SiriusVI
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Posts posted by SiriusVI
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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: -
@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. -
I'm having the same issue. It doesn't happen always, but very often.
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On 10/15/2025 at 8:37 AM, oblivioncth said:
I was able to get around to testing this myself and ironing out the kinks. The latest release has the feature included.
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. -
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3 minutes ago, oblivioncth said:
Wow... I guess it still has that many small files? It's the legacy folder and most games have been posted to the Game Zip system at this point so I'm really surprised. I always just walked away during extraction so I haven't kept pace with how many files that folder still has.
Unfortunately there's nothing I can do about that as even the experimental launcher can't load those files unextracted as far as I can tell.
I mean, I could try to add that feature independently, but I don't have the time to be that adventurous at the moment.
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.
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8 minutes ago, oblivioncth said:
You need to extract everything except for the Game data zips (which is the same for everyone using the experimental FP launcher, minus the exception of the Images zips), and make sure the GameData zips end up placed under FP/Data/ArchiveData as per that Discord announcement.
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!
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On 9/9/2025 at 8:19 PM, oblivioncth said:
Ah NP. Well at least you didn't potentially waste time extracting the zips when you might not need to.
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? -
On 9/20/2025 at 9:10 AM, SeikaSkye said:
No matter what i've tried, I can't get the option to choose a core when choosing retroarch as an emulator after importing ROMs.. help?
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?
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@oblivioncthI haven't downloaded it, yet, either. I'm happy to give you feedback once I get around to it.
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@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. -
@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? -
On 8/27/2025 at 9:11 PM, cleverest said:
Would you be willing to share your 'Launch With' menu settings for each of these? Screenshots should be great. This sounds fun to have available. I do the same with magazines/guides that match certain games, player's guides, etc...but not retroarch specific stuff
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.-
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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.
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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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Hey evryone,
I'm having an issue with Launchbox Conroller Hotkeys that I didn't have before. I don't know since when this problem started, since I haven't tried it in quite a while. The "Exit" hotkey does not work anymore. I have set it to "Start + B" on my Xbox Series conroller. It used to work perfectly, but now, it does not exit retroarch anymore.
Any help is appreciated. -
23 hours ago, Kmetz7547 said:
Hi.
I dont understand much of the crazy script talk up there, but have an AMD card that seems to have a similar issue with Windowcast and RA.
when I start a game i see RA crashes, yet the emu ahk script continues to play fine but in windowed.
I was going to try the turning of G-Sync I read in a post above but Im unsure how to open RA/Windowcast to try this.
Anyone help a noob out?
Thanks
I'm not sure I'll be able to help you with this problem, since I have an Nvidia card. But with the recent release of "ShaderGlass" on steam, I think WindowCast might be basically obsolete. Will have to try to integrate it into my setup though.
EDIT: so basically, what you could do is the following:
1. Download ShaderGlass for steam
2. Load the shader you want (external shaders work, too)
3. Save your configuration as a profile within ShaderGlass
4. Within Launchbox, create an ahk script that starts when launching a specific emulator, such as Xemu, such as:Run, C:\Program Files (x86)\Steam\steamapps\common\ShaderGlass\ShaderGlass.exe -f M:\TestProfile.sgpThis works for me. It's much easier to set up than WindowCast and also there is not noticeable input lag.
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2 hours ago, skizzosjt said:
d00d! do0o0o0o0o0o0o0o0d! having an eureka moment!
Started thinking about the fact you're using the AHK version included with LaunchBox. One of the very first scripts I wrote years ago had an issue when I first started using LB. It was the other way around though, I wrote a script on a really old version of V1 and it worked fine with that version.....but LB had a newer version and it impacted the scripts behavior negatively. I had to change syntax since they changed it between those versions.
this time around I'm using a more recent release of V1
I just tried running the script with LB's AHK file, which is v1.1.24.03 and is pretty darn old relatively speaking in AHK world. Also is the 32bit version and I always use the 64bit version
THERE IS DIFFERENT BEHAVIOR BETWEEN AHK VERSIONS!
I'm betting on THAT is the root cause here! I can recreate same error that being the file is read, but I cannot get the qty of entries in the array due to it seems the count method isn't working! As I wondered with the above troubleshooting version, I can even read the array, but something not working right with the Count() method (I called it a function in other posts but it's really a "method"). I get a null value and infinite loop just like you do when trying to use it to determine number of values in the array!
Value is null using the AHK exe included with LB
yet here I am running a much more recent version of AHK V1 and it works fine!
lets check if 32bit matters at all......NOPE!
Get your hands on the latest version of AHK V1. Even I am not on the latest but should be. The last release for V1 was like a year ago. V2 was in limbo for many years and they finally pulled the trigger on making it the official release version at that time about a year ago. So V1 is actually deprecated now but it's been around for so long that most basic users aren't going to make the switch.
so for ex I have this working fine when using v1.1.36.02
I just downloaded the last official release of V1 which is v1.1.37.02 and also works fine!
Each time I try and run it with the one included with LB is the only time the script doesn't work correctly!
You will need to download a newer version from their site. You can then replace the exe included with LB with the one you downloaded
Showing this so you don't think I'm just linking you to some rando website
Got to autohotkey.com and Click the green download button
Click other versions
Click AHK V1.1
Sort by date and pick the circled zip version of the latest release. The zip version is a portable version. You can simply unpack this archive anywhere and AHK is set to jet right away. Go into that folder and copy AutoHotkeyU64.exe to where LB stores its AHK exe. (\LaunchBox\ThirdParty\AutoHotkey) Be sure to rename the file to the same name inside the LaunchBox folder. ie rename the exe you just pasted in there from AutoHotkeyU64.exe to AutoHotkey.exe
I also pointed to the exe version should you want that. this one goes through the typical setup wizard process if that is more to your liking. Adding it to start menu and Windows Programs and App list, right click context menu and the like, etc etc official program stuff.
I think I'll advocate to the dev team to not be several years behind on their AHK version lmao! They are using a version released in 2017 that's before I even started using LB let alone AHK! 🤦♂️ Gotta get with the times!
I went digging in their change log and it all makes so much sense now! this method didn't even EXIST until a later version! Of course it won't work in some version from 2017, gotta have this version from 2018 or newer to use .Count()
I assumed I was going to find some bug fix report in here for the count method rather than it wasn't even introduced until a later version, but boy I'm glad I found this info here! I go nuts not knowing the "why" of things! The dots are now fully connected!
Oh wow, that is a great find! I downloaded the version you specified and the script works now. I also tried the newest version of Auto Hotkey, just to test and it does not work.
I'll say that I don't understand why AutoHotkey releases newer versions of its software that break previously written scripts. I sure hope that all the other scripts I have set up in Launchbox over the past years still work. I usually just copy scripts that other people wrote and I don't think I have the skill to update all of these scripts so that they work with different versions of Auto Hotkey.
Anyway, thank you so so much for guiding me through this! Have a great day! 😃 (If I encounter any more problems with the script, I'll make sure to tell you all about it here, haha) -
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6 minutes ago, skizzosjt said:
Thanks. This confirms the script is stuck in an infinite loop that is skipping over the body of a loop due to not reading your WindowCast.txt file appropriately. Further confirmed you never get the timeout message since it never reaches that line. As far as I can tell the root problem is the script not reading/parsing anything from your WindowCast.txt file otherwise it wouldn't be doing this loop body skipping. I was able to recreate the same issue with the infinite loop so I can prevent it, but need to confirm you did the same or something similar to get into an infinite loop too. I should be able to connect the dots after reviewing and trying out your WindowCast.txt file
You forgot to upload the WindowCast.txt file. I need the file you are using located at M:\WindowCast\WindowCast.txt
I did improve the script to throw a different error when this happens as well as prevent the infinite loop.
No redflags in the .ahk file! And that clarifies which version you were using so I know I'm testing with the same.
Attach that WindowCast.txt file and I'll check it out and get back to ya
Ah, yeah I forgot sorry. Anyway, it's just the file that came with the core. I just renamed it to "WindowCast.txt". Did nothing else to it.
Thank you so much for helping me out 😃 -
2 hours ago, Retro808 said:
@SiriusVI Are you on the most recent version of LB and have you used the Media Packs feature it now offers? Look and see if you have >Media Packs>Platform Icons>Legacy Conversion Icon Pack> folder. This may be the reason placing the images in the traditional folder is no longer working. Images would need to go in the Media Pack folder now. Custom images located in a \LBTheme folder override normal image folders, this may have the same affect on the Media Packs images as well. I have not messed with the new Media Packs feature so I could be wrong, but I would say check for that folder and test there and see if it works.
Oh yeah, that's probably it!
So the "old" platform Icon folder is not needed anymore, right? Can you telle me what other folders are also not needed anymore? I'd like to clean up evrything to avoid confusion in the future. -
On 1/16/2024 at 2:53 PM, C-Beats said:
Are those actual Platforms or Playlists you have displaying in the Platform list?
I'm also having a really annoying problem with platform icons lately. A while ago I added Steam, EA Games and GOG as separate platforms and I could easily add custom platform icons. It just worked, So I thought I knew what I was doing.
Now (a few years later) I added Epic Games, Ubisoft and Microsoft to the mix (as platforms, not playlists), and also copied custom icons in the correct folder, named correctly after the specific platforms. However, as you can see, the icons show up as the default "windows"platform, instead of the custom store front icons.
Can anyone help me fix this?

EDIT:
As a test, I just tried replacing the Super Nintendo Entertainment System.png and see if the platform icon changes, but it does not. Is there some kind of platform icon cache that needs to be updated / cleared in order for this to work?
I'm really confused, since it used to work so easily in the past.
Edit 2:
A new test: I switched to a different theme, called "Default Plus" which has custom Platform icons. So I copied the Epic games icon into the corresponding folder for this theme and that worked:

So I guess this behavior is a bug in the default Theme?
EDIT 3:
I found a workaround, but I believe this is definitely a bug of the Default Theme. So basically, if I copy the Platform Icons folder from this (default) location: "M:\Launchbox\Images" to this location: "M:\Launchbox\LBThemes\Default\Images", it works.
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OK got it, so this is how it starts:
Once I scroll down to the end, it looks like this:

Again for reference, I use this script now:
SetWorkingDir, % A_ScriptDir SetTitleMatchMode, RegEx ; seems to work like mode 2 (partial match) but allows for use of expressions RetroarchWinTitle := "ahk_exe retroarch.exe" RetroarchEXE := "M:\Launchbox\Emulators\RetroArch - WindowCast\retroarch.exe" WindowCastFile := "M:\WindowCast\WindowCast.txt" WindowCastListArray := [] TimeOutDelay := 10000 ; close script if game/emulator window is not found in X seconds RunRetroarchDelay := 1500 ; delay between finding game/emulator window and then opening Retroarch FocusHotkeyDelay := 2000 ; delay between launching Retroarch and sending hotkey to grab focus of game/emulator window. *HDR/Fullscreen method ONLY* ; Read WindowCast window list file and parse into array FileRead, WindowCastList, %WindowCastFile% Loop, Parse, WindowCastList, `r, `r`n { If (InStr(A_LoopField, "#")) Continue WindowCastListArray.Push(A_LoopField) } ; Loop through list to check which window exists InitialTime := A_TickCount WindowCheck: Loop, % WindowCastListArray.Count() { ; Check if entry is an exe If (InStr(WindowCastListArray[A_Index], ".exe")) { If (WinExist("ahk_exe " . "i)" . WindowCastListArray[A_Index])) { ExistingWindow := WindowCastListArray[A_Index] Break } } ; If entry is not an exe, it is a window title Else If (WinExist("i)" . WindowCastListArray[A_Index])) { ExistingWindow := WindowCastListArray[A_Index] Break } DurationTime := A_TickCount - InitialTime If (DurationTime >= TimeOutDelay) { MsgBox, 4096, Window Check Timeout, Couldn't find existing window. Exiting script! ExitApp } } If (ExistingWindow = "") Goto, WindowCheck Sleep, RunRetroarchDelay Run, %RetroarchEXE% -L wgc_libretro.dll %WindowCastFile% -f WinWait, % RetroarchWinTitle Sleep, % FocusHotkeyDelay ; Sends hotkey to give focus to game window so inputs are detected Send {LCtrl down}{LAlt down}{t down}{t up}{LAlt up}{LCtrl up} If (InStr(ExistingWindow, ".exe")) WinWaitClose, % "ahk_exe" . "i)" . ExistingWindow Else WinWaitClose, % "i)" . ExistingWindow WinClose, % RetroarchWinTitle ExitApp ; Hotkey to exit Retroarch and terminate script $Esc:: ; keyboard modifier ($) is needed so input isn't "eaten" by the game WinClose, % RetroarchWinTitle ExitApp
I'll attach the file here as well.
I do not get the message box you mentionied. It's just that nothing happens when I double click the script. Except that AutoHotKey appears in my task bar with the contents that I uploaded above. -
12 hours ago, skizzosjt said:
Ahh ok so that's good news, and bad news lol
Good news is the script "works", it is finding the emulator window, it is launching Retroarch. So good so far
Bad news is the core is buggy and finicky.
For ex, I am now launching Ninja Gaiden Black again and.....it works perfectly. Every. Single. Time. didn't change a damn thing from this morning lol. The window is getting focused appropriately via the script making it all automated as intended. I guess I'd rather be lucky than good because I have no idea why it wasn't working earlier, and why it is now
I'm on an AMD GPU but I had found many scenarios of weird with this core. No windows with "windowcast" in its title can exist.....I find that out from testing with this thread open. If minimized it can capture Firefox's minimized window and makes it look like Retroarch launched but froze before a window even appears. In reality what happened is it literally captured a minimized window lol. I then restore the Firefox window and that gets captured in Retroarch🤦♂️. Doesn't make much sense given there is nothing in the WindowCast.txt file that would make that window get captured hence why I think it is some bug with the core.
There is some discussion about GPU settings scattered in that link in the first post. There might be some hidden hints in there for you.
Alternatively, if you are using that very first version of the script I posted, you might be having challenges like I did for some scenarios where launching Retroarch into fullscreen was the issue. If you're using the first one, try the 2nd version instead, the "SDR" version. It will make Retroarch more of less a borderless fullscreen window and I found this as a workaround. It is always consistent unlike directly launching into fullscreen. YMMV though
So overall sounds like the script is doing what it was set out to do but something specific is causing a challenge on your system. And sounds like you found the potential culprit as Gsync. I'd believe it, there have been weirder things impacting my experience with this core!
Well it's not working , yet sadly. This ahk script now works, as in it launches WindowCast and successfully captures Xemu:
Run, "M:\Launchbox\Emulators\RetroArch - WindowCast\retroarch.exe" -L wgc_libretro.dll "M:\WindowCast\WindowCast.txt"
However, the rest of the script does not work. In fact it does nothing, when I try to launch it. Retroarch doesn't even launch =/
EDIT:
I tried some stuff and shortening the script to just this now also works:
SetWorkingDir, % A_ScriptDir
SetTitleMatchMode, RegEx ; seems to work like mode 2 (partial match) but allows for use of expressions
RetroarchWinTitle := "ahk_exe retroarch.exe"
RetroarchEXE := "M:\Launchbox\Emulators\RetroArch - WindowCast\retroarch.exe"
WindowCastFile := "M:\WindowCast\WindowCast.txt"
WindowCastListArray := []
Run, %RetroarchEXE% -L wgc_libretro.dll %WindowCastFile%
However, this does of course not send CTRL + ALT + T which is needed for the inputs to work.
I'm at a loss as to why the whole script won't work for me.

How do you organise your ROM files?
in Community Corner
Posted
I go for a customized 1g1r approach. I will usually exclude older game revisions, betas, demos, prototypes and so on. I will however keep unlicensed games and aftermarket releases. The aftermarket releases are kept in a separate platform though.
I also want single games and compilations, so for example on SNES, I will keep:
Super Mario World
Super Mario All-Stars
Super Mario All-Starts + Super Mario World
I consider those three separate releases.
For platforms where this applies, I keep both physical releases, digital releases and virtual console games in separate platforms, so e.g.:
Nintendo Wii
Nintendo Wii (WiiWare)
Nintendo Wii (Virtual Console SNES)
I also import the same games multiple times if they can be played on various devices, so for example I have:
Nintendo Game Boy
Nintendo Super Game Boy
Nintendo Game Boy (Game Boy Color Games)
Nintendo Game Boy Color
In my logic, when selecting the Nintendo Game Boy platform, it's like I'm holding the original Nintendo Game Boy in my hands and I then selecting the games I want to play. If I go to Nintendo Super Game Boy, I imagine sitting in front of the console and again choosing the games I want to insert. I usually use shaders in RetroArch to enhance the effect.
All of this results in duplicate games accross my different platforms of course, but it gives me the option to decide if I want to play:
Pokemon Blue on the original Game Boy
Pokemon Blue on the Game Boy Color
Pokemon Blue on the Super Game Boy