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Everything posted by JoeViking245
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No. In order to have playlists in LaunchBox, the games have to have already been imported into a platform. So the lightgun build is not using LaunchBox as its frontend? Merging 2 different frontends is not really a practical thing to do. You'd be best to just [manually] add the lightgun emulators and games to your LB build. Since your LB build was from a pre-built drive, you may need to learn how to do that. Which really, isn't that difficult. The LaunchBox Strategy Guide can help with that just like it previously did for you in the Troubleshooting LaunchBox & Big Box Performance section. Go here and look under Getting Started. LaunchBox for Windows - LaunchBox Amongst the multitude of information, there's a section for Single Platform Imports and one for Multi-Platform Imports another for Setting Up an Emulator Manually. But would probably be best to start reading from the top and work your way down.
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When you right-click and edit the platform, in the Title box change the name and press Tab. Click Yes. This will open up the Folders tab. You'll notice e.g. Videos is now set to Videos\your_new_platform_name Same with Music, Manual and all the different image types. The Game folder is only used with Automatic Imports or if you manually add new games and select Copy the files into my LaunchBox games folder or Move the files into my LaunchBox games folder. That will be the folder it looks in, copy to or move to. It will not try to change the path to the games you already have imported. Click Yes. This is what will move the Videos and Images etc. to the new platforms folder name. (this is what you want so your media doesn't get effed up) You could click No if you wanted. Then go into LaunchBox/Videos/ LaunchBox/Manuals/ LaunchBox/Images/ LaunchBox/Music/ ...and re-name the platform subfolder(s) to the new name (so they don't get effed up). (which is what Yes does) Of course, if you have games in the LaunchBox/Games/[the-platform-name]/ folder, clicking yes will move those. Which is not your case.
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Can you expand on this a little? I mean, for lightgun games there's the ROMs and emulators (or .exe games). The only other thing off hand I can think of is DemulShooter and your output hook app of choice (MAMEHooker, HOTR, QMAMEHook, OutputHooker [my choice]. But these are 3rd party apps that don't get integrated into LB itself. There is a plugin for DemulShooter which I suppose would technically be integrated. If you use it. I suppose you could also set the Hook app to start when LB/BB starts (Tools < Options < General < Startup Applications). Which is what I do (because it has such a small footprint and uses minimal resources). If you created a bunch of static playlists, those may need to be recreated [when moved from one build to the other]. If they're dynamic, then they should be ok. If you're really nervous, you could... make a copy of your main LB build (the LB folder structure itself). Then start copying or adding stuff from the lightgun build into the copy. This way your 2 original builds are still intact in case something gets messed up. Option "B", install a new 'build', and add from both into it.
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As an aside, do not start LaunchBox as Admin. In short: It tends to mess with things. More detail: It breaks relative paths in the app. The OS tells us we were starting from some place in the OS folder structure instead of where it was actually launched from.
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A .log file is a Log file. When you play a game, it just populates the file with information (including your settings). Look inside your emulators' folder (not the manager, the 2nd one you downloaded). Then look inside /config/ for a .config.toml file (e.g. xenia.config.toml). Edit that file (any text editor) the same way you "edited the .log file". The Xenia Canary branch is what I've seen recommended.
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Not to 'pimp my gig' on the beta thread, but there's a plugin that may be able to help with that. Bulk change game Titles to Alternate Names (by Region) - Third-party Apps and Plugins - LaunchBox Community Forums
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Images randomly corrupt in Beta version of LaunchBox
JoeViking245 replied to Madhead's topic in Troubleshooting
Nah. I opened it in an image viewer, then took a screenshot and uploaded that. Good! That was the response I was hoping to get when I created it. Glad you find it useful. It seems to me that once the image is placed into its respective /Images/ subfolder, it shouldn't ever be written to (e.g. re-saved in any fashion) again. They will get read from like when creating a cache image or just grabbing it to show fullscreen. Noting that it appears it's only affecting images with an alpha layer set transparent is probably a-something. But is beyond me. Looks like MysterNybble is working with you on this in the beta thread, so best to keep it going in that [one] thread. -
Images randomly corrupt in Beta version of LaunchBox
JoeViking245 replied to Madhead's topic in Troubleshooting
Crazy messed up! 1) Is this an image downloaded from the LaunchBox Games Database? 2) Is this an image downloaded from EmuMovies? 3) Is this (and I think you said it is) a .png you created and saved? Did the file you zipped and attached come direct from your \LaunchBox\Images\[platform]\Clear Logo\ folder (I'm assuming it's a Clear Logo)? If (3) above, did you manually it add to the Images/../../ folder? Or did you edit the game and browse to the image file and LB copied it into the respective folder? Some other means? At any point after the image was added to and associated with its game, did it look "normal"? Then later got corrupted? -
Need Help Setting Up Kyty in Launchbox
JoeViking245 replied to Mr. Shizzy's topic in Troubleshooting
Unless they changed something in the last 2 months for the emulator, it seems it should. 1) Does the game your testing run when launched from the emulator itself? 2) Does your command-line parameters have --game (that's [dash][dash]game)? 3) Is your game pointing to the eboot.bin file for the game? To verify nothing has changed as far as the required command-line parameters, from the Windows Command Prompt, you can execute kyty_emulator.exe --help to get a list. -
I can't attest to this being "the issue", but I do know that drives not formatted NTFS can have issues with the symlinks LaunchBox creates and uses at runtime. (at least that was the case when I wrote that in my notes about a year ago)
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I recall that previous post now. If I'm understanding correctly, the concern is not that when you restart BB, it doesn't start on the last platform you left on. But that it's not physically writing to the BigBoxSettings.xml file every time you select a different platform. It's only writing to the xml file if: a) you go into the platform [to look at the games] then go back to platform View b) when shutting down Big Box Is that correct? Or did I miss something [again] (which I sometime do, and I apologize for that).
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Can you elaborate a little on "do something"? Unless by "do something" you mean restart LaunchBox, I don't think it's the same thing as AzgoRAth was experiencing in Big Box. Also, I just started up LaunchBox and it opened to my "last" platform. (vs. defaulting to "All"). I just tested here and Big Box [for me] did startup in last Platform I had opened. There may be something else in a setting somewhere (e.g. starting in Platform View) but I haven't finished my 1st cup of coffee to "think" about it. The only other possibility I can think of is how is BB being shut down and is it getting a chance to properly save the "Last Platform" used? Edit: I did not check for, if it was remembering the last game.
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shadPS4 not reading game saves when loading in LaunchBox
JoeViking245 replied to crusadeRGP's topic in Emulation
How frequent are there updates? How do you know when there's an update? You have to run the QT Launcher to find out, don't ch'ya? Because I doubt the command-line launcher will check. Or do you check the main web page or GitHub site periodically? Or maybe get a notification from the GitHub site? Then manually update it? Whatever your method for checking and updating, maybe make a simple batch file that will copy the file for you. After doing the update process, just run the batch file. I still don't know where the saves are actually saved to, but looks like another possible option is if you look in Settings, and click on the Paths tab, there's something about Saves. Which I presume sets the save path. You could probably look in the folder it shows and see if your saves are actually in there. The maybe create that /user/ folder under Pre-Release as discussed earlier, copy the /home/ folder in the main directory to it. Set the above to this new location. Play a game and make a new save and confirm it goes into that new folder location. -
Yes, when editing the individual games, the other 2 do have and show their own images. These are Custom Badges I made. These 3 games actually all point to the same ROM file but are setup to use different emulators (as depicted by the badges). Normally you would just have the one game, then right-click and select Launch With and choose an emulator. But this is on my test-build and I set it up the way I did while I was still testing and comparing between the 3 emulators. The 3 emulators are the model2 emulator, SM2-Emu and MAME. You can create your own custom badges using JayJay's app.
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This may be because of how they were imported or added to your collection. I don't know. That'd make sense. You can select one game, then press Ctrl+A (to select all) then press F5 to refresh the images to find out for sure. I believe you are correct. Here's what I was going off of in my tests. 3 games, same Title, separate images. The one with the red arrow is the one I changed the Title to (added "mame"). The image filename 'was' similar to the two below it before I changed the Title. After changing the Title, LB renamed the file to match the [new] Title.
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No. Each game added to LB will have its own image(s). When you have parent/clone games that are not combined, or import a game again or just somehow have 2 games with the exact same name, the image file filename for the individual games will be the_game_title.the_games'_guid-01.png. Here it adds the [dot] game_guid number after the [duplicated] Title to distinguish it for that game. At least that's what's supposed to happen. And just now testing, I had 3 games with the same title and their respective image files had the guid in their filenames. I edited one of the games and changed only the Title and clicked ok to save and close and the image file (for that one game only) got renamed to the_new_title-01.png. LB does not store data of each games' associated images and videos like it does for its metadata (Notes, etc.). Essentially, it grabs the associated images (and videos) on-the-fly. So there really isn't a way to have games with different Titles share one image. A note on image filenames, typically they're named after the games Title. But can also be name after the games ROM filename. e.g. Donkey Kong-01.png Donkey Kong.7eb50c8d-472b-40b6-b47d-69bb8cf355b1-01.png dkong-01.png
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I'd start with looking at the page where you downloaded the plugin from and read the comments to see if anyone else has had or is having the same issue. If not leave a comment yourself. This way the plugin author will get notified and can take a look, offer advice and or fix/resolve the issue with the plugin. Also in leaving a comment there, if other users experience the same issue, they'll (hopefully) see "the fix".
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shadPS4 not reading game saves when loading in LaunchBox
JoeViking245 replied to crusadeRGP's topic in Emulation
Sorry I should have clarified, I don't use this emulator and don't know where the games are saved to. "Inside the emulator folder" is pretty broad. But if I had to take a guess, by design, the QT launcher and the command line launcher will look for and save all data under one folder. /AppData/Roaming/ShadPS4/. But, to make them portable simply add a /user/ folder. With the caveats of: If you launch a game though shadPS4QtLauncher.exe, all data for that game (including save states) is saved into its neighboring /user/ folder. If, instead, you launch a game via the command-line executable shadPS4.exe, all data for that game (including save states) is saved into its neighboring /user/ folder. Which if correct, tells me these 2 exe's work independently of each other in regard to "being portable" and where to look for the /user/ folder. Which would make sense. If I had a game to test, I would try copying the file "shadPS4.exe" from the /Pre-release/ folder to, next to the shadPS4QtLauncher.exe file. This would put a /user/ folder below it in which I presume the saves are located (inside the vast emulator folder). The saves created when launching it from the QT exe. Then point LB to this "shadPS4.exe" and see what happens. -
shadPS4 not reading game saves when loading in LaunchBox
JoeViking245 replied to crusadeRGP's topic in Emulation
Oh... for the game saves, I don't know where they're saved to. The respective /user/ subfolders look pretty similar. So if the game is launched via QT, does it create the save in its /user/ folder? vs. if it launched from the command line using the pre-release exe file, does that method save it to the pre-release /user/ folder? -
shadPS4 not reading game saves when loading in LaunchBox
JoeViking245 replied to crusadeRGP's topic in Emulation
How exactly are you launching a game from outside of LaunchBox? I'm guessing via the QT launcher. And I presume it's this method that will also load the save state when launching a game. LaunchBox only looks for the file you tell it to execute. And LB won't create any folders for an emulator (except when you ask it to install one for you). That said, there are a few layers to making ShadPS4 completely portable. For the QT launcher, it needs a user subfolder. For the command-line launcher exe, you put it under launcher/versions/ folder. This you've already done. Then to keep the command-line launcher exe portable, it needs its own user subfolder. Emulators\shadPS4\shadPS4QtLauncher.exe Emulators\shadPS4\user\ Emulators\shadPS4\launcher\versions\Pre-release\shadPS4.exe Emulators\shadPS4\launcher\versions\Pre-release\user Without the respective \user\ folders, those exe's when executed individually will create the folder under AppData. -
Yeah, doing that will definitely make them unable to get updated. I suggest not doing that. What version of LaunchBox are you running?
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What theme are you using. Subsequent to my reply above, I was playing around with the Omni theme and experienced the same thing. But could not reproduce it with the Default theme.
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Pretty sure I never had combine enabled (but stranger things have happened). All tests were ROMs imported from an internal HDD. Fortunately/un-fortunately, my 4 tests this morning were all under 15 seconds. With each import of 10 [different] ROMs being faster than the previous one. e.g. 15 sec, 13 sec, 11 sec and the last, seemingly near instant. The only difference from previous test was, today, the local db didn't get updated alongside the import process. And to clarify, all Saving Games times mentioned (1 minute, 4 minutes...) by me were from the time Saving Games appeared, to the end. aka, They did not include the update local db time. I'll try again tomorrow and see if I can find something in my/the process that triggers the anomaly.
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An <Image /> (the line below your highlighted section that binds to the x:Name in your highlighted section) cannot display (have its Source be) an mp4 video file. It doesn't know what to do with it.
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Mame not exiting and Progress Bar questions
JoeViking245 replied to Rincewind's topic in Troubleshooting
I don't know about the other questions. 2 ways an AutoHotkey script will run when you select Exit Game from the Pause Menu: If you have something in the Exit Script section for the emulator Which only executes from the Pause Menu. Exiting from the emulator window will not run 'this' script If the game has an Additional Application that is set to Automatically Run After Main Application Which will (should) run no matter how you exit the game