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  1. Community Theme Creator

    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 13.1 - Beta 2 or higher to support Themes Published using COMMUNITY Theme Creator 2.5
    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
    Please Note:  Version 2.5.5 Is the final version of the software I plan to distribute.


       (19 reviews)



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

    **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.  
    If you are using your own installed/setup of mame then make sure you also set in the mame.ini  'Skip_gameinfo  1'
    If you got Launchbox to setup mame for you when asked, you only need to replace the exe and play.
    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.


       (7 reviews)



  3. ThirdScreen Plugin for Platform Video Marquees, 3+ Screen Support, and more

    This plugin adds enhanced Marquee capabilities plus support for unlimited screens.
    - Enhanced Marquee Capabilities:
    Adds support for Platform Video Marquees, Playlist Video Marquees, and Platform Category Video Marquees. Adds support for Marquee Startup Videos. Adds support for animated gif files. Fixes marquee shift issue for TeknoParrot games. Marquee(s) will work in LaunchBox, not just in BigBox. Adds optional blur-fill background effect when media is not stretched to fit the entire screen (as of v2.0.10). - Support for unlimited number of screens each displaying their own priority based list of media.
    - Each screen has access to ALL media that has been imported to LaunchBox (all images, all videos, plus rotating 3D box models!)
    - Graphical user interface for setting up screens. Your theme files do not get modified.
    - Ability to stretch or not stretch based on the media type being shown on each screen.
    - Screens are tracked by GPU port stable IDs, so nothing will ever break due to Windows re-ordering display  numbers.
    Demo Videos:
    *** Before installing, please make sure you are using the latest version of LaunchBox. Version 13.0 or higher is required. *** Download ThirdScreen.zip to your PC. Right click on the zip file and extract all files. Close LaunchBox/BigBox and copy the Plugins and ThirdParty folders to your LaunchBox directory.  
    Adding a new screen:
    1. If you are setting up your main Marquee screen, you'll first need to disable the Marquee in BigBox settings in order to transfer control of it over to ThirdScreen.  Open BigBox. Hit escape to go to BigBox settings. Go to Options->General->Marquee Screen and set it to "None".
    2. Select ThirdScreen Settings either from the Tools dropdown in LaunchBox or the settings screen in BigBox.

    3. In the ThirdScreen Settings app choose "Add Screen" in the upper left.

    4. Give this screen a name. If this is your main marquee, make sure "Start with typical marquee media" is checked - this will start you off with the typical expected media for a main marque (e.g. marquee videos, marquee images, banner images, clear logos, etc...). Then hit Continue.

    5. Click "Identify Displays" and take note of the name displayed on the desired display. Then choose
    the corresponding display name from the "Choose Display" drop down menu.

    Choosing which media shows on each screen:
    1. Select a screen from your list of existing screens.

    2. Add desired media to both the game and platform views for this screen. (Tip: You can hover over most drop down boxes and controls to get a more detailed description of what each one does).

    3. Adjust the priority of each media item up or down (items higher on the list have higher priority). ThirdScreen will search the selected game or platform's media starting from the top of the list and working its way down until it finds something to display.

    4. For each media item in your views you can choose whether or not to stretch fill the screen. If set to No, then the item will be uniformly stretched (aspect ratio will be preserved). If set  to Yes, the media will be stretched to fill the entire screen (aspect ratio will not be preserved).  (Your choice will depend on the type of media and the screen dimensions. For example, Marquee videos/images will look best stretch filled on a bar type display but not on a 16:9 aspect ratio display. Video snaps will look best stretch filled on a 16:9 aspect ratio display, but not on a bar type display.)

    Adding startup videos or images for each screen:
    1. Select a screen from your list of existing screens.

    2. Click "Startup Video Folder" to open the startup folder for this screen. Copy any media you want to be displayed at startup for this screen into this folder. Video files and static images are supported. If there is more than one item in the folder, ThirdScreen will choose one of them randomly to display at startup.

    Adding Platform Marquee Videos, Playlist Marquee Videos, and Platform Category Marquee Videos:
    1. In LaunchBox select Tools->"Manage Platform/Playlist Video Marquees"

    2. From here you can add and manage video marquee files for Platforms, Playlists, and Platform Categories. Once added, they will be available for display using the ThirdScreen Plugin.

    Q. How many screens are supported?
      A. As many as you want. The only limit is the number of hdmi or display ports on your PC.
    Q. Can I use this Plugin if I only have a single marquee screen?
      A. Yes, if you don't have 3+ screens you can still use this for your main marquee. That will get you the added benefits of platform marquee videos, animated gif support, marquee startup videos, etc.
    Q. If I choose to display 3D box models, how can I rotate them?
      A. The 3D box models will be self-rotating. They will continuously spin while being displayed (no need for any user input).
    Q. In Game View, what's the difference between "Add Game's Parent Platform Media" and "Add Current Platform/Playlist Media"? Which one should I choose?
      A. It just depends on your preference when viewing Playlists. When scrolling games in a platform wheel, it will not make any difference which of the two dropdown lists you chose from. When scrolling games in a playlist wheel choose "Add Game's Parent Platform Media" if you want the media to change depending on the type of game (for example, the playlist might be a mix of NES, Wii, and Arcade games). Choose "Add Current Platform/Playlist Media" if you instead want to always display the Playlist's media (for example the marquee or theme video from your Favorites playlist).
    Q. Will my Theme xaml files get modified?
      A. No, the plugin never touches your theme files. You are free to switch and add new themes whenever you want.
    Q. How can I delete/modify media in LaunchBox if it is currently being displayed by ThirdScreen?
      A. You might sometimes run into a situation where you want to delete or modify a game's media files, but LaunchBox gives you an error because the media is in use. No problem, just temporarily disable ThirdScreen when in LaunchBox. Open the ThirdScreen settings app, click the gear icon in the upper right, and choose "Disabled when in LaunchBox".
    Q. Why doesn't Platform view work for my marquee(s) when in LaunchBox?
      A. This has been fixed with version 2.0.6 of this plugin as long as you are on LaunchBox version 13.1-beta-6 or higher..
    Troubleshooting Steps:
    1. Make sure you are using the latest version of this plugin.
    2. If this is your main marquee screen, please first double-check that you have disabled your marquee in BigBox settings. The ThirdScreen plugin will not attempt to use your marquee display if BigBox is using it.
    3. If some image or video you've added isn't showing up when you expect it to, double-check that it is categorized correctly in LaunchBox. It's very easy to add media in LaunchBox and then forget to change its image or video type (I do that all the time).
    4. If you are having an issue, please enable logging for both the ThirdScreen plugin and LaunchBox/BigBox, and then send me the log files after you try the thing that isn't working. The log files will be in the LaunchBox/Logs folder. To enable logging do the following:
    For ThirdScreen: Tools->ThirdScreen Settings, click the gear icon in the upper right and choose "Debug Log File Enabled". For LaunchBox/BigBox: Tools->Options->General->Debugging, check "Enable Debug Logs". 5. If LaunhBox/BigBox will not start at all after installing the dll files, make sure you are on version 13.0 or higher of LaunchBox and also try disabling any Pen or TouchScreen devices listed in Device Manager (there is currently a known conflict with the Windows Pen driver which is affecting some users).
    6. If animated gif files aren't displaying for you, try running LaunchBox/BigBox with admin privileges. (Edit: This has been resolved in v2.0.11) 
    7. If you are having issues with the ThirdScreen settings app reporting an incorrect resolution and/or your marquees being incorrectly sized, clipped, or off-center then it is most likely caused by dpi scaling. I recommend trying the following steps:
           Windows 10:
    Disable "Fix scaling for apps->Let Windows try to fix apps so they're not blurry" under "Advanced scaling settings" in Windows Display Settings. Also make sure all boxes are unchecked in Properties->Compatability->Change High DPI settings when you right click on the launchbox and bigbox executables and any shortcuts to them. If above steps didn't work then try disabling all settings above and then go to Windows Display settings and make sure the values of "Change the size of text, apps, and other items" matches between your main monitor and all of your additional monitors.        Windows 11:
    Windows 11 removed "Advanced scaling settings". I'm currently investigating whether any special handling is required for Windows 11 regarding DPI scaling.  
    Enjoy, and please follow the file to be notified of updates. I'm currently working on adding support for automatically generated marquee videos (tiled video snaps overlaid with the game or platform clear logo).


       (2 reviews)



  4. LaunchBox Controls

    This will display the controls for the selected game on a secondary monitor (will work on 2+ monitor setups).
    It will either read the controls from the required xml file or display the control image from: LaunchBox > Images > [System] > Arcade - Controls Information
    It includes an xml control file for MAME and a default configuration for LaunchBox and Windows.
    Game controls can be manually added copying the existing format.
    Extract the zip into your LaunchBox plugins folder and ensure that all files remain in the LaunchBoxControls folder
    ie. Launchbox\Plugins\LaunchBoxControls\
    Edit the settings.xml file as required. The screen number to display the controls on being the most important, currently set to 2. You can get this number from computer Display Settings.


       (0 reviews)



  5. LaunchBox Multi Monitor and BigBox +3rd monitor plugin

    LaunchBox Multi Monitor and BigBox +3rd monitor plugin
    This plugin adds support for 2nd (and 3rd) monitors in LaunchBox to display game images while navigating your collections.  If you have LaunchBox version 13.1 or newer, Platform, Platform Category or Playlist images will be displayed when making a selection on the left navigation pane.
    With BigBox, you already have use of a 2nd display (marquee monitor) for displaying images.  For those who have a pinball-cab (or a fancy desktop setup) with 3 displays, this plugin will allow you display an image on the 3rd monitor while navigating BigBox.
    Some details:
    -  The image displayed changes based on the Platform, Platform Category, Playlist or game you are viewing for both BigBox and LaunchBox.
    -  To view Platform, Platform Category and Playlist images in LaunchBox, LaunchBox version 13.6 is required.  BigBox will work with any version.
    -  When a game is launched, the image(s) will be hidden and then reappear after exiting the game. (default)
    -  Optionally (new v1.1.0), you can select Keep image(s) visible during gameplay.
            The exception is Steam games that are launched via "steam://rungameid/xxxxxx". Their images will not stay visible nor reappear.
    -  You set the default image type (i.e. Box-Front) to use for all games.  Or you can set individual image types to use on a per Platform basis (new v1.1.2).
    -  To make this work in BigBox, Theme View files need to be modified.  You can modify them yourself (instructions below) or let the plugin do it for you.
    -  No additional changes to LaunchBox or BigBox need to be made for this work (v1.1.3)
    Why would I want to display an image on a 3rd monitor? Because you can. What image would I put on a 3rd monitor? That's entirely up to you.  You can choose from pretty much any image type in your collection. Can it display a video on the 3rd (or 2nd-or-3rd in LB) monitor?  No. Can it show a pdf file on the extra monitor?  No. Can it display 3D models for boxes?  No.  
    Download the plugin zip file. Right-click the zip file, select Properties and check Unblock (if present). Click OK.               
    (With LaunchBox/BigBox not running,) Open the zip file and extract the included folder into your /LaunchBox/Plugins/ folder.  
    Setting up:
    Start LaunchBox.
    Click Tools, MultiMonitor Setup

    Monitor Configuration:
    Select which monitor # you want the images displayed on from the pull-down list. Click Identify Displays to confirm which monitor corresponds with which monitor number. Toggle on or off to see images on the respective monitors. (v1.1.0) If you wish to keep the images up during gameplay, check Keep image(s) visible during gameplay. (v1.1.1) In LaunchBox, if images aren’t displaying correctly on you marquee monitor, check Stretch images to fill screen (LB 2nd only). This only works on LaunchBox 2nd monitor.  
    Image Selection:
    Select the default image type you want displayed based on which View you're in. Default Game Images: BigBox 3rd Monitor and LaunchBox 2nd Monitor use the "Game View (BB 3rd/LB 2nd)" image. LaunchBox 3rd monitor uses the "Game View (LB 3rd monitor)" image. The image selection "*Game Controls" looks for game-specific images in your "/Images/platform_name/Arcade - Controls Information/" folder. In LaunchBox, if LaunchBox 3rd Monitor is turned off and the Game View 2nd monitor image doesn’t exist, it will attempt to use the Game View 3rd monitor image. In BigBox, if the Game View 2nd monitor image doesn’t exist, it will attempt to the Game View 3rd monitor image. Set custom game image per Platform (new v1.1.2) Pretty self-explanatory. Click Save after you're done making changes.  
    BigBox Theme Setup:
    Starting with version 1.1.3, this is no longer required.  The plugin will now work with any Theme, modified or not.
    If you had previously setup (modified) your BigBox Theme(s) for use with this plugin using the Setup Themes button in the setup menu, click Restore Themes and follow the steps to revert them back to their original state.
    If you modified them manually, just replace those Views with your backups.
    Other Notes:
    Platform/Category/Playlist images will only be displayed if using LaunchBox version 13.6 or newer. 
    Changes to image selections etc. can only be made in LaunchBox through Tools, MultiMonitor Setup.
    If after making changes in MultiMonitor Setup (AND clicking Save) images aren't displaying or there's some other plugin issue, try restarting LaunchBox.
    This has only been tested on a 2-monitor setup. Neither of which were marquee monitors.    So.....  Good luck!  
    As always, comments, suggestions and requests are welcomed and encouraged.


       (0 reviews)



  6. 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 v2.15
    New extract-xiso option for Xbox iso conversion Full iso files (redump) automatically converted and cached in xiso format Supports both zipped and unzipped iso files Requires extract-xiso.exe to be added to the ArchiveCacheManager\Extractors folder Reduced archive cache path lengths, avoiding path too long errors Small performance improvement when checking many file priorities Smart Extract uses Priority to select file from archive in case where individual ROM file not previously selected Fix incorrect path for auto generated M3Us when Launch Path is not Default Fix background thread issue when Batch Cache Games window closed while still calculating archive sizes Interface tweaks 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.
    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 ROMs from a merged ROM 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) Support for Xbox iso to xiso conversion 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.
    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 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 cached 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
    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.
    Refreshes the cache summary and list of cached items from disk.
    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.
    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.
    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
    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
    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
    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
    Check this option to extract and convert full iso files to Xbox iso files using extract-xiso. Supports both zipped and stand-alone iso files. The executable extract-xiso.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:
    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.
    The file to extract will be (in priority order):
    The individual file selected through the "Select ROM in Archive..." right-click menu. The first file which matches a configured Priority. The first file in the archive. 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.

    Source Code
    This plugin is open source, and can be found on github: https://github.com/fraganator/archive-cache-manager


       (4 reviews)



  7. Marquee Intro Video Support

    *** Edit: Note that you can use this plugin to add startup marquee video support if you are using BigBox's native marquee handling. However, I recommend you switch to my new plugIn, ThirdScreen, for startup marquee video support because it also adds support  for platform marquee videos and unlimited screens. ***
    Plugin that adds Marquee Intro video support. After installing the plugin you can simply place your Marquee intro videos into the LaunchBox/Videos/StartupMarquee folder. One will be chosen randomly at startup. Static images (jpg or png) will work as well.
    The marquee video will always automatically end at the same time as the main screen intro video. If the marquee video is shorter than the main screen video, it will loop until the main screen video ends (or until you hit a button to skip the intro).
    See demo: 
    Unzip the file and drop the contents into your LaunchBox folder. Place your marquee startup video(s) into LaunchBox/Videos/StartupMarquee.  
    You of course have to make sure your marquee screen is set up first in your BigBox settings:
    Set your marquee screen number in Options->General->Marquee Screen If you want the intro video to stretch fill the entire marquee, then set Options->Marquee Screen->Set Marquee Images to Fill the Screen If you have a cut-off type marquee, then make sure your screen compatibility mode is set correctly in Options->Marquee Screen->Screen Hardware Compatibility Mode. Currently this plugin does not support the squeeze 1/2 or squeeze 1/3 modes, but all of the following screen compatibility modes are supported:
    - None
    - Monitor Cuts Off Bottom 1/2
    - Monitor Cuts Off Top 1/2
    - Monitor Cuts Off Bottom 2/3
    - Monitor Cuts Off Top 2/3
    - Monitor Cuts Off 1/3 Top and Bottom  


       (3 reviews)

    1 comment


  8. Big Box Voice Search

    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.
    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.
    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"/>  
    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.
    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.  
    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.  
    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.  
    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.  
    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
    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


       (0 reviews)



  9. BigBox Daily Reboot

    Plugin that adds automated daily reboot support to BigBox (to prevent any slowdowns or errors when running for days). Daily reboot setup is done directly from LaunchBox. Once enabled, your PC will reboot every day at the chosen time if BigBox is running. The plugin is also smart enough to skip the reboot if you are playing a game at the chosen reboot time.
    Tutorial and Demo:
    Copy BigBoxDailyReboot.dll to your LaunchBox/Plugins folder. Open LaunchBox and choose Tools->BigBox Daily Reboot Settings Set daily reboots to Enabled and choose a reboot time. If your PC is not already booting directly into BigBox, create a shortcut to LaunchBox/BigBox.exe and place the shortcut into your Windows startup folder (to get to the startup folder choose Run from the Windows Start menu, type shell:startup in the command box, and hit OK).  
    Release History:
    - Initial release.
    - Improved detection of games being open at reboot  time (Steam games were sometimes not being correctly reported as closed).
    - Added optional debug log file.
    - Added version info to the settings screen.


       (2 reviews)



  10. Flashpoint Importer for Launchers

    FIL (Flashpoint Importer for Launchers)
    FIL is an importer tool for several launchers/frontends that allows one to add platforms and playlists from [BlueMaxima's Flashpoint](https://bluemaxima.org/flashpoint/) project to their collection. It is fully automated and only requires the user to provide the paths to their launcher and 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, the specified launcher 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).
    This utility makes use of its sister project CLIFp (Command-line Interface for Flashpoint) to allow launchers 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 collection, any datafiles 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, it is strongly suggested that you consider making a manual backup of your launcher's configuration to be safe. No responsibility is held for the loss of data due to use of this tool.
    FIL 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.
    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.
    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
    Supported Launchers
    LaunchBox Flashpoint
    While testing for 100% compatibility is infeasible given the size of Flashpoint, FIL 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.
    Each metadata field (i.e. Title, Author, etc.) is matched to the closest equivalent of a given launcher, or a custom field if there is no near equivalent and the launcher supports them; otherwise, the field will be omitted.
    Both Flashpoint Ultimate and Flashpoint Infinity are supported.
    Version Matching
    Each release of this application targets a specific version series of BlueMaxima's Flashpoint, which are composed of a major and minor version number, and are designed to work with all Flashpoint updates within that series. For example, a FIL release that targets Flashpoint 10.1 is intended to be used with any version of flashpoint that fits the scheme 10.1.x.x, such as 10.1,, 10.1.2, etc, but not 10.2.
    Using a version of FIL 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.
    Please see the project's releases page on GitHub to check which tool version targets which Flashpoint version.
    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
    Please check the usage section for the tool on its GitHub page. It's easier to keep the instructions up to date when they are in one location.
    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.
    FIL: https://github.com/oblivioncth/OFILb
    CLIFp: https://github.com/oblivioncth/CLIFp


       (4 reviews)



  11. 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)
    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


       (4 reviews)



  12. COLORFUL resources

    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. Design by me, coded by @faeran COLORFUL Platform Video : Complete 4K video set, with a unique design. COLORFUL Source : To involve the community in the platform video creation. COLORFUL BigBox Startup Video : custom video to match the general design. COLORFUL Hardware Media PNG (1x1) : Taken from my videos, the 1x1 PNG set. (new) COLORFUL Startup Theme : (soon) COLORFUL Pause Theme : (soon) RECOMMENDED COMMUNITY ASSET :
    Redrawn Platform ClearLogo by @Dan Patrick Colorful "Playlist" PNG set by @Klopjero Colorful custom theme for Android by @Bawnanable Platform Funtech Super A'can & Platform Arcade Kaneko by @evo1man Alternative Colorful Platform ClearLogo Set by @soqueroeu Alternative Startup Theme (Minimal-Colorful) by @Palada Recommended SoundPack with Steam Deck UI by @Phox  
    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 !!

    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.
    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 ...

    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. <UPDATE> 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. ?
    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.
    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 ?  (update aug 23, 2022)
    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_Setting_Update.zip
    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 !
    @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 ! 


       (0 reviews)



  13. Arcade64 No-Nag 0.248

    This is the no nag for Arcade64.
    Please only use this if you know about Arcade64 and how it works, there will be NO support for this no-nag. You also need to have setup Arcade 64 in advance as there are required files in the official release that are not added to this no-nag.
    If you are looking for Mame no-nag's then click here.


       (0 reviews)



  14. Sega Naomi, Naomi 2, Atomiswave, Hikaru, Gaelco game importer (for Demul)

    Import games for use with Demul (Sega * Emulator).
    This purpose of this plugin is to import only the MAME machines that can be emulated in Demul. A sort of MAME machine ‘filtered’ importer to supplement LaunchBox’s Import Tool.
    LaunchBox can already import these machines (games) for you using the built-in Tools - Import - MAME Arcade Full Set.  All you need to do is un-check the skip games unplayable in MAME checkbox.  The concern is this results in over 6000 additional entries imported (even more if you uncheck any other boxes and include clones).  And as in most cases, more is NOT always better.  Alternatively you can also simply drag-and-drop the roms into LaunchBox. Which is great when you already have them sorted out.
    Included Systems:
    The list of machines included for this plugin was generated by running the command “demule.exe –listroms” using Demul v0.7 (Apr 28, 2018).  The systems included are Naomi, Naomi 2, Atomiswave, Hikaru, Gaelco, Cave3rd (CV1000) and System SP.  (Sega Dreamcast, though emulated, is not included in the list. [It’s not a MAME machine])
    Naomi and Naomi 2 are each broken into 2 separate systems: Cartridge System (rom only) and GDROM (chd).
    What this plugin will do:
    Let you select some or all of the games in the selected system to import. Select games from just 1 or multiple systems.  (though may only be a good idea for Naomi/Naomi 2 Cartridge System (and GDROM System, respectively) because of the different command lines needed between systems**) Import selected games into an existing Platform or create a new one. When creating a new Platform, assigns “Scrape as” to “Arcade”. (useful when downloading metadata and media) Attempt to automatically detect/select your Demul emulator. (But you can select any of your existing emulators.) (optional) Copy roms to a new location for the games you’re importing. (optional) Only import games that have a corresponding rom in your selected Source folder. (i.e. If you selected 20 games and you only have the roms for 5 of those, only those 5 games will get imported. What this plugin won’t do:
    Add Demul as a new emulator. Make Demul work for you. Filter parent and clone roms. Add the required command line to the emulator (**see below). ‘Bulk’ import into separate Platforms. Add metadata and media to the imported games. If copying roms (optional), only the games main rom file is copied.  It will not look for nor copy any required BIOS, Device or chd files.  
    Installing the plugin:
    After downloading the zip file, ‘Unblock’ the zip file.
    (Right click, Properties, and click Unblock)

    - Now copy the "DemulImporter" folder from the zip file into your ..\LaunchBox\Plugins\  folder.
                          i.e.    D:\LaunchBox\Plugins\DemulImporter\
    Using the plugin:
    Click Tools and select Demul game Importer

    Select a system This will populate a list (in the middle) of all the games for that system. Select games By default, none of the games will be checked.  As you start ‘checking’ games, they will get added to the list of games to be imported (on the right).  Click again to remove them from the import list. Click Check All to add all games for the selected system to the import list. You guessed it, click Check None to uncheck all the boxes, removing them from the import list. At this point, you can select a different system and continue to add more games to the import list. Not recommended because of the different command line parameters needed for the different systems. (it'll make a mess when you go to ad them) Once you’re satisfies with your import list, click Next.
    Select a platform to import the games into You can select an existing platform from the dropdown list or click Add New Platform to create a new one.  Select an emulator The plugin will automatically try to detect your Demul emulator from the ones you have in LaunchBox.  If it isn’t already selected, look for it in the dropdown list.
    Select the folder where your roms are located (optional) If you wish to have your roms copied to a new location, type in (or better yet, Browse to) the folder [Source Folder] where they’re located. Select the folder where you want to tell LaunchBox the roms are located This is required to set each games Application Path. It’s also handy if you [optionally] choose to have your roms copied.
    Setup is done. It’s time to import.  You have 2 options:
    Select Copy AND Import if you wish to have your roms copied to a new location and then the games imported into LaunchBox. Select Import Only to just import the games into LaunchBox.
    If you have a curated set of roms for the system you’re importing for, you can check Import games that only exist in the ROMs Source Folder.  This is useful if, for example, you have a broken out set of roms just for Demul that consists of only the games you like.  When selecting the games to import, select a system (i.e. Naomi Cartridge System) and then click Check All.  You will need to add the Source Folder for where these rom are located (even if you don’t plan to copy them).  During the final Import process, the plugin compares the list of games to be imported to the roms located in the Source Folder.  If a game has a matching rom, it will be imported.  Otherwise it’ll be skipped.
    Of course, if your “broken out set of roms just for Demul” are also already broken down by System, save yourself time and just drag-and-drop them into LaunchBox. 
    When everything’s Complete, click Exit.

    **Default Command-Line Parameters
    System      Command Line Parameter Naomi         -run=naomi -rom= System SP     -run=naomi -rom= Gaelco        -run=gaelco -rom= Atomiswave  -run=awave -rom= Hikaru        -run=hikaru -rom= Cave3rd       -run=cave3rd -rom= Once import is completed, simply select the newly imported games and click Tools, Download Metadata and Media....
    Information on getting these systems to run in Demul can be found here: https://forums.launchbox-app.com/topic/30622-sega-naomi-demul-in-launchbox/
    I personally only have a few of these games on my cab. So I’m not very familiar with the systems mentioned here.  Also, I have no idea if Demul is even “the best” emulator for these systems.  I just knew Demul had a definitive list of games it can emulate, that list was easy to get and probably isn’t going to change (it hasn’t since 2018).  Which means I shouldn’t have to update the plugin (except for maybe fixing a programmer error here or there ).


       (1 review)



  15. Mount compressed cd images and play

    This script was born to resolve this issues:
    you want to save disk space you are a rom/iso collector that uses dat file to check your collection with rom manager tool. Actually you cannot find any DAT that support CHD files, so to save disk space you are forced to compress all your isos or cue/bin images in .zip or .7z format you want to play with compressed iso, bin/cue games without extract files you don't want specify cd image extension in command line, but only zip file extension. This script automatically will search for chd, iso, cue, bin (in this order) contained in compressed file. This script can use one of the following tools to mount compressed cd image files:
    WinArchiver => recommended tool with the best performance. It supports .zip, .7z and rar format. It is a commercial software with a trial period. Prismo File Mount => good tool, totally free, it supports only .zip files. Bad performance with large compressed file, so I don't recommended it for PS2, PS3, PS4 and Wii emulation Daemon Tools => really bad performance, it is free with lite version. It supports only .zip files. Futhermore the script supports these emulators:
    1) Retroarch with all cores
    Command line structure:
    ZipMountAndRun nameOfCoreOfRetroarchWithoutExtension zipfileWithExtension
    Real example for Dreamcast emulation:
    ZipMountAndRun flycast_libretro "4 Wheel Thunder (Europe) (En,Fr).zip"
    2) PCSX2 in standalone mode
    Command line structure:
    ZipMountAndRun pcsx2 zipfileWithExtension
    Real example for PS2 emulation:
    ZipMountAndRun pcsx2 "Ace Combat - Squadron Leader (Europe, Australia) (En,Fr,De,Es,It).zip"
    3) Dolphin in standalone mode
    Command line structure:
    ZipMountAndRun dolphin zipfileWithExtension
    Real example for Gamecube emulation:
    ZipMountAndRun dolphin "Casper - Spirit Dimensions (Europe) (En,Fr,De,Es,It).zip"
    4) Mednafen in standalone mode
    Command line structure:
    ZipMountAndRun mednafen zipfileWithExtension
    Real example for Saturn emulation:
    ZipMountAndRun mednafen "2Tax Gold (Japan).zip"
    How install the tool for mounting
    Search setup on google Download and install the tool Create a virtual drive and remember the letter that you should set in my script How to install my script in Launchbox
    1) Copy the downloaded file in Launchbox Emulators folder assuring that my script was saved inside own folder:
    LaunchBox root folder -> Emulators -> ZipMountAndRun -> ZipMountAndRun.cmd
    See the image below

    2) Set variables in my script for setting the tool for mounting files and its directory and the directories of emulators.
    Please open my script with a text editor and fill " Variables to set" section
    Variable name => Descrition
    mountTool => define the tool used for mounting. Value accepted are winarchiver, pfm, daemon
    daemonPath => path of Daemon Tools Lite, if you install it in default folder it is not necessary to change it
    winarchiverPath => path of WinArchiver, if you install it in default folder it is not necessary to change it
    letterForMounting => it is the letter used from virtual drive. This letter must be equals to virtual drive letter that you have created in previous phase.
    retroArchPath => retroarch path. if your retroarch folder is called "RetroArch" in your Emulators folder don't change the setting.
    pcsx2Path => PCSX2 path. if you have saved the PCSX2 emulator in RetroArch system folder then don't change the setting. If you have PCSX2 installed in the folder 
    LaunchBox root\Emulators\PCSX2 then you can change this variable to "..\PCSX2" (without quotes)
    dolphinPath => path for dolphin standalone emulator. if your dolphing folder is called "Dolphin" in your Emulators folder don't change the setting.
    mednafenPath => path for Mednafen standalone emulator. if your Mednafen folder is called "Mednafen" in your Emulators folder don't change the setting.
    All the paths that you can set can be absolute or relative. By default the paths of emulators in my script use relative paths.

    3) Add ZipMountAndRun like emulators in Launchbox
    Click on Tools -> Manage -> Emulators
    Click Add button
    Insert "ZipMountAndRun" in emulator name textfield
    Select ZipMountAndRun in Emulators\ZipMountAndRun folder
    Copy other settings in image below

    4) Edit linked platform for ZipMountAndRun emulator
    Click on Tools -> Manage -> Emulators
    Select ZipMountAndRun and click on Edit button
    Select linked platform on the left bar
    Fill rows like image below including your preferred platforms

    I hope you can apprecciate my sharing and enjoy your games!!


       (0 reviews)



  16. 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
    If you are looking to convert gdi or iso files (as well as cue) to CHD, see this plugin instead.
    Bulk Convert cue/gdi/iso files to CHD - Third-party Apps and Plugins - LaunchBox Community Forums (launchbox-app.com)
    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
    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.


       (5 reviews)



  17. Bulk Convert cue/gdi/iso files to CHD

    Bulk Convert cue, gdi or iso ROMs to chd
    This plugin expands the capabilities of the existing Bulk Convert .cue to .chd plugin by adding the options to also convert gdi and iso formats to CHD.  (For cue/bin files, the process is the exact same between the 2 plugins.)
    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.

    Why convert?
    •    You end up with just a single file per game
    •    A CHD file is, well… compressed. Resulting in less storage space requirements
    •    Most, if not all emulators now support .chd format
    •    chdman applies lossless compression so there should no noticeable difference in load time.

    This plugin file chdman.exe (included with MAME) ROM sets that are in a .cue, .gdi or .iso format
    What happens after converting?
    After successfully creating a CHD Image, the games application path in LaunchBox will be redirected 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
    1.    Download the plugin
    2.    Unblock “BulkConvert2CHD (v1.00).zip” by right clicking the file and checking “Unblock” and clicking “OK”.
    3.    Open the zip file and copy the contents (1 folder containing 1 file) into /LaunchBox/Plugins/

    Using the plugin
    1.    Start LaunchBox
    2.    Select Tools, Bulk Convert To CHD
    3.    Select a Platform
    4.    Select the file format you’re converting from
    5.    Click Convert
    6.    (Optional)
                   Check Delete old files when complete 
                          This will permanently delete the old files after successfully converting them to .chd.
                   Check Move old files when complete
                          This will move the old files after successfully converting them to .chd to the folder you specify.
    If you are getting errors while attempting to convert the files, make sure you are using chdman.exe that comes with the latest release of MAME.
    If you use multiple versions of MAME in LaunchBox, copy chdman,exe from your latest MAME release folder into the ../LaunchBox/Plugins/BulkConvert2CHD/ folder
    Special thanks to @faeran for the idea of the original Bulk Convert cue to chd.  Without that, I probably never would have made this.
    As always, all comments and suggestions are welcome.


       (1 review)



  18. Arcade64 No-Nag

    This is the no nag for Arcade64.
    Please only use this if you know about Arcade64 and how it works, there will be NO support for this no-nag. You also need to have setup Arcade 64 in advance as there are required files in the official release that are not added to this no-nag.


       (0 reviews)



  19. Launchbox-RetroPie-Batocera Export

    Launchbox is great, but it doesn't run on linux. RetroPie is great, but the scraper is terrible. This script will copy your roms, metadata and images from LaunchBox for use with RetroPie (or Batocera). If desired, it will also reduce the size of the copied images to make them load faster on the Pi. Edit the attached file to choose your platforms, and decide if you want everything, or only your favourites.
    If selecting Batocera XML format it will attempt to copy the first box art, marquee, screenshot and video file for each of your titles.
    How to Install:
    Download and install Python Choose All Users and add it to your Path Open cmd, and type 'pip install Pillow' Download the attached file and edit it accordingly (specify your LaunchBox folder, desired output folder and platforms) Run 'python launchbox_retropie_export.py' Transfer the files to your Pi using WinSCP or similar Copy the gamelists, roms and images to /home/pi/RetroPie/roms Enable the 'Parse Gamelists Only' option in EmulationStation


       (0 reviews)



  20. Big Box Auto Play

    BigBoxAutoPlay is a plug-in for BigBox that can automatically launch into a game when BigBox starts up 
    Download the latest version of the plugin Copy BigBoxAutoPlay.dll and Prism.dll into the LaunchBox\Plugins folder  
    A new menu item is added to LaunchBox under Tools > Configure BigBox AutoPlay.
    Check the box to automatically play a game when BigBox starts. Uncheck the box to disable the auto-play plugin.
    Select game
    Check the box to have launch box select the game in the UI before launching it.  This should allow the marquee to display properly for the selected game.
    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
    Optional. To filter the randomly selected game to only games in the selected platform.
    Optional. To filter the randomly selected game to only games in the selected playlist.
    Optional. To specify a specific game to auto-play. This list is filtered based on the selected platform and/or playlist.
    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


       (2 reviews)

    1 comment


  21. SteamLauncher


    A LaunchBox plugin designed to allow roms/emulators to easily be launched with Steam, directly from the LaunchBox/BigBox interface, without any complicated setup or technical know-how. Simply enable SteamLauncher and all LaunchBox/BigBox game/rom launches will be intercepted and launched via Steam. This will provide access to the Steam overlay, custom controller configurations, and will display the game/rom your are currently playing to any of your Steam friends.
    Here are a few of the features provided by SteamLauncher:
    Allow LaunchBox to do what its good at - be the sole organizer and maintainer of your rom/game collection, without having to duplicate its functionality in Steam (something it was not designed for).
    Keep the 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/per-emulator/per-game 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 the game/rom currently being played with Steam friends (ex: JohnDoe is currently playing 'Super Metroid (SNES)').
    .NET Core 3.1 Steam for Windows LaunchBox/BigBox Getting Started
    Download the latest plugin release from the LaunchBox forum plugin download page. This GitHub repository is meant as more of a resource for developers. While test builds and other pre-release packages may occassionally be posted on GitHub, the latest public release builds will always be posted on the LaunchBox forum plugin download page first:
    LaunchBox Plugin Download: https://forums.launchbox-app.com/files/file/972-steamlauncher/
    Extract the 'SteamLauncher' directory from the compressed package into your LaunchBox plugins directory.
    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 being inside the directory 'C:\LaunchBox\Plugins\SteamLauncher'.
    How to Use
    Note: Obviously, Steam must be running to launch games via Steam so one can either manually start Steam before opening LaunchBox/BigBox or SteamLauncher will automatically launch Steam when needed.
    To launch a game/rom/emulator in LaunchBox/BigBox via Steam:
    Ensure SteamLauncher is enabled by using 1 of the 2 following methods:
      Selecting the 'Tools' menu item and clicking 'Use SteamLauncher'. When SteamLauncher is enabled the menu item will be labeled '(ON)'. This menu item can also be found in BigBox.
    Selecting the 'Tools' menu item and clicking 'SteamLauncher Settings', resulting in the SteamLauncher settings dialog being displayed. By then checking the checkbox labeled 'Enable SteamLauncher' and clicking the 'Save' button, SteamLauncher will be enabled. The SteamLauncher settings dialog cannot be accessed in BigBox.
    Once SteamLauncher is enabled, all games/roms/emulators will be intercepted by SteamLauncher and launched through Steam. Customize Platform Names
    When games/roms are launched with SteamLauncher enabled, the title and platform of the game/rom will be displayed in one's Steam status in the format of: 'Game Title (Platform Name)'.
    Example: Super Mario Bros. (Nintendo Entertainment System)
    Friends on Steam will see this title in one's status whenever a particular game/rom is being played. If desired, the platform name displayed can be customized. For example, the platform 'Nintendo Entertainment System' can be changed to 'NES'. This customization can be performed by navigating to the 'Platform Names' tab in the SteamLauncher settings dialog.
    Note: To entirely omit a platform name from one's Steam status, leave the 'Custom Platform Name' entry blank (as seen in the 'Windows' entry in the screenshot below).

    Selective Use
    The 'Selective Use' feature allows one to precisely customize the circumstances under which SteamLauncher will be enabled/disabled. The settings for this feature can be found in the 'Selective Use' tab in the SteamLauncher settings dialog.

    Filter Mode
    'Filter Mode' defines how the entries in the 'Filter List' will be applied.
    Blacklist: SteamLauncher will always be enabled except when a matching filter is found. Whitelist: SteamLauncher will always be disabled except when a matching filter is found. Off: Disable the 'Selective Use' feature entirely. Filters List
    The 'Filters List' is a list of user defined filters that control when SteamLauncher will be enabled/disabled.
    Enable: This checkbox must be checked for a particular filter list entry to be enabled. If not checked, it will be completely ignored. Description: Used purely as a means of helping the user describe what the filter list entry does. It is entirely optional and has no impact on the actual functionality of the entry. Filter String: This is the string which is matched against the target 'Filter Type', dictating whether or not this entry matches a particular game title, platform name, etc. The filter string is not case sensitive and it supports 2 types of wildcards: '*' Wilcard: matches one or more of any character. '?' Wildcard: matches any single character. Filter Type: Dicates what field the 'Filter String' is compared against. The 'Filter Type' options are: Game Title: Title of the game or rom (ex: Celeste, Super Mario World, Donkey Kong Country, etc). Platform Name: Name of the platform (ex: Windows, Nintendo 64, Sony Playstation, etc). Emulator Title: Title of the emulator (ex: Retroarch, Dolphin, Cemu, etc). Exe Path: The path of the game or emulator EXE file (ex: 'C:\PC_Games\GOG\*', 'D:\*', '*\DOSBox\*', etc). Additional Application Name: Name of an 'Additional App' (a LaunchBox feature which allows you to specify additional commands to run for a game). Status: A field in LaunchBox's metadata for games (right click game, 'Edit' -> 'Edit Metadata') which specifies what platform/launcher/store a game was imported from (ex: '*Xbox*', '*Microsoft Store*', '*GOG*', etc). Ignore Custom Fields: Enabling this feature causes SteamLauncher to ignore all 'SLEnabled' custom field entries. What are 'SLEnabled' custom field entries? Right click on a game in LaunchBox, click 'Edit' -> 'Edit Metadata', and then select the 'Custom Fields' menu item. By adding a new entry named 'SLEnabled' and setting its value to '1' or '0', SteamLauncher can be made to always be enabled for this game (1) or always be disabled for this game (0). This custom field value will always take precedent over all other filtering features (filter strings, filter modes, etc). The only exception to this is when 'Ignore Custom Fields' is enabled (which will cause all 'SLEnabled' custom field entries to be ignored).
    VTables 'Automatic Online Updates'
    'Automatic Online Updates' of vtables definitions can be enabled/disabled in the 'Miscellaneous' tab of the SteamLauncher settings dialog. For SteamLauncher to properly work it has to access internal Steam features that are not meant to be accessed by developers outside of Valve. To access these undocumented, unexported functions, SteamLauncher uses a set of definitions which define what these functions are, their function signatures (their parameters, return values, and how to call them), and where to find them within the Steam client DLL. These definitions can change whenever Valve releases a new Steam update and if they change significantly, they can cause SteamLauncher to stop working correctly. In order for SteamLauncher to continue working properly, without the author manually patching the plugin and releasing a new SteamLauncher update every time this happens, an online database was created that can be updated when one of these changes happens, allowing SteamLauncher to continue functioning normally. If 'Automatic Online Updates' is enabled, SteamLauncher will automatically check for new updates every time LaunchBox/BigBox is launched. If new definitions are available, it will silently update and continue working normally. If automatic updates are not enabled, one can manually check for new updates by clicking the 'Force Update' button.

    If you have ANY problems with the plugin, I want to know about them. If you need help with any technical issue (see 'Logs'), want to suggest a new feature (I'm very open to any ideas), just want to chat, or anything else related to the plugin, visit the support thread at the link below. I am also available to chat on Steam for any urgent issues or if more direct help is needed.
    Plugin Support Thread: https://forums.launchbox-app.com/topic/43142-steamlauncher/
    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 'Log Level' is set to 'Verbose'. To enable and collect 'Verbose' debug logs, do the following:
    Open the SteamLauncher settings dialog.
    Click the dropdown box under 'Log Level' and select 'Verbose'.
    Click the 'Save' button.
    Restart LaunchBox/BigBox.
    Now simply repeat whatever behavior was causing the issue and/or bug, and after you're sure you've replicated the behavior, close LaunchBox/BigBox.
    Look inside of the SteamLauncher directory for a file named 'debug.log' (there may be more than one sequentially named log file if there was an enormous amount of output but this is unlikely if verbose logging was turned on just briefly).
    Open this 'debug.log' file in a text editor, copy its entire contents, and paste/upload it to pastebin.com.
    In the SteamLauncher support thread, provide the PasteBin URL, the details of the problem you encountered, and the particulars of your setup (Windows version, 32-bit or 64-bit, LaunchBox version, Steam version, SteamLauncher plugin version, etc). The more information the better.
    Contact Information
    Alias: Lahma
    Email: lahma0@gmail.com
    Steam Alias: lahma0
    Friend me on Steam: You can click on my alias above or you can copy/paste the following URL into your address bar:
    GitHub Project URL: https://github.com/lahma0/SteamLauncher
    LaunchBox Community Forums Profile: https://forums.launchbox-app.com/profile/89710-lahma/
    Plugin Support Thread: https://forums.launchbox-app.com/topic/43142-steamlauncher/
    ChippiHeppu: Logo
    m4dengi: steamclient_tracker (unfortunately, no longer updated)
    cammelspit: Help with developing the idea and direction for the project
    Nielk1: Initial inspiration for the project and just a talented programmer to bounce ideas off of
    Helpful members of the LaunchBox community: The_Keeper86, JedExodus, FromLostDays, HTPCei, Corgana, Benuno, Neil9000 (sorry for anyone I'm forgetting)
    Known Issues
    MAME Compatibility Fix
    It has been observed that MAME crashes when launched through a non-Steam shortcut. This problem is not directly related to SteamLauncher, but since SteamLauncher relies on non-Steam shortcuts, launching MAME via SteamLauncher was no longer working. After a lot of investigation and tinkering by some dedicated users on the LaunchBox forums (cammelspit and JedExodus), a fix was eventually found for the issue. Whether launching MAME directly via a non-Steam shortcut or via SteamLauncher using LaunchBox/BigBox, the fix is simply to 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.
    Legal Stuff
    ©2022 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.


       (11 reviews)



  22. Visual Pinball X – Top Scores (hiscore) Viewer

    View the Top Scores for your Visual Pinball X Tables (LaunchBox only)
    This plugin uses DNA Disturber’s PINemHi app to read a tables top scores that are stored in the nvram files created by VPinMAME.  PINemHi currently it supports 425 roms.
    (Oct. 8, 2021 Updated to v1.1.  See change log for details)
    Instead of scrolling through these (in game)
    See this (in LaunchBox)

    If you’ve signed up on the PINemHi Leaderboard site, this plugin will also let you view your Personal Top 10 Scores (these scores are tracked separately from the Tables’ top scores) as well as the Best Top 10 Scores on the Leaderboard.  Signing up is free and you only need to provide a username.  No email address, proof of citizenship nor vaccinations required.  (See Top 10 Scores below)
    This plugin downloaded and setup (see Setting up the plugin below). PINemHi v3.3.1 (included with the plugin download) The emulator the table uses needs to point to “VPinballX.exe”.  This is needed to get the rom info for the table(s). Optional Requirements
    Sign up for PINemHi Leaderboards. (see Top 10 Scores below) Setting up the plugin
    Download and unblock the zip file. (right click the file, select properties and check the Unblock check box and click OK) Copy the VPXHiScores folder (from inside the zip) into your \LaunchBox\Plugins\ folder Edit the pinemhi.ini file (\LaunchBox\Plugins\VPXhiScores\PINemHi\pinemhi.ini) Under [paths] (10th line down), edit the path to the Visual Pinball (VP) “nvram” folder located inside your Visual Pinball installation.  (example) VP=D:\Emulators\Visual Pinball\VPinMAME\nvram\ The path MUST end with a slash!! (optional) Under [user] (line 25), type in your PINemHi Leaderboard name and code. (see Top 10 Scores below) Save and Close pinemhi.ini Using the plugin
    Start LaunchBox. Right click on one of your VPX tables and select View VPX Table HiScores. (see What to expect below) Click anywhere on the popup window and drag to move it. Click a button at the top of the window to view the different Top Scores. (see Top 10 Scores below) Click the red “X” to close. How it works
    To get the top scores for a table, we 1st need to know which VPinMAME rom it’s using.  To get this, the plugin uses VPinballX.exe to extract the table’s script.  It then searches the script for the name of the rom that table uses.  The rom name is then passed to pinemhi.exe which extracts the top scores from the nvram file associated with the rom.
    What to expect
    The 1st time you run the plugin for a given table, you will see the Visual Pinball editor window appear, then close. This is where it extracts the tables’ script. The script gets saved to the same folder as the VPX table, using the exact same name as the table but with a .vbs file extension.  Depending on the table, the .vbs file will be somewhere between 20 KB and 150 KB in size.
    The next time you go to view that tables’ top scores, the plugin will see the .vbs file and not extract it [again].  So you won’t see the VPX editor window unless you delete/move the tables’ .vbs file.
    Top 10 Scores
    To be able to view your Personal Top 10 and Best Top 10 scores, you need to sign up at http://pinemhi.com/hiscores.php.  This is where you’ll get your name and code to add to “pinemhi.ini “. (See note #4 under Setting up the plugin [above])
    You will also need to have PINemHi’s Rom Monitor (“pinemhi_rom_monitor.exe”) running.  This is a tiny executable that runs in the background and detects when a VPX table is loaded and then keeps track of your Personal top scores as well as downloads the Best Top 10 scores for that table. 
    Please read through “PINemHi LeaderBoard installation and config.txt” located in the plugin folder.
    (\LaunchBox\Plugins\VPXhiScores\PINemHi\ PINemHi LeaderBoard installation and config.txt) Some main points in the documentation (for use with this plugin):
    Setup your Visual Pinball (VP) path and user (name) and code. **Keys** Make note of which shortcut keys do which action. There are 5 different hotkeys.  Change them as necessary. Controller buttons are also supported. Run “pinemhi_rom_monitor.exe”. Other IMPORTANT notes: ****
    “…set the pinemhi_rom_monitor file to always execute with administrator rights.”  “The pinemhi_rom_monitor.exe was made with AHK (AutoHotkey). Microsoft Defender will frequently call AHK executables to be a virus/trojan  This is a false positive. Feel free to test it with other anti-virus programs There is an option in Microsoft Defender to allow the program to still be used (make an exception for that file)” ****For me, setting the Rom Monitor to run as Admin created issues.  As in it would not start.  I get the message “The requested operation requires elevation”.
    The fix (what worked for me):
    Follow step #1 in Setting up the plugin.  Specifically, unblock the zip file before extracting.  Do not set pinemhi_rom_monitor.exe to “Run this program as an Administrator”. With this, I would still get the UAC prompt when trying to run it from Windows Explorer.  However, when starting it from within LaunchBox. (See Starting/Stopping pinemhi_rom_monitor.exe below) it ran just fine.
    Results may vary. This is what happened on both my main PC and on my cab. There’s a good chance both computers are slightly wonky, and that indeed you DO need to run the Rom Manager with admin rights.  So if one way doesn’t work, try the other.
    Starting/Stopping pinemhi_rom_monitor.exe
    You can toggle the Rom Monitor On/Off from the Tools menu.  Depending on its state, you’ll see this:
    Or this:
    When you launch a Table with PINemHi Rom Monitor running, you’ll get a popup after the table loads showing your Top 10 Scores. Press “L” on your keyboard to have it go away (unless you changed “key=L” in the pinemhi.ini file).  This is a nice indicator that the Rom Monitor is running and that your Personal Top Score will be saved.
    PINemHi Leaderboard
    Along with Personal Top Scores, PINemHi Leaderboard has some other cool features not directly accessible through this plugin like daily, weekly and 5-minute challenges. (These are accessible using the shortcut keys mentioned above.) It tracks Player 1 scores [aka Personal Top 10 Scores] as well as Special Scores (i.e. 20 loops [Back To the Future] or 50 martians killed [Attack From Mars]).  You can add up to 9 friends and view each other’s top scores.  There are also a number of Badges that can be earned on various tables.
    Main Site:                       http://www.pinemhi.com/
    Leaderboard:                 http://pinemhi.com/hiscores.php
    VPForums discussion:  https://www.vpforums.org/index.php?showtopic=44580
    Special thanks to DNA Disturber for creating PINemHi for the Visual Pinball community and allowing permission to use it here, making this plugin possible!!


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  23. Archive.org Collection Sync

    Easily download/sync any collection from archive.org to your local computer. Automatically scans for any existing files and checks MD5 checksums to make sure that all downloads are correct.
    To download, simply paste the archive.org URL into the top field, put the destination folder into the second, and click Start.
    To pause/abort a running download, simply close the window. To resume that download later, re-open the app, choose the same URL and folder, and then click Start. Existing files with the correct checksum will not be re-downloaded.

    Requires the .NET Framework 4.7.2. Licensed under the MIT License.
    Source code is available here: https://github.com/jasonunbrokensoftware/ArchiveOrgCollectionSync


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  24. The Definitive Audit "Tool"

    This is not exactly a tool, but can be easily used to extract an almost perfect 1G1R from their Romsets.
    To do that, just create a .txt file like the example one and rename it from .txt to .bat and execute it inside the ROMs folder.
    Note:  Only Official Released games are included in the lists. No Protos, Unlicensed, Demos, etc.
    Note 2: A lot of cells are linked to others, so better not modify them manually. You can navigate by pressing each System Name on the Index Tab, and go back to Index by pressing "Go to INDEX" button on the System Tab
    If any wrong game or any question, feel free to notify/ask me. 
    Hope it helps people to sort their rom collection.


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  25. 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.
    All credits goes to the people who made these Tools Software happened.
    ED64-Saveswap by saturnu
    pj64tosrm by Higor (heuripedes)


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