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JoeViking245

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Posts posted by JoeViking245

  1. I don't know anything about extracting "models" from a ROM. But if you were open/expand the compressed chd or gdi file, my guess is you'll find the 43 some-odd files you're seeing in your zip.

    But the game is a Namco (Sega Naomi) cart. Not a disc.  So not sure why "they" would mention chd or gdi.

  2. 5 hours ago, jackmeat said:

    I tried doing this on a new Windows PC game that failed previously and it worked. So as a work around, if it just shows 0 games to import, I'll go back and try this force duplicate option. This is on v13.24 but I have not run into this issue over the past 4 years, so it is definitely something new. Thanks for the suggestion, certainly beats manually adding the games. Not sure if I should mark this band-aid as a solution or not?

    Since that did work, after "the import", in the left panel select the All category (or Platform, depending on your view) to show all games in your collection.  Then above that, type in and Search for one of the games you just imported.  If all "goes well", you'll see more than one.  "Goes well", meaning it (thin importer) is working as intended to keep you from importing the same ROM/file from the same location** multiple times.

     

    Expanding notations and results of my previous tests:

    **Say you have a shortcut (.lnk) on your desktop and copy that shortcut into D:\temp\.  (aka, 2 copies of the same ROM/file)

    1. You drag and drop the desktop one and import it. 
      • If you drag and drop the desktop one again
        • it will not import. 
    2. You then drag and drop either one and import into the same platform
      • they will not import (here, it probably does a Title compare?)
    3. (after import in step #1) You drag and drop the desktop one and import it into a different platform
      • It [still] will not import (here, it probably does a ROM file [and location] compare?)
    4. (after import in step #1) You drag and drop the D:\temp\ one and import it into a different platform
      • It WILL import
        • Note: Different platforms can have games of the same Title

    At least that how it worked in my [simple] tests.

    If the above search didn't reveal "the duplicate(s)", then the Title was changed after an import.  Search doesn't look at/for ROM filenames. If this is the case, do a Tools - Audit - All Games.  You can click the Application Path column header to sort and look for the exact same file/location.

     

    Bottom line:

    • Is the issue you came across intentional?  Yes.
    • Could the issue be caused by operator error?  That would be a rude way to put it.
      • We'll call in an unintentional oversight. ;) 
    • Is the "work around" a band-aid solution?  I wouldn't go as far as to call it that.
    • Is it a viable "work around"?  Sure.  If you wanted the same ROM imported more than once.

     

    If the Search and/or Audit doesn't reveal any discrepancies, then the "work around" IS a band-aid solution to a possible bug.  I'm skeptical that's the case.  But I've been wrong before. I will be wrong again in the future. And... I will be the first to admit it. :D

  3. To download videos and music directly from within LaunchBox, yes. You will need an EmuMovies paid subscription and have that account linked (Tools < Options < Integrations < EmuMovies).

    In your license email you received, historically there's been a discount code for EmuMovies included in there.

     

    Alternately, there are (I believe) a couple plugins in the Downloads section here on the forums than can (or at some point, were able to) find and download (YouTube??) videos.  Thought I don't recall seeing one that does Music.

  4. 8 hours ago, jackmeat said:

    i just dragged windows created shortcut (lnk) over to launchbox

    I just ran several tests and wasn't able to reproduce the issue.  After dropping the file(s), I even tried selecting ROM Files (then Windows and left the selected emulator blank) and the shortcuts still imported.  I tried shortcuts dragged from my desktop and also buried deep in some folder.  I don't have a network, so can't test that aspect.   Not that it should matter, as I presume the logic for importing hasn't changed, I'm using version 13.25-beta-2.

    My next [last resort] test was to import into a "new" platform. After dropping the files, I manually typed in the platform name "Joe's Platform" and set Scrape As to "Windows". When I got to the last window, it said zero games to import.  This might have been an adverse effect of too much testing.  I went Back one screen and checked Force importing duplicate games and then the shortcuts showed up.  Might be something to try.?.?..

  5. For stubborn GUI's, some will have a command line parameter (e.g. -batch or -nogui) that will hide them.  

    Not the if the Startup Screens section in the edit emulator window is completely disabled, or just a part of it.  But in there is an option Hide all windows that are not in Exclusive Fullscreen Mode that may help with the GUI's.  Like before, assuming the game window is starting fullscreen.

  6. The no-nag version is the exact same as MAMEDev's mame.exe.  Just that it completely disables the "nag" part of the code.  That said, I believe MAME's [original] exe will only "nag" on the individual games 1st run. (Along with setting skip_gameinfo to 1, which is a different warning window.)  e.g. run the same game a 2nd time, and you won't see it.  However, it will show again, once, 15-days(?) later.

    Regarding the command prompt window, in the MAME emulator settings (in LaunchBox), checking Attempt to hide console window... check box should hide it.  Using startup screens should also obscure it.  All assuming you have MAME set to start the games maximized (default). 

    • Like 1
  7. Regardless of what your systems default player is, LaunchBox and Big Box can, and will only use WMP or ffmpeg (which is integrated in with LB/BB).

    Note, the settings are separate for each UI.  That is, if you change it in say, LaunchBox, it won't be changed in Big Box.

    • LaunchBox: 
      • Tools < Options < General < Video Playback
    • Big Box:
      • System Menu < Options < Videos < Video Playback Engine

    Did you "try the other" as suggested? ffmpeg, in your case.

  8. Several have commented about this. Though suggested to them, I don't think any of them have created a Bug Report to 'officially' make the developers aware.  (Top of this page under Help & Support)

    Some indicated that if they update/restart enough times, eventually it takes.  Others stated that if they exit LB, delete the affected plugin subfolder then restart, the update process will work.

  9. tldr, so hopefully I don't add anything covered already.

    The heart of your collection are the Platforms you imported your games into. 

    When importing, the games metadata is parsed from the database file and saved in the platforms xml file. If you make changes to a game, the metadata is updated in the xml file, accordingly.  Why isn't LaunchBox continuing to leverage SQLite and save the users Platforms data to a db file?  Because change takes time, money and personnel.  And some patience on everyone's part.  I'm not saying they're planning to or if even it's in the works. That's way beyond my paygrade.  But the current system does work relatively efficiently.

     

    From within the Platforms (aka, the games), you can create Playlists. 

    The Playlists can consist of games based on set filters.  You could create a simple Playlist that its only filter is "Platform is equal to Arcade".  That of course would be a redundant list of the actual Platform.  You can't [directly] create a playlist based on a specific Platform Category nor another Playlist.  That could be considered as counterproductive.

    Auto-Populated (ones based on filters) Playlist collections are not saved. Per se.  They are initially populated [in memory] when you first open LaunchBox.  If you have a bunch of these, initial load time will increase. (Factors considered, you'll generally not even notice the increase.)   When you select a Playlist, it gets refreshed (assess the filters and scans all games for matches) to account for any changes in you collection you may have made.  Process time is negligible.

    Playlists can also be static.  There are no filters to process.  The games associated to it are fixed and these 'collections' are physically saved to the playlists xml file.  Note that only key assets for each game are saved. 

    • Game Id (the LaunchBox created GUID specific to that game)
    • LaunchBox Database Id #
    • Game Title
    • Game FileName
    • Game Platform

    These assets are leveraged to parse any and all data necessary for that game(s). Meta or Media.  Reducing any duplicative data being physically stored.

     

    16 hours ago, Mummelpuffin said:

    I'm talking about Categories. For whatever reason there are only "platform categories" which show up in the "platform categories lists"

    Platform Categories can contain Platforms and/or Playlists. They're the "3-ring binders" to your Platform/Playlist "dividers".  They cannot [directly] contain games.   

    A "3-ring binder" consisting of games-only is a Platform or Playlist.  The nice thing with these "binders" is they can be placed in the "bookcase", on [most] any "shelf".  "Most" meaning, you can't place a Playlist under another Playlist, and you can't place a Platform under another Platform. That's what the Categories are for. But you can place a Category under another Category OR Platform. 

    These 'sub-associations' are all managed when you edit the respective Category, Platform or Playlist and go into the Parents tab.

     

    21 hours ago, Mummelpuffin said:

    Isn't adding an arbitrary "playlist" sort of redundant when the needed information is already there? If you just sort by Series, or anything else for that matter

    Yes, it's redundant in practice.  But to see your Armored Core series' games, you need to leave that "room" and go into a different one and look on the "bookshelf" in there.  Alternately (staying in the Platform Category view/section), scroll to your impractical Playlist and click it. 

    Playlist(s) can be expanded to filter e.g. "Title contains Armored Core" AND "Platform is equal to Sony Playstation 2". Then one can shelve that playlist under their PS2 Platform which is under their Consoles category.

    Granted, in "the other room", they can select Armored Core and then Search platform:Sony Playstation 2 and get the same result.

     

    Think of it as allowing options.  Folks who have a type-A personality can be pretty particular about how their collection is cataloged, accessed and [most importantly] viewed.  If [more] options weren't available, LaunchBox would just be a plain ol' box.  Well, maybe like a Nike shoe box so it has some flare. ;) 

     

    Note that, with options available, there is never a redundancy in stored data.  Well, not really, beyond the above-mentioned Playlist assets and Platform xml files.

  10. 3 hours ago, Eyssa said:

    Second, every time I run the lunchbox, a message appears asking me to update the plugin, which I did, but the message still appears

    This is a known issue for some users. But I'm not sure any of them have actually reported it via Report a Bug (top of this page, click Help & Support). Which means the developers may not have it on their radar.

    A couple users indicated that they fixed it by:

    • Exit LaunchBox
    • Navigate to the /LaunchBox/Plugins/ folder
    • Delete the folder MAME LaunchBox Integration 
      • That's the plugin they had issues with. Not sure if that's the same one you are.
    • Start LaunchBox

     

  11. 34 minutes ago, erebus316 said:

    Hey everyone, not sure if something changed with either LB or Sudachi but all of a sudden Sudachi leaves a process open when closing. I have set esc to be the hot key exit in sudachi

    "Process, Close.." is the brute-force method to exit a process.  Think of it like unplugging your computer to shut it down.  Not recommended.  Though there are some apps that do need that extra "push".  e.g. joytokey.exe does

     

    Since sudachi is a fork of Yuzu, you should be able to exit via LaunchBox without needing a Running Script.  To make it work:

    • Open sudachi 
    • Click Emulation - Configure
    • In General, go to the Hotkeys tab
    • Set both Exit Fullscreen and Exit sudachi to anything other than Escape
    • Click OK to save & close
    • Exit the emulator
    • In LaunchBox, remove the Escape sequence (code) from the Running Script section.

    Then, using the key/button/combo you assigned in LaunchBox ("Exit Game") or Big Box ("Close the Active Window") should close it without issue.

  12. 55 minutes ago, The Sapper said:

    QUICK UPDATE - ISSUE HAS BEEN FIXED

    Setting the borders on both the left and right-hand side exactly one pixel outside of the transparency space not only confirms "when the game is starting up and is incorrectly positioned for 1 or 2 seconds (Image is beyond the borders) the color glitches are not present" by the colors no longer being present but ALSO, for whatever reason, does not cause the game/plugin to crop that one pixel on either side. This is amazing!

    I was in the process of suggesting the one pixel beyond while at the same time getting the turkey going in the smoker... and well... you figured it out.  Well done. :)  (and my suggestion was more of a "hope that works". ;))

     

    59 minutes ago, The Sapper said:

    I've tested with Dolphin and other emulators and everything works with this fix! Thank you once again

    You are quite welcome!  Glad to hear the others are working as well.  Enjoy!

  13. 14 hours ago, The Sapper said:

    as before fitting it inside would cause the image to be adjusted (Placing black borders on the top and bottom of the screen) as I think dolphin does that with windowed games.

    Try...

    • use which ever bezel (maybe the original?)
      • If you change the physical bezel image file while LaunchBox is open, restart LB. (see below**)
    • Edit the 'window' size (Test) in BezelLauncher Setup
      • Set the outside of the orange border to the edge of the transparent area
      • Save and close
    • Open Dolphin (right-click a game and select Open Dolphin)
    • Click Options - Graphics Settings
    • Set Aspect ratio to Stretch to Window

    image.thumb.png.114a0f107dabe5a76d921d4e4895776a.png

     

    Since the black bars are minimal, the minor "stretch" should not make it notably distorted.

     

    **One thing I discovered is, if you change/swap the physical bezel file while LaunchBox is open, the plugin still uses the original bezel image. As if it's caching the image on 1st open, and not reloading it after changing the file.  The fix: Don't swap bezel image files while LB is open. ;)  If you do swap images, restart LB. 

    The proper fix is for me to look at the code and see what's going on.  But TBH, that's not going to happen.  Since day 1, I've always contended that I'm pleasantly surprised this thing even works like it does.  Testimonies of users saying they've done-away-with/migrated-away-from Rocket Launcher says a lot!!!  And I really don't want to screw something up. ;) 

  14. 3 hours ago, sadrainbow said:

    but everything is down everywhere

    Apologies.  I didn't try clicking the download link on the site(s). 😊 Hopefully someone else can help you find what you're after.

    • Like 1
  15. 1 hour ago, The Sapper said:

    #2 - My game running through LaunchBox using your plugin during a loading screen in the game (Pitch Black)

    In the Settings (for Dolphin, for the platform), make sure option (g) is checked.  Be sure to click Save afterwards.

    image.png.ca276aa1a2ab4ad8c424dc3762874ed2.png

     

    1 hour ago, The Sapper said:

    These same colors appear in the same area regardless of which game I am playing, do you have any idea of what could be causing this, is this intentional to make something work or is it a bug?

    I see what you're talking about.  There's some on the left side also, but gray (at least in my photo editor [after downloading the images] there is).  Arrows show start/stop.  I assume the avatar and "P1" are part of the bezel as well?

    image.thumb.png.d87a9a98ef93485a035d4b9e1e55bc9c.png

     

    My guess is it's an artifact on the bezel image.  I say that because the plugin doesn't inject any extracurricular images at all.  

    Can you open your bezel image (like with Windows Photos, Paint or Gimp) and see if they're there?  Or share the file here?

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