SiriusVI
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Posts posted by SiriusVI
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3 minutes ago, zugswang said:
Yes, I have converted literally 10,000's of bin/cue or iso to chd, so now everything I have that can run as chd's are done.
Literally took months, but saved a lot of space as well as being cleaner generally.
This saves no space, but is so much better than folders.
I might have to do it again some time, though, since I had to use the makecd command for all ps2 games, but most of the ps2 games are of course DVDs and so the makedvd command should be used. But at the time of conversion, this format was not compatible with the ps2 retroarch core, I believe. Same for PSP games. Makedvd is compatible with emulators, but retroachievements won't work with them.
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18 minutes ago, zugswang said:
Totally grinds my PC to a halt using all the ram, so I literally have to do it when not using the PC overnight.
Like you say .. it's a project ... but I have done much worse over the years, like converting all PS2 (2,700) from gz to iso then to chd for example !!
you and me both! Haha. But chd is just too good to not convert.
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On 1/18/2023 at 9:18 AM, Scotsman said:
Yes, it is possible and has been discussed on the forum before. But I'll give you a quick rundown of what to do here.
These are the only ROMs I'm using, but I imagine it would work with the rest as well.
The ROMs in BLUE are the original N64 games Dezaemon 3D (Japan), F-Zero X (Japan) and Super Mario 64 (Japan) renamed to match the 64DD ROMs as the 64DD requires these.
I think these are the only official 64DD disks that require a specific game, but there is a ROM Hack Zelda 64: Dawn & Dusk that requires the original OoT N64 ROM as well.
The ROMs in RED can be any N64 ROM, just rename it to match the 64DD ROMs (I duplicated Xingji Huohu (China) (v4) (iQue) (Manual).z64 a couple times as it was only 224KB)
Make sure the 64DD games end in .z64.ndd and have them all in the same folder.
Now import just the .z64 ROMs and not the .ndd ROMs into Launchbox, setting the platform to 64DD (Obviously lol) and when you start the game, Retroarch will load the 64DD disk automatically.
I'm not sure if there is another (proper?) way to do this. But it works for me.
Have you been able to get SimCity 64 to play?
I can launch it and get to the title screen, but the I just get a black screen and nothing works.
I managed to get in game in the other 64DD games.
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41 minutes ago, zugswang said:
Update ...
24 hours just to convert 150 folders to iso !!!!
Yeah, it's a project. I'd do a few every day and not worry about when it's done.
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7 hours ago, bundangdon said:
From my experience, they're almost exactly the same in terms of size. I can imagine CHD support will happen in the future, but for now it's just nice to have everything in one file and it also makes it easier to import the games into frontends like Launchbox.
That's true. Personally, I use the digital versions for most PS3 games, since I found that many disc games install a significant amount of data onto the virtual hdd. So having the .iso present would just occupy a lot of space unnecessarily.
But if the .iso files are the same as the expanded folders for the disc-based games, I might convert the disc-based games that I have.
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3 hours ago, zugswang said:
Yeah I never thought it would happen either.
Now to convert 1,200 folders 🙁
Aren't the .iso files a lot larger than the folders? CHD support would be nice, though.
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14 hours ago, JoeViking245 said:
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.
Thank you, that worked!
However, it does not entirely fix my issue. Now the Dual Game states are created in:
RetroArch\LinkCableGamesSaveStates\SameBoy\
E.g. for Pokemon Blue and Red, it is:
RetroArch\LinkCableGamesSaveStates\SameBoy\Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state
It still has the same name as single mode Pokemon Blue, but it doesn't matter, because it is in a different location.
So far so good.
However, Pokemon games can be linked up in many different variations accross GB and GBC:
Blue + Red
Blue + Yellow
Blue + Green
Blue + Gold
Blue + Silver
Blue + Crystal
So if I use the "Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state" name for Blue and Red, I cannot use it for say Blue and Yellow, and other combinations.
I could of course set up different save file locations for each different combination, but that is a bit too hacky for me and I'd like to avoid doing something like this.
That's why the alternate naming convention when launching from the RetroArch history menu is so elegant, because it will create a different name for the state depending on the exact games that are linked, e.g.:
Pokemon - Red Version (USA, Europe) (SGB Enhanced) + Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state
There must be some way to tell RetroArch to do this from the start, right?
Anyway, thank you for your help so far 😃
Edit:
Just in case anyone wants to try the "hacky" solution, there are a few things to keep in mind that drove me almost crazy:
1. You must disable the automatic Retroachievements login that is done through the LaunchBox plugin (go to manage --> emulators --> Retroarch --> retroachievements --> disable "log in on Game Launch". This is because this automatic login is also done via --appendconfig and that leads to the --appendconfig that is added to the custom command line not working.
2. The custom save state path / folders that are specified in the custom .cfg file must be created manually, otherwise it doesn't work. Retroarch.log reads: [WARN] [Config] "savestate_directory" is not a directory, ignoring...
EDIT 2:
Alright, so my "hacky" solution looks as follows for now:
1. I create 7 different config files in: ...\RetroArch\Custom_Configs\LinkCableSaveStates\
These config files will each use a different --appendconfig command to set a different save state folder according to the game that the primary game is linked to, e.g: ...\RetroArch\states\LinkCableSaveStates\Pokemon_Linked_to_Red
So all save states for Pokemon games linked to Pokemon Red will go there. Same for the other games.
2. Again, these folders must be created manually:
Example use scenario:
1. I create a Platform in LaunchBox called something like "Game Boy Multiplayer" or "Game Boy Link Cable".
2. I import Pokemon Blue and change the Name to e.g.: "Pokemon Blue linked to Pokemon Red"
3. I toggle "Use Custom Command-line Parameters" and insert:
-L ".\cores\sameboy_libretro.dll" %romfile% --subsystem gb_link_2p "M:\Pokemon - Red Version (USA, Europe) (SGB Enhanced).gb" --appendconfig ".\Custom_Configs\LinkCableSaveStates\Pokemon_Linked_to_Red.cfg"
4. Launch the game and create a save state. The save state will be located in ...\RetroArch\states\LinkCableSaveStates\Pokemon_Linked_to_Red
5. I then import Pokemon Blue again like before, but this time I rename it to: "Pokemon Blue linked to Pokemon Gold"
6. For "Use Custom Command-line Parameters" I insert:
-L ".\cores\sameboy_libretro.dll" %romfile% --subsystem gb_link_2p "M:\Pokemon - Gold Version (USA, Europe) (SGB Enhanced) (GB Compatible).gbc" --appendconfig ".\Custom_Configs\LinkCableSaveStates\Pokemon_Linked_to_Gold.cfg"
7. I launch the game and create a save state. The save state will no be located in ...\RetroArch\states\LinkCableSaveStates\Pokemon_Linked_to_Gold
And so on.
This allows me to be able to create individual save states for each possible Pokemon-Link-Combination. There is no danger of accidentally overriding and corrupting a save state.
Note that this does not affect the single game save states, because those games are launched from a different platform in Launchbox (Nintendo Game Boy), which does not use Custom Command-line Parameters.
It does also not affect regular game saves, because they are handled perfectly fine by Sameboy no matter if a game is used in dual mode or single mode.
Still, if anyone has a better, less "hacky" solution, I'd be glad to implement it. The Pokemon - Red Version (USA, Europe) (SGB Enhanced) + Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state option is right there. I'd just need to figure out a way to make RetroArch always create these custom state names.
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4 hours ago, JoeViking245 said:
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.
Hey @JoeViking245,
thanks so much for the input! I got the rom load order sorted out, though the correct command line is:
-L ".\cores\sameboy_libretro.dll" %romfile% --subsystem gb_link_2p "M:\Pokemon - Red Version (USA, Europe) (SGB Enhanced).gb"
I wasn't so lucky with the custom save state name. I believe the "--savestate" command is just for setting a custom path, but not a custom file name. If I save the dual game, it will still just use the single game format:
Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state
Retroarch.log reads:
[INFO] [Override] Redirecting save state to "M:\Launchbox\Emulators\RetroArch\RetroArch\states\SameBoy\Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state".
Also, accordung to the Retroarch cli help, this command is deprecated:
Do you have any other ideas how to make Retroarch set a custom file name like it does when loading the dual game from the launch history menu point?
Edit:
content_history.lpl lists the dual game entry as:
{ "path": "M:\\Pokemon - Blue Version (USA, Europe) (SGB Enhanced).gb", "label": "", "core_path": "M:\\Launchbox\\Emulators\\RetroArch\\RetroArch\\cores\\sameboy_libretro.dll", "core_name": "Nintendo - Game Boy / Color (SameBoy)", "crc32": "", "db_name": "Nintendo - Game Boy|Nintendo - Game Boy Color", "subsystem_ident": "gb_link_2p", "subsystem_name": "2 Player Game Boy Link", "subsystem_roms": [ "M:\\Pokemon - Blue Version (USA, Europe) (SGB Enhanced).gb", "M:\\Pokemon - Red Version (USA, Europe) (SGB Enhanced).gb" ] }, {Could I maybe somehow import a file containing this code into Launchbox as a rom and then make Retroarch run it?
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Hey everyone,
I've run into an issue and hope someone can help me out.
I'm trying to set up a way to emulate Nintendo Game Boy games with the Link Cable feature. I'm using Retroarch and Sameboy as a core, although I think TGB Dual would also work.Here is what I want to do specifically:
1. I want to emulate two different Pokemon games at the same time, for example Red and Blue. --> This already works
2. I want to start Red and Blue using a Custon Command Line in LaunchBox --> This already works (e.g., when using this on Pokemon Blue in launchbox, Sameboy will start with Pokemon Red and Blue in dual game mode, although strangely with Red as game 1 instead of blue, but that doesn't matter so much):
-L ".\cores\sameboy_libretro.dll" --subsystem gb_link_2p "M:\Pokemon - Red Version (USA, Europe) (SGB Enhanced).gb"
3. I want to be able to use the same save files for each of the Pokemon games in single game mode and dual game mode --> This already works (Sameboy handles this automatically)
4. I want to be able to use save states --> here is where I have a problem
What is the problem?
When Launching Dual Game Boy games with the command line shown above, Sameboy will create a save state which looks like this:
Pokemon - Red Version (USA, Europe) (SGB Enhanced).state
This looks just like the save state of Pokemon Red if I were to use it in single game mode, but in reality it is a combined save state for Red and Blue (which makes sense).
That means that this save state CANNOT be loaded when launching Pokemon Red in single game mode. And if this dual game save state overrides my "true" single game save state, I might lose progress.
But, I found something interesting out:
If I go to the RetroArch "history" menu point and launch the dual game entry (it will appear as just Pokemon Red, but it will launch both red and blue in dual game mode), and THEN create a save state RetroArch will save it as:
Pokemon - Red Version (USA, Europe) (SGB Enhanced) + Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state
This is a great solution and exactly what I want. Retroarch.log has the follwoing line related to this new save state:
[INFO] [Override] Redirecting save state to "M:\Launchbox\Emulators\RetroArch\RetroArch\states\SameBoy\Pokemon - Red Version (USA, Europe) (SGB Enhanced) + Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state".
This brings me finally to my question:
Is there a way (maybe via an addition to the Custom Command Line) to include this "Redirecting save state" part, so that RetroArch will create the dual save state with the appropriate naming? That way I could keep the single game save states separate from the dual game save states.
Or maybe there is a different solution to achieve what I want that I'm not seeing.
Hope someone can help 😃
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"Unable to read data from the transport connection"
I get this error message multiple times in my logs every time I close Launchbox. Seems to be a more common error.
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I agree that LaunchBox is not fun to navigate or edit, especially with larger collections. The larger my collection grows the worse it becomes. Recent updates have improved start up times significantly, which is great, but navigating and especially editing anything in Launchbox is extremely slow.
At this point, I use Launchbox just as a sort of archive, not for everyday use. More often than not, if I want to play a game, I just start it outside of Launchbox.
I do hope that at some point, Launchbox will receive updates that focus on performance, so that it becomes more snappy.
However, the switch to WMP has solved all of my issues with video playbsck that I had with VLC.
I don't know why, but VLC in Launchbox has always caused graphical glitches during video playback. WMP does not have these issues and it does not perform worse for me than VLC.
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15 hours ago, damageinc86 said:
My HBMAME romet doesn't even have an mk3.zip in it. I downloaded this romset, and HBMAMEUIFX when it was version 0.174. I was under the impression it was a nice full romset at the time. So I'm not sure if I'm just missing that one, or if yours has that for some reason? I haven't been able to find any information on a Mortal Kombat 3 HBMAME romhack either. So I'm really not sure what is happening here. I found a .211 HBMAME romset on internet archive, and that also does not have an mk3 rom in it.
I'm beginning to think that someone just included an mk3 rom in your hbmame romset? I dunno.
My rom set comes from a trusted source. I'm not sure what version it is, but it might be the most recent one (245), since mk3 does work with hbmame standalone version 245. The hbmame core version however is 220. That's probably why not all of the (probably) more recently added games work.
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19 hours ago, damageinc86 said:
but isn't hbmame for mame hacks? I only have a umk3 in my hbmame folder, not a plain mk3
So, I feel I need to clarify some things again, just to avoid confusion.
1. I was importing only the HBMAME set, so all roms that are present in my import, should be from HBMAME and not regular mame.
2. All games work fine when using the standalone HBMAME emulator.
3. Some games do NOT work when using the hbmame core.
So, for example: these are all the Mortal Kombat games that HBMAME imported:
As you can see thereis one entry that's just called Mortal Kombat 3. The actual file is called "mk3.zip". This game is one example where it works with HBMAME standalone, but NOT with the core.
can you confirm the same behavior on your end? Or do you for some reason not have this title imported?
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25 minutes ago, damageinc86 said:
but isn't hbmame for mame hacks? I only have a umk3 in my hbmame folder, not a plain mk3
Ah so it could be that it imported a wrong rom? I thought mk3 was a different rom hack than umk3. I will have to check later. Thx for your suggestion.
What version does your hbmame core display in retroarch? Is it 220 for you, too?
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12 minutes ago, damageinc86 said:
so it is umk3 rom then?
No, the regular mk3. I got umk3 working. Regular mk3 won't work. I can send a picture later.
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8 hours ago, damageinc86 said:
I might not be the best test case for this, since ive only ever tried out 3 games. pac and ms. Pac Renaissance, and a 25 maze ms. Pac.
I could try and see iif mortal kombat hack works on mine.
That would be great. I was wondering if I made a mistake or if the older core just won't run MK3. There are a few other games that don't run also, but I haven't tested all of them, so I don't know how severe the problem is...
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6 hours ago, damageinc86 said:
It took me FOREVER to find the old retroarch hbmame core. I can't believe how difficult it was (for me anyways) to actually find the file lol.
But I've got my HBMAME roms working perfectly in retroarch now, with mega bezel reflective shader awesomeness!
Yeah, it took me a while, too. But as I said, not all games are working. Are you able to launch, for example, Mortal Kombat 3 with the hbmame core? (Not MK 3 Ultimate, the other MK 3).
It works with hbmame standalone, but not with the core.
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4 hours ago, Fursphere said:
HBMAME Roms =/= MAME Roms
MAME cores in RetroArch are looking for MAME Roms, not HBMAME roms. They're not compatible.
And why are you using RetroArch for MAME / HBMAME?
I figured it out, but it's not perfect:
1. I converted the merged set to a split set.2. I set up HBMAME as an emulator and used this emulator for importing the hbmame split set
3. I googled and downloaded an unofficial hbmame core.
Now many of the games I try to launch work (the "rom not found" message does not poop up anymore). However, not all of them work. The problem I believe is that the hbmame core represents the version 220 while the romset (and teh HBMAME emulator) is version 245. I think that might be a reason that not all of the games work.
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On 1/13/2025 at 12:57 AM, RpT said:
Yh sorry for the noise - I'm just super happy it's a feature now. I could have saved myself many hours this last week on a different setup if I had been aware on this so the only minor thing is I wish it was a bit better signposted the difference between the 2 methods.

It's so much more of an elegant solution calling MAME directly rather than using lookup files as it should never be wrong... definitely consider this fixed tho and for ppls reading, go the "Arcade Import Wizard" route and make sure you specify "Manually Configure Mame Emulator" if you are doing HBMAME specifically!I was able to import a merged HBMAME romset and they launch fine with the HBMAME standalone emulator. However, I would like to use retroarch and here I encounter some problems.
When using Retroarch and manually navigating to the rokm file and launching it, it works with the regular mame core.However, when trying to launch the imported roms from LaunchBbox with retroarch selected as the emulator, I sometimes get an error message saying:
"The ROM file you've specified does not exist."I guess that might be an issue because I have a merged set and not a split set, whereas the additional apps for the rms are listed as separate ...zip files.
However, I can importa standard mame roms from a merged set just fine.
So do I absolutely need a split HBMAME set? Why won't a merged set work even though it does work on regular mame? -
12 hours ago, JoeViking245 said:
I ended up mass editing the platform xml files with Notepad++. That was very quick and now everything is back to normal.
Thank you for your help!
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I figured it out! OMG!
So, I merged some of the eXo's collections (eXoDOS and the likes) with my existing LaunchBox install. it comes with an "eXoPlugin.dll" that is supposed to go in the "Plugins" folder inside LaunchBox.
Well, THAT caused the issues I was having. After deleting this .dll from my Plugins folder, I can change the install status of all of my games and LaunchBox will not restore it to <Installed>false</Installed> .
That leads to further questions:1. Why does the exo plugin alter all of my existing platforms that have nothing to do with the exo packs
2. Will eXoDOS still work without the plugin?
Well, anyway, I'm just glad I won't have to start from scratch. On the other hand, now I have to manually edit all of my over 400 existing platforms and delete the <Installed>false</Installed>. That will take some time, too.
Ah well, at least I know now hat was causing it...
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2 hours ago, JoeViking245 said:
If you don't have any backups, how? (Rhetorical. Read on...)
Disable cloud syncing???? (grasping at straws)
Your "old" one has <HasCloudSynced>true</HasCloudSynced> Whereas the new one is set to false.
Maybe not disable it in LB, per se. But edit the xml with a find <HasCloudSynced>true</HasCloudSynced> and replace with <HasCloudSynced>false</HasCloudSynced>
Thx for the suggestion, will test that later.
But actually I don't think that lunchbox is restoring some backup xml file (there is none, as you also said).
Could it be that when I delete the <Installed>false</Installed> line in the "faulty" xml file, some internal check that LB performs thinks there is something wrong / missing in the xml file and the "repairing" it?
EDIT:
The reason why I believe this that other changes, such as deleting or adding games to the existing platform sticks after I restart Launchbox.
EDIT 2:"HasCloudSynced" is false. So that's not it.
EDIT 3:
It's getting weirder.
I set up a fresh LB install on another drive, copied the data flder from my main setup over. And here I can change the "install" setting and the changes stick. On my my main setup they don't stick. I don't know what's happening. -
1 hour ago, JoeViking245 said:
Having more or less elements (e.g. <Installed>) listed for a game is [generally] neither good or bad. I believe LB used to add all-possible-elements to the <Game>. Later [I believe] they made it so only elements necessary for that game are added. Which is probably why your 'older' one has 105 elements, whereas the 'newer' one has only 64. And instead of removing the "unnecessary" elements, they just leave them in there.
When you select all the games and Bulk Edit them to set the Installed field to "the white box", it should be saving them and when you next start LB, should still be that way. (by now we all know this)
Are you ever having to "force close" LB via Task Manager after exiting? This would indicate an issue with saving the data [properly] on exit.
You indicated you had some spurious files in your Data folder (not good). Are they still gone? ALL of them?
When you removed <Installed>false</Installed> from your test file, was this done with LB not running? Also, after it was completely done with its background saving process after exiting? (In Task Manager, go to the Details section and make sure it's not in there.)
Is the drive your LaunchBox is installed on a local HDD (formatted NTFS [vs. FAT32 or something else])? Or is it on a LAN drive or somewhere else?
You could try... Moving the 25 backup files in the /Backups/ folder to somewhere outside of /LaunchBox/ and then disabling backups. Do the bulk edit thing. See that the games now say Play (or Unavailable) and NOT Install. Exit and restart LB. If they say Install [again], your data is not being saved/written properly. Read below for some possible insight. Namely the last 3 sections. (ignore the title [unless you experience the Force Close issue above])
Troubleshooting: "Another Instance is Already Running" Error - LaunchBox
Thx for taking the time to answer. I'm really at a loss here.
So the problem is that, yes, after a bulk edit or an edit of the xml files, somehow Launchbox always brings back the <Installed>false</Installed>.
Launchbox is not running (not in task manager) when I'm editing. I always make sure of that.
I completely removed any and all files that are not supposed to be in te data folder (it was just the files that the flashpoint importer added actually and they have nothing to do with e.g. the SNES platform). But anyway, they are all gone. Data is clean.
launchbox is installed on an internal M2 SSD.
I often have to froce close Launchbox in the task manager. It's been haunting me since forever. However, in my test cases, I always make sure that Launchbox closes properly (which can take FOR EVER for me unfortunately, and sometimes LB won't close even after hours, so testing is slow).
Anyway, when I force quit LB, then manually edit the xml file and then start LB, it should just load with my edited XML files and not inster the deleted <Installed>false</Installed> back into the xml files again, right?
EDIT:
I tried deleting the backups and disabling Auto-Backups in LB, but it didn't work. <Installed>false</Installed> came right back after I deleted it from the xml.
EDIT 2:
I have alos tried deleting the settings.xml and letting start LB with default settings, but this also does not work.
EDIT3:
OK last insight for now. I have imported a second SNES platform with one game. This platform works fine in my main set up. It displays the play button and I can even edit it so that it displays the "install button", and then edit it back so it displays the "play" button again.
With my "older" / main SMES xml. All edits of the "install" field are reverted back by launchbox after a restart. -
OK, there seems to be something seriously wrong with my xml files.
I just set up a new Launchbox install and imported DKC for SNES and this is how the entzry looks like in my SNES xml file:
<Game> <ApplicationPath>M:\Donkey Kong Country (USA) (Rev 2).sfc</ApplicationPath> <Completed>false</Completed> <DateAdded>2025-12-10T09:20:14.3231507+01:00</DateAdded> <DateModified>2025-12-10T09:20:14.3675072+01:00</DateModified> <Developer>Rare</Developer> <Emulator>00000000-0000-0000-0000-000000000000</Emulator> <Favorite>false</Favorite> <ID>e63a79cf-a164-4bb0-a92c-d40d46672e0a</ID> <Notes>Donkey Kong is back in Nintendo's Donkey Kong Country, with a new sidekick, Diddy Kong, in a crazy island adventure. Challenged by the crazed tribe of reptilian Kremlings, they endeavor to get back their stolen banana horde! Armed with lightning-quick moves, chest-pounding muscle and awesome aerial acrobatics, our duo is ready to face their cunning adversaries. With the help of Donkey Kong's quirky family and his wild animal mounts, they squabble and scamper their way through the unending monkey mayhem.</Notes> <Platform>Super Nintendo Entertainment System</Platform> <Publisher>Nintendo</Publisher> <Rating>E - Everyone</Rating> <ReleaseDate>1994-11-24</ReleaseDate> <ScummVMAspectCorrection>false</ScummVMAspectCorrection> <ScummVMFullscreen>false</ScummVMFullscreen> <StarRatingFloat>0</StarRatingFloat> <StarRating>0</StarRating> <CommunityStarRating>4.5477347</CommunityStarRating> <CommunityStarRatingTotalVotes>1108</CommunityStarRatingTotalVotes> <Status>Importierte ROM</Status> <DatabaseID>131</DatabaseID> <WikipediaURL>https://en.wikipedia.org/wiki/Donkey_Kong_Country</WikipediaURL> <Title>Donkey Kong Country</Title> <UseDosBox>false</UseDosBox> <UseScummVM>false</UseScummVM> <Version>(USA) (Rev 2)</Version> <PlayMode>Kooperativ; Multiplayer</PlayMode> <Region>North America</Region> <PlayCount>0</PlayCount> <PlayTime>0</PlayTime> <Portable>false</Portable> <Hide>false</Hide> <Broken>false</Broken> <Genre>Platform</Genre> <MissingVideo>false</MissingVideo> <MissingBoxFrontImage>false</MissingBoxFrontImage> <MissingScreenshotImage>false</MissingScreenshotImage> <MissingMarqueeImage>false</MissingMarqueeImage> <MissingClearLogoImage>false</MissingClearLogoImage> <MissingBackgroundImage>false</MissingBackgroundImage> <MissingBox3dImage>false</MissingBox3dImage> <MissingCartImage>false</MissingCartImage> <MissingCart3dImage>false</MissingCart3dImage> <MissingManual>false</MissingManual> <MissingBannerImage>false</MissingBannerImage> <MissingMusic>false</MissingMusic> <UseStartupScreen>false</UseStartupScreen> <HideAllNonExclusiveFullscreenWindows>false</HideAllNonExclusiveFullscreenWindows> <StartupLoadDelay>0</StartupLoadDelay> <HideMouseCursorInGame>false</HideMouseCursorInGame> <DisableShutdownScreen>false</DisableShutdownScreen> <AggressiveWindowHiding>false</AggressiveWindowHiding> <OverrideDefaultStartupScreenSettings>false</OverrideDefaultStartupScreenSettings> <UsePauseScreen>false</UsePauseScreen> <OverrideDefaultPauseScreenSettings>false</OverrideDefaultPauseScreenSettings> <SuspendProcessOnPause>false</SuspendProcessOnPause> <ForcefulPauseScreenActivation>false</ForcefulPauseScreenActivation> <ReleaseType>Released</ReleaseType> <MaxPlayers>2</MaxPlayers> <VideoUrl>https://www.youtube.com/watch?v=AUTQBeS4l08</VideoUrl> <RetroAchievementsBeatenSoftcore>false</RetroAchievementsBeatenSoftcore> <RetroAchievementsBeatenHardcore>false</RetroAchievementsBeatenHardcore> <HasCloudSynced>false</HasCloudSynced> <Progress>Not Started / Unplayed</Progress>
Compare this to the entry in my main SNES XML file,, it looks completely different:
<Game> <GogAppId /> <OriginAppId /> <OriginInstallPath /> <VideoPath /> <ThemeVideoPath /> <Installed>false</Installed> <ApplicationPath>L:\LaunchBox\Games\Super Nintendo Entertainment System\Super Nintendo Entertainment System\Donkey Kong Country (USA) (Rev 2).zip</ApplicationPath> <CommandLine /> <Completed>false</Completed> <ConfigurationCommandLine /> <ConfigurationPath /> <DateAdded>2025-11-02T23:20:25.0945958+01:00</DateAdded> <DateModified>2025-12-03T15:47:52.8520611+01:00</DateModified> <Developer>Rare</Developer> <DosBoxConfigurationPath /> <Emulator>2caa545d-1b4b-4621-bc19-45e4c7245340</Emulator> <Favorite>false</Favorite> <ID>a4794aa0-d7ac-4d44-9587-dee0e11c3588</ID> <LastPlayedDate>2025-11-04T13:56:51.8915978+01:00</LastPlayedDate> <ManualPath /> <MusicPath /> <Notes>Donkey Kong is back in Nintendo's Donkey Kong Country, with a new sidekick, Diddy Kong, in a crazy island adventure. Challenged by the crazed tribe of reptilian Kremlings, they endeavor to get back their stolen banana horde! Armed with lightning-quick moves, chest-pounding muscle and awesome aerial acrobatics, our duo is ready to face their cunning adversaries. With the help of Donkey Kong's quirky family and his wild animal mounts, they squabble and scamper their way through the unending monkey mayhem.</Notes> <Platform>Super Nintendo Entertainment System</Platform> <Publisher>Nintendo</Publisher> <Rating>E - Everyone</Rating> <ReleaseDate>1994-11-24</ReleaseDate> <RootFolder /> <ScummVMAspectCorrection>false</ScummVMAspectCorrection> <ScummVMFullscreen>false</ScummVMFullscreen> <ScummVMGameDataFolderPath /> <ScummVMGameType /> <SortTitle /> <Source /> <StarRatingFloat>0</StarRatingFloat> <StarRating>0</StarRating> <CommunityStarRating>4.5490355</CommunityStarRating> <CommunityStarRatingTotalVotes>1099</CommunityStarRatingTotalVotes> <Status>Imported ROM</Status> <DatabaseID>131</DatabaseID> <WikipediaURL>https://en.wikipedia.org/wiki/Donkey_Kong_Country</WikipediaURL> <Title>Donkey Kong Country</Title> <UseDosBox>false</UseDosBox> <UseScummVM>false</UseScummVM> <Version>(USA) (Rev 2)</Version> <Series /> <PlayMode>Cooperative; Multiplayer</PlayMode> <Region>North America</Region> <PlayCount>3</PlayCount> <PlayTime>76</PlayTime> <Portable>false</Portable> <Hide>false</Hide> <Broken>false</Broken> <CloneOf /> <Genre>Platform</Genre> <MissingVideo>false</MissingVideo> <MissingBoxFrontImage>false</MissingBoxFrontImage> <MissingScreenshotImage>false</MissingScreenshotImage> <MissingMarqueeImage>false</MissingMarqueeImage> <MissingClearLogoImage>false</MissingClearLogoImage> <MissingBackgroundImage>false</MissingBackgroundImage> <MissingBox3dImage>false</MissingBox3dImage> <MissingCartImage>false</MissingCartImage> <MissingCart3dImage>false</MissingCart3dImage> <MissingManual>false</MissingManual> <MissingBannerImage>false</MissingBannerImage> <MissingMusic>false</MissingMusic> <UseStartupScreen>false</UseStartupScreen> <HideAllNonExclusiveFullscreenWindows>false</HideAllNonExclusiveFullscreenWindows> <StartupLoadDelay>0</StartupLoadDelay> <HideMouseCursorInGame>false</HideMouseCursorInGame> <DisableShutdownScreen>false</DisableShutdownScreen> <AggressiveWindowHiding>false</AggressiveWindowHiding> <OverrideDefaultStartupScreenSettings>false</OverrideDefaultStartupScreenSettings> <UsePauseScreen>false</UsePauseScreen> <PauseAutoHotkeyScript /> <ResumeAutoHotkeyScript /> <OverrideDefaultPauseScreenSettings>false</OverrideDefaultPauseScreenSettings> <SuspendProcessOnPause>false</SuspendProcessOnPause> <ForcefulPauseScreenActivation>false</ForcefulPauseScreenActivation> <LoadStateAutoHotkeyScript /> <SaveStateAutoHotkeyScript /> <ResetAutoHotkeyScript /> <SwapDiscsAutoHotkeyScript /> <CustomDosBoxVersionPath /> <ReleaseType>Released</ReleaseType> <MaxPlayers>2</MaxPlayers> <VideoUrl>https://www.youtube.com/watch?v=AUTQBeS4l08</VideoUrl> <AndroidBoxFrontThumbPath /> <AndroidBoxFrontFullPath /> <AndroidClearLogoThumbPath /> <AndroidClearLogoFullPath /> <AndroidBackgroundPath /> <AndroidBackgroundThumbPath /> <AndroidGameTitleScreenshotThumbPath /> <AndroidGameplayScreenshotThumbPath /> <AndroidGameTitleScreenshotPath /> <AndroidGameplayScreenshotPath /> <AndroidVideoPath /> <RetroAchievementsHash>2e604bc12fb8f9467765c807c24877fa</RetroAchievementsHash> <RetroAchievementsId>337</RetroAchievementsId> <RetroAchievementsSoftcoreProgress>0.12676056</RetroAchievementsSoftcoreProgress> <RetroAchievementsBeatenSoftcore>false</RetroAchievementsBeatenSoftcore> <RetroAchievementsBeatenHardcore>false</RetroAchievementsBeatenHardcore> <HasCloudSynced>true</HasCloudSynced> <Progress>Active / In Progress</Progress>
Is there any way to fix this without reimporting everything? I have over 400 Platforms. This the result of roughly 8 years of work. I really don't want to set up an entirely new Launchbox collection and I really don't have the time to do so, either.
Plus I also don't know what exactly caused this behavior or when it first occured. I just noticed it a while ago, but it could have happened a long time ago (Sometimes I go months without using LaunchBox). So re-imprting everything is not a sure way to permanently fix this issue.
I hope someone knows how I can fix this.





RPCS3 now boots up .iso files
in Emulation
Posted
I know, but for me, shaders are more important than anything else. I might switch to the standalone emulators once I find a convenient enough solution to autoload shaderglass with my shader presets when launching a rom. I think it's already possible, but I simply do not have the time to dig deeper into it, right now.