SiriusVI
-
Posts
626 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Downloads
Gallery
Blogs
Posts posted by SiriusVI
-
-
1 hour ago, launchretrogirl2562 said:
I already made a launcher for electron
I will be releasing others in the coming weeks.
Atom is next on the list to release.That is absolutely amazing. Didn't know about that. I will have to try all of this out once I get the chance.
Another question: is there some kind of method for dealing with games that need a game specific boot command? I remember some games needing a version of the games name to be typed out in order to run. Also, for Apple 2 cassette tapes, I remember that each game has a special code that needs to be typed in order to run.
So far I have only managed to automate this process using custom command line parameters in conjunction with AHK scrips to make such games run automatically. This is extremely demanding if you want to set this up for every single game. -
This is such a valuable contribution, thank you!
It also has potential to be expanded. There are many so computer systems that are a pain to set up so they launch automatically (Apple2 cassette tapes, electron, atom, and so on).
It would be great if there were scrips like this for other systems as well.-
1
-
-
5 hours ago, mo50cal said:
Hey since I have you let me ask a question I have pretty much a remote for every system im trying to get switch and ps5 controllers working in bigbox menus without interfering with all the other controllers any ideas?
This handy little tool can hide specific input devices from LaunchBox. And it's fairly easy to use. I think it's exactly what you need:
https://github.com/briankendall/devreorder-
1
-
-
On 2/16/2026 at 2:11 PM, mo50cal said:
I only started using betas recently and they have been more reliable then the stables
Betas might work well sometimes, but might break your setup other times. Again, if you don't want to deal with bugs, stay away from the beta versions.
-
12 hours ago, mo50cal said:
after this last update now when i load launchbox it comes up fine but all other windows are white edit options whatever come up white and can't be edited and bigbox when i load it i hear it but nothing comes up on the screen and just a fyi i'm getting so tired of a new update new problem lately
You just lost a customer who has been a customer for years and years
If you don't want to deal with buggy updates, you should not be updating to beta versions. Just stick to the stable versions and you should be fine.
-
Hey everyone,
I've recently been setting up games using the retroarch subsystem menu options in various cores, for example:
1. Sameboy --> linking two games together via link cable emulation2. Snes9x --> dual cartridge mode for sufami turbo games
3. MupenPlus Next --> N64DD
What I've realized however is that when loading roms via these subsystems, retroachievements won't work. specifically, retroarch won't log into retroachievements at all:

Does anyone have the same issue and can help me fix it? The strange thing is that I THINK it used to work in the past, but I might misremember. Maybe some settings are off. But launching games normally works fine. -
Hey everyone,
I've been trying to set up Nintendo 64DD within Retroarch and I've gotten most games working. Therefore, I wanted to share what I've learned along the way.I'm using the mupen64plus next core with ParaLLEl RDP and RSP. As for the N64DD games, I'm using the original Japanese dumps, no translation hacks (I haven't tested those, yet), and no cartridge conversions.
Dezaemon DD and F-Zero X - Expansion Kit are expansions, which need specific N64 roms to load. The rest of the games are standalone, but still need an N64 rom to properly load. I'm using Super Mario 64 all of them, except for Kyojin no Doshin (Doshin the Giant), which for some reason won't load with Super Mario 64. I'm using Air Boarder 64 for that game.
What you'll need:
1. The Japanese BIOS file version 1.2
2. The Japanese N64DD disk games
3. The Super Mario 64 (Japan) rom
4. The F-Zero X (Japan) rom
5. The Dezaemon 3D (Japan) rom
6. Another random Japanese N64 rom (I'm using Air Boarder 64 (Japan))
So here's the set up:
1. For the Japanese games, the Japanese BIOS file version 1.2 must be placed inside "RetroArch\system\Mupen64plus" and renamed to "IPL.n64" (the .n64 file extension is important, the z64 file can just be renamed, no need to convert it in any way).
2. Import the N64DD games into LaunchBox (the files can be zipped, no need to extract them).
3. In Launchbox, go to manage emulators --> Retroarch and find the Nintendo 64DD platform. Under Extra-Command-Line Parameters add:
--subsystem ndd %romfile% "PATH TO\Super Mario 64 (Japan).zip"
This should load most of the standalone games.
4. Go back to your N64 DD platform and find the Dezaemon DD game. Right-click and go to edit. Under "Emulation" enable Custom Command-Line Parameters and insdert:
-L ".\cores\mupen64plus_next_libretro.dll" --subsystem ndd %romfile% "PATH TO\Dezaemon 3D (Japan).zip"
5. Go back to your N64 DD platform and find the F-Zero X - Expansion Kit. Right-click and go to edit. Under "Emulation" enable Custom Command-Line Parameters and insdert:
-L ".\cores\mupen64plus_next_libretro.dll" --subsystem ndd %romfile% "PATH TO\F-Zero X (Japan).zip"
6. Go back to your N64 DD platform and find the Kyojin no Doshin game. Right-click and go to edit. Under "Emulation" enable Custom Command-Line Parameters and insdert:
-L ".\cores\mupen64plus_next_libretro.dll" --subsystem ndd %romfile% "PATH TO\Air Boarder 64 (Japan).zip"
7. For Sim City 64 to be able to go past the title screen, make sure that in the mupen plus core options, the follwoing settings are set:
- "Framerate" must be set to "Original", "Fullspeed" causes a black screen past the initial logos.
- Under "Pak/Controller Options", if player 1 (and possible the other players?) has a rumble pak inserted, it also doesn't work (same as above). Memory pak works.
That's it. I've not tested playing much, but as far as I can tell, this is how to get almost all of the games working. There are 2 roms, I'm still having trouble with (maybe someone can offer a solution?):
1. The Randnet Disk does launch, but once the title screen shows "press start", nothing happens. Pressing start on the controller won't do anything. I know that this isn't a game, but it would still be nice to enter the program, just out of curiosity.
2. Kyojin no Doshin - Kaihou Sensen Chibikko Chikko Daishuugou (Doshin the Giant: Tinkling Toddler Liberation Front! Assemble!) is an add-on / add-in for the Doshin the Giant disk. It does Launch, but it won't go in-game. If I understood correctly, in order to get this game to work, you'd need to be able to swap between the Doshin the Giant disk and this add-on disk, and I don't think this is possible with mupen. If anyone know of a way to do this, please share!
I hope this helps someone!
-
19 hours ago, Suhrvivor said:
The thing is that digital HDD games are usually smaller than disc games, in the cases where the game has a lot of updates, the dumped files or iso has the full game v1.0 , the DLCs and the updates are separated in the emulator's update folder, cluterring your setup. Digital game have all the needed file in one folder without outdated and unused files (like the PS3UPDAT.PUP firmware files). Also, some disc games need to install some files in the PS3's HDD to function properly (Last of Us, Metal Gera Solid 4, Drakengard 3, etc), which ends up having duplicate files.
I'm switching to Iso only on some selected titles.
The definitive solution would be a custom compressed file format that would include the base game, the DLCs, and the updates all in one file. Something like the WUA format for the digital and disc Wii U games.Yeah, my thoughts exactly. For now, my go to method was to use HDD games as a default and only use disc games if an HDD versions was unavailable. I'm converting those disc game folders to .iso as we speak. I will decide later if I will switch to .iso files for the rest of my games, too, but most likely I will stick to HDD games until - eventaully - there will be a new file format that allows merging games with title updates and dlc, like you said.
-
1
-
-
10 hours ago, zugswang said:
FYI, I had an issue with the ram on my PC, hence why it was taking so long just to do 150 folders.
I used another PC to do the rest (over 1,000) and it took 50 hours straight day and night to complete.
But at least it's done.
So much better than the folders.
I might reconsider switching from hdd based games to disk based games, too. But it's gonna be a long process. Especially if it's not possible to delete the HHD game, but leave the dlc and update data in tact. Ah well, we'll see.
-
3 minutes ago, zugswang said:
I use PCSX2 and PPSSPP so not an issue.
RA with these systems is poor in comparison.
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
1
-
-
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?
-
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 😃
-
"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.
-
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.
-
1
-
-
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.
-
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?
-
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?
BBC Micro Launcher for LaunchBox
in Third-Party Applications and Plugins (Released)
Posted
Is there a list of all your launchers somewhere? I have found a few, but I don't want to miss any 😀