Jump to content
LaunchBox Community Forums

JoeViking245

Moderators
  • Posts

    4,768
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by JoeViking245

  1. To clarify, when you Edit a game and look in the Images section, the images are not there? Even though the images are in their respective folder(s) for that platform/image-type. Also, in the left panel, are you selecting a Platform (vs. a Platform Category or Playlist)? Is this images-not-there debacle happening in several Platforms? Or just in one?
  2. I think it's time to pass this on to the developers by filing a Bug Report. (top of this page under Help & Support) It looks like, for Big Box, it might not be saving the pre-launch high scores to be able to compare against when the game exits. But that's just a guess based on what my unknowing eyes see in the logs. "Unknowing" in that, I didn't write the app (LB/BB) and don't know inner workings.
  3. What steps are you doing to [daily] update the metadata? I presume you're talking about the updating of the local Games Database Metadata. Which should only update if you do something that accesses it. e.g. Force Update it or are adding new games or Update Metadata and Media for selected games. Or maybe I'm mistaken and it does do some automatic daily update in the background (or not so in-the-background as you're seeing) that I've never noticed.
  4. What folder? When you edit the game and look in the Images section, does it show the images there? Can you share some screenshots of what you're seeing (or as it may be, not seeing).
  5. You may be looking for Image Group. Although you can't specify the image on a per game basis, you can add (or remove) image types and set their priority, globally per Group. Tools < Options < Media
  6. It's possible the GitHub services (where the MAME emulator is downloaded from) was temporarily down. Try the import/add emulator process again and let us know if it's now working or you're still getting an error. Thanks.
  7. If you did submit a Feature Request, you should post a link to it here [once it becomes public] so others can go to and upvote it.
  8. Based on the info you provided, I'd say create a special folder for your Link Cable games' save states. e.g. M:\LinkCableGamesSaveStates\ (I like to use camelCase for file names and folders to help reduce errors with spaces in the names. But feel free to name it to your liking.) You can probably put this in that same folder... Create a custom config file to direct where the save states should be save when "this" config file is loaded. Call the file e.g. LinkCableSaveStateFolder.cfg. In it, add just one line. savestate_directory = M:\LinkCableGamesSaveStates Now add to your custom command-line parameters --appendconfig M:\LinkCableGamesSaveStates\LinkCableSaveStateFolder.cfg (Depending on your folder and file names, you may want to add quotes around the "/path/to/your/config/file.cfg") [still] Not tested, but looks even better 'on paper' than the last one did.
  9. It's a couple years old, but may still be relevant.
  10. Since LB adds the game you're launching to then end of the command line, RA [probably] loads them in that order. Using LB's built in parameters, you could use something like this to place it (Blue) before the other (Red): -L ".\cores\sameboy_libretro.dll" --subsystem gb_link_2p "%romfile%" "M:\Pokemon - Red Version (USA, Europe) (SGB Enhanced).gb" A quick search shows you can use the parameter --savestate "/path/to/custom_state.state". (not tested, but looks really good 'on paper') This should work internally with RA, but how LB sees/addresses/uses that save state in its save states feature may be a different story.
  11. I can't attest to manually adding PSVita games, but if using the Vita3k emulator you should be able to just add the games in the emulator itself (thus creating its virtual hard drive [which I believe is key to having them work in the emulator]) then add the emulator to LaunchBox. The auto import feature (if enabled) should then scan the emulator and auto import "its" games. Originally implemented in version 13.15 and "fixed" in 13.19.
  12. I recommend posting on that other thread your issues as the OP is still active in the community and may have some insight for you. That, or it may have been covered in amongst the 6 pages.
  13. Apologies. I totally missed you previously stating that. I've always associated DLC's to Steam games and so went the wrong route. My bad. Hopefully the developers are already aware of this or someone else has already filed a bug report for it (making them aware).
  14. According to the video in the attached link, to launch game with a custom config file, you set the game-specific config file as the game's application path rather than the game ROM itself. Though the tutorial was started in 2016, it appears to still be relevant and active (at least as of last June). Grab a cup pot of coffee, your reading glasses and enjoy.
  15. I indicated Windows (Steam) importing is different from other platforms. What I do know is for Steam, LaunchBox will search for a Steam install on your system (via registry?) and add "games" that Steam says it has installed on your PC. This is an-aside to using your Steam credentials to parse Steam for what games you "own". Did the 2nd Disable ROM Auto-Import fix the issue? Granted newly added games [now] won't get imported. After thought: Look in Tools > Manage > Storefronts. Check that None is selected for Steam. En leu of the above, that "should" stop the auto-import. (Sorry. I should have thought of this before.) Another after-thought is, instead of one or the other (or both?) of the above, delete the DLC's that got imported, from your LaunchBox collection. These should then get added to a "blacklist" so they won't auto-import again. You can read more about Storefront management here: Managing Storefront Games in LaunchBox - LaunchBox Note the section about blacklisted games under the section Re-Importing Deleted / Blacklisted Storefront Games in the above link. With how LaunchBox uses your installed Steam app to import "installed" games, I don't know if there's a way to distinguish between an installed "game" or "DLC" (that's beyond my knowledge). With that, I'd say it's not a beta issue. But rather a "bug" in general. Again, assuming the distinguishment can be made between the 2. It may be better suited in a bug report (or a feature request to "ignore DLCs when auto importing"?). (top of this page under Help & Support) However, the blacklist feature may be the answer.
  16. Disabling Auto Imports should be able to be accomplished via Tools < Options < General < Automated Imports Windows may be unique in this regard. (I don't know for certain on the behind-the-scenes activities) You can [also] disable it on a per platform basis by right-clicking the platform and selecting Edit (or Tools < Manage < Platforms..., Edit) then checking Disable ROM Auto-Import.
  17. The plugin looks for new MAME Cabs, only. Since Jammin' was a prototype only, it doesn't fall into that category. I don't believe the Arcade Database has a means of filtering out prototypes as they fall under "Not Classified". Unfortunately, since this plugins release, subsequent MAME releases haven't had any new MAME cabs. But it did look really cool while testing because at that point, there were new MAME cabs being added. To show "everything" new that was in the current release, you'd see 194 files of mainly softlist and slot machine stuff. And a prototype. To see everything, you can look here: http://adb.arcadeitalia.net/lista_mame.php?new_release=0.284 I had thought about adding this link [to the corresponding release] in the plugin. But figured it might be too confusing. So instead, just added "Arcade" to the plugin title.
  18. Yes. You can read more about it here: LaunchBox Licensing FAQ - LaunchBox Short answer, the same as the post above yours.
  19. This is a known issue and has been resolved in v13.25-beta-3. Can read more about it in this article: Feedback - LaunchBox If you wish to not update to the beta, be sure to click Continue Reading in the article for temporary workaround(s).
  20. When you launch from just the exe, does the DesignTools error appear? If yes, if you remove your plugin from the mix (I usually just rename the plugin file to MyPlugin.dll.joe so it doesn't load) and launch from the exe, does the error still appear? Keep doing the same with other 3rd party plugins until you "find the culprit". (3rd party ones, not the LB emulator integration ones) A quick check just now on my [relatively] stripped-down version of LB, I had (approx.) 13s from the exe and about 20s from VS. But also the plugin I loaded via VS was a tiny 22kb file (not a whole lot to it) and there were no changes so essentially already compiled. You are testing through LaunchBox and not Big Box. Correct?
  21. Add a sleep timer after finding a Process (e.g. LaunchBox.exe) doesn't exist, then do another one (check for the process) to make sure before attempting to [re]start it. Then you wouldn't have to worry about that popup at all. You might be able to check for a specific exe (been a while since I looked at Process stuff). If that's the case, look for your /LaunchBox/Core/LaunchBox.exe. (As in, the one in the Core folder because that's the one that will be running. Not the one in the root folder.)
  22. Sounds like you need to try to find a different way to find the one in SandBox. Maybe checking if it exists based on the window title? or if sandbox.exe (or whatever it is) is running. Regardless, I don't think I can help. I've never used sandbox and have no intention to install it just to test. If the above doesn't help any, maybe someone who uses it can chime in.
  23. It's not seeing the ahk_class you told it to look for. Did you use WindowSpy to get the class name? ahk_class needs to be spelled out as you have in your commented ahk_class line. But try putting it in the actual Process, Exist line. You have SendMode set twice (though shouldn't cause an issue).
  24. Did you right-click the dll file, select Properties and check UnBlock? If there is an unblock option, it will be located here: What version of LaunchBox are you running? And you are selecting a game and right-clicking the game to find the plugin in the menu? (have to ask ) To clarify, you placed the file into /LanchBox/Plugins/Pixelcade/PixelcadeMarquees.dll (which will be fine) Download version 1.0. Open the zip file and copy everything in its PixelcadeMarquees subfolder EXCEPT the dll file, into where you placed the v1.1 dll file. So your /Plugins/Pixelcade/ will contain v1.1 of the dll file, pixSettings.xml (file) and the ffmpeg folder. (When I added the v1.1 update (over 2 years ago), I neglected to add the settings file and the ffmpeg folder/files)
×
×
  • Create New...