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SiriusVI

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Everything posted by SiriusVI

  1. 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...
  2. 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.
  3. 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.
  4. 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.
  5. Thank you so much for your detailled answer. I indeed have some additional files in my Data folder (some manual backups and some .fbk files which are created when using the Flashpoint importer tool). I deleted all of the non-native files in my Data, Platforms and Playlists folder. Then I deleted this line from my test platform: <Installed>false</Installed> Unfortunately, after re-starting Launchbox and clicking on the platform. The install button is back and the xml added back: <Installed>false</Installed>
  6. I didn't intentionally change any of these settings, but I tried bulk-editing the games and after setting the "installed" value to the "box" setting like you suggested, the "Play"-button did return. However, after exiting and restarting Launchbox, the install button is back. So for some reasong, Launchbox seems to change the settings back. Any idea on how to fix this? EDIT: Maybe I could manually edit my platform xml files? For example, in my snes platform xml, each entry has this listed: <Installed>false</Installed> What would I need to change this to, so that it would correspond to the "box"-setting? Should I just delete the while line? Should I delete "false", leaving this: <Installed></Installed> Any help is greatly appreciated. EDIT 2: I tried manually changing the xml file, but no matter what I change, once I start Launchbox and click on the respective platform, this line always returns: <Installed>false</Installed>
  7. Can anyone help, please? What determines if a title is installable or not, or if a platform has installable games or not?
  8. Hey everyone, I wanted to try the realistic arcade bezels by Mr. Retrolust and got it working no problem. However, I also wanted to enable a bgfx shader, but I just cannot get it to work. The only shader I ca get working is the HLSL shader. In the mame.ini I have the following settings related to shaders: # # OSD VIDEO OPTIONS # video bgfx numscreens 1 window 0 maximize 1 waitvsync 0 syncrefresh 0 monitorprovider auto # BGFX POST-PROCESSING OPTIONS # bgfx_path bgfx bgfx_backend vulkan bgfx_debug 0 bgfx_screen_chains crt-geom-deluxe bgfx_shadow_mask slot-mask.png bgfx_lut lut-default.png bgfx_avi_name auto Can anyone tell my why this doesn't work?
  9. Hey everyone, I just noticed that all of my games (even just retro games like NES) have an "Install" button instead of a "Play" button, even if these titles cannot be installed at all. Does anyone know what causes this / how to fix this?
  10. 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
  11. 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:
  12. @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.
  13. I'm having the same issue. It doesn't happen always, but very often.
  14. 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.
  15. Same happening on my system. re-clicking on Log In just opens and closes a window and nothing else happens.
  16. 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.
  17. 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!
  18. 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?
  19. 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?
  20. @oblivioncthI haven't downloaded it, yet, either. I'm happy to give you feedback once I get around to it.
  21. @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.
  22. @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?
  23. 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.
  24. 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.
  25. 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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