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SiriusVI

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  1. Hey everyone, I'm in the process of updating my LaunchBox collection and have been struggling with LaunchBox not shutting down correctly, a problem I've had since I bought LaunchBox many years ago and that persisted accross multiple different Desktop PC setups. I have installed a fresh copy of Launchbox and imported my Data folder minus the settings. At first, Launchbox shut down fine on two tries. On the third try it got stuck again (no changes were made). I have enabled debug logs and these are the final entries showing that something is indeed not working as intedned. Hopefully somebody is able to figure out what's wrong and can help me get this finally solved. 2025-11-04 09:16:57 AM DataManager.SaveInternal completed successfully. 2025-11-04 09:16:57 AM DataManager.SaveInternal started. 2025-11-04 09:16:58 AM Saving InputBindings.xml... 2025-11-04 09:16:58 AM Saving GameControllers.xml... 2025-11-04 09:16:58 AM Saving ListCache.xml... 2025-11-04 09:16:58 AM Saving Settings.xml... 2025-11-04 09:16:58 AM Saving ImportBlacklist.xml... 2025-11-04 09:16:58 AM DataManager.SaveInternal completed successfully. 2025-11-04 09:16:59 AM Syncing cloud data since 04.11.2025 09:13:56 2025-11-04 09:16:59 AM Received 0 records from the cloud 2025-11-04 09:17:00 AM Pushing 20 records to the cloud 2025-11-04 09:17:00 AM Successfully synced to cloud 2025-11-04 09:17:00 AM DataManager.SaveInternal started. 2025-11-04 09:17:00 AM Saving InputBindings.xml... 2025-11-04 09:17:00 AM Saving GameControllers.xml... 2025-11-04 09:17:00 AM Saving ListCache.xml... 2025-11-04 09:17:01 AM Saving Settings.xml... 2025-11-04 09:17:01 AM Saving ImportBlacklist.xml... 2025-11-04 09:17:01 AM Saving M:\Launchbox\Data\Platforms\Nintendo Game Boy Player (GB).xml... 2025-11-04 09:17:49 AM Saving M:\Launchbox\Data\Platforms\Nintendo Game Boy Player (GBA).xml... 2025-11-04 09:18:35 AM Saving M:\Launchbox\Data\Platforms\Nintendo Game Boy Player (GBC).xml... 2025-11-04 09:19:23 AM DataManager.SaveInternal completed successfully. 2025-11-04 09:20:29 AM Waiting on DataManager save thread to finish... (window.Closed 2) 2025-11-04 09:20:31 AM MainViewManager.window.Closed event finished. Calling Environment.Exit 2025-11-04 09:21:45 AM FIRST CHANCE EXCEPTION: Unable to read data from the transport connection: The I/O operation has been aborted because of either a thread exit or an application request.. at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.ThrowException(SocketError error, CancellationToken cancellationToken) 2025-11-04 09:21:45 AM FIRST CHANCE CONTINUED INNER EXCEPTION: The I/O operation has been aborted because of either a thread exit or an application request. 2025-11-04 09:21:45 AM FIRST CHANCE EXCEPTION: Unable to read data from the transport connection: The I/O operation has been aborted because of either a thread exit or an application request.. at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.ThrowException(SocketError error, CancellationToken cancellationToken) at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.System.Threading.Tasks.Sources.IValueTaskSource<System.Int32>.GetResult(Int16 token) at System.Net.Security.SslStream.EnsureFullTlsFrameAsync[TIOAdapter](CancellationToken cancellationToken, Int32 estimatedSize) at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() 2025-11-04 09:21:45 AM FIRST CHANCE CONTINUED INNER EXCEPTION: The I/O operation has been aborted because of either a thread exit or an application request. 2025-11-04 09:21:45 AM FIRST CHANCE EXCEPTION: Unable to read data from the transport connection: The I/O operation has been aborted because of either a thread exit or an application request.. at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.ThrowException(SocketError error, CancellationToken cancellationToken) at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.System.Threading.Tasks.Sources.IValueTaskSource<System.Int32>.GetResult(Int16 token) at System.Net.Security.SslStream.EnsureFullTlsFrameAsync[TIOAdapter](CancellationToken cancellationToken, Int32 estimatedSize) at System.Runtime.CompilerServices.PoolingAsyncValueTaskMethodBuilder`1.StateMachineBox`1.System.Threading.Tasks.Sources.IValueTaskSource<TResult>.GetResult(Int16 token) at System.Net.Security.SslStream.ReadAsyncInternal[TIOAdapter](Memory`1 buffer, CancellationToken cancellationToken) 2025-11-04 09:21:45 AM FIRST CHANCE CONTINUED INNER EXCEPTION: The I/O operation has been aborted because of either a thread exit or an application request. 2025-11-04 09:21:45 AM FIRST CHANCE EXCEPTION: Unable to read data from the transport connection: The I/O operation has been aborted because of either a thread exit or an application request.. at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.ThrowException(SocketError error, CancellationToken cancellationToken) at System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs.System.Threading.Tasks.Sources.IValueTaskSource<System.Int32>.GetResult(Int16 token) at System.Net.Security.SslStream.EnsureFullTlsFrameAsync[TIOAdapter](CancellationToken cancellationToken, Int32 estimatedSize) at System.Runtime.CompilerServices.PoolingAsyncValueTaskMethodBuilder`1.StateMachineBox`1.System.Threading.Tasks.Sources.IValueTaskSource<TResult>.GetResult(Int16 token) at System.Net.Security.SslStream.ReadAsyncInternal[TIOAdapter](Memory`1 buffer, CancellationToken cancellationToken) at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() 2025-11-04 09:21:45 AM FIRST CHANCE CONTINUED INNER EXCEPTION: The I/O operation has been aborted because of either a thread exit or an application request. 2025-11-04 09:25:08 AM DataManager.SaveInternal started. 2025-11-04 09:25:08 AM Saving InputBindings.xml... 2025-11-04 09:25:08 AM Saving GameControllers.xml... 2025-11-04 09:25:08 AM Saving ListCache.xml... 2025-11-04 09:25:08 AM Saving Settings.xml... 2025-11-04 09:25:09 AM Saving BigBoxSettings.xml... 2025-11-04 09:25:09 AM Saving ImportBlacklist.xml... 2025-11-04 09:25:09 AM DataManager.SaveInternal completed successfully. The task manager shows 2 instances of "launchbox.exe" running:
  2. @oblivioncth I did some further testing and found two more issues: 1. If the platform names change between Flashpoint versions, then the platforms still have the old name (the platform names are not updated) and also sometimes the platform was imported twice (one with the old name, one with the new name) and the games were scattered between the two platforms. For me, the following platforms were affected (the parts in brackets is what was removed from the platform name in Flashpoint 14): Babyz (Player) DX Studio (Player) GLG (Plugin) Live Picture (Viewer) o2c(-Player) Octree (View) Petz (Player) SVF (viewer) SVG (Viewer) TCL Xara (Plugin) Possible solution: I believe it would be great if you included an option to import a "fresh" version of Flashpoint into Launchbox, meaning that the existing Platforms are not updated, but deleted entirely and then re-imported from scratch. Would something like this be possible? 2. The playlist "Animation Hall of Fame" was imported, but not listed within the Playlist Category your tool creats. All the other playlists were present, however.
  3. I'm having the same issue. It doesn't happen always, but very often.
  4. Sorry for not writing sooner. I've been super busy with RL and haven't had the chance to test this out until now. I'm currently importing the new Flashpoint 14 Ultimate with the experimental Launcher and will report back if everything worked and if I notice anything out of order. Just a quick question: If I choose to "copy" the images (no symlinks, as I explained in an earlier post) and there are images present from an older import with your tool in the Launchbox image folder, will the importer replace the old images with the new images or will it skip the files that are already present? Should I delete all the old images manually before starting the importer tool? THX! PS: FYI, the experimental Launcher is giving me java script issues. I believe it's a known bug. On Discord nobody was able to provide a fix for this, yet: EDIT: @oblivioncth The import is done and it seems to have worked perfectly fine, except for one issue: Some of the new platforms don't have their icons show up. The .png files are present in the correct folder, but for some reason, the platform icons don't show up in Launchbox. Here, take a look: Any idea how to fix this? EDIT 2: I kind of fixed it by copying the "Platform Icons" folder to "M:\Launchbox\LBThemes\Default\Images" I remembered this being an issue some time ago. But I'm wondering, is this behavior intended? Should Plaform, Platform Category and Platform Icon images not be located under "Images" anymore, but rather in the image folder inside LBThemes? EDIT 3: After some research I found that Platform icons should go into "M:\Launchbox\Images\Media Packs\Platform Icons\Nostalgic Platform Icons" in newer versions of Launchbox.
  5. Same happening on my system. re-clicking on Log In just opens and closes a window and nothing else happens.
  6. Yes, it has a lot of small files in it. No big deal, at least it's not 12 + hours anymore if I can leave the game data neatly zipped, haha.
  7. Got it! Was hoping I could maybe skip the Htdocs extraction. This will take roughly 6 hours on my external HDD. Will report back once I tried the import process. Thank you!
  8. I'm close to having finished my download of Ultimate 14. Just to be clear, from what I understand I need to extract the follwong: Base Htdocs Extras ExperimentalLauncher Images (tobe able to copy / symlink them with your tool) I do NOT extract all the GameData_XX.zip files. Then I use your updated importer tool and try if everything works right? Correct? Or could I have some of the other zip files inside their archives as well, such as Htdocs?
  9. I'm not sure I understand what you mean ... you need to associate the CD-i platform with the right core inside the retroarch emulator config in retroarch. Can you send an image showing your problem?
  10. @oblivioncthI haven't downloaded it, yet, either. I'm happy to give you feedback once I get around to it.
  11. @oblivioncthAhhh yes, the images are in their own .zip file. This is great actually. So (after you did your magic modifying your impoerter), we'd be able to load games with this experimental Launcher, keeping all the files zipped, but still importing the images, after extracting only those. Correct? By the way: I now don't use Symlinks anymore with your launcher, I use the copy function. For some reason, the symlinks kept disappearing from my Launchbox image folders. I believe this has something to do with Flashpoint being on an external drive that is not always connected to my PC. Maybe Launchbox delets symlinks if the source file is not present, idk. Anyway this is not an issue, copying the images works fine.
  12. @oblivioncthFlashpoint Ultimate 14 is out and it has an experimental launcher. The description on Discord reads: Experimental Launcher (Optional) Separately we are including an experimental launcher which allows loading of images and gamezips directly out of Ultimate packaged zips. Do not extract your GameData and Images zips, and instead copy / symlink them into Flashpoint Ultimate/Data/ArchiveData/ (e.g Flashpoint Ultimate/Data/ArchiveData/GameData_1.zip). This is available in ExperimentalLauncher.7z and must be extracted last. It requires Win 10 x64 or above. This will not load Ultimate 13 zips. I'm not entirely sure how this works, but it seems that game data won't need to be extracted which is great for saving disk space and time. It's also always a challenge extracting a 2TB file. You essentially need over 4TB of free space. But this means that image files also won't get extracted, so importing them into Launchbox with your importer tool might be a challenge. Do you know of any way to make this work?
  13. Sure will do. Just give me a little time. RL is crazy right now with my one year old daughter, haha. This set up is really kind of neat, though. The short version is that you have to use multiple instances of Retroarch (especially if you want to switch between different controllers, Xbox and original controllers, for example). The cool thing is that you can edit the config of all Retroarch instances to use the same save and save state paths. That way you can switch it up like you want at any given time, but use the same save files.
  14. I'm pretty much done with Consoles & Handhelds. Arcade (Mame) will get updated regularly, so this is an ongoing process. Computer Systems are a mess and I'm not sure I'll ever get to setting them up well enough for me to be content with them. If I click "play" on a title in Launchbox, I want that title to launch, but oftentimes this won't work with computer systems. For MS DOS I use eXoDOS which works great, but other systems are a pain. Then there is mobile games, magazines, comic books ... where to start where to stop. I only have one lifetime to give. I have decided to make a cut after PS3 / Xbox 360 / Nintendo Switch. I won't be emulating PS4 & XBOX One games and beyond, except for maybe must have exclusives. What I have been focussing on lately is having different options for playing the same games. So for example, if I want to play N64 games, I can play them: 1. With a shader that mimics the looks of the original N64 2. Same as 1. but in addition to that, it's set up to be played with an original N64 controller 3. Upscaled to 4k with some texture smoothing and maybe texture packs 4. Upscaled and with a widescree hack. I can right click any game in my collection, go to "Launch with ..." and select a different instance of Retroarch to suit my taste at any given time. For Game Boy games I have the options to play them: 1. With the original DMG colors 2. With Game Boy Color colors 3. With Game Boy Light colors 4. With Game Box Advanced colors / borders 5. Using a SNES emulator with the Super Game Boy subsystem 6. Using the GameCube Game Boy Player borders Here I chose a different approach than with N64. I imported the Game Boy games played on different systems as diferent platforms. This made more sense to me. I can go to "Handhelds", then "Game Boy Color" (both set up as platform categories) and the select which games I want to play on the Game Boy Color: Game Boy games or GBC games (those two are platforms) and so on.
  15. From time to time I think about reorganizing my collection from 1g1r sets to region-based sets at least for the older systems (up until PS1 maybe). The benefits are clear: Different regional versions oftentimes have interesting variations and it's cool to have access to them. However, in the end I always decide against it. There is just no good way to split the roms up. There are the main 3 regions, USA, EUR and JAP, so far so good. But what to do with World, Asia, German, Australia, and so on? Do they all get their own region-based platform? Do I just lump World in with USA and German with EUR? Do I duplicate the World roms and copy them into every region? And on and on it goes. I cannot figure out clear rules to follow, so I always decide to just stick to my 1g1r sets.
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