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JoeViking245

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Posts posted by JoeViking245

  1. 6 hours ago, bundangdon said:

    Can confirm that this is an issue related with the latest versions of LaunchBox. I just tried an older version (13.18) and the importing method for PSVita games works fine, but there's basically no way to manually import PSVita games with the latest versions of the program

    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.

  2. 57 minutes ago, Blackstar00 said:

    These are not steam games anyway

    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.

     

    1 hour ago, Blackstar00 said:

    Im sure it will get fixed sooner or later.

    Hopefully the developers are already aware of this or someone else has already filed a bug report for it (making them aware).

  3. 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.

     

    • Like 1
  4. 5 minutes ago, Blackstar00 said:

    I also disabled auto importing in storefront (was steam only, should not matter anyway)

    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".

     

    12 minutes ago, Blackstar00 said:

    If it did not import dlc's it would be great.

    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.

     

    35 minutes ago, Blackstar00 said:

    I should have posted this in the beta thread 13.25

    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.

  5. 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.

  6. 1 hour ago, stigzler said:

    it's really difficult to pinpoint the origins of this and indeed whether it is this that is causing the startup delays.

    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?

  7. 13 minutes ago, Jayinem said:

    The only issue I'm having is I keep getting the popup "another instance of Launchbox is running" would there be another loop I could run to check for that popup and always close it?

    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.)

     

    • Like 1
  8. 26 minutes ago, Jayinem said:

    If I run ahk_class Sandbox:DefaultBox:HwndWrapper[LaunchBox.exe it still tries to run the loop over and over regardless if the Launchbox is active or not. 

    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.

    • Like 1
  9. 1 hour ago, Jayinem said:

    as soon as I do that no matter what perimeters I put in the system keeps trying to run the sandboxed one over and over

    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).

  10. 22 minutes ago, dkankelfitz76 said:

    No it doesn't show up in Launchbox...

    Did you right-click the dll file, select Properties and check UnBlock?  If there is an unblock option, it will be located here:

    image.thumb.png.c96134371de4ad55acadb195542bb6aa.png

    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 filepixSettings.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)

  11. 12 hours ago, dkankelfitz76 said:

    I am having issues getting this plug in to work.  I'm sure it is just me not fully understanding how to set it up.  Can someone give me step by step instructions with screenshots if possible?  Thank you in advance.

    Th instructions should be fairly straight forward.  What exactly is not working?   After selecting a game (or games), does the plugin appear when you right-click one of the selected games? When you click it, does the plugins UI appear? 

    Do you have Pixelcade installed? Which folder was it installed into?

  12. On 11/26/2025 at 1:58 PM, EvilHomer777 said:

    It's weird because some platforms now only show banners, while others have nothing.

    Check the Image Group menu for the selected image type to show.  Note, it can be set on a per platform basis. (e.g. platform A uses "Boxes", platform B uses Steam "Banners")

     

    On 11/26/2025 at 1:58 PM, EvilHomer777 said:

    They simply fail to load. Both on the front end and also when editing the game's edit media and metadata section.

    When you edit a game and look in its Images section, there are no images (showing [when there should be]?  

    If that is correct,

    • check the Metadata section of that game
    • verify the Platform it's assigned to
    • doublecheck that in your /Images/ folder,
      • the platform name is spelled the same
      • (In the image type subfolder below that platform) the games image filename is the exact same as the games' Title or ROM name
        • noting that -01 is appended to the filename and that invalid filename characters are replace with an _ (underscore)

    If that all pans out, back in the Images section of that game, click Add Image and navigate to one of those image files for that game and select it.  Click OK to save and close, press F5 to refresh the image for that game and see if it now appears.

     

    On 11/26/2025 at 1:58 PM, EvilHomer777 said:

    My guess is that is has something to do with the refreshing of the media DB because I usually see a red progress bar at the top when switching between platforms, but this time it doesn't do that all the time.

    The progress bar you see is (pretty sure) refreshing the image cache for the selected platform. LaunchBox doesn't keep a database-of-sorts of your images (nor videos).  They are captured on-the-fly, on-the-go, as-needed... you get the idea. When selecting the platform, the cache is populated (or at least does a quick check, which if it's "good" is when you may not see the progress bar).  When switching games in that platform, it's reading from just the cache.  Thus the occasional need to refresh images. 

    When you resize the images with the slider, ("I think") it does a repopulate of the cache. I do know it needs to repopulate it when you change the image type to show for that platform.

  13. 4 hours ago, zahroc said:

    Odd since some zipped worked and other did not.

    If the single ROM file inside the zip is named differently than the zip, it may cause the issue.  (but I'm not for sure on that).  In the end, those ROMs are small to begin with, so having them zipped has no substantial gains.

    Glad you got it working.

    • Like 1
  14. 4 hours ago, stonev said:

    Would there be any unforeseen consequences of removing the "$" that might make this change inadvisable?

    Nope!  If it works, stick with it. :)  Like the audible beep idea.

    • Thanks 1
  15. 42 minutes ago, stonev said:

    Is there an way to close the ahk script upon exiting mame via the pause screen?

    Ahh... The ol' exit from the Pause Menu routine. 

    You've got several options, but the easiest one to convey is (not tested, but "looks good in print"....)  In the Exit Script section of the emulator, add:

    WinClose, MyScript.ahk - AutoHotkey

    Change MyScript.ahk to the actual name of your script.ahk

  16. 46 minutes ago, lino11 said:

    Is it actually me... or something I can fix?

    I know there's a few emulators that LB will see what "it" (the emulator) has installed, and import then per that.  But I don't believe that was implemented for Switch emulators. (I could be wrong)  I'm not for certain on how or where it looks for "new games" for this particular platform.

    You should be able to turn off the auto import feature for the platform.

    • Like 1
  17. 1 hour ago, stonev said:

    Additionally, I've added the following to the bottom of the script:

    Esc::ExitApp

    Unfortunately, this kills the script with the first Esc and kills the game (as usual) with the second. Is there a way to kill the script and the game with a single press? Or better yet, kill the AHK script as a result of Mame exiting?

    If the script is placed in the Running Script section for the emulator, the escape routine is not necessary [in this case].  When the emulator exits, the 'running script' is abandoned/forced closed, or as you say, killed. ;)

     

    In your case, I'm guessing it's an additional app to those games, set to Run Before.... 

    You can use:

    $Esc::
    {
      WinClose, ahk_exe mame.exe
      ExitApp
    }

     

  18. 15 minutes ago, stonev said:

    I've heard-tell of AHK and MAME not playing well together; maybe this is one of those instances?

    Some emulators need a more "literal" or "defined" key press.  Can try adding to the top if the script SetKeyDelay, 0, 50

    • Thanks 1
  19. 42 minutes ago, stonev said:

    The problem with the code above is that I can't seem to set my fire button to be Left Control. Setting FireKey := "LControl" at the top gives me an "Invalid hotkey" error in the first line of the Main Autofire Loop.

    Try LCtrl instead of LControl

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