SiriusVI
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Late replay, but still: unfortunately I haven't been able to figure out why some controllers don't work and some do. I also don't know how to distinguish between the working models and the non-working models. What I did / had to do is just buy a ton of Dual Shock 3s and hope to get lucky. Soo far, I've bought 7 controllers and there are 3 working ones among them. I'd like to have a set of 4 working controllers, so I guess I'll have to buy a few more to get the last working one.
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I really absolutely love Launchbox for all the features and tweakability it offers. I have sunk countless hours setting it up to my specific liking. I couldn't do that with any other frontend. It's become a really fun hobby of mine. So I hope people don't take it the wrong way, when I say that the performance and the user experience in Launchbox and BigBox is very bad. My collection is huge and I know LaunchBox struggles with that, but I also have a very high end PC, capable of running just about anything. I've tried all the optimizations suggested, I have read every thread, I have tried it on three different systems over the years. It's safe to say, the problem is not on my end (if you don't count having a huge collection as a problem, that is). Navigating the GUI in Launchbox, every click, every edit, everything is sluggish. It takes forever (3 seconds when trying to edit one game up to over a minute for some bulk edits) for Launchbox to respond to anything I do. BigBox also has issues, such as the very slow booting process. I believe this is not what most people expect from software nowadays. It should respond instantly to what the user does. Ideally, it should open instantly, and every click should have an immediate response.I can tolerate a bit of laggyness and I'm at an age where I have learned to be patient. But still, LaunchBox drives me crazy sometimes. To make a long story short. I really love Launchbox and BigBox, but please oh please try to fix ther performance. This should be your top priority. Anyway, I hope you didn't take this the wrong way. I'm still glad I paid for Launchbox/BigBox and I'd gladly do so again.
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Just an update from my setup and what I currently do as a workaround: Again, my issues stem from there being Symbolic Liks inside my "Emulators" folder "M:\Launchbox\Emulators" (I believe it's only the symlinks inside my main Retroarch folder "M:\Launchbox\Emulators\RetroArch", but I'm not 100% sure). As a workaround, I currently rename my "Emulators" folder to "Emulators_" whenever I want to change Emulator settings within Launchbox, import new games or change settings on a specific patform. I won't get the "Object reference not set to an instance of an object"-error when the EMulators folder is renamed to something else. When I'm done editing, Irename the Emulators folder back and I can start launching games.
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I've just received another one of these errors, after I restored soem of my symlinks (with the external drive attatched, so the symlinks were acessible) It happened when I tried to edit my "MS-DOS" platform I wanted to change the "parent" category. (Inner Exception) Object reference not set to an instance of an object. App: LaunchBox Version: 13.16 Theme: Default Type: System.NullReferenceException Site: Void PopTransformerAnnotation(System.Collections.Generic.List`1[System.String]) Source: LaunchBox at Unbroken.LaunchBox.Windows.Desktop.ViewModels.AddEditPlatformViewModel.PopTransformerAnnotation(List`1 i) at ResolverCreator.WriteInvalidCreator(Object , List`1 i, ResolverCreator ) at Unbroken.LaunchBox.Windows.Desktop.ViewModels.AddEditPlatformViewModel.Save() (Outer Exception) Exception has been thrown by the target of an invocation. App: LaunchBox Version: 13.16 Theme: Default Type: System.Reflection.TargetInvocationException Site: System.Object InvokeMethod(System.Object, System.Span`1[System.Object] ByRef, System.Signature, Boolean, Boolean) Source: System.Private.CoreLib at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters) at Caliburn.Micro.ActionMessage.<>c.<.cctor>b__33_0(ActionExecutionContext context) at Caliburn.Micro.ActionMessage.Invoke(Object eventArgs) at System.Windows.Interactivity.TriggerBase.InvokeActions(Object parameter) at System.Windows.Interactivity.EventTriggerBase.OnEvent(EventArgs eventArgs) at System.Windows.Interactivity.EventTriggerBase.OnEventImpl(Object sender, EventArgs eventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.Controls.Primitives.ButtonBase.OnClick() at System.Windows.Controls.Button.OnClick() at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e) at System.Windows.UIElement.OnMouseLeftButtonUpThunk(Object sender, MouseButtonEventArgs e) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args) at System.Windows.Input.InputManager.ProcessStagingArea() at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport) at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel) at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) Recent Log: 07:30:16 Exception And on top of that, I just got this error as well, which I never got before: Trying to import roms from an external drive, keeping the roms in their current location (not automoving them toi the Launchbox directory). The errors go away once I delete my symblic links again. There seems to be a serious issue with symlinks.
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Yeah well from my understanding (which is very limited of course), this error results because Launchbox wants to write something somewhere where it has no access for whatever reason. In my case it (probably) was because I had Symlinks that lead nowhere. I don't know what might be wrong in your case. It happened with the katest update for you, too?
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OK, so after hours of testing, I think I finally found the solution: I had a few title updates and DLC for citra installed to an external HDD and then created Symbolic Links from "M:\Launchbox\Emulators\RetroArch\saves\Citra\Citra" to the place on my external HDD. The HDD however is not connected to the PC at all times, to increase its longevity. My errors completely disappeared once I deleted the symlinks and for now it's stable again. I only recently remembered that I had created these symlinks, that's why I previously thought symlinks were not to blame, but I believe they definitely are. Now the question is why this problem occurs in 13.15 and 13.16. Could this be related to the Emulator Update Plugins and the new Saves Feature? Also, What can I do about it. I need to keep the symlinks, because I'd run out of space without them =/.
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So I can definitely say that it has something to do with my main instance of RetroArch. If I remove Retroarch from my Emulators Folder, the error does not appear. If Retroarch is present, the the error appears when deleting a platform. The associated platforms set in Launchbox for Retroarch have nothing to do with it I think. I deleted all associated platforms but one and the error was still there. I still have to figure out what exactly causes it. If I make a new instance of RetroArch, the error is fixed, but I have a very thorough setup for many cores, and I just can't start from scratch. Any ideas what in my Retroarch folder could cause this weird error when deleting a platform??? EDIT: the error does not appear in 13.14. Maybe there was a change made that messed something up with my system? Tje plugins that update the Emulators? Or the new save feature?
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I'm making a new post here to keep it more orderly. I think I have now found the issue. It seems to be a larger issue with my emulator folder. All my emulators are located in "M:\Launchbox\Emulators" What I have just found out is that if I rename my "Emulators" folder to something else ("Emulators_BACKUP"), I get no no more crashes with both 13.15 and 13.16 when deleting platforms, and so on. So, the issue must be with something inside my emulators folder. Does anyone have any idea how to troubleshoot this? EDIT: Wait a second, might this have something to do with symbolic links? I have various symbolic links in my emulators folder that point to directories on external drives. Could that be an issue? I don't know how to test this, because I have so many symbolic links and I don't want to delete them all. Also, I need those symlinks badly. Any ideas? EDIT 2: More testing - Symlinks are probably not the problem. I tested JUST my retroarch emulator without Symlinks and the error still appeared. After removing retroarch again (empty emulators folder), everything worked again. EDIT 3: OK so the last Test I did for today was to move my Retroarch Emulator into a Folder outside of Launchbox and set the path in Launchbox to the new location of this emulator. The result is that when Retroarch is set up in Launchbox, there is the crash, if not, then not. Might this have something to do with the associated platforms? I have A LOT of them. What might be the error?
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Recently I've been getting this error randomly, when deleting a platform or changing emulator settings: Does anyone know what this is? EDIT: Please help, Launchbox is completely unusable. None of my backups (even from months back) work. The complete error reads this: Object reference not set to an instance of an object. App: LaunchBox Version: 13.16 Theme: Default Type: System.NullReferenceException Site: Void RunSupportedGlobal(System.Object, System.Object) Source: LaunchBox at Unbroken.LaunchBox.Windows.Desktop.MenuActions.DeletePlatformMenuAction.RunSupportedGlobal(Object , Object ) at Unbroken.LaunchBox.Windows.Desktop.MenuActions.DeletePlatformMenuAction.OnSelect() at ParserPool.WriteInvalidCreator(Object , ParserPool ) at Unbroken.LaunchBox.Windows.Desktop.MenuActions.DeletePlatformMenuAction.Go(String platformName, Window parent) at ProxyMap.WriteInvalidCreator(String platformName, Window parent, ProxyMap ) at Unbroken.LaunchBox.Windows.Desktop.MenuActions.SidebarDeleteMenuAction.OnSelect() at ParserPool.WriteInvalidCreator(Object , ParserPool ) at Unbroken.LaunchBox.Windows.Desktop.ContextMenus.SideBarMenu.<>c.CloneTransformerParams(Object sender, RoutedEventArgs args) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.Controls.MenuItem.InvokeClickAfterRender(Object arg) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler) Recent Log: 18:33:49 Exception EDIT 2: Went back to version 13.14 and the error disappeared for now. Updated to 13.16 again and the error reappeared. I'm not sure about 13.15. I thought the error appeard there, too, but I just updated and now it's gone with 13.15. Maybe I misremembered. EDIT 3: Did some further testing. 13.15 works. 13.16 is definitely busted on my machine. Can't delete plafforms or change Emulator settings. =/ EDIT 4: I think there might be two separate errors. On 13.16. I cannot delete platforms and change emulator settings and on 13.15 I get this error if I change the emulator of a platform, I can however delete platforms: The Emulator crash has something to do with DOSBOX. If I have Games with "use dosbox" enabled and also have MS-DOS in my retroarch Associated Platforms, I get this crash. EDIT 5: Just set up a fresh install of Launchbox on another drive. Same error with 13.16 when editing the emulator settings for MS-DOS.
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Hey, for testing purposes, I want to duplicate a MS-DOS Platform that I have. I can't reimport all the games, I need the platform to be an exact copy, with a different name, e.g.: MS-DOS-Test. So what I did was just copy the MS-DOS Platform, renamed it to MS-DOS-Test and changed all the instances of "MS-DOS" in the xml file to read "MS-DOS-Test". That didn't work, so I also manually added the platform in the platforms.xml file, but that also didn't work. Can anyone tell me what I need to do to duplicate a platform? Thx!
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For 1g1r sets, it doesn't get larger than around 52.000-55.000 games, depending on how many systems you add (consoles + handhelds + arcade). I'm at around 52.000. That includes everything up to the PS3 in consoles (excluding Xbox 360) and PS Vita in handhelds. The only way to get beyond this number is with computer systems, but if they are not curated by no intro or redump, it's very time consuming / near impossible to make a clean 1g1r set.
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Well, I have 1g1r sets for most systems that are a part of either no intro or redump. For Computer Systems I use TOSEC, which adds some duplicates however. On systems that have an eshop and virtual console games, I usually add these games under a separate platform, such as Wii (digital) or 3DS (digital), which also adds a couple of duplicates. I don't feel like manually comparing digital and physical releases, so I just keep the duplicates. I have also the whole Flashpoint Ultimate collection imported into Launchbox, which adds over 200.000 entries. All in all that gives me a total of 34.288 games for consoles, 17.226 for handhelds, and 3.533 games for arcade. I need to overhaul many of my computer systems, because more often than I'd like, games will just not launch. It's a real pain setting everything up. But currently I have 269.089 entries here (200.333 is just Flashpoint Ultimate).
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Also, I love consistency and the fact that there is a shader for basically every console and handheld out there as well as quite a few computer systems makes this just the perfect solution for me. The only issue I have is that some of his presets don't use integer scaling which can cause strange moire effects in 3D games that are super distracting, especially on a 1080p TV (I hear it's better on a 4K TV). But for these cases I just turn off the scanlines or use fake scanlines which don't cause moire.