Leaderboard
Popular Content
Showing content with the highest reputation since 05/30/2024 in all areas
-
Version 1.0.0
384 downloads
If there is one system platform that needed a decent 3D box image set, its GBA. There is only one GBA 3D box set I have ever seen. It was uploaded on Hyperspin over a decade ago. It was great for the time, but it used fake spines and the dimensions are small. Most of that set is the 3D art found in the games db for most of the GBA games. This collection includes 1,138 boxes, All North American releases, most euro exclusives, some Japan exclusives. All those crappy GBA Video boxes and all the great Famicom Mini boxes included. I didnt include most of the multi game packs because most of them had a single release. PSD templates are included. The american and euro boxes use the same template for GB and GBC. Feel free to upload some of these to the Games DB. Any questions, let me know. Enjoy!28 points -
Version 2.3.2
875 downloads
View how long it takes to complete a game and optionally save these times as Custom Fields for viewing in the game details. Also displayed are what other platforms (if any) the particular game is available on. All data comes direct from How Long To Beat. Be sure to log in there to save, compare and share times. Without them, this plugin wouldn't be here. The 3 types of timed gameplay this plugin gets are: Main Story (just run to the end) Main + Extras (Main Story plus Additional Quests/Medals/Unlockables) Completionist (complete 100% of everything) What makes this plugin different from other HLTB plugins and apps? It works Result are 'live' With some luck and little-to-no fear of website updates, it will still work next week, next month, through the end of the year and beyond... without any updates required (fingers crossed) Requirements: LaunchBox and the plugin file. Installing: Download and extract the contents into your /LaunchBox/Plugins/ folder i.e. D:/LaunchBox/Plugins/HLTB/HLTB.dll Using: Select a game Right-click and select How Long To Beat If the game is not found, follow the onscreen instructions to help narrow down results (optional) Click Add to Custom Fields The Custom Fields names will be: HLTB Main Story HLTB Main + Extras HLTB Completionist Reinstated v2.2.2 (informational) Platforms that the game is available for are shown No longer provided. If platform data is unavailable, a Box-Front image is shown instead. Select a radio button for how you want your times to be displayed and saved. (Days-Hours-Minutes, Hours-Minutes or Minutes only) New in v2.0.0 HLTB Viewer and Playlist creator (Requires HLTB times to have been saved to Custom Fields) - View and sort HLTB games by title or Time To Beat - Launch a game directly from Viewer - Create playlists Creating Playlists: From the Tools Menu, select HLTB Viewer. Select a platform Select one or (preferably) more games Click on the HLTB Time column header to sort by Times. Click again to reverse the sort. Click Create Playlist (This will open a new Window) Set the playlists Title, Nested Name and Category (Category is optional) Click Create Playlist Playlists will be static. If you add more games to your collection, just add the HLTB times to the games Custom Fields (right-click game option) and then in the Playlist Creator, check the box Add to Existing Playlist. Select the playlist. Notes about the names and platform category [Unique] Name - No other playlist can have 'this' name. Nested Name - what shows in the sidebar. (i.e. HLTB 30-60 Minutes) Category - The [Platform] Category it will be nested under. (i.e. Arcade How Long To Beat) To get the Nested Names to sort properly, edit the playlist and set the Sort Title. In the image above, '30-60' sort title is set to "2". '1-2 Hours' is set to "3". etc. Plugin Updates: New version 2.3.0 The plugin will indicate if an update is available for download. If an update is available, the plugin title in the Tools Menu and in the Right-Click menu will begin with (U) i.e. (U) How Long To Beat (LaunchBox only) Open the information/support window and click the Update Available button to take you to the Downloads page Remember to Like and Subscribe and check out my other.....š¤£. Just go have some fun and be good humans. š23 points -
Version 0.277
19,632 downloads
**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) This version also allows the games Akai Katana and Dodonpachi Saidaioujou to be played. 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. As some are not sure about False Positives, and report a virus was detected, As goes for all versions i upload, they are all ran through virustotal before i upload, and if by any chance something did end up with an issue it would be noticed very quickly after upload and would be removed/restricted. 0.277 - https://www.virustotal.com/gui/file/6d21042a6ed3cdfd2b252dcc15cfb3e3c8b69b3ca2dbd0c0add6d3b080716292?nocache=1 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.21 points -
Version 2.1.0
18,246 downloads
This is a giant collection of platform logos drawn digitally by hand. This took well over 500 hours of work over 15 months. While console logos exist all over the internet, this collection aims to bring them to a higher level of polish and accuracy. The default logos in BigBox will now come from this set. It was extremely tedious to ensure a very high level of accuracy across thousands of files. So Many Versions! Each included platform has multiple logo variants. Basically, many consoles had different logos for different regions and time periods. There are also smaller variations such as with or without a trademark (tm). There are black and white versions for each of these. With all of these it can add up to over 50 small variations for one platform! This would be impossible to navigate so Iāve split them up into smaller categories. For each format (Normal, Large and SVG) there are Light and Dark folders. For either of those there are: āColorā, āBlack & Whiteā and āJust Whiteā (or Just Black respectively). If you wanted to use a minimalistic dark theme, you could use the āJust Whiteā versions for a contemporary look. If you wanted logos for a standard dark theme then you could use āLight - Colorā. Official Versions Included Besides the many hand drawn logos, Iāve also curated multiple logos that are the OFFICIAL renderings. Meaning, vector art ripped from official sources such as websites and pdf manuals. Finding official source art in the wild is pretty uncommon and required many hours of digging. Most of the source art was not in color so most of these colors are still generated by me. Some of the platforms with official logos include: Sadly, some of these wasted a lot of my time because I drew them and later found the official versions. The Drawing Process: My process for drawing a logo required many steps. I first did research on each logo. Then I would dig deep for the best references I could find. One rule I had was to never trust any image. I would compare multiple sources and make sure the source I chose was not fan made or some modern re-release that changed the logo. If a better source was found that showed differences from what I drew I would redraw it again (it sucked). I redrew the NEO GEO logo about 5 times before I was finally happy with it. Generally, source art would include box art images, adverts, brochures, and manual scans. Archive.org and Manualslib.com were a huge help for a lot of these scans. I would then use the pen tool in Adobe Illustrator and go to town! Sometimes if my source was really amazing, I could finish the whole logo in an hour and a half or so. Other times it would take much, much longer. Getting the correct color was always challenging and required intelligent guesswork. For example, with the classic Konami logo, I brought in 20 images. Gathered the color from all of those and found the average color for the red and orange. Then Iād tweak it slightly more, usually to improve saturation. When it came to fonts, I would always search for it but rarely found exact matches. If the font was found Iād obviously use it, but If not Iād have to hand draw it. However, a couple of the smaller taglines/subtitles do use a very close match. Hand drawing those fonts would do more harm than good. While drawing a logo I took great care to make things as visually pleasing as possible. Every little section of each letter of each logo was considered. Curves were carefully made to be smooth with as few anchor points as possible. Letters align with each other and angled letters all share the same angle. Hand drawing fonts is very tricky. Many logos were substantially harder than Iād anticipated. The Sega Saturn US logo for instance, drove me insane. It took over 40 hours to draw (not to mention wasted time from failed attempts months earlier). I used Adobe Illustrator to mimic every highlight, tiny color shift, shading and glow. When I was working on this logo, Iād come home from my graphic design day job and then spend 4 hours on it, which would only finish part of one letter. As I worked, Iād have a couple copies of the logo in the same file and a couple times it bottomed out 32GB of ram! Unique Versions This collection brings a few unique logos to the table. Iām just going to list a few. I created multiple new arcade and pinball logos, although previous arcade logos are here too. I highly polished the Daphne logo as it needed some love. I drew a detailed version of the TeknoParrot logo which seems to be uncommon in high resolution. I also created Sega system 16 and 32 arcade logos based on the exact font used in the Sega 32X and Sega CD (Copperplate Gothic Std 31AB stretched horizontally to 130%). The Capcom logos have stylized alternate versions based on a gradated version Capcom rarely uses. There are several other unique logos I could list here. White Outline - Default Versions Since these logos are replacing the default logos in BigBox, Faeran smartly requested that I create versions with white outlines around the outside. That way logos could be seen against any background color. I only made the outline versions for the options I gave to Faeran. I donāt plan on making outline versions for the rest of the variations. That said, the versions I did make are included here. The outline versions donāt look quite as nice in my opinion but they serve a very functional and important purpose. Solid black logos for some systems, like the PSP, would not be visible in certain themes without a white outline. However, theme creators or those wanting to add logos to a single theme, I would still recommend the non-outline versions for the cleanest look. Conclusion I included every platform and version that I wanted to. There are some more obscure ones I could draw but I didnāt see the need to seeing as how I've created 22,000 files as is. If I knew how much work this was going to take, I would've never gotten myself into this (lol). I hope that you guys get a lot of enjoyment out of these. Iām glad I made them and it feels really good to finally be able to upload them. I made these originally for LaunchBox but they can be used elsewhere. I will always appreciate credit if you use them. Needless to say, I donāt own the rights to the logos and these are NEVER to be sold in any way. Thanks Special thanks to Juketstu and Faeran for their valuable feedback. Also, huge thanks again to Faeran and the LaunchBox team for using these as the new defaults for BigBox! If you like what you see here, please also check out my LaunchBox / BigBox logo collection & Pineapple Graphics' Photoreal Controller Vectors:21 points -
Version 1.0.0
210 downloads
Happy Holidays everyone, Its been quite some time since I shared a set with everyone. I have been working on several sets and have a bunch more still cooking. Just slower and more picky these days with what's shared. I have created a new Master System/Genesis/Mega Drive "2.5 D" Box art template from scratch using scalable vector shapes and Adobe Photoshop layer styles for realism. This box template is accurate to the original as I used my own box as a source. Comparing this to what else is out there this is both the highest in resolution and the most accurate. While I am personally not a fan or have any nostalgia for the Master System it was looking a bit sad in my collection with a lot of low quality cover art. This set is extremely high quality and large files hence the size of this download. This is all 114 released NTSC Master System games following the no-intro naming scheme. When dropping these in your Launchbox build there may be a few boxes that do not autoload due to the name differences between how Launchbox scrapes the games and what no-intro names them. Therefore you may have to manually update a few image names to your liking or use an alternate name within Launchbox itself. As always any issues with any images please reach out. If there are any errors or something does not seem right please reach out! Stay tuned in 2025 for more art work sets! (The wait is worth it as there are some very good sets to be coming out!)18 points -
Version 1.0.0
245 downloads
Huge collection of Sony Playstation box images, complete with retail spines. All USA games included, along with Euro exclusives and same Japanese games that have translations. All the long box games are here WITH spines (finally). Long box releases that also had jewel case releases are also here. I also included all Greatest Hits games (there were a lot more than I thought). Sadly, only one Collector's Edition box is here. I couldnt find high quality scans of any of those. I included box templates in PSD format if anyone needs it. Cropped front and spines are also available the download. I will also upload 3D boxes. There are almost 1700 game boxes and I tried to be as accurate as possible. If anyone finds a mistake let me know. Enjoy!18 points -
Version 1.0.0
7,049 downloads
Proper update is coming in about a week (06/08/24). More games and fixes! 8 Months (so far), 3550 games, 100's of hours configuring and too many late nights to count..... this is the MAME Arcade Pre Config Project. If you want show your appreciation and support the project and myself please check put my Patreon https://www.patreon.com/warpedpolygon No need to use the importer with the provided custom platform xml. I fully recommend using this to get the most out of what's been done. If you have been following along you know what the score is. If you are new here, let me explain what all this is. MAME is awesome, however like many other emulators it doesn't know what your use case is, how can it. So, it's defaults are more of a 'one size fits all... but not perfectly' kind of deal. As a result getting things setup can be a mine field. This isn't just down to MAME defaults, plenty of games present you with a bunch of hoops to jump through just to play the damn thing. This, on top of figuring out controls, (which is the main point here) can be a very frustrating experience. Even google can come up short sometimes leaving you to fumble around in the dark. Removing this frustration is the whole point of the project. I see lots of github requests for MAME that aren't emulation issues, they're configuration and setup issues. This project should alleviate the rage of most users. FOR CONTROL PAD USERS. So, let's just get into the stuff you wanna hear. To keep it simple I'm gonna list what IS here and what ISN'T here: WHAT IS HERE Every working Parent ROM has been configured. Although, some games listed as NOT WORKING do indeed work to some degree. These have also been configured to future proof the project. Clones and/or preferred versions have been identified, configured and added in ADDITION to their parent counterparts. This could be an uncensored Japanese version, control hack, translation or even a sequel. In some instances an entirely different game can be a clone version. This is such an important part of the project. All English region Names/Versions have been configured. You may know a game by a completely different name depending on your region. All English versions with different names have been configured. So, if it's Buck Rogers: Planet of Zoom, or just Zoom 909 to you, you'll be able to find it. It'll have that title in game also. I haven't just duplicated the parent version and changed the name in LB. All games have been tested and controls configured for XINPUT Controllers. This has been done per game. Some games needed ages spent on them to figure what the hell was going on. Robocop 2 has diagonals that need mapping to the second player joystick, despite being a one player game. So, you can imagine the time and testing that went in. Multiplayer games set to work with maximum players. Pretty much 70% of 4 player games were setup for 2 players by default. Games that remove the character selection for 4 players have had their 2 player versions also added so you have the choice. Multi screen games set for both one and two screen use. You will have the choice to launch the 1 screen or 2 screen version without having to set everything up. These maybe listed a 1 and 2 player variants. All analog games have had their sensitivity checked and changed if needed. Yes, the trackball Sonic game works just fine despite what people say. Every configured game has a control layout image. Working Prototypes are here. English set for Japanese only games wherever possible. There's more than you think. Unlockable/hidden content pre unlocked. Keep in mind some cheats for hidden content are a one time use and don't save to NVRAM. Fighting game button layouts are setup to all be the same. Exactly the same as Street Fighter 2 on SNES for 6 button fighters. Light gun games set for controller AND mouse usage. Inaccurate games have been calibrated. Widescreen games set to pixel aspect. Technical hoops already jumped through. Much, much, much more. WHAT ISN'T HERE Mah-jong games that use a Mah-jong panel. These simply have too many inputs to map to a controller. Mah-jong games that use a joystick are here. Japanese quiz games. Gambling and video poker games. Basically anything with a BET, HOLD input system. Japanese clone versions, UNLESS they are preferred or have additional content. Truly non working games that simply black screen. Any arcade platforms better emulated outside of MAME for e.g. Sega Model 2 & 3. ABOUT THE PLATFORM XML A lot of work has gone into making sure these games are all accounted for in the xml. There were a bunch of roms that weren't recognised by the importer or games that simply haven't yet been added to the Database. I have made sure that these have been added and named correctly before I start changing/updating the database. Also, I have gone the extra mile and added version info in the title of the game if there are multiples of the same game. So, you will see The Simpsons (2 Player) and The Simpsons (4 Players) as separate versions for extra convenience. PlayChoice-10 games and mega play games have also had this info added to the title so you know exactly what version is being selected, despite sharing the same name as other versions/games. MAME SET ADVICE AND MERGED ROMS Despite my previous statements, Non-Merged is the best for sooo many reasons. I plead with you, just go non merged and you'll have a better time. However, I have been accommodating and everything has been setup for Merged set users also. But, having games setup as individual roms is way easier to manage than using a merged set and selecting/expanding different versions. This presented a problem that I cant be asked to explain. The long and short is MERGED SET USERS WILL NEED TO USE THE DUMMY ZIP FILES PROVIDED TO BE ABLE TO LAUNCH CLONES. This is so LaunchBox has something to grab onto and launch the game. Is it an elegant solution....NO. Does it just work and future proof any updates and changes that MAME may make to the Merged set...YES. This is because there's a dummy zip for every game, simply copy paste them into your roms folder and DO NOT REPLACE any files that are already present. DO NOT REPLACE. DO NOT REPLACE. Not all Merged set users are going to like that solution. My advice if you are not wanting to use dummy zips....get a Non-Merged set. INSTRUCTIONS Download CFG, NVRAM and Control Layout Images Put CFG and NVRAM files in the cfg and nvram folders of MAME Use Images however you want. I like to put these in the Screenshot - Gameplay images folder so they display in the side bar. If you don't use a gameplay screenshots this is a nice solution outside of BigBox. This has been made for use with XINPUT controllers. If you aren't using an XINPUT controller you can use DS4windows or it's alternative. USING THE ARCADE PLATFORM XML Download the Arcade.xml (Merged Set users ONLY) Grab ALL the DUMMY ZIPS and place in Roms folder. DO NOT REPLACE anything that is already there. Backup your old xml just in case if you have one. Make sure LaunchBox is not running Place Arcade.xml into Data->Platforms folder in LaunchBox Start LaunchBox. The Arcade platform should be showing now. Select all games in the Arcade platform (Ctrl+A), then go to Tools->File Management->Change ROMs Folder Path for Selected Games Find your ROMs folder and select it. Don't forget to set your emulator path and set it as the default for Arcade platform. PLAY!!! This project will be kept up to date moving forward. If you have any info, suggestions or whatever just holler in the comments.17 points -
Version 2.1.0
520 downloads
Here are the backgrounds I used to customize @faeran's beautiful VisioN theme ! It mainly features backgrounds for playlists, but also a few for platforms and platform categories. Most of the backgrounds relate to 304 game collections. Some are taken directly from faeran's theme, but the vast majority are new, with the occasional alternative version (file name followed by one or more +), and as far as possible directly related to the games in question. All are cropped for the āplatform wheel 1ā display of faeran's VisioN theme on a 16/9 screen (once again, thanks to him for his themes and this one in particular) . The backgrounds are not, for the most part, in 4k but are of sufficient quality for this type of display. The preview screenshots show them and the logos I used with the theme (screenshots on 16/9 4K screen, unretouched). I've also added the corresponding logos to the archive. What's inside : 689 backgrounds + 390 logos ! - 584 playlist backgrounds grouped into 304 game collections and 19 arcade playlists + 323 logos - 84 platform backgrounds for 58 platforms + 58 logos - 21 category backgrounds for 9 categories (in the broadest sense, also includes "Favorite Games", "Recently Played"...) + 9 logos I hope you'll like it ! All platform logos are from @RetroHumanoid's Refried Theme Platform Logo Set, as well as a few logos for the collections. Some platform category logos also come from his Retro Neon Platform Category Logo Set. I hope he doesn't mind. If he wishes, I can of course remove the logos concerned from the archive, which is simply a copy of the custom theme I use. Also a big thank you to him for his work ! BigBox HD.mp417 points -
Version 1.0.7
3,168 downloads
Sorry for the poor quality, i will replace it with a more detailed extended version when I have more time. MUCH BETTER VIDEOS: By DonellHD DESCRIPTION: I am possibly the biggest Coverbox fanboy in these forums, I've loved it since I was made aware of its existence. It was my go to for over a year of retro gaming. After using it for a while I started to notice areas that could be improved upon, eventually leading to me wanting to do something about it. After getting permission from Faeran I started adding in all the stuff I wished Coverbox had. I found it more flexible to make each platform a individual theme so I could have full control over all the views per platform, music, all the cool things that come with individual theme settings. Basically what we are left with is a super badass version of coverbox that's all "fragmented" into individual themes. Its got all the flashy stuff of a modern theme but still retains that sweet warm glow of Coverbox. I started making a "core" theme that was supposed to be a bridge between these fragments and the main platform theme, called "PlatformBox". It was put on the back burner and I never got back to it, I plan to make that eventually. So for now these will only work if applied in game view mode (the view that lists your games). Meaning, you have to go into that platform to the game list then apply the corresponding theme to see its effect. WARNING: These themes may not work well on low performance machines! I do not have a low spec pc to test them on. Im working on that in the newer versions so everybody can enjoy it. FEATURES: Totally remastered Coverbox view More Details View box back when in game details on-the-fly region changes to UI, cases, even the background! many many custom options official UI sounds seamless game details menu (just like CoverBox!) EXTREMELY detailed box art options custom startup & pause themes Platform addon support (satellaview, 64dd, etc) EXTRAS: Coverbox - Fragments Startup Themes Coverbox - Fragments Pause Themes COMPLETED FRAGMENTS: 20 Nintendo (Famicom/Famicom Disk) Super Nintendo (Satellaview/Sufami Turbo) Nintendo 64 (64DD) Nintendo Gamecube (Needs work) Nintendo Wii (eshop) Nintendo WiiU (Incomplete - 70%) Nintendo Switch (Incomplete - 60%) Nintendo Gameboy Nintendo Gameboy Color Nintendo Gameboy Advance Nintendo DS (GBA Support) Nintendo 3DS Sony Playstation Sony Playstation 2 Sony Playstation 3 Sony PSP Sega Genesis (Mega Drive/Sega CD/Mega CD/32x) Sega Saturn Sega Dreamcast MS-DOS Microsoft XBox Microsoft Xbox 360 Current Platform: Tell me what project you want me to work on next GUIDES: INSTALL GUIDE CUSTOM OPTIONS GUIDE ON-THE-FLY REGION CHANGES GUIDE PATREON: Become a member of my Patreon, a place where you can help me decide which direction to go with my BigBox themes. Let me know if my ideas are trash, or gold. Guide me in the right direction because lord knows I need it. If you decide to become a member of my super secret club, I will listen to your stories, requests, and criticism. Your voices will be heard, and I will do my best to make the magic happen. KingSlayer420 Patreon CREDITS: Community Theme Creator 3.0 - By y2guru CoverBox 4.02 - By faeran GenesisMini - [Theme Workshop] 1.0 - By faeran DOS Matrix - [Theme Workshop] 1.1 - By faeran Sega-CD-Mini theme - By Arcanthur Xbox Sound Pack - By Random420 Default assets - By dragon57 COLORFUL Hardware Device Images - By viking Platform Logos Professionally Redrawn - By Dan Patrick Photoreal Controller Vectors - By Pineapple Graphics Dreamcast Sound Pack 1.1.0 - By RetroNi Nes Classic Navigation Sounds 1.0.0 - By ea4492 Gamecube Soundpack - By gils001 Switch Sound Pack - By Grila PS2 Soundpack 1.0.0 - By Jodanzuki PlayStation 3 Sound Pack 1.0.0 - By RetroNi Xbox 360 Sound Pack 1.0.0 - By RetroNi Nintendo 3DS 1.0.0 - By reon Kyosuke Room Backgrounds - By arsenixc Nintendo Famicom Disk - Pure Real Serie - Cartridge 2.5D By Dedaloso PS2 Background 1.0.0 - By tbm SPECIAL THANKS TO: Faeran - For making Coverbox, letting me use your assets, helping me when I get stuck, making all the CTC videos, your like a mentor to me. y2guru - For making Community Theme Creator, none of this would be possible without it! Also thank you for all the instructional videos! Cnells2000 - For supporting me the entire time, searching the depths of the internet in search of me after I left, talking me into coming back, and just being a all around likeable dude. I owe ya one. Patreon Supporters - For keeping the coffee comin' and helping me with the themes. VIP SUPPORTERS: Pademonium Cinematics If you like this theme, leave a review and tell me about it! It keeps me motivated!17 points -
Version 2.0.2
222 downloads
Here is my Launchbox theme, imaginatively titled "Frogg". This is a rework of the default theme, as there were a number of things I wanted to change. See the second screenshot for a list of the changes made. Most of the changes were to the game details pane. I also removed the rounded edges from the boxes in the main grid view. The platform tree is the same. Overall I wanted to maximise the use of available screen area and show as much metadata as possible, minimising the necessity to scroll. Some scrolling is still required to view the retroachievements and related games, but for general game browsing often no scrolling is required to see the banner, images, metadata and notes. The very latest default them has returned to having the related game in a separate tab; I might update this theme at some point to incorporate that (now done with version 2 of this theme). I have an ultrawide monitor and this theme makes good use of the extra screen real estate. If your monitor isn't quite as wide you can resize the game details pane to your satisfaction. Also, I have a separate marquee screen on which the banner is displayed. That's why I kept the scratched arcade marquee aesthetic with the clear logo in the game details pane. It probably fits the theme better than the marquee anyway. A few things I'd like to change with updated versions (any help with these would be appreciated): - the height of the image preview area; videos fill the space well, though for the images it only uses around 80% of the available height. It looks OK but it's something I want to improve - I'd like to have Retroachievements in a separate tab, like "related games" has; same for MAME high scores17 points -
Version 1.2.9-a
815 downloads
Preview and import images from SteamGrid Database directly into your LaunchBox collection. A personalized SteamGridDB API Key is required. (See below about getting yours) Downloaded images are saved to the default LaunchBox image folder(s). Installing Download and extract the contents of the download to your /LaunchBox/Plugins/ folder. i.e. D:/LaunchBox/Plugins/SteamGrid Scraper/SteamGridScraper.dll First Time Run Select a game, right-click it and select SteamGrid Scraper. The "API key Required" window will open. Paste (or manually type in) your personal SteamGrid API key. Click Save Using Select a game, right-click it and select SteamGrid Scraper. In cases where an exact match for the game Tite is not found, a window will popup listing 'close matches'. Double-click a game from the list to select it. Click on the SteamGrid image group you'd like to view. Options are: Grids Heroes Logos Icons Up to 50 images will show in the Gallery. If the selected group has more than 50 available, click "2" to see then next 50. Use the Zoom slider to increase/decrease the image sizes in the Gallery. Double-click on an image to see a larger view. (Opens in a separate window). The Icons group is pretty much useless in LaunchBox. But since they're available, they're included. Saving an image To add an image to your game, right-click the image in the gallery and select Add Image. Select the Image Type (folder) you want to save it as from the dropdown box. (It doesn't change automatically for you.) Only a few select image types are shown by default. To see all image folders (types), check the box "See All available image types". (Optional) To view your existing images for the game, click View Existing Images Gallery. (Opens in a separate window) This shows only the images for the selected image type. (Optional) Click Open Image Folder to open Windows Explorer to the folder where your existing images are and where the image will be saved to. Click Save to save the image. Getting your SteamGridDB API Key Log into your SteamGridDB account. Go to your Profile - Preferences - API Click 'Generate API key' As always, all comments and suggestions are welcome. š17 points -
Version 1.0.0
268 downloads
If there was one system platform that needed a decent 2D front and spine image set, its GBA. There are some decent GBA 2D front image collections out there, but none of them include spine images. I tried to be as accurate as possible and I think most of the FRONT covers are accurate, some spines images may be completely custom tho. (no, I dont have a list of the ones that might be completely custom, I should have kept track). And yes some front covers are upscaled, but not to the point where they look terrible. All North American games are included, along with most Euro exclusives. All the shitty GBA Video movie "games" are included, but it was hard to find decent source scans for most of them. I did not include most of the 2 or 3 game packs that had a single release. The 2 or 3 game packs I did include, are those that did NOT have a single release. Some Japanese exclusives that have been translated or use english menus have been included, but not many. I did include ALL Famicom Mini boxes that were only released in Japan, only because the boxes are cool. I did include PSD templates for the various box styles, for those that may want to create their own boxes that were not included here. Enjoy this much needed set. Any questions, let me know. I will upload a 3D Box version of this (that is the main reason I create these sets).17 points -
Version 1.1.5
397 downloads
DESCRIPTION: Hello everyone, I spent the last few weeks working on a new style for my platform themes, previously known as Coverbox Fragments, which is based off of Faeran's Coverbox. It's a series of individual platform themes based off of actual console bios/menus. I had first planned to just start where I left off with it and make new fragments for it, that later changed as I felt the need to do more than I did before. I always wanted to make use of all the views, instead of binding myself only to the text view. So, I have a proposition...I want to redo them all in this new style. Knowing that I would have to rebuild the fragments when CTC 3.2 came around was always a thought in the back of my mind. Why wait I say, sounds way more fun to make them all again from scratch with CTC 3.2. Now I can create more views than before, implement the new features of CTC 3.2, and push BigBox to its limit. I decided on a new project name since it isn't focused on one view anymore, i named it Nostalgic Memories because that's what this project reminds me of the entire time I'm making them. I had a lot of fun making this first one, I'm excited to start on another. I plan on making one of these for each platform, I will always use the coverbox fragments style for the text view with all platforms as I did before. NOTE: CTC 3.2 is still being worked on by y2guru, you may notice a few things that aren't all the way finished because of that. Don't worry, I check Dave's Patreon page everyday for updates, as soon as they come in I'll be sure to update them. Marquee view, and animations on the shutdown view are still being worked on. It will be fixed when CTC is updated, the shutdown screen animations I may have to redo I feel that's a error on my end that I can't figure out. As usual, it will take me a day or so to get this looking real nice. Once I do it's off to the next platform, be sure to stop by my patreon and vote, its free. VIDEOS: FEATURES: Remastered Coverbox Fragment Text View in all Platform Themes On-The-Fly Region Changing while browsing game list Now totally rebuilt in CTC 3.2! Custom Startup/Shutdown themes for each platform Custom Pause theme for each platform Loaded with more custom metadata options Many new views! Detail on detail on detail. Official UI sounds for the menus COMPLETED PLATFORMS: 2 Sony PlayStation Sony PlayStation 2 Current Platform: Vote Progress Updates are posted on Patreon, all posts are public. INSTRUCTIONS: Copy all files into Launchbox folder. The "StartupThemes" folder is recommended, but optional. Install if you wish to use the custom startup/shutdown screen. The "PauseThemes" folder is recommended, but optional. Install if you wish to use the custom pause screen. The "Plugins" folder is optional, it contains 2 files from CTC that allow you to use the Startup/Shutdown themes in LB. The "Images" folder contains Developer and Publisher logos and should be installed. NOTE: Be sure to enable "Remember Separate View Per Platform" in the BigBox settings. NOTE: These themes are designed to be applied to your game list, creating the feeling of entering the consoles menus to browse your games. METADATA REQUIREMENTS: In order to use some features in this theme, you must have correct metadata filled out in Launchbox. Here are some of the fields that I used. -Region (United States, North America, Europe, United Kingdom, Japan) -Release Date (used for proper ESRB/PEGI/CERO by years it was used) -Developer & Publisher Fields should be condensed to 1 company. (games with multiple company's wont display the logo) MEDIA COMPATIBILITY: SONY PLAYSTATION: SONY PLAYSTATION 2: -Publisher & Developer images need to be installed for Developer/Publisher logos to display. more Publisher Logos will be added in the future, I made a post for it HERE CUSTOM OPTIONS: VIEWS: SONY PLAYSTATION: SONY PLAYSTATION 2: Some of these views are only included in the Patreon Edition version of my themes. Don't worry, I didn't put my best views behind a paywall. The Patreon Edition contains extra views for niche and obscure addons for platforms that most people don't even have in their collection. I will always include my best views for free, the extra views for my supporters are my way of saying thank you to them. Each theme has a custom credits view that has no use aside from that. I use Vertical Wheel 4 for that always, you can exit by changing to another view. SCREENSHOTS: SONY PLAYSTATION: SONY PLAYSTATION 2: PATREON: Ah, Patreon. Where do I start. I know some people don't like that I started one, and put fragments behind a paywall. I am here to make that right so the fragments are now free, hope that ends that. I also know that some of you want to help, but don't have a way to buy me stay up late drinks. I will be clear that I'm not out to become a Patreon hero, so don't expect that of me. I believe that if you put effort towards balancing everything out, everybody can be happy. In that regard, I set it up in a way that I thought would make everyone happy. For people that hate the idea of buying anybody a coffee, I provided you with what I did before with way more content, and new views! For people that like to buy others coffee, I have provided you with a means to do so and a special edition with extra views. Equally, both sides get something special, I believe this is the best way. Now that's all said and done, I changed up the Patreon a bit and plan to do so a bit more. I like to hear from everybody so the poll is now public, comments will be public, etc. I like to know what kind of views you guys want added, help me with assets, anything. I love ANYTHING gaming related, including hearing from others that share that same passion. Don't be shy, stop by and help me make the best themes I can. KingSlayer420 Patreon CREDITS: Community Theme Creator 3.2 - By y2guru CoverBox 4.02 - By faeran COLORFUL Hardware Device Images - By viking Blank Box art 1.6.0 - By Pyrometheous Platform Logos Professionally Redrawn - By Dan Patrick LaunchBox Logos - Professionally Remastered & Revised 1.0.0 Photoreal Controller Vectors 2.1b - By Pineapple Graphics Platform Boot Videos Theme 1.0.0 - By ground7 ES Playstation Theme - By lostless Playstation Classic HD theme - By omgmog HD PS1 BIOS Theme - By mrgonaka Retroarch-Playstation-BIOS-theme - By Sir5ur PS2 Soundpack 1.0.0 - By Jodanzuki PS2 5K Wallpaper - By adamlbiscuit SOQUEROEU TV Backgrounds 2.1 (PS2 Background) - By soqueroeu Playstation 2 Box art 3D PAL 3D Case Template - By Pedro Playstation 2 Console Background - By Duimon Jay-Jay's Textures-On OPL Themes Collection - By JayJay PlayStation NOW! Logo - By Saieno PS2 Menu Video - By DonellHD SPECIAL THANKS TO: Dave Paterson - For making CTC, templates, live streams, and fixing problems when they arise, quickly I might add! Faeran - For helping me when I run into trouble, helping with xaml stuff, CTC templates, and making all the instructional videos DonellHD - For helping me get a Patreon started and making assets PATREON SUPPORTERS: WSNET Jack Parsons Royal Ape Durt Dittie BrandonW_93 William Campbell VIP PATREON SUPPORTERS: Pademonium Cinematics DonellHD Saieno IF YOU LIKE THESE THEMES, LET ME KNOW WITH A 5 STAR REVIEW!17 points -
Version 1.3.3
458 downloads
View and add images from the LaunchBox Games Database directly to your game. Compare images you already have against the database. Remove images from your collection. Scenario #1: You're looking through your collection and you notice a game is missing an image. (An Arcade Cabinet in this case) Solution #1: Edit the game Go to Media < Images Click Download Media Click Uncheck All Check Arcade Cabinet Switch to the EmuMovies tab Click Uncheck All Click Download Arrow through the images until you get to the newly added images Find the one you want and click Remove Image on each of the others Click OK to save Solution #2: Open this plugin Click Arcade - Cabinet Double-click which image you want to add Close the plugin Scenario #2: You have multiple Arcade Cabinet images in your collection, and you've discovered you can only ever see one-at-a-time. Solution #1: Edit the game Go to Media < Images Arrow through the images until you get to the Arcade - Cabinet Images Arrow through each one until you decide on which one you want to keep Click Remove Image on each of the others Click OK to save Solution #2: Open this plugin Switch to Local Images Right-click the image(s) you don't want and select Remove Image Close the plugin Requirements: An internet connection An associated LaunchBox Games Database ID# for the selected game Installing: Download and extract the contents of the download into your /LaunchBox/Plugins/ folder. i.e. D:/LaunchBox/Plugins/LBDBimages/LBDBimages.dll Using: Start LaunchBox Right-Click a game Select LB Games DB Images * *If a game does not have an associated LaunchBox Games Database ID#, the menu option will be disabled. (v1.2.0) Bulk: Select multiple games, then right-click and select the plugin. Navigate to the next/previously selected game by clicking the left/right navigation buttons Mouse-over an image to see its image type and region (if available) Switch between the LBDB Images and your games' [Local] Images (lower left corner) Image Gallery Zoom: Adjust the Zoom slider to make the gallery images larger/smaller. (new v1.2.0) Use Ctrl+Mouse Wheel over the Image Gallery to adjust the zoom level Use the mouse wheel over the Zoom slider to adjust the zoom level Right-Click NOT over an image inside the Gallery to reset zoom level LBDB Images view: Select a filter on the left to view only those image types Double-click an image to add it to your game Check Hide images you already have to not show...yup...images you already have ** New v1.3.0 The Hide Images you already have check status will be saved for next time you open the plugin. **This only checks for an exact CRC32 match between the database images and your local images. "Pretty close" is not an "exact match". Local Images view: Select a filter on the left to view only those image types Right-click an image and select Remove Image to remove it from your collection Preview images fullscreen: (new v1.2.0) Right-click image and select View Image Fullscreen Left-Click: Drag/Move image Mousewheel: Zoom in/out Right-Click: Reset image Left/Right arrow keys: Show previous/next image (new v1.3.3) Escape: Close the preview window Navigate to the LaunchBox Games Database website: Click the DB ID # to navigate to the LaunchBox Games Database webpage for that game (opens into your default browser) Features: (new v1.3.0) Keyboard Shortcuts: Press F to show selected image fullscreen Press Delete to remove selected local image Press I to switch between database and local Images When switching between LaunchBox DB images and Local images, the selected image type is carried over. Window size/location and Image Zoom level are saved on close and used next time you open the plugin. Known Issue: When adding an image to your collection and having Hide Images you already have checked, the image may not get removed from the Gallery Updating your local DB file may resolve this. Tools < Download < Force Update Games Database Metadata... Image Regions: (new v1.3.1) Click the Image Regions drop-up box (a dropdown box that goes up) to view only image for the selected region. A 'blank' option (if shown) is for images that don't have a region associated with it. Plugin Updates: If an (U)pdate for this plugin has been released on the forums, a) the plugin title in the right-click game menu will show as: (U) LB Games DB Images b) At the top of the plugin window, the Info icon will flash red. Click the Info/Support icon, then click the Update Available button. This will open the plugins download page in your default browser. As always, all thoughts, views, suggestions, opinions and accolades are welcome. "Be excellent to each other." (Bill S. Preston, Esq)16 points -
Hi Folks, With so many awesome things happening in our community, itās easy to lose track! Weāre here to recap all the fantastic highlights, from our own teamās updates to highlights from some of the incredible contributions from all of you. Let's have a look at what happened in July. TEAM UPDATES: The LaunchBox team welcomed a fresh new face this monthāour new Community Manager (yep, thatās me! šš). Itās been fantastic getting to know you all, and weāre busy creating new content and engagement opportunities for the community. Thanks for the warm welcome! šāāļø LAUNCHBOX 13.15: We kicked off the month with a brand-new version of LaunchBox! This update modernizes the ScummVM experience & says goodbye to import headaches for Vita3k & RPCS3. Plus, our new plugin system opens the door for even more emulators to join the party! LAUNCHBOX FOR ANDROID 1.15: The team followed that up with a new version of LaunchBox for Android, allowing you to play GC/Wii with Dolphin integration, manage Android apps more easily, and add custom emulators with code & MelonDS support! RETROCHIEVEMENTS LAUNCHED GAMECUBE SUPPORT: The purple lunchbox is back in the spotlight, with GameCube achievements now supported by RetroAchievements and Dolphin! We've put together some tips & tricks on how to get the most out of this great new feature: PLUGIN MANAGER FAQ: Weāve published an FAQ on the new plugin manager for LaunchBox! It answers some of your most common questions and offers a sneak peek at the exciting future of plugins. COMMUNITY CONTRIBUTIONS: While our team has been hard at work, our community has been buzzing with activity. Weāre actively exploring new ways to showcase these amazing contributions, and although itās challenging to showcase absolutely everything, we wanted to highlight a few cool things that stood out this month. Weāre actively thinking of ways to expand this and feature more of your fantastic work, so stay tuned for more highlights in the future! CORE TEAM FAN ART PACKS: CORE Team / @SidewaysMan were on fire throughout July, submitting a slew of fantastic high-quality fan art image packs for various consoles. These stunning packs look amazing on the big screen and add a visual feast to your library. š Check out some of their recent submissions here COVERBOX - FRAGMENTS THEME: @KingSlayer420 is back with a fantastic update to the fan-favorite CoverBox theme, CoverBox - Fragments. This update has been getting rave reviews, supercharging platform themes with a blend of nostalgia and style. Check it out below! LAUNCHBOX AMBIENT MUSIC PLAYER: A fantastic new plugin from @JoeViking245 has arrived, letting you listen to your favorite arcade music playlist while browsing your LaunchBox collection. Say goodbye to browsing in silence! BIG BOX SHOWCASE SUBMISSION: A wonderful submission from @wildaces showcases a magnificent all-in-one BigBox setup, fully decked out with arcade sticks, rhythm controllers, karaoke support, and all the platforms you could ever want. Check out this glorious gaming setup below: THIS MONTH: This month marks LaunchBoxās 11th birthday! š Can you believe it? We have some exciting plans to celebrate this milestone and canāt wait to share them with all of you. Stay tuned for more details and get ready to join the party! Weāre planning to make these roundups a regular feature at the end of each month. What kind of content would you like to see showcased here? Let us know in the comments below! Happy gaming! Andy16 points
-
Version 1.0.0
689 downloads
This is a modern dark BigBox v13+ theme, based on original ideas by Chicuelo, Ant, Dragoondorise & C64-dev. This theme is an amalgamation of all of the available Epic Noir variants, into one cohesive theme, with 10 views. Recreated for BigBox by Adam Smith. This theme incorporates screens replications from the following themes and creators: "Epic Noir" by Chicuelo for Emulation Station. "Epic Noir (Revisited)" by Ant, Dragoondorise, C64-dev for ES-DE "Epic Noir (Next)" theme by Ant for ES-DE Thanks to those above for your amazing work. Features Dark and clean interface New high quality fanart for major systems Support for game screenshots, logos, boxart and video. Features 4 x Platform Wheels Features 1 x System View Features 1 x Game List View Features 4 x Wall Views Features Game start and exit screens Theme Notes This theme supports: Game Boxart, Logos, Screenshots & Videos. If you scrape each, when a game is selected it will show the boxart and logos for a couple of seconds before fading and playing the video of the selected game. Please note: Game Boxart, Logos, Screenshots and Videos are not included within the theme. You can scrape these using the Launchbox interface. Installation Download and uncompress the available theme file. Copy / cut paste to Launchbox\Themes folder. All platform background and controller images are included in the file. CTC Project Files Project files for the Community Theme Creator by y2guru are available here: https://github.com/asmithau/Epic-Noir-Together Please note: This version requires CTC v3.2 (beta) as it uses the unreleased 'selection bar', currently available only in the beta version. Dave (y2guru) is doing an amazing job on the upcoming 3.2 version, so please support him here to access this beta: https://www.patreon.com/COMMUNITYThemeCreator15 points -
Hi All, Another round of betas has now started with version 13.16 beta 1 going out this morning. Here's the list of changes that went into this first beta: New Feature: LaunchBox now includes the BigPEmu plugin within the setup file for easy downloading and updating of the BigPEmu Emulator (instead of needing to download it separately from the plugin manager) New Feature: The Game Discovery Center can now access special online lists curated by the LaunchBox team, offering fresh and seasonal game recommendations New Feature: Free LaunchBox users can now experience a taste of Big Box with a 30-minute demo mode. Explore the interface and features, minus themes and game launching Improvement: LaunchBox now better protects your gaming experience by better managing messy data files, including those created by third-party applications Improvement: Custom fields now offer a dropdown menu for quick and easy value selection Fixed: Resolved crashes caused by specific characters in LaunchBox file paths Fixed: Fixed an issue where updating emulators from the Edit Emulator window could result in errors Fixed: Removed the option to download missing RetroArch cores in the ROM Import Wizard when RetroArch is not the selected emulator Fixed: Epic Games Store game installation status is now displayed more reliably Fixed: Resolved file lock issues that prevented smooth switching between LaunchBox and Big Box. Fixed: Issue where launching a game in LaunchBox by pressing enter on the keyboard could inadvertently open two instances of the game under specific conditions Beta 2: New Feature: LaunchBox now offers save management capabilities (In Early Access). Automatically track and organize your saved games and save states, starting with RetroArch support and expanding to more emulators in the future. Import multiple save files for the same game and back them up locally to the Vault, all conveniently within the game's edit window New Feature: Quickly identify games with save files using new badges. Distinguish between saved games and save states at a glance New Feature: Create custom playlists effortlessly with enhanced auto-population options. Filter by saved games or save states to build tailored playlists New Feature: Efficiently find games with save files using new on-the-fly filters. Quickly browse through your collection based on saved game and save state availability Improved: Visual elements were added into Big Box trial mode (introduced in beta 1) Fixed: Custom fields visual issue has been fixed (introduced in beta 1) Beta 3: New Feature: Added option to prevent emulator update checks by right-clicking and selecting "Don't check for updates" while in the Manage Emulator window Improvement: Translations have been updated Fixed: LaunchBox now correctly handles clicking on the LaunchBox or Big Box exe files while its minimized to the system tray (introduced in beta 1) Fixed: A crash related to using the new game save quick filters (introduced in beta 2) Beta 4: Fixed: LaunchBox now handles Amazon Storefront scans without encountering unexpected termination Fixed: Keyboard shortcuts now function within the Audit window, providing easy access to context menu options Thanks to everyone willing to help us with our betas.15 points
-
Hello Everyone! š Iām Andy, and Iām thrilled to join LaunchBox as your new Community Manager. For those of you who are new, a warm welcome! Weāre delighted to have you in our vibrant community. And for those whoāve been here a while, I canāt wait to get to know you better. Some quick-fire facts about me: platformers, fighting games, and JRPGs are totally my jam! Sonic Adventure 2 Battle is my all-time favourite game (challenge me at Chao Karate anytime š), and Iāve probably completed more Picross games than I should ever admit. When Iām not gaming, you can find me DJing, reading, or throwing down a badass apple crumble in the kitchen šØāš³ But enough about me, letās talk about us! 𫵠The LaunchBox community has been thriving for over a decade, and weāre just getting started. Weāre on a mission to supercharge our interactions and bring fresh, engaging ways for all of us to connect over our shared love of our game collections. LaunchBox is all about creating the nostalgic library of your dreams, and we want our community to reflect that by diving into discussions and events about not just LaunchBox, but also the fantastic games, memories and stories that populate it. Weāve got a treasure trove of exciting plans, from lively discussions & articles to community events and beyond. Weāre crafting more ways for like-minded gamers to connect, with a few surprises up our sleeves šŖ So what's next? š To kick things off, weāve included a short poll to gauge what type of content is important to you. If none of the options perfectly match your interests, feel free to share your thoughts in the comments below. Weāre keen to hear from you and improve our community together. Hereās to exciting times ahead, filled with great discussions, fun events, and lots of gaming! š® š Catch you in the forums, Andy š15 points
-
Beta 4 is out with the following changes: Improvement: This update replaced LaunchBox's legacy XML-based local game database with a high-performance SQLite database. Expect a noticeably faster startup time, lower memory usage, and a solid foundation for even more performance gains in upcoming releases Improvement: The included version of VLC has been updated to version 3.0.21, bringing performance improvements, bug fixes, and updated codec support Improvement: Platform Clear Logo and Icon for Bandai Super Vision 8000 is now included when importing this platform Fixed: The auto-import feature for Playstation Vita games using the Vita3k emulator is now working correctly Fixed: Resolved an error that occurred under specific conditions when using UNC paths Fixed: Badges and Star Rating graphics on the GameDetails view should now work as intended (introduced in beta 1) Fixed: Media Carousel alignment under certain conditions in specific custom themes Fixed: Included 3DO Interactive Multiplayer logo not showing up after platform import This is a huge under-the-hood change, maybe larger than anything we've had. The main change being the switch over from one giant XML file to an SQLite database for your local games database metadata. This file is used for many, many things throughout the app, including all imports, metadata, media downloads, the related games feature, and more. We could make all of this go super fast by loading the xml file into memory, but as the database grew the memory footprint naturally also grew. SQLite allows us to keep the majority of the speediness of the old method without the need to load it into memory. From a user perspective, as the changelog entry states, users will notice faster startup times and a lower memory footprint.14 points
-
Version 1.0.5
29,850 downloads
IMPORTANT: I am not working for the Supermodel Team. This is in no way official. It's just me, admiring Ian and the teams amazing hard work. Presenting it in a way that is usable for PC, Controller and Mouse with minimal effort. A lot of people are turned away from this emulator because of the setup. Thinking it's broken or too much hard work. I want to change that and make things easy so people realise just how good Supermodel is. Thank you to @Joejoe for a bunch of cheats and unlocks and checking everything as it's progressed. Thanks to @Baggio for providing the AHK script for Light Guns. Thanks to @Johnny T for various stuff, and @Headrush69 for something I can't remember. Much has changed with this emulator over the past 2 and a bit years. With new features, fixes and the emergence of a new UI, it's safe to say Supermodel has never looked better. So, it's time to flatten everything and create a new standard for the project, at least with it's setup and usage. It's time to strip out what ain't needed. With 2 permanent solutions to the fabled 'light gun indexing' issue, light gun users should no longer need to ask 'why my light gun no worky?' Also, thanks to @Joejoe we now have all unlocks for every game. The last one to fall was Dirt Devils with it's extra track and truck. The main update is the Light Gun AHK script and extra stuff for Dirt Devils. With this pre configuration you will get: Controls Pre Configured. Please see the images provided for button layouts. I have spent many hours on figuring out the best layouts to ensure no clashing inputs and intuitive controls, I could go into detail but again it would need a video an hour long to cover it all. Just know a 'dead zone' of 7% has been added to the analogue sticks to prevent saggy sticks from steering your car for you, or randomly entering directional inputs when you don't want. Also, some games will use force feedback to vibrate your controller. 2 Player Mouse Light Gun Support. The Lost World, The Ocean Hunter, L.A. Machineguns and Start Wars Arcade (yes I have calibrated for both players). By default the mouse indexes have been set to MOUSE1 and MOUSE2. For mouse only users this is generally fine, but light gun users may find their mouse index set to a higher/different MOUSE number. Supermodel also LOVES to make windows switch mouse indexing, more than other emulators, causing your Light Guns just stop working. The new UI has a solution for this, where you essentially shoot/click a box before booting the game, when RAWINPUT is set. This sets the correct indexing and light gun controls for you, ensuring a seamless light gun experience every time you play. However, the UI solution is not currently deployable into LaunchBox. But...thanks to @Baggio we now have an AHK script which will fix your light gun index permanently with LaunchBox (and without). It does require some setup, but once it's done, it's done. It's pretty much a bullet proof solution, pardon the pun. Test Menu Fixes. Every game that needed a test menu fix has had it done. For E.g. the Network Board Not Present issue in Daytona 2, and Feedback Lever issue in Star Wars. This includes setting many of these games Cabinet Type to 'normal' rather than leaving them set to Deluxe. Most of the Deluxe variants have more input options (clutch, fishing line etc) that aren't used or emulated, especially for use with a controller. All games are set to Free Play, Japanese language set to English, and regions have been changed to USA where possible. Analogue Steering Saturation & Analogue Calibration. All of the racing games except Sega Rally 2 have very twitchy steering. I have spent hours sorting out the Analog Saturation to make them more playable. However, the fact is these arcade racers use 1:1 Analog steering. This is TOTALLY NOT how console racers work, unless using a proper analog steering wheel. As the steering is 1:1, it reacts as fast as the stick moves, which again is NOT how console racers work with controllers. If you have the analog stick fully locked to the left and release the stick, the steering will return to centre at the same speed as the stick moving, REALLY really fast. Again... console racers don't do this. There is no current way around this, I have mitigated it, but not removed it. You will have to ease the stick back to centre like you would an analog steering wheel to be able to play effectively. Just be gentle. Sega Rally 2 is fine tho. Enhancements. Some games benefit from having different modes activated. For e.g. Sega Rally 2 'Game Type' set to 'Special' enables 3 laps per stage rather than just the one. Virtua Striker has Golden Goal and Penalty Shootout modes that are off by default, having a longer play time is also preferable in this type of game. There's also little changes like setting Speedometers to MPH from KPH. Please see the table below for more info. Audio Configured (sorta) Left at default the audio is quiet/loud and not balanced for most games as the baseline (not bassline) is not known. It's actually a god damned mystery how these cabs were balanced for audio. Supermodel simply sets it all to max by Default leaving some games really loud and others really quiet. Apparently that's how it was with OG hardware. Meaning the service technician would have balanced these depending on the setup. As you can link certain games like Daytona, audio would have needed to be balanced in accordance, manually. Is there some kinda document or guide out there that's missing, or did the techs just do it by ear? Who fuckin' knows man! There is NO official audio balance standard for Model 3 games, that we know of! So, Audio has been adjusted on a per game basis. This took ages and would probably need a video an hour long to explain. Just know that it was super confusing with the Balance option doing different things per game. I adjusted every games volume to be 'about' the same db. This aspect of the project is the last piece of the puzzle. The audio emulation seems to be getting some attention recently, so gonna hold off to see what happens. I have provided a pre configured Supermodel.ini file for XINPUT and DINPUT. XINPUT (Xbox/Windows) is by far the preferred input method. This is because all XINPUT controllers are the same between controllers with their input IDs. This is great for making pre configurations because it's the same for everyone. If you are unsure as to what input system your controller uses a quick google search should tell you, or this should tell you https://gamepad-tester.com DINPUT is not so great for making pre configs as their input IDs can vary between controllers. So, now here comes a... DISCLAIMER: FOR THE DINPUT PRE CONFIG I USED A PS4 CONTROLLER. IF YOU ARE USING A DIFFERENT DINPUT CONTROLLER YOUR INPUTS COULD BE WRONG AS DINPUT CONTROLERS CAN VARY WITH INPUT IDs. Use X360CE if your DINPUT controller inputs are incorrect, and use the Xinput ini instead - https://www.x360ce.com/ So with that out of the way. SETUP INSTRUCTIONS Download the most recent Supermodel Git version from the official website here - https://www.supermodel3.com/Download.html Download the Sega Model 3 UI from the official GitHub page here - https://github.com/BackPonBeauty/Sega-Model-3-UI-for-20240128-/tree/Segamodel3UIver1122 Download NVRAM & Correct INI file for your controller from this page. Unzip all of this. Transfer/copy all the files from the UI folder into the Supermodel folder. Transfer/copy the correct Supermodel.ini into the Config folder of Supermodel and replace the one already there. Transfer/copy NVRAM files into NVRAM folder of Supermodel. Place ROMs into the ROMs folder in the root of Supermodel. You can use a custom location, but this location will mitigate issues. Start the UI, set your settings to your preference and PLAY! Roms INFO Use as recent as possible MAME NON-Merged ROMS. DON'T USE MERGED ROMS. Split will work but will be missing files needed for controller rumble/FFB. Supermodel is now kept in line with MAME rom updates, if they are to do with Model 3 Games. You can use as old as 0.236. Supermodel is "backwards compatible" to this point. However, 0.263 or newer is best, the reasons why are below: magtruck was updated 0.249 oceanhun was updated 0.253 scudxo was added 0.263 ONLY THESE VERSIONS HAVE BEEN CONFIGURED FOR. dayto2pe daytona2 dirtdvls eca fvipers2 getbassur (Best version for controller usage. It lacks the 'fishing line tension input'. This version was ported to Dreamcast and the only version here) harley lamachin lemans24 lostwsga magtruck (Better dump as of 0.249. Fixes Attract Mode. This is a better dump so it will be the new parent. With the old 'magtruck' parent becoming the clone 'mgtrkbad') oceanhun (New dump as of 0.253. This is a newer version so it will be the new parent. With the old 'oceanhun' parent becoming the clone 'oceanhuna') scud scudplus scudxo (This was found as of 0.263. This is an earlier version with MAJOR gameplay differences and different attract modes) skichamp spikeofe spikeout srally2 srally2dx swtrilgy vf3 vf3tb von2 vs2 vs298 vs2v991 LB PLATFORM XML INSTRUCTIONS Download Sega Model 3 XML from this page. Make sure LaunchBox is closed and not running in the background. Place XML into 'Platforms' folder. It is located in the 'Data' folder. Start LaunchBox Sega Model 3 Platform should appear on the left. Set ROMS Path - Click on any Model 3 game - Press Ctrl + A to select all games - Go to Tools->File Management - Click on 'Change Roms path for selected games' - Select folder where your ROMs are located. Make sure the Emulator is setup and is the default for Sega Model 3 under Associated Platforms. PLAY!!! LIGHT GUN INDEX FIX AHK SCRIPT INSTRUCTIONS You will need to install AHK, or use it portably. Just install it, it's easier. The script uses version v1 / v1.1, but you can just download the new one, v2, and let it prompt to download the older version in addition, on the first load attempt of the script. Download here https://www.autohotkey.com/ Download & unzip the AHK script from this page. Best Practice is to move the Light Gun AHK Script folder with the ahk script inside, into the root of Supermodel Download ControllerRemap Utility v0.0.11.0 here - https://forum.arcadecontrols.com/index.php/topic,108767.0.html (Download is at the bottom of the first post. Before you can unzip it, you will need to rename the file from ControllerRemap.zip.txt ...to... ControllerRemap.zip. Just take the .txt off the file name. THEN UNZIP) Place the ControllerRemap.exe you just unzipped into the Light Gun AHK Script folder next to the LightgunIndexRemap.ahk In LB, right click on a SM3 light gun game and select 'Edit Metadata/Media' Select 'Additional Apps' on the left. Select 'Add Application' at the bottom. Name Application 'Supermodel Light Gun AHK Script' To set Application Path, click 'browse' and select the LightgunIndexRemap.ahk in the Light Gun AHK Script folder you downloaded. Check 'Automatically Run Before Main Application' Hit OK! Repeat above steps (from step 6) for the other 3 Light Gun Games in LaunchBox. But Wait! Theeere's more! You need to set the VID/PID id's of your specific light guns in the AHK script. So we need to... Launch a Game you have set the AHK to with LB, with both light guns connected. If you only have AHK v2, you should get a prompt telling you the script is for v1. It will then ask if you want to download the latest v1.1 version in addition to v2. SAY YES. Wait for it to download. If you need to do this, RESTART YOU PC/DEVICE after v1.1 has installed. Otherwise the script wont work. If you already have v1 or v1.1 you won't get the prompt or need to restart. Now you have (or already have) v1/v1.1 the game should boot up with no script warnings. You wont be able to control anything as the PID/VID is not set. However, by simply booting with the script we have made a log of what they are so you can set them. Exit the game. Open Light Gun AHK Script folder. Inside you will find a list.txt file. Open this and you will see the VID/PID number for the connected light guns, plain as day. Now Right Click & Edit the LightgunIndexRemap.ahk script, with a text editor like WordPad. At the top you will find: *********************************** ; Insert guns ID/PID here *********************************** P1DeviceGunID = VID_0000_PID_1111 P1DeviceGunPID = 1111 P2DeviceGunID = VID_0000_PID_1111 P2DeviceGunPID = 1111 *********************************** Simply replace/edit the ID's in the .ahk script (reference e.g. above) to how they appear in the list.txt file. It's obvious what part of the string you need to use. Don't forget to SAVE the ahk! You should now be able to play with no indexing issues. PHEW! Awesome Feature: Try using WideScreen at the same time as WideBackround. This is essentially a widescreen hack giving a true anamorphic widescreen image. It works really well with most games, apart from Virtua Striker 2 and Sega Bass Fishing. Any questions feel free to ask. Below is a list of everything that I have done per game. YOU DON'T NEED TO DO ANY OF THIS. Consider this the documentation for this pre configuration. Please give this a read! A lot of hard work went into this. Not only have I listed everything that I have done I have also listed any cheats, region change codes and important information. Daytona USA 2: Battle on the Edge daytona2 Daytona USA 2: Power Edition dayto2pe Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using the Region Change Code. Japan is the default. -Link ID set to SINGLE. Fixes Network Board Not Present. -Setting Region to USA removes the option to switch between the Dennis St. James and the Takenobu Mitsuyoshi soundtracks. (Dennis) is the default when set to USA. However, you can still play the alternate soundtrack version with a really easy cheat that is listed below. Analogue Steering Saturation & Calibration: -Steering was very twitchy due to the Analogue Saturation. The analogue steering is technically 1 to 1 however, there is actually quite a lot of 'dead zone' when you have the steering fully turned. I found you can ease off the control stick about a quarter of the way, from fully locked, before it actually started effecting the steering. I confirmed this in 1st Person view where you can see the drivers hand and steering wheel. I eased of the steering about a quarter of the way before the steering wheel moved and the steering started to react. The 'Input Test' within the test menu did not reflect this, giving values for the entire range of the left stick XAXIS. -So after some extensive testing I have changed the InputJoy1XSaturation to 155% for Daytona 2:BOTE and 165% for Daytona 2:PE, to compensate for this 'dead zone'. This makes the area of the analogue steering XAXIS wider giving way better control, without losing any actual in game steering 'range'. As soon as you ease of the stick the steering will react. -This 'kinda dead zone' would have been present on the original arcade machine hardware, but due to the amount of travel/range left and right on the steering wheel it wouldn't have been noticed (arms don't twist that far). This adjustment is more of a "trueish" 1 to 1 and is much more appropriate for use with a controller. General Info: -Controller will vibrate with this game if you have that functionality. -More racing modes and 'number of laps customisation per difficulty' are available in the test menu when set to USA. Alternate Camera Views (you won't be able to do some of these due to the VR buttons NEEDING to be mapped to the D-Pad): -Press VR1 and VR2 at the same time to get a view from just behind the front left wheel well. -Press VR2 and VR3 at the same time to get a view from just behind the front right wheel well. -Press VR2 while already in VR2 to get a cockpit view. -Press & Hold VR4, and while you are holding it press the other three at the same time to get a sky cam view. -Hold VR2 or VR3 or VR4 and repeatedly tap Start for other alternate views. Cheats: -Hold Start when selecting a transmission for 'Time Lap' mode. No other cars on the track. -Hold Start when waiting for the race to start/load to play the alternate soundtrack. -Hold Start when selecting a track to play the mirrored version. -Light Up Fantasy Amusement Park - Rapidly tap Start during Lap 3 or Lap 4 to light up the road. Unlock Hornet Car - Battle on the Edge Version Only (you won't be able to pull this off due to the VR buttons NEEDING to be mapped to the D-Pad. However, I have provided a save state of just after inputting the code, so you can adjust the stats and use this car): -Before starting the game, move the gear stick into first gear. -At the course selection screen, move the stick into fourth gear. -Then Press View Buttons in this Order: VR1, VR4, VR2, VR4, VR1, VR2, VR2+VR3 (together), and VR1. You only have 8 seconds to pull this off and then quickly select a track, if you don't want to play the beginner course. -If done correctly, you'll get the Hornet in place of the usual selection of cars. The cars stats can be modified using the view buttons and the steering wheel. Again, you only have 8 seconds to do this. Region Change Code: -In the main test menu, Push and Hold Start, then with Start Held, Press GREEN/VR4, GREEN/VR4, BLUE/VR2, YELLOW/VR3, RED/VR1, YELLOW/VR3, BLUE/VR2. -This brings you to a hidden region select screen where you can change to USA and other regions. Dirt Devils dirtdvls Test Menu Changes: -Oversteering issue fixed via calibrating the analogue controls with the 'Calibrate Control Devise' function in the test menu. Gas and Brake have also been correctly calibrated. -Speedometer set to MPH. KPH is the default. General Info: -Region dictated by rom. The parent rom 'dirtdvls' is Export region with no option to change to USA. This is fine as its in English. For USA use rom 'dirtdvlsu'. -Controller will vibrate with this game if you have that functionality. -Hold Shift UP in the Vehicle Select screen to toggle to Manual Transmission. Unlocks: -Additional Track & Truck pre unlocked. This required completion of the game on all tracks. Analogue Steering Saturation & Calibration: -As the analogue controls have been calibrated in the 'Calibrate Control Device' to fix the oversteering issue in the test menu. Even though the steering is 1 to 1 it's still super twitchy so InputJoy1XSaturation = 118 has been added to take the edge off. Emergency Call Ambulance eca Test Menu Changes: -Siren Volume set to 1. It's really annoying otherwise. Default is 7. -Distance set to MILE. METRE is the default. Although, because its the Export version Mile is actually Ft in game because of the metric system or something. ("you's a smart mother f***er") They just didn't label it correctly for the Export version. -Analogue Controls calibrated in the 'Volume Setting' function. Analogue Steering Saturation & Calibration: -As the analogue controls have been calibrated in the 'Volume Setting' within test menu there is NO need to adjust the InputJoy1XSaturation. 4-Way Gear Shifting -By default this game is set to a simple Up / Down gear setup. However, it also has a proper 4 way gear input. You need to edit the Games.xml to activate this. -Under ECA in the Games.xml change the line <input type="shiftupdown" /> to <input type="shift4" /> General Info: -Region dictated by rom. The parent rom 'eca' is Export region with no option to change to USA. This is fine as its in English. Cheat Code to Play as an EMT on Foot with a Stretcher: -On transmission select screen, highlight Manual Transmission -Push Gear shift Up, Up, Down, Down, Up Fighting Vipers 2 fvipers2 Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using Region Change Code. Japan is the default. General Info: -Controls are set to the Dreamcast port defaults. P=(X), K=(Y), G=(A). The Left Stick and D-Pad are usable at the same time. -A full moves list can be found here https://strategywiki.org/wiki/Fighting_Vipers_2/Moves Region Change Code: -Go to test menu then go into 'Game Assignments' -Set cursor at 'Country' line then press Left, Left, Left, Right, Right, Left. -This will then allow you to change the 'Country' to USA and others. Harley-Davidson & L.A. Riders harley Test Menu Changes: -Game Region set to USA. Only achievable by using Region Change Code. Export is the default. -Cabinet Type set to STANDARD. -Engine Volume set to 5. The default is 8. -Number of Stages set to 5. The default is 4. -Analogue Controls calibrated in the 'Volume Setting' function. Analogue Steering Saturation & Calibration: -As the analogue controls have been calibrated in the 'Volume Setting' in the test menu there is NO need to adjust the InputJoy1XSaturation. Cheats: Extra Music Track -When you select your bike press and hold the foot/rear brake (A). -Then select your transmission with the Start button. Hold the foot/rear brake (A) and the Start button until the race starts. -Now scroll through the music tracks and you'll find one called ''Jingle Bells''. Region Change Code: -Go to test menu then go into 'Game Assignments' -Press Shift Up, Shift Up, Shift Down, Shift Down, View, Music, View, Music -This brings up an additional region select option where you can select USA and other regions. L.A Machineguns: Rage of the Machines lamachin Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using Region Change Code. Japan is the default. -Cabinet Type set to STANDERED. (Not a typo, it's spelled like this in the test menu) -Calibrated for Accuracy in the 'Aim Set' function. Region Change Code: -In the main test menu push Start, Start, Service, Start, Start, Start, Service, Test. -This brings you to a hidden region select screen where you can change to USA and other regions. Le Mans 24 lemans24 Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using Region Change Code. Japan is the default. -Special Car set to SKYLINE. The default is NONE Analogue Steering Saturation & Calibration: -Steering is very twitchy due to the Analogue Saturation. Controls are a perfect 1 to 1 however it's still really difficult to control. -So after some extensive testing I have changed the InputJoy1XSaturation to 120%. This makes the area of the analog steering XAXIS 'wider' giving way better control. -You do lose some steering range but the trade off is more than worth it and barely noticeable. Region Change Code: -In the main test menu press Start, Start, Service, Service, Start, Test. -This brings you to a hidden region select screen where you can change to USA and other regions. Lost World, The lostwsga IMPORTANT: -So, I'm bringing the hammer down on this one as I have discovered the issue everyone (inc. myself) has been having. This game has 2 input methods which can only be changed in the Games.xml. 1-The default, which is analog input, so x and y coordinate based. This one doesn't flash as it's analog based (<input type="analog_gun1" />). 2-The alternative light gun input method which flashes the screen and detects where the light gun is pointed, like a traditional light gun game (<input type="gun1" />). -In the Supermodel.ini file the inputs labeled for The Lost World ONLY APPLY when the game has been set to Light Gun input (<input type="gun1" />). When set to the default analog input type (<input type="analog_gun1" />), the inputs are actually the ones labelled as Ocean Hunter, L.A. Machineguns, NOT the inputs labelled as Lost World. With 'InputAnalogTriggerLeft' being the trigger for Lost World, and 'InputAnalogTriggerRight' being the off-screen/reload button for Lost World, under the "Analog Inputs" for Ocean Hunter, L.A. Machineguns input section. Not confusing as shit at all. -This does make sense after the fact, as when set to analog input..... the analog inputs apply.... not the light gun inputs derrrrr. But because of the frankly appalling labelling in the ini file, it has spun me (and seemingly everyone else) till now. As a result of all this confusion I have labelled these inputs correctly in the ini file. I swear this emulator is out to get me..... -InputAutoTrigger in the .ini is ON. This allows you to simply press the reload button to reload. If this is OFF you'd need to hold reload and then press fire to reload. Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using Region Change Code. Japan is the default. -Calibrated for Accuracy in 'Gun Setting' option. General Info: -Crosshairs are ON in the .ini file. Region Change Code: -In the main test menu press Start, Start, Service, Start, Service, Test. -This brings you to a hidden region select screen where you can change to USA and other regions. Magical Truck Adventure magtruck Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using Region Change Code. Export is the default. -Christmas Mode is ON. Changes outfits of players. -Analogue Controls calibrated in the 'Device Settings' function. Region Change Code: -In the main test menu press Start, Start, Service, Start, Service, Test -This brings you to a hidden region select screen where you can change to USA and other regions. Ocean Hunter, The oceanhun Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using Region Change Code. Japan is the default. -Cabinet Type set to STANDARD. The default is DELUXE. -Analogue Controls calibrated for Accuracy in 'Volume Setting' function. Region Change Code: -Go to test menu then go into 'Game Assignments' and press 1P Start, 2P Start, 1P Start, 2P Start, 1P Start, 2P Start, 2P Start -This brings up an extra option. Select USA or other regions. Scud Race / Sega Super GT scud scudxo Scud Race Plus / Sega Super GT Plus scudplus Test Menu Changes: -Language/Game Region set to English/USA. No Region Change Code. USA and other regions selectable from 'Game Assignments'. Japan is the default. -SETTING TO USA CHANGES GAME TITLE TO SEGA SUPER GT. -Link ID set to SINGLE. Fixes Network Board Not Present. General Info: -Controller will vibrate with this game if you have that functionality. Analogue Steering Saturation & Calibration: -Steering is very twitchy due to the Analogue Saturation. The analogue steering is 1 to 1 however there is quite a lot of 'dead zone' when you have the steering fully turned, despite the values the test menu gives you. I found you can ease off the stick about a quarter of the way before it actually started affecting the steering. I confirmed this in 1st Person View where you can see the drivers hand and steering wheel, I eased of the steering about a quarter of the way before the steering wheel moved and the steering started to react. The 'Input Test' did not reflect this, giving values for the entire range of the control stick XAXIS. -So after some extensive testing I have changed the InputJoy1XSaturation to 165%, to compensate for this 'dead zone'. This makes the area of the analog steering XAXIS wider giving way better control, without losing any actual in-game steering 'range'. As soon as you ease of the stick the steering will react. -This 'kinda dead zone' would have been present on the original hardware, but due to the amount of travel from left to right on the steering wheel it wouldn't have been noticed. This adjustment is more of a 'kinda true 1 to 1' and is much more appropriate for a controller. Sega Bass Fishing / Get Bass getbassur IMPORTANT: -Use 'getbassur' over every other version of Sega Bass Fishing. -This version lacks the tension input which is better for controllers. Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using Region Change Code. Japan is the default. -Analogue Controls calibrated in the Volume Setting function within the test menu. -Game Time and Continue Time have been set to the maximum '3m50s'. Region Change Code: -In the main test menu, select CRT TEST and move to screen 2/2. -Push the Service Button 4 times, exit the CRT TEST. -Go into Game Assignments, push Service Button 3 times, then press and hold Service Button and then press Test. -This brings you to a hidden region select screen where you can change to other regions. Sega Rally 2 srally2 Sega Rally 2 DX srally2dx Standard and DX differences: -The DX version has a different livery (car decals) and some other minor "under the hood" updates. IMPORTANT: -This game will run slow and have graphical glitches if the PowerPCFrequency is left on 49. -Setting to a higher number will fix this. However if set too high the emulator will start to run slow. -PowerPCFrenquency set to 69 in the ini file. This fixes the issue. It's the sweet spot. Test Menu Changes: -Game Region set to USA. Only achievable by using Region Change Code. Export is the default. -Game Mode set to SPECIAL. This enables 3 Laps per stage. The default is NORMAL (1 Lap per stage). -Default View set to BEHIND. The default is Driver. -Speedometer set to MPH. Default is KMH. -Cabinet Type set to TWIN. The CLUTCH and other stuff are NOT used when set to TWIN, which is what we want. The default is DELUXE. -Coin Assignments set to Free Play. This helps with a bug where if you restart the game with credits loaded it may not display any graphics. Setting to Free Play helps with this. Analogue Steering Saturation & Calibration: -Steering is very twitchy due to the Analogue Saturation being 'short'. The analogue steering is 1 to 1 however there is quite a lot of 'dead zone' when you have the steering fully turned, despite the values the test menu gives you. I found you can ease off the stick about a quarter of the way before it actually started affecting the steering. -So after some extensive testing I have changed the InputJoy1XSaturation to 155%, to compensate for this 'dead zone'. This makes the area of the analog steering XAXIS 'wider' giving way better control, without losing any actual in-game steering 'range'. As soon as you ease of the stick the steering will react. -This 'kinda dead zone' would have been present on the original hardware, but due to the amount of travel from left to right on the steering wheel it wouldn't have been noticed. This adjustment is more of a 'kinda true 1 to 1' and is much more appropriate for a controller. General Info: -Controller will vibrate with this game if you have that functionality. Cheats: -Unlock the Delta and Celica Cars - Press View Change and the Handbrake (A+Y) at the same time on the car select. -Better Time Display - Put in your name then hold View Change and Handbrake (A+Y) at the same time until the game starts. -Turn Off Music - Put in your name then hold Start until the game starts. Region Change Code: -In the main test menu using the Service Button:- -Do 4 short presses, 2 long (about 2 seconds per press), 2 short presses, then 1 long press (about 2 seconds). -This brings you to a hidden region select screen where you can change to other regions. Ski Champ skichamp IMPORTANT: -This game has an InputSkiY AXIS Input. Despite this being designated as a Y axis it's actually used for movement on the X axis. -IT'S NOT USED FOR UP AND DOWN MOTION. -It is for turning harder, like digging in the edges of the skis. This is how the original arcade hardware works. -This is assigned to the Right Stick. Move the Right Stick in the same direction as the Left Stick to turn harder. Test Menu Changes: -Language/Game Region set to English/Export. Setting to USA kept crashing the game for me. Only achievable by using Region Change Code. Japan is the default. -Extend Time set to 25s. The game is pretty much impossible to complete otherwise. The default is 20s. -Analogue Controls calibrated in the Volume Setting function within the test menu. -Force Feedback MUST be enabled otherwise you'll get the 'Check Drive Board' error. Preventing you from playing the game. -Setting to Free Play forces a 1st Person perspective. Set to 1coin = 1play. General Info: -Controller will vibrate with this game if you have that functionality. Region Change Code: -In the main test menu press Blue, Green, Blue, Green, Service, Service. -This brings you to a hidden region select screen where you can change to USA and other regions. Spikeout spikeout Spikeout Final Edition spikeofe Test Menu Changes: -Game Region set to USA. Only achievable by using Region Change Code. Export is the default. General Info: -To pick up an item press Beat+Charge+Down (X+A+Down, at the same time). I couldn't figure this out for ages. -There is a surprising amount of moves and combos. Here is a full list https://gamefaqs.gamespot.com/arcade/574616-spikeout/faqs/414 Spikeout Region Change Code: -Set cursor on Game Assignments. -Then press Button3(Charge), Start, Button4(Jump), Start, Start, Start, Button1(Shift), Start, Start. -This brings you to a hidden region select screen where you can change to USA and other regions. Spikeout Final Edition Region Change Code: -Set cursor on TIMER TEST. -Then press and hold the Service Button and enter the following: -Button4(Jump), Start, Button4(Jump), Start, THEN RELEASE SERVICE BUTTON, Button1(Shift), Start, Start, Start, Button3(Charge), Start, Start, Button1(Shift), Start, Test. -This brings you to a hidden region select screen where you can change to USA and other regions. Star Wars Trilogy Arcade swtrilgy IMPORTANT: -Coin Assignments set to Free Play. This helps with a bug where if you restart the game with credits loaded from a previous play session, it may not display any graphics. Setting to Free Play helps with this. Test Menu Changes: -Cabinet Type set to U/R. This prevents an issues with the 'Feedback Lever'. The default is DELUXE -Lever set to Up---Down - Down---Up. This aligns the main game and bonus stages Y axis control inversion. General Info: -The parent rom 'swtrilgy' is USA region. This game has a Region Change Code available but not needed for this version/set. It will be listed below anyway just for reference. Region Change Code: -In the main test menu using the Service Button, -Do 3 short presses, 2 long presses (about 2 seconds per press), 2 short presses then 1 long press (about 2 seconds). -This brings you to a hidden region select screen where you can change to USA and other regions. Virtua Fighter 3 vf3 Virtua Fighter 3 Team Battle vf3tb Test Menu Changes: -Language/Game Region set to English/USA. No Region Change Code, USA and other regions selectable from 'Game Assignments'. Japan is the default. -Show Command set to ON. -Stage Select set to CHALLENGER. The default is OFF. General Info: -Controls set to Dreamcast port defaults. The Left stick and D-Pad are usable at the same time. -A full moves list is here https://virtuafighter.com/commands/?ver=3tb Cheats: Different Costumes - Hold Start and then select your character with any button. Virtua Striker 2 vs2 Virtua Striker 2 '98 vs298 Virtua Striker 2 '99.1 vs2v991 Test Menu Changes: -'vs2 and 'vs2v991'Language/Game Region set to English/USA. No Region Change Code, USA and other regions selectable from 'Game Assignments'. Export is the default. -'vs298' Game Region set to USA. Only achievable by using Region Change Code. Japan is the default. -Game Time set to maximum 3m00s. Default is 2m00s -G Goal Mode (IF THERE'S A DRAW BY THE END OF THE MATCH) = (EXTRA TIME, NEXT GOAL WINS) set to 1m. OFF is the default. (If extra time goes 1m with no goals the match will go to a Penalty Knockout.) -P K Mode (PENALTY KNOCKOUT) Set to REAL. OFF is the default. (This will let penalties go on until there is a clear winner.) Virtua Striker 2 '98 Region Change Code: -Go to test menu then go into 'Game Assignments'. -Then press the Service Button once for about 5 seconds, then press the Service Button three times shortly, then press the Service Button one time for about 5 seconds again. -This brings you to a hidden region select screen where you can change to USA and other regions. Virtual On 2: Oratorio Tangram von2 Test Menu Changes: -Language/Game Region set to English/USA. Only achievable by using Engineers Code. Japan is the default. -Play Time for all options is set to DEATHMATCH (No Timer). The default is 80 secs. General Info: -Using Macro Controls, Turn Left & Right are set to the right stick. Engineers Region Change Code: -In the main test menu press Start, Start, Service, Start, Start, Start, Service, Service, Test. -This brings you to a hidden region select screen where you can change to USA and other regions.13 points -
Version 1.0.0
269 downloads
Huge collection of Sony Playstation 3D box images. All USA games included, along with Euro exclusives and same Japanese games that have translations. All the long box games. Long box releases that also had jewel case releases are also here. I also included all Greatest Hits games (there were a lot more than I thought). Sadly, only one Collector's Edition box is here. I couldnt find high quality scans of any of those. I included 3D box templates in PSD format if anyone needs it. There are quite a few 3D box sets out there for PS1, what makes this one exciting is all the Greatest Hits game have 3D art for the first time. Also, for the longest time I thought ALL PS1 long boxes were cardboard format, but it turns out quite a few long box releases used a plastic clamshell similar to Sega Saturn. The templates used were all 3D art images collected from the games DB, that I simply made into templates so I couldnt give credit to whom created what. Enjoy this massive collection!13 points -
Version 1.0.0
601 downloads
Warning to Resellers or small sellers: I could not stop you or prevent you from using my content for commercial purposes but at least have the respect to credit me in your compilations: it's the least you can do! If I see too much exploitation for financial purposes without credits I will stop all sharing! You have been warned! _______________________________________________ Still in the series I make something new with something old (or "I dust off old media") Here is still and again a classic that I will say made a little more energetic in order to attract the eye! and normally you will not take it off the screen and that's what it's made for! A word for the Super disc theme : Hello guys, today I propose you something Big! A big exclusive (temporary because given the somewhat the little historical aspect of things I have to share it elsewhere) I worked in close collaboration with an artist who created a Blender of the Super disc (a commercial version of the MSU prototype) based on the latest statements from the developers as well as on the design of the Satellaview (extension of the Super Famicom, marketed only in Japan from 1995) New logo once again based on the official acronym of the official super disc used by the developers at the time! In short, nothing was left to chance and I think it is the cleanest version that a commercial and definitive version of the console could have given! Even Secret of Mana is not a coincidence since it was the launch title planned for the release of the machine on day one! the creation of these media does not call into question all the work of the guys who are based on the msu logo (which was the prototype) but now leaves the choice and brings a new alternative for those who want it. Go towards the charter "logo prototype msu" or "the Super disc" This representation of the super disc is definitely the most beautiful and realistic of the proposals Everyone will choose which charter to go for according to their tastes! I leave you some media for those who would like to open a construction site! Here is my theme which will also be shared in the batocera community. For the History/ of the MSU In the early 90s, many video game manufacturers saw the relatively new CD medium as a way to expand the capabilities of their existing consoles, and Nintendo had planned a CD expansion for the Super Nintendo Entertainment System. Originally planned and developed in cooperation with Sony, Nintendo later turned to Phillips to carry out the project, but no finished product ever saw the light of day. Sony, offended by Nintendo, developed the Playstation to commercial maturity, and Phillips released the CD-I independently (which did not do well at all, by the way). But if history had taken a different course, perhaps we would all remember the Nintendo Super Disc today. . Many thanks to Oliver Harries for his trust and availability:13 points -
Hi All, It's time for another beta round. 13.17 beta 1 is out with the following: Fixed: Game saves weren't always being detected on startup correctly We've also added some extra logging which should hopefully help us track down a few of the crash reports some people have been seeing related to the import games bug using the ROM Import wizard or drag/drop wizard, and the delete platform bug. It would be beneficial for a user experiencing either of those to update to this beta, turn on debug logging and get it to crash, then post your logs here. Beta 2: Fixed: Microsoft Xbox ISO files could fail to properly be identified using some import methods like the ROM Import Wizard Fixed: Resolved an issue that prevented game changes made in the Game Details view from being persisted to the database Fixed: Multiple null reference exceptions that could occur under certain conditions Fixed: Switching between Text List view to another view in Big Box would sometimes fail to load the correct information in the new view Beta 3: Improvement: Optimized the fetching of RetroAchievement hashes to reduce API calls and prevent user timeouts Improvement: Disable automatic ROM import for specific platforms in the Edit Platform window Improvement: Simplified plugin names for better clarity Fixed: Resolved some play time sync issues Fixed: Corrected region sorting errors when combining games Fixed: The RetroArch plugin no longer creates unnecessary save folders Beta 4: Improvement: Non-Steam Windows games now have the ability to scrape Steam media Fixed: Updating MAME using the Full Set Import wizard now accurately updates the emulator name and folder to match the imported version Fixed: The "Create Playlist" option in the quick filter now functions correctly when viewing "All" games on the sidebar Fixed: The BIOS window for RetroArch should no longer take Dolphin and PCSX2 cores into consideration Fixed: RetroAchievement scanning now correctly indicates whether achievements are available for a given game (introduced in beta 3) Fixed: The per-platform auto-import disable option now functions as intended (introduced in beta 3) Fixed: Navigation issues within the playlist section of Big Box have been addressed. This should resolve instances where game details were not updating correctly during navigation (introduced in beta 2) Thanks Everyone.13 points
-
Version 1.0.0
217 downloads
Here is my Game Boy Advance 2D front box art set for your enjoyment! I found that the various existing sets of front box art for this system were severly lacking in quality and attention to detail. When I noticed that I was beginning to have to replace more and more box fronts with my own work, I finally decided to just start from scratch and work my way through the entire set one by one to correct errors/poor photoshop work that I had been coming across, as well as attempt to find higher quality source art altogether. Detail work included: Hours upon hours zoomed into 400-1200% with clone tool to get rid of dust specks. Hand-drawing shadows, lines, and artwork elements that were missing, needed re-done, or were part of a damaged area of a scan. Bringing shadow, mid, and highlight levels within spec, and a myriad of other adjustments/edits. Many images needed extensive compositing from alternate sources such as box art elements from a different system, pieces from different box art regions, movie posters, game advertisements/promo materials, logos from other more high quality sources (but the same as used on GBA box), etc. I did take some artistic liberties if the situation called for it. Mostly with brush work, cloning out scratches, dust specks, digital artifacts, and cropping. For certain games I included Alternate versions of the box if I ended up finding some. Stuff like Player's Choice versions, "plays on DS" versions, different promo stickers, or holo-stickers, etc. The different "sidebars" should all be correct as well. Those with the "only for" triangle, and those without. When in doubt, I cross-referenced with an actual box on ebay to figure out which style I should put on the box. There were a few one-off sidebars that were PAL style, but also had the "only for" triangle on it. And I think there was a sidebar that had the "Gameboy Advance" logo off-centered to allow space for the "only for" triangle, but it actually wasn't printed on the box for some reason. I also bought the following games off ebay and scanned them in myself: 3 Game Pack! - Candy Land + Chutes and Ladders + Original Memory Game 3 Game Pack! - Ker Plunk! + Toss Across + Tip It American Idol Backyard Football Bratz - Rock Angelz Crouching Tiger Hidden Dragon Dave Mirra Freestyle BMX 3 Defender Disney's Kim Possible 3 - Team Possible Fear Factor Unleashed Franklin the Turtle Frogger's Journey - The Forgotten Relic High Heat Major League Baseball 2002 Hobbit, The - The Prelude to the Lord of the Rings Hot Potato! Incredibles, The - Rise of the Underminer Land Before Time, The Madden NFL 2004 Mary-Kate and Ashley Sweet 16 - Licensed to Drive Mission Impossible - Operation Surma Muppets, The - On with the Show! Pitfall - The Lost Expedition Planet Monsters Shawn Palmer's Pro Snowboarder SpongeBob SquarePants - Revenger of the Flying Dutchman Sports Illustrated for Kids - Football Star Wars - Episode II - Attack of the Clones Of course, once you get on a roll with things like this and are several hundred in, there is the possibility for errors. Definitely had some episodes of blurry vision from staring at these pixels for too long. I may have done something incorrectly and not realized it. If anything strikes you as needing attention, please feel free to let me know. Template is included in case you need to make your own artwork, or feel like contributing back into this set with higher quality source art. Template details: Parts from Shenske's template shared on thecoverproject site serve as the PAL Box, and shadow layer. Main GBA silver bar/logo is from a template shared by shonasof on reddit, and the centered logo for boxes without the "only for" triangle was hand cut/extracted from an existing box front found on GameFaqs by myself. Also totally fine to share and re-post this anywhere.13 points -
Version 2.0.0
182 downloads
Game Cart Generator - Game Art Compositing Tool Created by Saieno - @Lets_All_Game on Twitch and LetsAllGame on YouTube Overview Game Cart Generator is a standalone desktop application for generating stylized cartridge or disc-based artwork. It's primarily for user-supplied template layers, clear logos or box art, and optionally background images or procedural backgrounds to compose polished output images. The app supports both standard label and defined logo area templates for advanced layouts, with options for pattern overlays, gradient fills, padding, scaling, compositing, and live color selection. This app is designed for batch generation and includes a threaded progress bar, preview support, auto-saving of settings per template, and example templates which you can use if you'd like. Template Requirements Cartridge Template (PNG): A top-layer graphic to overlay the final composition. Should contain transparency for visible underlying layers. Alpha Template (PNG): Must contain the color #00FF18 to define the artwork or logo area for the label. May contain the color #FF00FF to define a specific logo area which enables "Defined Logo Mode". These colors are used as masking keys and will be auto-detected and replaced during rendering. Key Features Support for both Standard and Defined Logo Area modes. Auto-detects and enables Defined Logo Mode based on Alpha Template contents. Background generation with: Solid color fill Vertical gradient Gradient with pattern overlay Optional greyscale conversion for logos and/or background layers. Background fallback logic when no matching background is found. Pattern overlays with optional grayscale masking. "BG Burn" effect for high-contrast multiply effect backgrounds. "Logo Burn" for blending greyscale logo and background together as a single burn layer. Fill Color: fills transparent areas inside the defined logo mask with a selectable color. Color Picker: choose fill color directly from anywhere on screen. Logo Stretch to Fill: stretches logos to fill the defined area, ignoring aspect ratio. Manual Image Stretching (up, down, left, right), with Advanced Mode extended range option. Scaled preview window with real-time updates and optional fit-to-window toggle. Threaded batch generation with estimated time remaining. Per-template configuration saved to settings.conf. Recursive input directory support for all asset folders. Defined Logo Mode Behavior When a template contains #FF00FF (magenta), the tool enables Defined Logo Mode: Clear logos are used in place of full box art. Backgrounds are matched by filename (e.g., Sonic.png). If no match is found: If "Generate Background if Missing" is disabled, a random background from the folder is used. If "Generate Background if Missing" is enabled, a generated gradient/pattern background is used automaticallyāeven if background generation is offāto prevent transparency gaps. Greyscale Background option converts matched backgrounds to black & white. BG Burn applies a high-contrast multiply effect to background generation. Logo Burn composites the greyscale logo and background together, then blends that composite with the stylized background. If Fill Color is defined, it replaces any transparent pixels inside the logo mask area with the selected solid color. Logo Stretch to Fill forces the logo to completely fill the masked region, ignoring original aspect ratio. Output Final images are saved as .png to the selected output folder. Filenames are based on input image names for easy frontend installation. Composite includes background + logo/art + cartridge template overlay. Requirements No installation or required. Windows 10/11 Operating System Credits Created by @Saieno Twitch: https://www.twitch.tv/Lets_All_Game YouTube: https://www.youtube.com/@LetsAllGame @Raindupon - Xbox, Xbox 360, PlayStation 2, PlayStation 3, and Sega Dreamcast disc template bases. @ABeezy13 - Hucard, Gameboy, Gameboy Color, Gameboy Advance, Nintendo 64, Super Nintendo template bases. @WallyWonka - Sega Genesis template base. @RetroNi - Sony PlayStation Portable and Super Famicom template bases. MarkusMcNugen on DeviantArt - Nintendo Switch template base. Bar0011 on DeviantArt - Nintendo 3DS template base. Omar Sacca (a.k.a. ortho*) - Famicom template base.12 points -
Version 1.5
836 downloads
Playtime is a modern theme designed mostly to Showcase the new Game Discovery Center! Think of it like a Netflix For Games kind of look where you can browse & discover content you may have forgotten about or just not played in a while. Playtime has had a makeover since the last upload with a huge list of changes with some smooth transitions switching between games to Fullscreen Fanart & Fullscreen gameplay videos. In the GDC/Game Discovery Center view or I like to call the Home Screen I have utilised some navigational context when switching games as to which game you are navigating to/from. For example the screen transitions from The Highly Recommended Games in a frame at the top of screen into a list of games with Fullscreen Fanart. This theme contains a Game Discovery Center View, 4 Platform Views, Text Views, a Wall View, 3 Horizontal based Views of Game Boxes & a Vertical View/WheelGamesView based in a bedroom or Arcade room with a device hooked up to a screen to showcase some Nostalgia. Game Discovery Center To set Game Discovery Center to startup as your Home view. Start Big Box & go to Options/Views/Default Startup View: Game Discovery Center Avatar Profile & Username Customisations & Instructions Important Note For Gameplay Videos set your Video Playback Engine to Windows Media Player in Big Box options/Videos/Video Playback Engine. VLC Player does not like videos in a Dock or Stack which will result in video playing sound but not visible. Avatar Profile & Username Customisations You can personalise your Home Screen ect with your own Avatar profile/Gamer Pic & i have created 50 Avatar pics for your profile for you to play around with & enjoy.12 points -
Version 1.0.0
123 downloads
After doing the TG16 set, I felt I had to bang this one out too. This system confused with the type of art it used. Like TG16, some of the CD games were released in cardboard boxes, while most were just sold in jewel case form. All of these games had a jewel case, but some had a double jewel case despite having only one disc. Very weird (some Sony PS1 games did the same). 4 in 1 Super CD was the most confusing to me. This game has one disc, but I dont know if it had a proper jewel case or not. I couldnt find a proper back or spine image, and I don't think it even had its own cover art. I made a generic custom one for that. If anyone has any information or pictures/scans of the original release let me know. Anyway, all releases are included, but again no japanese PC Engine CD releases here. The boxes that did have a standard cardboard release are here, along with all jewel cases. Templates are also included. Enjoy.12 points -
12 points
-
Version 2.0.0
208 downloads
View all games associated with an emulator. Can't remember which games in your Nintendo Wii platform use the Dolphin emulator and which ones use the Dolphin-TriForce branch? Use this plugin see which games are used by a specific emulator. New 2.0.0 Platforms and Their Emulators (toggle) View all emulators associated with a Platform. Setup: With LaunchBox NOT running, download and copy the **contents** of the 7z (zip) file into you /LaunchBox/Plugins/ folder. i.e. D:\LaunchBox\Plugins\Emulator-Games\Emulator-Games.dll Using: Stat LaunchBox Click Tools Click Emulators and Their Games Select an emulator to see a list of all games that use that emulator. If a game uses the selected emulator but is NOT in one of its Associated Platforms (go figure how that happens. ), it will appear in Red. A list of Associated Platforms for that emulator will also show. Click on one of the Associates Platforms to view only games that use this Emulator AND are in the Platform. Click Reset to go back to showing All games using the Emulator. To create a Playlist of the games shown, click Create Playlist. The Playlist will automatically be given the name of the selected Emulator. (Change it to whatever you want) If you had selected an Associated Platform then clicked Create Playlist, the auto-fill name will be "emulator (platform)". The playlists will be added to Platform Category "Emulator Games" New 2.0.0 To view all emulators associated with a Platform, flip the toggle switch. As always, all comments and suggestions are welcomed and encouraged.12 points -
12 points
-
Version 12 May 2025
1,274 downloads
These are 1G1R-compatible (1 Game 1 Rom) DAT files that are used with rom managers such as ClrMamePro and RomVault to scan for RetroAchievements-compatible roms in your collection. There are also CUE and GDI files that are compatible with the DATs. Please feel free to notify me of any errors/problems you encounter and/or suggestions you may have. Please note that I'm now sharing all the files from here: https://drive.google.com/drive/folders/1BwtW-hcCGgrd0Zuj6O7xeRkwng_MSL5T so that whenever I edit/update and save the files, they'll be uploaded/synchronized in real time for you guys to download whenever you want. You may bookmark the link for quicker access. I'll still upload stable DATs here from time to time though.11 points -
Version 1.1.0
428 downloads
inMERSE was born as a personal modification of the Colorful theme by Viking, but over time I made so many changes that I decided to turn it into a completely original theme. The main goal is to emulate the interfaces of its respective platforms, providing a touch of nostalgia, but maintaining a clean and user-friendly aesthetic. At the same time, it seeks to imagine the interfaces of platforms that did not have one at the time, respecting the original design and its color palette as much as possible. Note: To change the user image you just need to replace the image inMERSE\Media\User\00.jpg with the image of your choice Important: The Switch view is designed to use the main menu images of the games. These can be easily obtained with the NxFileViewer tool by right-clicking on the cover image. Each image must be assigned to the corresponding game using the "Arcade-Marquee" category for everything to work properly. If you prefer not to do this task, you can change the view to "Horizontal Wheel 2", which offers a visual alternative. inMERSE is constantly growing. In this version only PC, Xbox 360, Xbox Classic, 3DS, GBA, PS2, NES, SNES, Wii U and Switch are included. I'm open to adding new platforms, if you have any in mind or would like to make a suggestion let me know and I'll consider including it in future versions. If you find any bugs, I'd appreciate it if you let me know. I'm new to this and even though I've done a lot of testing, it's possible that I've missed something. platforms menu sound: 2004 Ambient Console Menu Music by Audioarc.11 points -
Version 3.0
1,651 downloads
Decided to combine my two favorite platform/playlist videos into one theme that works with my system (I love the Lights Out Neon Arcade theme). I will be adding additional videos as I work thru my collection and platforms/playlist. Thought it was right to share to the community as I just did a small part of this work given the bulk was done by many others that work on the Colorful and Retrolust items here. These are large because I wanted to keep high resolution video, feel free to run them thru Handbrake to reduce the size for your system requirements.11 points -
11 points
-
Hey Everyone! Some of you eagle-eyed users might have noticed something new in the latest LaunchBox beta (13.16)āour Game Discovery Center now taps into special online lists curated by the LaunchBox team, bringing you fresh and seasonal game recommendations! Once 13.16 rolls out, over time you can expect to see new and exciting game lists in the Game Discovery Center, and we're even considering opening this up to the community in the future. But in the meantime, to kick things off we want to create a special playlist curated by YOU, the community! We will build a master playlist out of everyone's answers and have it appear inside the Game Discovery Center! All you have to answer is the following the following question: What are your top 5 favorite games of all time? Thereās no right or wrong answer hereā it could be games that you think have the best gameplay, were the most impactful, or simply hold a special nostalgic place in your heart. Our goal is to highlight the communityās favorite picks so that others can discover them too. To get started, here are my top picks, covering each of my favorite genres: ⢠Sonic Adventure 2 Battle ⢠Street Fighter IV ⢠Mario Power Tennis ⢠SSX3 ⢠Yooka-Laylee and the Impossible Lair Each of these games is instantly re-playable for me. Whether itās starting a new save file on Sonic Adventure 2 Battle or Yooka-Laylee, aiming for those elusive platinum medals in SSX3 (still chasing that goal!), or reliving the great memories I had playing Street Fighter IV and Mario Power Tennis with friends, these games always bring me back for more. So, what are your top 5? Feel free to share your reasons too! Once we gather enough contributions, weāll add them to the Game Discovery Center and update this post so you can keep an eye out for it. Canāt wait to see your picks! Happy Gaming, The LaunchBox Team Update! š„ As part of the LaunchBox 11th birthday celebration, this post just got a brand new prize draw added to it! š± Check out the details below: Steam Key Giveaway! š By participating in this event, youāll have the chance to pick a prize from a pool of Steam keys! We know everyone has different gaming tastes, so weāre letting the winners choose a game that means the most to them. Here's a sneak peek at some of the keys up for grabs, we can't reveal all of them but rest assured a nice variety will be on offer, including some unreleased games! š± Rules ā¹ļø How Can I Enter? Post in this thread sharing your top 5 games of all time. Please limit your entry to a single post. Does it matter if someone already submitted my game of choice? No, it doesnāt matter! Submitting the same game as someone else is perfectly fine, and we encourage it. How Will Winners Be Selected? Winners will be chosen at random from all unique posts at the end of the event. Can I Post More Than Once? You can chat on the topic, but only your game submission post counts as an entry. Please refrain from adding multiple game submissions as separate posts, as this WILL NOT increase your chances of winning. Event Duration The event runs until August 31, 2024, after which a winner will be chosen. How Will I Know If Iāve Won? The winner will be notified via direct message on the forum.11 points
-
Version 1.1.1
1,258 downloads
2700+ Hi-Res Arcade front boxes/posters based on PC top header colored with platform or collection set. One of each systems/collections attached as exemples Top left banner for system if there is any - top right banner for playlist name Separated archives for dedicated systems like Naomi, Atomiswave, Model3, etc... I'm still a noob with editing so I did my best to reframe, cleanup from arcade flyers or other custom box front (thanks to everyone who did these custom posters in Launchbox DB). I also created few ones from scratch. It fits well with flat design themes like Colorful I started from Mame import generated playlists and added few other systems (teknoparrot, CPS III emu, Dolphin Triforce, etc...) so I probably miss several games. I can provide .psd files and create missing one once in a while so @me if needed11 points -
Version 1.0.1
388 downloads
A beautiful theme with Arcade style menus for all your platforms! Features of this theme: Made mainly for Arcade platform (but works for all platforms!) Different views, select what's best for you! No flashy animations that may affect perfomance. Work in progress, more views will be available, please check patreon for updates. You can check some Videos of my themes in action on my Youtube Channel If you'd like to help me dedicate more time to my themes, you can support me on: https://www.patreon.com/Exodus_cl . . . P.S.: English is not my first language so I apologize for any mistake. Thanks to: @y2guru for your amazing theme editor11 points -
Hi everyone, A new beta round has commenced! Thanks to everyone helping us test the latest beta builds! Your feedback is super valuable ā please include the following info when reporting any issues: š When submitting feedback, include: Your Windows version A clear description of the issue Whether the issue can be consistently reproduced The steps to reproduce it š® How to Join the Beta To opt into the beta: In LaunchBox, go to Tools > Options > General > Updates Enable Update to Beta Releases When a beta is available, you'll be prompted at startup or can check manually via Menu > Help > Check for Updates š A Quick Note on Plugins Some beta builds include early versions of official plugins that arenāt yet live in the Plugin Manager. Because of this: You may see update prompts for plugins that are actually newer in the beta. Please avoid updating plugins while using a beta if you're planning to provide feedback ā this helps us get accurate data and avoids breaking improvements. Beta 1: New Feature: LaunchBox can now auto-login to RetroAchievements for supported emulators like RetroArch, Dolphin, and PCSX2 New Feature: Added a quick-access RetroAchievements login and status option under Tools > Achievements New Feature: Supported emulators now have a RetroAchievements section with login options, hardcore toggle, and manual credential injection New Feature: Big Box now supports a Random Game action for keyboard and controller inputs to quickly jump to a random game New Feature: Added a new hybrid view in Big Box that combines platform and game views for smoother transitions and theming potential Improvement: Completed checkmark has been replaced with a customizable Progress field (e.g., In Progress, Beaten, Completed) Improvement: RetroAchievements now display detailed achievement types-Progress, Win Condition, and Missable-directly in both LaunchBox and Big Box default themes Improvement: RetroAchievements beaten status is now tracked and automatically updates the new Progress field Improvement: Videos are now properly centered again when using the WMP engine in Big Box Fixed: Improved WHDLoad parsing for Commodore Amiga game imports, fixing multi-version naming issues Fixed: Big Box transitions in platform views now animate in the correct direction consistently Fixed: Video transition animations in some Big Box default theme platform views were not triggering properly Fixed: Bulk editing date fields was not showing the correct value on the confirmation page Fixed: ScummVM Integration plugin updated to handle upstream changes that broke download functionality Fixed: Dolphin Integration plugin now correctly detects the latest version after changes to Dolphin's versioning system Fixed: MAME Import filtering logic no longer incorrectly marks some Music games as Non-Arcade, ensuring they're properly included during import Fixed: Game Details view text binding issue resolved, so "no achievements available" no longer shows incorrectly š ļø Beta 1: Features Still in Progress Beta 1 lays a lot of groundwork ā but a few things are still evolving. When giving feedback, weād love your take on how things work today, even if theyāre not fully complete. Current WIP Areas: RetroAchievements: More features and polish are coming in future betas Hybrid View: Only one view is available now in the Default theme; expect more layouts, tweaks, and performance updates Progress Field: Early version ā more statuses and integrations are on the way Beta 2: Improvement: The RetroAchievements options page will now prompt you if your credentials are incomplete or invalid when attempting to leave the page Improvement: Added support for importing VR compatibility data from Steam; Steam VR-supported games are now auto-tagged with a PC-VR controller in the VR Support category Fixed: Hybrid Views now load game items more efficiently than in Beta 1 Fixed: Custom Themes no longer falsely indicate that Hybrid Views are available Fixed: Horizontal wheels in Hybrid View now properly support the alpha-numeric index Fixed: Search and filter buttons on the alpha-numeric index now function correctly in Hybrid Views Fixed: Resolved a crash that could occur in Hybrid View when navigating with a controller Fixed: Game Completion data now migrates more reliably into the new Progress field Fixed: Opening List View no longer causes a crash Fixed: "no achievements available" no longer incorrectly shows on some LaunchBox theme's Game Details pane (for real this time) Fixed: Release Date field no longer stores time zone data, which could cause the date to shift based on user location Fixed: Rare crash that could occur when rapidly clicking the Favorite or Completed buttons under certain conditions Fixed: Game description could occasionally get stuck on a previous game instead of updating properly Things to keep in mind: For anyone that experienced the issue in beta 1 where your completed status didn't migrate properly to the new Progress field, you will need to close LB and open the settings file and change the HasMigratedToProgress setting to false. Then open LaunchBox back up and report back to us on how it went. The List View should be fixed, but if you are using a custom theme, an update to the theme will be required to see the new field as a column. The Big Box default theme only has Hybrid View 1 currently available. Expect more updates to the Hybrid View, including theming changes, extra views, and performance passes The new game Progress field will be undergoing a major revision that is slated to come in beta 310 points
-
Version 1.1.0
109 downloads
Original COLORFUL theme here! Two additional views when selecting games to go along with the Colorful theme. The preview video/screenshot for the game will appear on the console screen underneath reflective light/dirt on the console. Vertical Wheel 4 will also show the game cartridge/disc when applicable, Vertical Wheel 3 doesn't show the cartridge and simply displays the respective game media. This view is not comprehensive, and currently only handles the following game systems: N64 Nintendo 3DS NES Gameboy Advance Gameboy Color Gamecube Switch Wiii Wii U Dreamcast Sega Genesis Sega Saturn Playstation Playstation 2 PSP SNES Windows I may add more as I come across them/expand my own game collection or if there's a high demand for it. There's also the PlatformWheel2 view from the original Colorful theme included but with a correction - the original version seemed to have a color mismatch for the Sega Genesis platform. A corrected version is included in this as well. Enjoy and let me know if you have any issues with it! Shoutouts to @viking and @faeran for making such a clean and wonderful theme! Made with the Community Theme Creator, so thanks also to @y2guru!10 points -
Neither I nor the project are dead. Anyone who says otherwise has no idea what they're talking about and does not speak for me. Work has not stopped since the last version. It has slowed at points because of significant IRL issues which I've neither the obligation nor the inclination to share because they're frankly no one's business but my own. What I can say is that, despite that, I've continued to work on it. The reason that the next version hasn't been released yet is a combination of those issues and, more significantly, that there are major changes/improvements that will be coming in the next version that require massive amounts of time to complete. There have been significant feature additions in the past like manual swapping that caused delays and the changes in this version require multiple times more work than that. It's a process, a tedious and time consuming one, but it's a process that needs to be done. Again and again and again and again and again and again... and eventually I'll come out of the hole, blink at the sun, and be done. But I'm not there yet. And I won't compromise the quality or standards of the project for anyone, just because they want it sooner. If that's too much to ask, that's unfortunately, as they say, tough shit. I don't report to or work for anyone. I have a vision that will be maintained. I have not dedicated years of my life to this project to either throw it away or let anyone else dictate how I should use my own skills and my own efforts and my own time. Gamebase64 has been around for 20+ years. CSDb.dk has been around for 30+ years. The library itself spans 40+ years because they're still being made and released to this day. I have to take all of that, gather it all in my arms, dump it in a pile, and turn it into something manageable, into something presentable, and into something usable, while maintaining the high standards that I hold myself to. And I have to do that, essentially, by myself. There are a number of very significant contributors in this space that this project would not be what it is were it not for their efforts - that cannot be overstated - and I am immensely grateful to those people. I try to name them by name - people like StatMat, sonninnos, the Ultimate Tape Archive team, everyone at GB64 and CSDb and more - and thank them as often as I can because I know firsthand the tedium and the effort that is required for these sorts of projects. But C64 Dreams, itself, is largely a one-man show. That can of course be a disadvantage at times because it means that it takes longer because 99.7% of the work is on my shoulders, but it also means that the end result is exactly what I want it to be. And people are, thankfully, generally pretty positive about that. Even people that have no idea what all work it actually entails (which is to say, essentially everyone), often one of the first things they say is "Wow... this must have been a lot of work." That would be an accurate assessment. I've worked on a number of emulation-related projects over the years that I've released to the public (C64 Dreams of course being the most significant of these) and, in every single case, they were endeavors that I undertook, ultimately, for myself - because I wanted things to be a certain way, because I wanted the experience to be better. But I decided hey, you know what, I'm putting in all this work for things that others might also appreciate, I might as well put this out into the wild. But the other part of that statement is the fact that I've also not released things publicly numerous times over the years for no other reason than just not wanting to deal with everything that entails. When I read comments like this, I feel completely justified in that decision. Not only is it not helpful in any way, not only does it actively undermine your own stated intent of seeing faster progress given the fact that it aggravates the one person that's actually putting in that work, but it also discourages anyone else that might consider for a moment whether or not they should publicly release projects like this. Why would anyone want to deal with that? Why would anyone see this kind of entitled attitude and say to themselves "Yeah, I want to use my time, my money, my mental energy, my sleep, my skills, and the cost of not using those things over the course of years of my life for myself, my family, and my friends... for this guy." When it's done, it'll be released. Until it is, it won't be. Period.10 points
-
Version 5.0.0
10,937 downloads
V4.0 Update with all 130 tables as of December 12, 2024. The following includes media for Pinball FX. Media naming is formatted for ease of import assuming setup as noted below. Screenshots and Fanart are all 1920x1080 and in PNG format. Goal was to try to find high quality images. Unfortunately, Zen only ever releases some media for their tables so you have to hunt and peck. I will update pack periodically as get time. I also have about 25% of a video pack done but that may be awhile at this point and will release as separate download entry. Setup in Launchbox [ YOU FOLLOW POST BELOW FOR MEDIA TO MATCH AUTOMATICALLY] Media in this Pack Clear Logos (Clear Logo.zip). Grimm Tales was only table couldn't find a decent image. So recreated via an approximate font. It is close but not exact. If find better will upload. Tarcisio Style Wheels - Silver/Round (Box - Front - Reconstructed.zip). I have been playing around with another wheel format but only done one attached at end of this for Indy set. Screenshots (all 1920x1080 PNG format files): Gameplay (Screenshot - Gameplay.zip): Desktop View Game Select (Screenshot - Game Select.zip): Full Table View Game Title (Screenshot - Game Title.zip): These are typically backglass type images. For physical tables the images are from backglass (non-stretched). For others typically will be similar to fanart images but with various logos on image. Fanart - Background (Fanart - Background.zip): about half are similar to the Game Title images but others are more "simple" with no Zen logos and less textual clutter. Not all Zen tables have easy to find media so in some cases the fanart file will be identical to the Game Title above. Advertisement Flyers (front and back) for the physical tables: currently 28 as of 7/29/2023. In the Advertisement Flyer - Front.zip and Advertisement Flyer - Back.zip Steam Backglass Images (Cabinet.zip) - 2 monitor setups only: You only need this if you have two monitors and want a back glass image on the second monitor. Images are the same as the Game Title versions above but renamed as needed to properly work (need a "_" in the name and must be PNG format). These are to be placed here: C:\Program Files (x86)\Steam\steamapps\common\Pinball FX\PinballFX\Mods\Cabinet Note not to be confused with the Launchbox "arcade cabinet" media. This is for Steam folder only. Credits: Update 9/3/2003 with 3D Box since LB DB doesn't have separate entry for FX: Pinball FX.xml10 points -
10 points
-
Version 1.1
225 downloads
Phew. This was a SET! Sega Master System 2D Box fronts. What a deceptively simple looking set. It wasn't necessarily complicated. Just really, really tedious. Mostly due to the fact of the rampant inconsistency of almost every element. Especially the various title fonts. To quote a member of the smspower.org forums, "Apply excessive, inconsistent kerning to get the authentic look.". It was never just a matter of typing in a game title. Literally every single letter on every single cover had different kerning that needed to be applied to it in order to match the original cover. Literally no two letters had the same kerning. It was outrageous! Sometimes the dot for a lowercase "i" would have it's own kerning independent from the letter. Sometimes the dot would not be included at all. Sometimes there were mixed font sizes within the same word. Sometimes one letter was subscript by .05 for no good reason. Sometimes there was "TM', sometimes there wasn't. Sometimes there was a "TM" with one font for the T, and another for the M. Sometimes there was an Ā®, sometimes there wasn't. Sometimes the Ā® had white under, sometimes it was clear. Sometimes the Ā® was blue, sometimes it was black. Sometimes there was whiteout behind the SEGA logo, sometimes there wasn't. Sometimes there was whiteout only on a certain portion of the S from blue SEGA logo, sometimes there wasn't. etc., etc. You get the idea. Speaking of, there's several different versions of that blue SEGA logo. Which was a task in and of itself. All the logos I came upon online had a large opening, or "inner triangle" on the letter A. Whereas, the actual SMS boxes have a small inner triangle of white. But it still has to sort of keep the overall angle of that entire line that makes up the left angle and goes down to the foot of the A. Of course, that angle also doesn't follow a straight line.. It ever so slightly diverges off the angle it starts from in order to end up making the upper left part of the inner triangle more inward than it normally would be. Might not be explaining it well enough. But that was a thing! There's also about 12 or so variants of the "Sega Master System" logo found on some boxes. That one was a doozy. The logo with the "bulb" of the tail of the letter "y" being in-line with the blue line, but not above it, while still having the skinny part of the letter y swoop under the blue line took quite a while. You wouldn't think it, but it isn't just the font typed with special kerning. It is actually two sets of different kernings on that letter. One for the skinny swoop part that goes under, and one for the bulb. But the skinny swoop doesn't go so far under as to leave a gap through which you can see the white background. Oh no way,...it rides that blue line. Which was custom skewing after all the kerning was done. Because it always wanted to show a gap, no matter what I did with the kerning. So I had to rasterize the layer and skew it manually until the bulb part was squished juuuuuust enough to not go over the blue line, and the swoop went under, but not too far! lol. Layered over each other; eraser, clone, 1px brush in red to fill in manually,..etc., etc. And each version had some slight variation. Like the horizontal rule blue line has a gap,.......the blue line is now black! The line is now at the bottom of the bulb of the letter "y". The line is now above it! The red "Master System" type is tall in this one,...but it's short in this one! ok sorry, moving on! Even the gray grid was inconsistent in nature. I took an example selection from a box front in photoshop, and filled my canvas with that selection to make a nice crisp new grid. Then brought the opacity down to try to match it up to the original grid, and noticed that when one square was exact, a few rows down it wouldn't be. If I matched it exactly to say, the middle row, then it slowly went out of alignment moving out from the equator. So in an effort to add some consistency to a set that was becoming increasingly tedious as I went through it, I just made a grid matching a really nice hi-res scan from one box, and used that throughout the entire set. Speaking of adding consistency. Due to the nature of the scans available, and how they sometimes were skewed, or didn't resize directly into my canvas perfectly (most did, but not all) I did end up settling on some versions of the box that kept artwork elements in the same spot across different boxes from that same design. That way, I didn't always have to move things by very small increments just to match a scan absolutely perfect. Also, some boxes came with elements way off-center by design. Sometimes it looked fine, but other times I went with logos and such that were closer to center. Different publishers were also given license to use their own variations of fonts and logos as long as it fit the general theme of the Sega Master System it seems. Such as the "action" triangle having a slightly different font and coverage area on certain games by certain publishers, and Flying Edge using a 100% black grid versus the normal light grey grid. The Strider II box used a different font on the Sega Master System logo, that is only found on one other box front in the entire set. Tecmagik had their own fonts and style, as did Parker Bros., just to name a few examples. Most of the work/time spent was matching fonts and creating a new fresh set of type, and the pen tool on 1200-1600% zoom in order to cut out all the artwork assets. I tried to match everything I could with clean new examples, however there were times when the scan was high quality, and I didn't feel like spending half an hour matching the individual kerning of each letter on two lines of small font, so I would just cut out the actual artwork from the box and use that since it was so clean. Conversely, there are a few boxes that have some elements that might not be hi-res. I just hit a wall sometimes, and did not want to re-create a small gray square that has some type in it. There also were certain times that I did not feel confident in being able to re-create certain things, so I would just use the full actual scan and call it good. Only had to do this for a handful of boxes out of the entire set. Full artwork boxes were sometimes just used "as-is". The Addams Family and Bart Simpson vs. the World are examples of this. I thought about getting the actual box to scan, but ebay prices dissuaded me lol. Some boxes like Terminator 2 Judgment Day, I was able to use a movie poster and fresh logos for it. For that one specifically, I included a version both with the shotgun, and without. Just for fun. Since Sega had it censored out. Back to the Future II was a composite of a few different elements to get a real clean looking artwork centerpiece. There were a few "one-off" style boxes, like the Master System Classic line, and a few Activision black boxes with silver grid. For the Master System Classic box front I used the full scan from "The Ottifants" as my template, and cut out the part where the artwork is showing through the ripped hole. I also had a little fun and made a version of Outrun that has the ferrari car cut out from the Mark III box. I've included every single game's PSD file as well. That way if you ever need to make any type of box, it's all there. I didn't make one Master Template, so you'll just have to search through for games that have certain elements you'd want/need to include on a box, and bring those elements over to the new file. For example, if you need to add the green "Plays on Master System" rectangle, take it from a game like Spider Man. And if you need the "Light Phaser Series" pink seal, take it from Gangster town. For as tedious as it was, this was still a very interesting set, with all of its variations and differences. I wasn't ever really into the Sega Master System as a kid. My friend had one that I played a handful of times. But working through this set, I've somehow grown an appreciation for the way the boxes were designed. So, with all that rambling done, enjoy! P.S. this webpage helped start me on the correct path in terms of fonts, and What the font was an invaluable tool in helping to find other fonts used on these boxes.10 points -
Version 3.0.0 - The final version.
453 downloads
This set contains images of various consoles, mobile, computers .png format, all drawings from the site Dimensions.com , as well as device logos on a white background: -There are several device images in the Device folder in the format .png with different orientation in space, but first, these are consoles with a horizontal arrangement (handheld tilts so that the screen is facing left. The consoles are on the right facing the center, and the controllers are on the left facing the center), then for other console models / revisions, after the image of of controllers and accessories. (Not all images are from third party sites, some are cropped by me, so there will be a lot of 'unnecessary' images in some folders in case you don't like the ones I use, such as handheld with screens not turned off (I use the first few images and number them in order, and then when the beginning of the file name is repeated, then 'unnecessary' images follow)). -The Default 3D Box folder contains controller mappings, schematics, and drawings from Dimensions.com. (You will notice that on some platforms there is no controller mapping, and this is because I downloaded them from the user: @Pyrometheous š, for which I am grateful. Therefore, I will also recommend you to supplement the missing images from Controller Mapping .6). -The Default Box folder contains .png images of consoles packed in boxes (well, those that could be found (or their 'mini' editions)). Except for: Sega Saturn, Xbox One, Xbox Series (To be honest, I didn't want to add folders for these platforms at all and add drawings from the site Dimensions.com into the 4-Genesis and 7-Xbox 360 folder).10 points -
Version 1.0.0
199 downloads
Hey guys, this is a set of arcade marquees I built last year for the SNK Neo Geo platform. While the red MVS marquees are very good, and quite true to how people, including myself, physically saw these games in arcades, I've always felt they made these games feel more "generic" somehow, despite the fact that there are some real gems in the Neo Geo collection. These are all the same size, 2560 x 730, which might seem an odd resolution, but it matches a portioned-off top screen in my arcade build. I can't even remember why I chose this pixel size, but it's not a terrible aspect-ratio in terms of a middle ground for arcade marquees, which as we all know are quite variable. These were generated with a mix of the amazing artwork resources in the Launchbox Games DB (game logos, and company / platform logos), and the standard MVS card artwork, overlaid on top of official / fan-artwork which was extended with generative-fill in Photoshop, which can produce some rather incredible results. Everything was also upscaled throughout the process with FreeScaler on the Mac, which really blew me away in terms of how much it can improve low-resolution artwork. A few examples are attached separately too. Hopefully these are useful! I've also built standardized marquees for other platforms, if people like these. Thanks to everyone in this awesome community for contributing so much high quality content over the years. It's about time I gave something back10 points -
Version 1.0.0
361 downloads
I was sick of seeing crappy Nintendo Game Boy Color box images in my collection (I made this set years ago in lower resolution with the annoying Game Boy Color logo on all the spines). I remade all boxes in high quality HD with accurate spines on most boxes. All USA games and Euro exclusives are included, along with many Japanese exclusives that can be played in English. Most spines and boxes on the USA and Euro games are all retail accurate, some spines may be custom made if I couldn't find proper source images. As always I included PSD templates for the 2D and 3D boxes if anyone wants to include their own games not included here. About 669 games have been done here. This system was a big pain finding suitable source art. For some reason GBC (and also GBA) are a lot harder to find HQ scans than the original Game Boy games. I got lot of images off ebay and thecoverproject, but most of the covers were standard low res 500x500 that I had to enhance and clean up. Most came out great. There are some covers that look pretty awful like International Superstar Soccer 99 (USA). I could not find a decent source image for the north american release anywhere! I image enhanced a crappy 200x200 thumbnail image I found and replaced the logo and its doable for now. NHL Blades of Steel (USA) is another one that was tough to find. Big thanks to all the logo wizards in the forums who helped create some clear logos for some of these boxes. Feel free to let me know if there are any errors. If anyone has better scans for some of these covers let me know, And if anyone wants to upload some of these to the Games DB, by all means do so. Enjoy this collection!10 points -
Version 13.17 - Released October 21st 2024 Release Summary Full Changelog: https://www.launchbox-app.com/about/changelog Improvements: Optimized the fetching of RetroAchievement hashes to reduce API calls and prevent user timeouts. Disabled automatic ROM import for specific platforms in the Edit Platform window. Non-Steam Windows games now have the ability to scrape Steam media. Simplified plugin names for better clarity. Save Management support added for .MCR save files with RetroArchās supported Sony PlayStation cores. Fixed: Updating MAME using the Full Set Import wizard now accurately updates the emulator name and folder to match the imported version Resolved some play time sync issues Corrected region sorting errors when combining games The RetroArch plugin no longer creates unnecessary save folders Game saves weren't always being detected on startup correctly Microsoft Xbox ISO files could fail to properly be identified using some import methods like the ROM Import Wizard Resolved an issue that prevented game changes made in the Game Details view from being persisted to the database The "Create Playlist" option in the quick filter now functions correctly when viewing "All" games on the sidebar The BIOS window for RetroArch should no longer take Dolphin and PCSX2 cores into consideration Multiple null reference exceptions that could occur under certain conditions Switching between Text List view to another view in Big Box would sometimes fail to load the correct information in the new view Adjusted download priorities from the Edit Game window for more accurate regional media selection from the LaunchBox Games Database Addressed an issue with the Game Discovery Center where some manually created server-side playlists were not being listed in random order Resolved a rare issue where the import process was not completed correctly Corrected the handling of relative paths for save and save state locations when manually modified in the RetroArch configuration file10 points
-
For a long time I wanted a lite version of launchbox, a lighter version, a faster launch, but launchbox developers keep adding new features and making the program more cumbersome. When we look at similar systems, for example hyperspin, retrobat, batocera, coinops, it takes only 2 seconds to open. However, with i7 13700 processor, 32 gb DDR 5 ram, RTX 4070 graphics card and 4 tb m2 ssd, it still opens late. Due to the late opening of pictures and videos, I bought a 4 tb m2 ssd to run launchbox files fast besides 4 tb hdd. It has 5k read 4k write speed. This program urgently needs a version that opens faster and runs faster. There are no other features to improve or add. There are so many things that confuse us. I want to get in my game and play and get out.10 points
-
10 points
-
9 points