launching Full Application Path to files  
    If you’re not familiar with GameBase, you can check it out here: https://www.bu22.com   Also check out their forums for more complete and updated databases.
     
    Installing the plugin
    Download the plugin Unblock “ImportGameBase.zip” by right clicking the file and checking “Unblock” and clicking “OK” Open the zip file and copy the folder (containing 3 files) into /LaunchBox/Plugins/  (For those who braved testing the beta release, delete that copy of the plugin first.)
     
    Using the plugin*
    Start LaunchBox Select Tools, Import GameBase Click Browse and navigate to your GameBase database folder and select the database file (i.e. “Amstrad CPC.mdb”) Click Convert to xml (may take a couple seconds) (Optional) rename the Platform to be added (Optional, but recommended) Select an emulator to use with the games being imported** Click Import to LB Once you’ve clicked Import, you’re stuck until it’s done importing! This will 1st import the games and Extras into the Platform then copy Screenshot images (if they exist) When importing, DO NOT attempt to multi-task in LaunchBox!!  Just sit back and let it do its thing. Once it’s done, close the plugin window.  * If you plan to use an emulator already setup in GameBase, setup the “GBLaunch” emulator in LaunchBox BEFORE running the plugin. (See Using GameBase Emulators below). 
     
    Some kind of important stuff:
    You need to have your own GameBase database file(s), ROMs, images and manuals. You need to have your databases setup in GameBase BEFORE attempting to import.  Namely setting up the Paths to the ROMs, Screenshots and Extras.  To make use of the emulators through GameBase, those need to be already setup AND working. You can only import into a new Platform. The Platform will not be setup to “Scrape As...”, so you’ll need to set that yourself for when you use LaunchBox to import images***. If a database you plan to import into LaunchBox doesn’t work in GameBase, it WILL NOT magically work in LaunchBox. No files will be moved, copied (except Screenshots***) or altered in your existing GameBase installation folder(s). All games and Extras imported will point to their current location in your GameBase directory.  
     **Setting up an emulator
    Since GameBase pretty much sets up the emulators for you through exhaustive scripts they’ve created, it makes sense to use those.  This is easily done by using GBLauncher.exe (included with GameBase).  However to access game ROMs that are located in game “Extras”, you’ll need to have GBLauncher2.exe.
    The other option is to setup and use your own emulator in LaunchBox.  Example: RetroArch for SuperNESBase.
    Using GameBase Emulators
    You need to add 2 files to your GameBase root folder.  GBLauncher2.exe and GBLaunch.ahk.
    Download and unzip GBLauncher2.exe and place it in your GameBase root folder.  “Unblock” the file the same way as in step 2 - Installing the plugin.  You can download it from here: http://www.gb64.com/forum/viewtopic.php?t=5653.  Copy (or move) GBLaunch.ahk (included with the plugin) into your GameBase root folder. In LaunchBox,
    1.     Click Tools, Manage, Emulators…
    2.     Click Add
    3.     Give it an Emulator Name:  Example: GBLaunch (But can be any name you want)
    4.     In Application Path:  Click Browse and navigate to /LaunchBox/ThirdParty/AutoHotkey/ and select AutoHotkey.exe
    5.     In Default Command-Line Parameters:, type in GBLaunch.ahk

    6.     Now go to Associated Platforms and select an existing Platform (i.e. Atari 2600).  It doesn’t matter which one.  But DO NOT check Default Emulator!!  You can also just type in a name like “airplane”.  It doesn’t matter, as long as something is in there.

    7.     Click OK to save and exit.
    When you run the plugin, check Use Existing Emulator.  "GBLaunch" (or whatever you ended up naming it in step #3) will automatically be selected.
     
    Using your own Emulator(s)
    These do not necessarily need to be setup in LaunchBox prior to importing.
    If using emulators you already have setup in LaunchBox, in the plugin, check Use Existing Emulator and select it from the dropdown list.  This will automatically assign the Associated Platform to that emulator and set it as the Default Emulator for this platform.
    In either case, you may need to edit the emulator and assign any Default Command-Line Parameters: and in the case of RetroArch, you will need to assign the Core and Extra Command-Line Parameters (if needed).
     
     
    ***GameBase Images
    The only game images this plugin will touch are game Screenshots.  The available Screenshots will be copied into the Platforms’ "Screenshot - Gameplay" folder.
    Any other images (box art, flyers etc.) that a database may have will not be handled by this plugin in any way, shape or form.  These other images are stored too inconsistently among the various databases with respect to the folders they reside in.
    To add other images from the database into LaunchBox, you’ll need to copy them from the respective database folder to the corresponding LaunchBox/Images folder.
    For example, Box – Front images (as LaunchBox sees them) would come from:
    Vic20_v03        \Extras\Cover\Cart Box\Front\
    Amiga 2.3         \Extras\Cover Scans\[letter or number]\
    SuperNESBase  \Extras\Boxart - Front\[country]\[letter or number]\
    …and copied into /LaunchBox/Images/platform_name/Box – Front/
    (It’s recommended you close LaunchBox prior to copying the images)
     
     
    Disclaimer
    I don’t use GameBase myself.  I only know how to get the database to Import into LaunchBox.  So that part I know works. 😎
    If you need any help getting GameBase setup with databases and emulators they use, or setting up your own emulator(s) in LaunchBox for use with the database ROMs, ask somewhere else.  These go far beyond the scope of this plugin and my personal knowledgebase.
    Only a select few databases have been tested.  So I imagine some refinements will need to be made to accommodate other databases.  Accommodations considered will be in the form of ROMs that are listed as a games “Extras”.  Examples:  Extras using “WHDLoad” in Amiga 2.3.  And “TAP” and “Cart” in Vic20_v03.
     
    Special Thanks
    Huge thanks goes to @dillonm for all your time and patience.  Dillon was instrumental in teaching me how GameBase works and without hesitation, took time to do testing, retesting and testing once again.  Without Dillon’s guidance, contributions and willingness to help, this plugin would still be sitting in beta collecting dust.  Thanks Dillon!!
     
    As always, any and all comments and suggestions are welcomed.  All reasonable requests (‘reasonable’ as determined by management) will be considered.

    63 downloads

       (0 reviews)

    1 comment

    Submitted

  14. How Long To Beat - Game Length Plugin

    About
    Plugin that scrapes information from HowLongToBeat.com and adds custom fields with game lengths information.
    I made this plugin to add length information for certain games, mostly rpgs. This adds 3 custom fields for Main Story, Main + Extra and Completionist length. You can configure which ones you want to add by editing the file HLTBPlugin.xml.
    Because there's no oficial API from HLTB, I had to parse the HTML, which means that as soon as they change something on the HTML this plugin probably will stop working...
    Install
    Extract files (dll + xml) to : Launchbox/Plugins/HLTBPlugin.
    Config (HLTBPlugin.xml)
    MainStoryLength: Enable/disable main story length update. Default: true. MainExtraLength: Enable/disable main story + extra length update. Default: true. CompletionistLength: Enable/disable completionist length update. Default: true. MainStoryFieldName: Change main story length custom field name. Default: Main Story Length MainExtraFieldName: Change main story + extra length custom field name. Default: Main + Extra Length CompletionistFieldName: Change completionist length custom field name. Default: Completionist Length Note: If you change the fields names it will not update the games that already have information, so you will end up with duplicated fields with different names and you will have to manually delete them (edit game -> custom fields tab). So config the first time and stick with that.
    Usage
    Access the option by right-click a game (only one game, no massive update yet). A window will popup with all the games found and you can choose which one correspond to your game. If there's no results you can manually change the search words (e.g. Metal Gear Ac!d will get no results but you can then change the search to Metal Gear Acid).
    You can use the "Arrange By" option to order the games by length. Lengths are shown with leading zeroes because is the only way to properly order the games since custom fields are strings and not integers.
    Tested on version 8.9. I think you need a premium license because custom fields are not supported in free license (not sure).

    I have no relation with HowLongToBeat.com, if you like their work please go and support them.
     
    Public Repository
    https://github.com/matiasponsml/HLTBPlugin
     

    892 downloads

       (4 reviews)

    16 comments

    Updated

  15. Marquesas HTTP Server

    Small Footprint HTTP Server Plugin for LaunchBox. 
    Example Uses
       * Display the current game marque full screen on a seperate system such as a tablet or smart phone.
       * View the current game manual on a seperate system such as a tablet, laptop, smart phone.
       * Retrieve LaunchBox and game information through a standard HTTP JSON API.
    Installation
       To install unzip and copy the MarquesasServer folder into your LaunchBox/Plugins folder.
       The server will begin running whenever LaunchBox is started. The first time you run 
       it with the plugin a Windows security dialog will pop up asking if you want to allow 
       it to connect to the network. You will need to select one of the two options presented, 
       the option "Private networks, such as my home or work network will suffice". Once in
       LaunchBox you will see a new "Marquesas Server Admin" option under the Tools menu to
       manage the server. The server can then be accessed from any computer, phone, or tablet
       located on (or with access to) the same network as the machine running LaunchBox/BigBox.

       Requires .NET Framework Version 4.8 from https://dotnet.microsoft.com/download/dotnet-framework/net48
       See the default index (LaunchBox->Tools->Marquesas Server Admin->Ellipses Button)
       for a comprehensive list of dynamically generated direct links and detailed information.
    Auto Refreshing Web Pages
       These pages (specifically the Marque page) were designed to be brought up on a separate
       computer such as an old tablet to display the marque of the game currently being played
       in BigBox. It is recommended that the page be loaded and then the browser set to full
       screen (kiosk) mode. In most browser on Windows you can toggle kiosk mode by hitting F11
       when in your browser. Each page will refresh automatically every few seconds to insure
       that the game being played will be reflected in the browser.
       
       Works via a standard HTTP interface allowing the retrieval of HTML pages for the current
       game. Any *ImagePath property can be retrieved from the IGame object
       (Unbroken.LaunchBox.Plugins.Data.IGame.*) by specifying /Image/ followed by the Image
       descriptor (the part preceeding ImagePath)
       * /Image/Back
       * /Image/Background
       * /Image/Box3D
       * /Image/Cart3D
       * /Image/CartBack
       * /Image/CartFront
       * /Image/ClearLogo
       * /Image/Front
       * /Image/Marque
       * /Image/PlatformClearLogo
       * /Image/Screenshot
       * /Manual
    JSON API for retrieving
       * /StateManager (Unbroken.LaunchBox.Plugins.PluginHelper.StateManager)
       * /StateManager/IsInGame
       * /StateManager/* (Unbroken.LaunchBox.Plugins.PluginHelper.StateManager.*)
       * /SelectedGames (Unbroken.LaunchBox.Plugins.Data.IGame)
       * /SelectedGames/* (Unbroken.LaunchBox.Plugins.Data.IGame.*)
          
    JSON API for retrieving raw binaries
       * /Binary/ScreenshotImage
       * /Binary/FrontImage
       * /Binary/MarqueeImage
       * /Binary/BackImage
       * /Binary/Box3DImage
       * /Binary/BackgroundImage
       * /Binary/Cart3DImage
       * /Binary/CartFrontImage
       * /Binary/CartBackImage
       * /Binary/ClearLogoImage
       * /Binary/PlatformClearLogoImage
       * /Binary/Application
       * /Binary/Configuration
       * /Binary/DosBoxConfiguration
       * /Binary/Manual
       * /Binary/Music
       * /Binary/ScummVmGameDataFolder
       * /Binary/Video
       * /Binary/ThemeVideo
    See the default index (LaunchBox->Tools->Marquesas Server Admin->Ellipses) for direct links and detailed information.
    Source: https://github.com/fpdavis/MarquesasServer
     

    76 downloads

       (1 review)

    6 comments

    Updated

  16. View MAME High scores in Game Details - A plugin for LaunchBox/BigBox

    View MAME High scores in Game Details - A plugin for LaunchBox/BigBox
    Use this plugin to see a games top 3 high scores in the Game Details.
     
    Features
    Shows high scores for most games in your Arcade platform in the Game Details. After playing a MAME Arcade game that saves its' high scores [and is supported by the included hi2txt program], this adds a Custom Field called "Hi-Scores" to the game.  It will store 1st, 2nd and 3rd place and appear in the Game Details when the game is selected.
     
    What's needed
    (3) files that are included in the downloaded zip file (the plugin) One file that is included in the Version 3.0 downloaded zip file MAME configured to save high scores Saved high score files (These are automatically generated by MAME [once configured to save them] in the "hi" and/or “nvram” subfolders of your MAME emulator)  
    What it won't do
    Show high scores for games using emulators other than MAME. MAME does not save high scores for all arcade machines, so not all games are supported by this plugin.  
    Contributors
    @jayjay and @JoeViking245
     
    A HUGE Special Thanks goes to GreatStone’s utility “hi2txt”.  This utility converts MAME’s high score files into a readable format which ultimately makes this plugin possible!!
    http://greatstone.free.fr/hi2txt/index.html

    Installation and setup instructions:
    Step 1: Installing the Plugin
    Step 2: Making sure MAME is set up to save high scores
     
    Installing the Plugin:
    Download the plugin, LB-BB_Hi_Scores_v1.0.zip, from the LaunchBox download section After you’ve downloaded the zip file, be sure to unblock it in Windows by right clicking it, selecting Properties, and clicking Unblock
    Open the zip file and extract/copy the "Hi_Scores" folder into ..\LaunchBox\Plugins            e.g  D:\LaunchBox\Plugins\
    If you have previously installed “MAME Hi-Score Display - A plugin for BigBox”, you will only to copy the “HiScoreCustomField.dll” file into that same folder.  Otherwise all 3 files are required.  (Only one file is required with version 3.0) The 2 plugins will not conflict with each other.
     
    Setting up MAME to save high scores:
    Using a recent official MAME release –
    By default, plugins are enabled in MAME.  You can verify this by looking at the “mame.ini” file located in the root MAME install folder. Open “mame.ini” and scroll down to (or press Control + F and search for) “Scripting Options”.   “plugins” should be set to 1.  If it’s 0 (zero), change it to 1.
    Next, open “plugin.ini” also located in MAME’s root directory and change “hiscore” to 1.
     
    If you have an older release of MAME, you may need to do the following steps.
    Go to this website: http://www.mameworld.info/highscore/download.htm and download a copy of the file hiscore.dat that corresponds to your version of MAME. The file (hiscoredat.zip) will need to be unzipped. Place the file hiscore.dat in your MAME/Plugins folder Open up your MAME.ini file in a text editor. In newer versions, this file will be in the same directory as the MAME.exe Press control + F and search for “Scripting Options” Next to the word Plugins, type “1” no quotes Next to the word Plugin, type “hiscore” no quotes It will look like this:
     
    How to use:
    Start LaunchBox or BigBox Go into the "Arcade" Platform Select a game, run it, then close it Now select a different game, then go back (poor man’s version to refresh the Game Details) If the game has saved high scores, they will now appear in that game’s Detail pane Depending on the BigBox theme you use, the amount of data shown in the Game Details may be limited.  So you might need to go into Options, Game Details and deselect some of the Details.
    Be sure that “Custom Fields” is checked.

    313 downloads

       (1 review)

    3 comments

    Updated

  17. Jay's Arcade - Animated Marquee Mod - for any theme

    For lack of a better place to put this, I guess I'll settle for this Third Party apps category since it doesn't really fit anywhere else.
    What is it: The Marquee Mod will add animated marquee support to your theme. I created this marquee style with the Community Theme Creator. Unfortunately it's not currently possible to use a Marquee created for one theme and use it in another unless you have all the source Community Theme Creator files from both the Marquee and theme you wish to patch. The files here will allow you to use the marquees I created for my Vertical Aspirations theme in any other theme. Everything you'll need is included in this one zip file. If you don't have a second monitor in use for marquees, this mod won't do you any good.
    Instructions: After downloading the zip file, right click the zip, select properties and check the unblock box and click ok.
    Open the zip and extract the folder onto your desktop or other directory you wish to work in.
    Inside the folder, run the Edit Game Marquee View.exe first. If you have autohotkey installed on your PC, you can alternatively run the Edit Game Marquee View.ahk
    When the search dialog opens, type "Marquee Views" without the quotes. Make sure you capitalize it and you type it plural with the s at the end.
    When the replace dialog opens, type the name of the theme you will be importing this into. Example: Unified Refried. Make sure you spell the name of the theme correctly and use CAPS where needed or this mod won't work.

    Next, run the Edit Platform Marquee View.exe. If you have autohotkey installed on your PC, you can alternatively run the Edit Platform Marquee View.ahk
    When the search dialog opens, type "Marquee Views" without the quotes. Make sure you capitalize and you type it plural with the s.
    When the replace dialog opens, type the name of the theme you will be importing this into. Example: Unified Refried. Make sure you spell the name of the theme correctly and use CAPS where needed or this mod won't work.

    To confirm the rename worked, open the views folder and open the GameMarqueeView.xaml file and the PlatformMarqueeView.xaml files in a text editor (they may have already opened automatically in the previous step). Verify at the top of the text in the author block that the new name is present there.
    An example (assuming you used Unified Refried in the replace field), the author block should look like...
    <!--
    COMMUNITY Theme Creator for BigBox - Version 2.3
    Theme:          Unified Refried
    Aspect Ratio:   Stretch
    Developed by:   Marquee Mod by Jay's Arcade
    Published:      Saturday 05, February 2022 @ 10:43 AM
    BigBox Version: 12.7-beta-4 or later
    -->

    Finish: If all looks well, close both files. Now, copy the Views, Media and Plugin folders into your theme. Open Bigbox and switch to the theme you added support to if it's not already selected.
    If something is not right, it's likely that something got misspelled. Delete the directory and re-extract from the zip and try again.
    Please report if you have any issues.
    Mascot files and animations in this mod were directly stolen from Faerans excellent RetroMags theme.
     
    How the marquee views work: The views are not too much different from the default marquee views that come with BigBox. They do offer better support however (in my humble opinion) for Platform Marquees since they defeat the ugly default Banners that come with Bigbox. They also have some animations that run on either side of the logo. The animations are subtle.
    Platform Marquees will have a default background image, a logo (pulled from your clear logos folder), and animated "mascot" images on either side of the logo.
    Games Marquees will use a video marquee if available. If a video is not available, it will use an arcade marquee image if available. If an arcade marquee image is not available, it will default to the platform marquee.
     
    Games View

    2022-01-08 19-05-17.mp4    
    Platform View

    2022-01-08 19-01-42.mp4    
    Options: Inside the Media folder there is a Platform Marquees folder that has a file named Platform Marquee Background.png. This is the file to change out if your prefer a different background.
    There are a limited number of mascots in the 2 mascots folders. Faeran's RetroMags theme has a ton of these images if you need to fill in some blank spots that this mod doesn't cover.
     
    How to remove: If you find you don't want to use this with your theme anymore, simply go into the theme folder and delete the GamesMarqueeView.xaml and the PlatformMarqueeView.xaml

    37 downloads

       (0 reviews)

    0 comments

    Submitted

  18. Create marquee images from Clear Logos (for use with Pixelcade™ LED Marquee displays)

    Create marquee images from Clear Logos (for use with Pixelcade™ LED Marquee displays)
    Pixelcade already provides numerous marquee images for many Platforms. But you may come across one or more that are missing.
    This plugin will create 128x32 marquee-resolution png images using your games existing Clear Logo and place them in your Pixelcade directory**, under the corresponding Platform folder.
     
    What’s needed:
    The plugin files Pixelcade software installed (including LEDBlinky)  [https://pixelcade.org] ffmpeg.exe (used to convert/create the marquee images) [https://ffmpeg.org] (included) (optional) An actual Pixelcade™ Marquee display  
    Installing:
    Download and unblock the plugin zip file (Right-click the zip file, select Properties and check UnBlock) Copy the contents of the zip file into your ../LaunchBox/Plugins/ folder i.e.  D:\LaunchBox\Plugins\PixelcadeMarquees\  
    Setting up the plugin:
    The default install location for Pixelcade is “C:\Program Files (x86)\Pixelcade”**.   If you installed it somewhere else, edit “pixSettings.xml” located in the Plugin folder. (Notepad can be used to edit it)  Change the path (line #3) to match your install location.  Save and close.
    <?xml version="1.0" encoding="utf-8"?> <settings>      <pixCadePath>C:\Program Files (x86)\Pixelcade</pixCadePath> </settings>  
    **Note:
    If your Pixelcade installation is located under “C:\Program Files (x86)”, you will need to have Access Permission to be able to save the images there.  The plugin will check for permissions when launched.  If it doesn’t have the proper permission, images will be saved to the "Completed" subfolder.
    i.e.  D:\LaunchBox\Plugins\PixelcadeMarquees\Completed\
    You will then need to copy them manually when done.  The images will be saved to their own Platform subfolder as Pixelcade sees them.  (Pixelcade Platform naming conversions are taken from "console.csv" located in your Pixelcade directory.)   Example: if your Platform is called "Arcade", images will be saved in the folder "mame".
     
    Using the plugin:
    Start LaunchBox. Select one or more games. Right Click and select Generate Pixelcade Marquee Image Click Create Marquee  
    Game Title vs. ROM name:
    In most cases LaunchBox passes the games ROM name to LEDBlinky (which in turn passes it to Pixelcade).  But for certain games (namely Steam games [and others?]), LaunchBox will pass the games Title.  For these, you’ll want to check the box Use game Title for marquee image.
    If the games Title contains illegal characters (such as : [semicolon]), the image will not be created.
    When selecting multiple games, if you check Use game Title for marquee image and click Create Marquees, if the game Title contains illegal characters, a message will popup indicating that game will be skipped.  You can bypass these messages by checking Skip warnings about Titles with invalid characters.
     
     
    Special thanks to @megashub for coming up with the idea for this plugin and for figuring out how to manipulate and convert the images to make them suitable for Pixelcade™ displays.
     
    As always, questions, comments and suggestions are always welcome.

    34 downloads

       (3 reviews)

    2 comments

    Updated

  19. Big Box Auto Play

    BigBoxAutoPlay
    BigBoxAutoPlay is a plug-in for BigBox that can automatically launch into a game when BigBox starts up 
    Installation
    Download the latest version of the plugin Copy BigBoxAutoPlay.dll and Prism.dll into the LaunchBox\Plugins folder  
    Settings
    A new menu item is added to LaunchBox under Tools > Configure BigBox AutoPlay.
    Enable
    Check the box to automatically play a game when BigBox starts. Uncheck the box to disable the auto-play plugin.
    Only favorites
    Check the box to filter the randomly selected game to only include favorites
    Hidden games
    Check the box to include hidden games
    Broken games
    Check the box to include broken games
    Platform
    Optional. To filter the randomly selected game to only games in the selected platform.
    Playlist
    Optional. To filter the randomly selected game to only games in the selected playlist.
    Game
    Optional. To specify a specific game to auto-play. This list is filtered based on the selected platform and/or playlist.
    Delay
    Specify the number of seconds to delay before launching the game. When a startup video is used with BigBox, this delay can help the auto played game from launching behind BigBox by giving BigBox a chance to fully initialize before launching the game.
    Link to GitHub repo
    https://github.com/AtomFry/BigBoxAutoPlay

    24 downloads

       (1 review)

    0 comments

    Updated

  20. Inexpensive scrolling marquee

    First, I am not a developer, so I am sure this can be improved on.
    This is a way to get a scrolling marque for aprox $100 Canadian.
    I did a quick video of it working in attract mode;
    It uses the following hardware:
    Elegoo LYSB01H4ZDYCE-ELECTRNCSMEGA 2560 R3 Board ATmega2560 ATMEGA16U2 with USB Cable Compatible and Arduino - $20
    BTF-LIGHTING WS2812B RGB 5050SMD Individually Addressable Digital 8x32 256 Pixels 12.5in x 3.1in LED Matrix - $50
    Power options for panel, can use 5v from a PC power supply (red wire) or a power brick with 2 amps or more. This is based on just scrolling text, if you start doing graphics or lighting a lot of LEDs, get a real power supply,
    These were purchased off Amazon.ca. Read on the panel, as again, if you light a lot of LEDs it will draw a lot of power.
    I provided the code for the Arduino, That I want to give credit to Cyan Infinite, although I did edit the code some.
    see sketch.serial.text.ino
    Cyan Infinite | Scrolling text with flexible 32x8 RGB LED Matrix
    I started with a generic UNO, but it seemed a bit underpowered, so changed to a generic Mega board.
    Note, later when I built the Python code, I had an issue with 2 odd characters being displayed at the beginning of my scrolling text which I suspect was a communication setting for the com port, but not positive. That is why I used a substring command.
    I used pin 49 to send the data to the panel, as it was close to a ground. You need a data and a ground, and the pin you use must match the one identified in the code. If you use a UNO, the pin numbers are different range, I had used 6 then for example.
    You need to set the com port for your board. That can be done in a couple ways, one is Device Manager, Properties, Ports, USB Serial Device, Port Settings, Advanced. My code uses Com 3. You can adjust this, but will need to compile the Python then and not use the supplied exe.
    The python script will set the options in windows to match the Sketch settings (although I think I may have an error per my Note above)
    The send_com.py is the source code for send_com.exe.
    I tried to use the py file, but bigbox didn't like that. I actually started with a basic .bat file, but the popup window was messing things up. I'll paste that at the bottom for enquiring minds. The port settings may not match the sketch though, so if you use it, adjust it.
    If you want to use different port or port settings, you will need to recompile. Up to you where you put the send_com.exe, but note that windows antivirus deems it a security risk when you try running it, it will block it and remove the file, so you will need to exclude it, I found it easiest to create a subfolder and exclude the subfolder from scanning. SEE V 1.02 or newer, recommend use of the ZIP version and not the single file exe to avoid this issue. If you are concerned I am providing malicious code, read the .py file and compile it yourself. Not going to try to tutorial that, I'm a novice at best and there is lots of info on the web. For some reason windows antivirus does this with all py files compiled as a single file exe, at least ones compiled using pyinstaller.
    See the screenshot for the LaunchBox LEDBlinky settings. Browse to where you put the send_com.exe file, your path will not likely be same as mine.
    So there are a couple things I don't like about my solution. LaunchBox and BigBox don't seem to be coded exactly the same for what to send to LEDBlinky for parameters. I didn't test LaunchBox really. Think it is close though. It does not send the Platform name (MAME, Playstation, etc...) when scrolling the Platform wheel, or I couldn't figure it out. If you navigate to a Platform (like MAME) in BigBox, it will show the game followed by platform, If you move the Game wheel, it will update to the game. If you select the game, it will update to the game. BUT if you navigate up a level, I could not find any content sent. That would be ok going from Game Details to Game Wheel, but not so going from Game Wheel to Platforms. And this all uses the same level code of 8 (the first passed parameter). I would like to code around that sometime, but have a bunch of learning to do...
    Feel free to update this if you like. If you find it useful, excellent
     
    send_com.zip

    43 downloads

       (0 reviews)

    1 comment

    Updated

  21. Big Box Voice Search

    BigBoxVoiceSearch
    BigBoxVoiceSearch is a plug-in for BigBox that enables searching for games using your voice and a microphone via microsoft's speech recognition.  To make use of this plug-in, the plug-in components must be installed to the LaunchBox plugins folder and a few lines of XAML code must be added to the themes where you wish to use it.
     
    Demo
    Installation
    1.  Download the latest version of BigBoxVoiceSearch.zip from the LaunchBox forums or from this github repositories Releases
    2.  Extract BigBoxVoiceSearch.zip to a folder.  Inside the BigBoxVoiceSearch folder is a folder called LaunchBox.  Inside the LaunchBox folder is a folder called Plugins.  Copy the plugins folder
    3.  Go to your LaunchBox installation folder and paste the copied folder
    4.  To verify the installation - confirm the following files exist in your LaunchBox\Plugins folder
      - BigBoxVoiceSearch.dll
      - System.Speech.dll    
    5.  You can delete the downloaded zip file and extracted folder once the files have been copied into your LaunchBox plugins folder
    Adding the voice search element to a theme
    In order to use the voice recognition function, a few lines of XAML must be added to the views of the themes that you would like to use this with.  Since it's easy to make simple mistakes while tinkering with XAML, it's strongly recommended to make a copy of whatever theme you plan to use this with and make your changes to a copy of the theme so that you can revert to the original theme if mistakes are made.  Inside your copied theme there is a views folder.  Inside the views folder are xaml files that correspond to the views that you use in BigBox.  Select the view(s) for which you wish to include voice searching functionality and edit them in a text editor like notepad or visual studio.
    XMLNS
    Each view starts with a UserControl element.  The user control element will include several lines that start with xmlns.  Add the following line to the user control element along with the other xmlns lines.  
    xmlns:BigBoxVoiceSearch="clr-namespace:BigBoxVoiceSearch.View;assembly=BigBoxVoiceSearch" Examples of adding the voice search user control to a theme
    Once the above XMLNS line has been added to a views user control element, you can add the BigBoxVoiceSearch:MainWindowView anywhere inside the theme that you would like it to appear.  There are a few properties that you can set on the voice search control to specify how it should behave.  First, here are some examples of how it would look to add the voice search control inside a theme:
    <!-- Trigger voice recognition with page up, the control is always displayed --> <BigBoxVoiceSearch:MainWindowView ActivationMode="PageUp" ShowInitializing="true" ShowInitializingFailed="true" ShowInactive="true" ShowActive="true" ShowRecognizing="true"/>  
    <!-- Trigger voice recognition with page down, the control is only displayed while recognizing --> <BigBoxVoiceSearch:MainWindowView ActivationMode="PageDown" ShowInitializing="false" ShowInitializingFailed="false" ShowInactive="false" ShowActive="false" ShowRecognizing="true"/>  
    <!-- Activate the user control with Up - you will need to press enter to trigger the voice search, the control is always displayed --> <BigBoxVoiceSearch:MainWindowView ActivationMode="Up" ShowInitializing="true" ShowInitializingFailed="true" ShowInactive="true" ShowActive="true" ShowRecognizing="true"/>  
    <!-- Trigger voice recognition with page up, the control is always displayed, override default images with theme specific images --> <BigBoxVoiceSearch:MainWindowView ActivationMode="PageUp" ShowInitializing="true" InitializingImagePath="Plugins\BigBoxVoiceSearch\Media\MySpecialTheme\Initializing.png" ShowInitializingFailed="true" InitializingFailedImagePath="Plugins\BigBoxVoiceSearch\Media\MySpecialTheme\InitializingFailed.png" ShowInactive="true" InactiveImagePath="Plugins\BigBoxVoiceSearch\Media\MySpecialTheme\Inactive.png" ShowRecognizing="true" RecognizingImagePath="Plugins\BigBoxVoiceSearch\Media\MySpecialTheme\Recognizing.png"/>  
    ActivationMode
    By specifying the ActivationMode property on the voice search user control, you can control how the voice search control is activated and how the voice search is triggered with the following options: 
    Off The plug-in is effectively disabled No button will activate the user control or trigger speech recognition Up The up button will activate the user control The down button will deactivate the user control  Once activated, press enter to start speech recognition Down The down button will activate the user control The up button will deactivate the user control  Once activated, press enter to start speech recognition Left The left button will activate the user control The right button will deactivate the user control  Once activated, press enter to start speech recognition Right The right button will activate the user control The left button will deactivate the user control  Once activated, press enter to start speech recognition PageUp The page up button will trigger voice recognition immediately You do not need to press enter after pressing Page Up You do not need to press any button to deactivate the user control PageDown The page down button will trigger voice recognition immediately You do not need to press enter after pressing Page Down You do not need to press any button to deactivate the user control VisibilityMode 
    The VisibilityMode property from previous versions has been replaced with individual boolean properties ShowInitializing, ShowInitializingFailed, ShowInactive, ShowActive, and ShowRecognizing.
    ShowInitializing
    The ShowInitializing property accepts the values "true" or "false" to indicate whether the user control should be displayed while initializing.  When the view is loaded, there is an intialization period where the titles in the launchbox game library are parsed to create the speech recognition grammar.  Setting this property to true can give a visual indication that the speech recognition functionality is not yet ready to use.  This property defaults to false if not specified on the UserControl.  
      
    ShowInitializingFailed
    The ShowInitializingFailed property accepts the values "true" or "false" to indicate whether the user control should be displayed if initialization fails.  Failures could occur while the user control is initializing if there is no default audio device for the speech recognition engine to use.  Setting this property to true can give the indication that speech recognition was not setup successfully and is therefore disabled.  If errors are encountered, check the log.txt file in the LaunchBox\Plugins\BigBoxVoiceSearch folder for any error details.  This property defaults to false if not specified on the UserControl.  
    ShowInactive
    The ShowInactive property accepts the values "true" or "false" to indicate whether the user control should be displayed while it is inactive.  The user control will be inactive after initialization completes successfully.  Setting this property to true can give the indication that speech recognition is setup and available to use.  The property defaults to false if not specified on the UserControl.  
    ShowActive
    The ShowActive property accepts the values "true" or "false" to indicate whether the user control should be displayed while it is active.  The user control is put in an active state when you press Up, Down, Left, or Right and the ActivationMode property is set to Up, Down, Left, or Right.  Setting this property to true can give the indication that the speech recognition user control is active and will perform a search of enter is pressed.  The property defaults to false if not specified on the UserControl.  
    ShowRecognizing
    The ShowRecognizing property accepts the values "true" or "false" to indicates whether the usr control should be displayed while recognizing speech.  The user control recognizes speech when you press Page Up or Page Down and the ActivationMode is set to PageUp or PageDown or when you press Enter while the speech recognition user control is active (if ActivationMode set to Up, Down, Left, or Right).  The property defaults to false if not specified on the UserControl.
    Default image paths 
    If no custom image paths are specified on the user control, the plugin will look for images with the following path to display in various states: 
    | State              | Default image path                                                          | |--------------------|-----------------------------------------------------------------------------| | Initializing       | ..\LaunchBox\Plugins\BigBoxVoiceSearch\Media\Default\Initializing.png       | | InitializingFailed | ..\LaunchBox\Plugins\BigBoxVoiceSearch\Media\Default\InitializingFailed.png | | Inactive           | ..\LaunchBox\Plugins\BigBoxVoiceSearch\Media\Default\Inactive.png           | | Active             | ..\LaunchBox\Plugins\BigBoxVoiceSearch\Media\Default\Active.png             | | Recognizing        | ..\LaunchBox\Plugins\BigBoxVoiceSearch\Media\Default\Recognizing.png        |  
     
    Custom image paths 
    Images displayed by the user control can be overridden or customized by specifying a relative path to the image file on the user control with the following properties: 
    - InitializingImagePath
    - InitializingFailedImagePath
    - InactiveImagePath
    - ActiveImagePath
    - RecognizingImagePath
    Settings
    When BigBox loads for the first time, a settings file will be created that will allow you specify how the plugin should behave.  Currently there is only one setting to configure 
    {   "VoiceSearchTimeoutInSeconds": 5 } VoiceSearchTimeoutInSeconds
    Specify the number of seconds that the voice search should stay open before it stops listening
    Link to GitHub repo
    https://github.com/AtomFry/BigBoxVoiceSearch
     

    50 downloads

       (0 reviews)

    5 comments

    Updated

  22. Vidsnap Scraper

    DISCLAIMER: Use at your own risk! Please read and understand Youtube's terms of service. I will not be held liable for any mis-use of any product or service.
     
    This plugin makes use of the open source and unlicensed application, youtube-dl yt-dlp (forked from youtube-dl) to download game videos.
    It first downloads videos from the link provided in the metadata from LaunchBox, skipping videos longer than a specified duration, and then searching for videos for missing games based on input search terms.
    It is intended for Modern Windows games as this was my need initially. It may work on other platforms but is not well tested.
     
    Installation Instructions:
    Note:  For this plugin to work, you will need to have yt-dlp.exe (included in .zip). Extract the contents of the .zip folder and place it in your LaunchBox plugins folder.
     
    Usage Instructions:
    Select a game or multiple games, right-click and select "Download Video Snap."
    Adjust the maximum duration if desired.
    The "Get Missing videos" checkbox sets whether or not to search for videos of games that don't have URL's in their metadata.
    The "Trim videos" checkbox sets whether or not to trim videos after it has been downloaded.
    Enter desired search terms for Missing videos.
    click "Start" to start the download process.
    Games will download asynchronously. resuming downloads is also supported natively.
     
    Known Issues:
    probably many that I am unaware of.
     
    Other:
    PLEASE NOTE: I AM NOT A DEVELOPER! I know very little about C# and programming in general, thus probably wont be able to address many issues that you may face. That being said I will try and fix things were I can. I've provided the spagetti source code for anyone to modify, improve, etc. (it seems you need to unblock the forms in the "Resources" folder -> RMB->properties->unblock) 
    As of now, i'm more comfortable with the usability of the plugin, however there are still probably many issues, any comments to provide insight/improvement to the code etc. would be much appreciated.
    Thanks to @srxz for his source of Youtube Scraper of which this is based.
     
    Thanks: 
    @srxz @JoeViking245 @C-Beats
     
    maikeru86
     
     

    1,023 downloads

       (7 reviews)

    19 comments

    Updated

  23. COLORFUL resources

    # WHAT IS COLORFUL?
    COLORFUL is a complete and coherent high quality graphic set, around a unique design. Made with love in France. I hope you like it ! ?
    Here are planned development axes:

    COLORFUL Theme : The main hub, a unique interface for BigBox. COLORFUL Platform Video : Complete 4K video set, with a unique design. COLORFUL Resources : You want create video? It's the place to be! COLORFUL BigBox Startup Video : custom video to match the general design. (new) COLORFUL Startup Theme : (soon) COLORFUL Pause Theme : (soon) # WANT TO CREATE VIDEO? YOU ARE IN THE RIGHT PLACE!
    On this page we are talking about COLORFUL RESOURCES.
    Have you considered creating a new Platform/Category/Playlist video for Colorful? This is the place to be! Done, by and for the community.
    You will find below my guideline and quick tutorial. If you are tempted by the adventure, please respect the rules below! Thx !!

    # READY FOR ADVENTURE? FOLLOW THE GUIDE!
    Before we start going into the technique, let's set up some basics on how we're going to do it.
    The idea is not to make me a tyrant, but to keep an overall coherence of design, style and to centralize uploads/downloads on a single page.
    The basic principles :
    On this Resources Page, you will find:  1 archive = 1 platform sources.   (From me or from you) On the Platform Video Page, you will find: 1 file = 1 video.   (From me or from you) Here are the rules to follow:
    ONLY use this forum thread for ALL that concerns the video creation. Form start to finish. Please, not used the comment section below. Announced on what platform(s) you want to work. (New or rebuild) Post your work in progress! This is very important, to have feedback from community and me. Follow the guideline below. There can be several videos from the same platform. I will add your credits. But keep the same background color please, for theme integration. Don't be susceptible if we make comments. ? At the end, send me your video and source files. I will upload them to the corresponding pages, with your credits. Here, I will act as a moderator.  ? The goal of all these rules is to keep the set consistent, allow the community to take part in creation and centralize everything for ease of use.
    About software, I used Photoshop and After Effect in their old version (CS6) and without any plugin, to maximize compatibility with your systems.
    You can use other software of course, but try not to use plugins.
     
    # GUIDELINES?
    I created these guidelines, based on my experience with NOSTALGIA.
    They have a whole purpose and I ask you to respect them.
    Here is the principle:

    You can find these construction lines, as guides, in the Photoshop (.PSD) files, in each Platform archive.
    The goal is to let the design breathe, while allowing great versatility of use. Whether in full screen, in 4:3 or 1:1, this video set remains usable.
    I have created a theme around this set, but I hope it will not be the only one! A word for the wise ...
     

    # WHAT ARE THE STEPS ?
    Briefly, the steps I follow for each video.
    Find photo sources for each element of the montage. I try to put the credits in each archive. Carry out the editing in Photoshop, keeping a layer structure common to each platform. From Photoshop, save each layer group in separate PNG files. Find a Gameplay video (EmuMovies for most) and the boot section (Youtube for most) Go to After Effect, gather everything in 4K and render a "master" video file. (understand heavy one) Use VidCoder to make my different outputs (4K h264 / 4K h265 / HD h264) and size compression. A quick word for the arcade cabinet:
    It's too hard to find good photo sources. So I made them all in full 3D (CGI).
    If you have the knowledge, go there! Otherwise, I create my renderings so that they can be edited in Photoshop. ?
     
    # IN DETAIL, PHOTOSHOP ?
    I'm not going to do a beginner tutorial for Photoshop. Here's how I sort my slaps.
    It would be good to respect this nomenclature, always to maintain consistency.
    And post on this forum thread your work in progress !

    Once the editing is finalized, I export these slaps in 4 PNG files, to go under After Effect. (see text in the left column above)
    Why in PNG and not directly use the PSD? Because I noticed "more file corruption with the PSD. In the context of exchange with the community, the PNG is much more universal for people not using the Adobe suite.
     
    # IN DETAIL, AFTER EFFECT ?
    Here it is more difficult to explain yourself with words or pictures.
    But here is the basic principle:

    The Mask Layer will be used for the Gameplay video.
    And post on this forum thread your work in progress !
    I let you open the files to better understand. If the need arises, I will come and fill this part.
     
    # IN DETAIL, VIDCODER ?
    To optimize the size of the videos and multiply the formats, I use the free and open-source VIDCODER. (also on Microsoft Store)
    It is rather simple, allows batch processing, and as there are finally few "moving" elements in my videos, the optimization is pretty good.

    I created and tested 3 profiles that you can import and use. Here they are : VidCoder_Viking_Settings.zip
     
    # AT THE END, SHARING !
    Once finished, send me the files directly:
    Video in the 3 export formats from VidCoder. Your source archive, trying to keep the same structure as mine. I take care of the conformation of the names, the addition of the credit, and the upload on the right pages.
    Thank you in advance !
     
    # SPECIAL THANKS : 
    @Jason Carr for his hard work on LaunchBox/BigBox! To all Patreon guys! A GIANT THANKS to all of you!!! ? The whote community for yout support! # SOURCES - COPYRIGHT :
    Each brand of hardware and software here represented as a tribute. Emumovies for (most) gameplay videos The Vanamo Online Game Museum for (most) photos. If special credit, see .TXT file in the corresponding source archive. (soon) # PLATFORM COVERED / CREDITBOARD :
    See video release post for more details ! 
     

    8,484 downloads

       (0 reviews)

    5 comments

    Updated

  24. Obby's Flashpoint Importer for LaunchBox

    OFILb (Obby's Flashpoint Importer for LaunchBox)
    OFILb (pronounced "Awful-B") is an importer tool for LaunchBox that allows one to add platforms and playlists from BlueMaxima's Flashpoint project to their collection. It is fully automated and only requires the user to provide the paths to the LaunchBox/Flashpoint installs, choose which Platforms/Playlists they wish to import, and select between a few import mode options. Once the import is started the current progress is displayed and any errors that occur are shown to the user, with resolvable errors including a prompt for what the user would like to do. After the process has completed LaunchBox can be started and the games from Flashpoint can be played like those from any other Platform.
    For Platforms, the importer is capable of importing each game/animation along with any additional apps, images, and most of the metadata fields (i.e. Title, Description, etc, see below).
    Function
    This utility makes use of its sister project CLIFp (Command-line Interface for Flashpoint) to allow LaunchBox to actually start and exit the games correctly. It is automatically deployed into your Flashpoint installation (updated if necessary) at the end of a successful import and the latest version of CLIFp will be included in each release of this utility so it is not generally something the end-user needs to concern themselves with.
    Before making any changes to your LaunchBox collection any XML files that will be altered are automatically backed up (only one backup is maintained at once so any previous backup will be overwritten) and if any unrecoverable errors occur during the import any partial changes are reverted and the backups are restored; however, while LaunchBox itself also makes periodic backups of your XML data it is strongly suggested that you consider making a manual backup of your LaunchBox\Data folder to be safe. No responsibility is held for the loss of data due to use of this tool.
    OFILb can safely be used multiple times on the same collection to update the selected Platforms and Playlists if that have already been imported previously. The method with which to handle existing entries is selected within the program before each import.
    The import time will vary, correlated with how many Platforms/Playlists you have selected, but more significantly the image mode you choose, which is expanded on later. Importing the entire collection usually takes 5-10 minutes with the recommended settings but can take longer with a more basic PC. The vast majority of the processing time is due to the plethora of images that have to be copied/symlinked when games processed so the speed of your storage device is the most significant factor. Running the importer for updates should be significantly faster it first checks to see if the source image from the new import source is actually different than your current one before copying/linking it.
    You will still be able to use the standard Flashpoint launcher as normal after completing an import.
    Compatability
    Flashpoint Infinity/Flashpoint Ultimate
    This tool was made with the express purpose of using it with Flashpoint Ultimate (i.e. all games/animations pre-downloaded), but since the 0.2 rewrite of CLIFp it should work with Infinity as well. Just note that use with Infinity is not tested as rigorously.
    General
    While testing for 100% compatibility is infeasible given the size of Flashpoint, OFILb was designed with full compatibility in mind.
    The ":message:" feature of Flashpoint, commonly used to automatically show usage instructions for some games before they are started, is supported. The entries that use it are added as additional-apps to their respective games as they once were when Flashpoint came packaged with LaunchBox. All messages are displayed in a pop-up dialog via CLIFp.
    Viewing extras (which are simply a folder) is also supported and the corresponding additional apps that open these folders will be added when importing a platform.
    Since Flashpoint originally used LaunchBox as its launcher, most fields within Flashpoint have a one-to-one equivalent (or close enough equivalent) LaunchBox field. That being said there are a few fields that are unique to Flashpoint that do not have matching field and so they are simply excluded during the import, resulting in a relatively minor loss of information for each game in your collection.
    Version Matching
    Each release of this application targets a specific version or versions of BlueMaxima's Flashpoint and while newer releases will sometimes contain general improvements to functionality, they will largely be created to match the changes made between each Flashpoint release and therefore maintain compatibility. These matches are shown below:
    *See: https://github.com/oblivioncth/OFILb#version-matching*
    Using a version of OFILb that does not target the version of Flashpoint you wish to use it with is highly discouraged as some features may not work correctly or at all and in some cases the utility may fail to function entirely or even damage the Flashpoint install it is used with.
    Metadata Fields
    Currently the following fields in LaunchBox will be populated for each game, which is limited by what is available within Flashpoint:
    Title Series Developer Publisher Platform Sort Title Date Added Date Modified Broken Flag Play Mode Status Notes Source Release Date Version Library Language (as a Custom Field) Usage
    Primary Usage
    1) Ensure Flashpoint and LaunchBox are both not running
    2) Manually specify or browse for the path to your LaunchBox install, the utility will let you know if there are any problems. If everything is OK the icon next to the install path will change to a green check
    3) Manually specify or browse for the path to your Flashpoint install, the utility will let you know if there are any problems. If everything is OK the icon next to the install path will change to a green check
    4) The lists of available Platforms and Playlists will quickly load
    5) Select which Platforms and Playlists you want to import. Existing entries that are considered an update will be highlighted in green
    6) If importing Playlists, select a Playlist Game Mode. These are described with the nearby Help button in the program, but here is a basic overview of their differences:
    Selected Platforms Only - Only games that are present within the selected platforms will be included Force All - All games in the playlist will be included, importing portions of unselected platforms as required. 7) If any entries you have selected are for updates you may select update mode settings. These are described with the nearby Help button in the program, but here is a basic overview of their differences:
    (Exclusive) New Only - Only adds new games (Exclusive) New & Existing - Adds new games and updates the non-user specific metadata for games already in your collection (Applies to either of the above) Remove Missing - Removes any games from your collection for the selected Platforms that are no longer in Flashpoint 8 ) Select a method to handle game images. These are described with the nearby Help button in the program, but here is a basic overview of their differences:
    Copy - Copies all relevant images from Flashpoint into your LaunchBox install (slow import) Reference - Changes your LaunchBox install configuration to directly use the Flashpoint images in-place (slow image refresh) Symlink - Creates a symbolic link to all relevant images from Flashpoint into your LaunchBox install. Overall the best option 9) Press the "Start Import" button
    The symbolic link related options for handling images require the importer to be run as an administrator or for you to enable Developer Mode within Windows 10
    Example:

     
    Tag Filter
    In the Tools menu is an option to show the Tag Filter Editor, through which you can customize which titles will be imported based on their tags. 

    Tags are listed alphabetically, nested under their categories names so that you can select or unselect an entire category easily. Exclusions take precedence, so if a title features a single tag that you have unselected it will not be included in the import.
    All tags are included by default.
    Other Features 
    If for whatever reason you want to only deploy or update CLIFp there is an option for doing so in the Tools menu Animations are not included by default since LaunchBox is more games oriented; however, you can choose to include them using the relevant check-able option in the Tools menu The playlist import feature is "smart" in the sense that it won't include games that you aren't importing. So if you only want to import the Flash platform for example and a couple playlists, you wont have to worry about useless entries in the playlist that point to games from other platforms you didn't import. This of course does not apply if you are using the "Force All" playlist game mode. Limitations
    Although general compatibility is quite high, compatibility with every single title cannot be assured. Issues with a title or group of titles will be fixed as they are discovered. The "smart" feature of the Playlist import portion of the tool has the drawback that only games that were included in the same import will be considered for that playlist. If you previously imported a Platform and now want to import a Playlist that contains games from that Platform you must make sure you select it again for it to be updated/re-imported in order for those games to be added to that Playlist. Alternatively, you can use the "Force All" playlist game mode, but this will also possibly add new platforms you did not previously import. If you are using Infinity you will be able to play any game that is imported, even if it hasn't been played yet in Flashpoint; images for the games however will not be present until they've been seen/loaded in Flashpoint at least once and require the importer to be ran again afterwards. The requirement to have the images load in Flashpoint's launcher first is one I can do nothing about, but I hope to eventually make it so you don't need to run the importer again if you're using the LaunchBox symlink option for images. Help/Bugs/Feature requests
    If you have a bug or feature request I ask that you submit an issue on the GitHub page for this tool, but if you just want to ask a question, discuss the tool in general, or are having issues getting it working for reasons you don't think are due to a bug then please just make a post here. Since sometimes the line between the two can be blurry don't feel afraid to use the wrong system, it isn't a huge deal.
    GitHub
    OFILb: https://github.com/oblivioncth/OFILb
    CLIFp: https://github.com/oblivioncth/CLIFp

    329 downloads

       (4 reviews)

    37 comments

    Updated

  25. LaunchBox ROM Patch Manager

    LaunchBox ROM Patch Manager
    LaunchBox ROM Patch Manager is a plug-in for LaunchBox that intends to streamline the process of applying a patch to a ROM file and importing the patched ROM into your LaunchBox library
    Demo
    https://www.youtube.com/watch?v=WFBjIEwC-v4
    Installation
    Download LaunchBoxRomPatchManager.zip Extract LaunchBoxRomPatchManager.zip to a folder.  Inside the LaunchBoxRomPatchManager folder is a folder called LaunchBox. Inside the LaunchBox folder will be two folders: LaunchBoxRomPatchManager and Plugins. Copy these two folders. Go to your LaunchBox installation folder and paste the copied folders Included Patchers - Floating IPS
    The plug-in includes Floating IPS by Alcaro to be used as IPS patcher. This patcher should be automatically included when following the installation instructions and can be found in your LaunchBox folder under LaunchBoxRomPatchManager\Patchers. By default, the plugin will be configured to use Floating IPS to patch games for the following platforms:
    Nintendo Entertainment System Nintendo Game Boy Advance Nintendo Game Boy Color Nintendo 64 Super Nintendo Entertainment System Sega Genesis Sega 32X NEC TurboGrafx-16 Included Patchers - Paradox PPF
    The plug-in includes Paradox PPF 3 by Icarus of Paradox to be used as a PPF patcher. This patcher should be automatically included when following the installation instructions and can be found in your LaunchBox folder under LaunchBoxRomPatchManager\Patchers. By default, the plugin will be configured to use Paradox PPF to patch games for the following platforms:
    Sony Playstation Sony PSP Managing ROM Patchers
    The plug-in includes a menu item called "Manage ROM Patchers" under the LaunchBox Tools menu. The plug-in uses these configurations when applying a patch to a game.
    Name - Specify a name for the patcher File path - Specify the path to the patcher Command line - Specify the format of the command line that should be used when applying a patch to a game file. There are two special values that need to be included in the command line field for the plug-in to know how to apply a patch to a game file. {patch} indicates the patch file and {rom} indicates the game's rom file. Platforms - Select the platforms that the patcher can be used with Importing a ROM Hack
    The plug-in includes a menu item called "Import ROM Hack" when you right click on a game. To import a rom hack, right click on a game and select "Import ROM Hack". A file dialog will open prompting to select a patch file. Select the file that contains the patch file. The "Import rom hack" screen will be displayed with information about the selected game and selected patch file. Enter values for the imported ROM hack as desired and click OK. The plug-in will make a copy of the source game, extract files as needed, apply the selected patch file to the source ROM file, and import the game into your LaunchBox library.
    Source code
    https://github.com/AtomFry/LaunchBoxRomPatchManager

    91 downloads

       (2 reviews)

    11 comments

    Updated


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