skizzosjt
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skizzosjt last won the day on May 14 2023
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Ryujinx - How to update games and install DLC?
skizzosjt replied to Cloudster's topic in Troubleshooting
Manually. You'll need to configure all that update and DLC business in the emulator itself. You launch the games the same way through LaunchBox regardless if you have updates or DLC for them so nothing is really needed to be done in LB, only in the emulator's UI -
anyone find a texture pack yet? I bet fans likely need some time to actually create and debug them. All I've stumbled across is an issue report someone states their custom textures have created issues with anything with a scrolling property. Said textures will no longer scroll. Looks pretty funny lol, but in a bad way. So at least someone is working on something, when they will release them, who knows. Did indicate they are planning on it, calling them "yet to be released". I've played this game so....so....SOOOOOOO many times since its release. I'm pretty sure my most recently play through on this PC port was the first time I beat the boss on the train stage by shooting all the flag polls and makes the train and said boss smash into a building and die instantly. Hell of a lot easier than beating the boss by brute force shooting him the traditional way I've always done! This "secret" almost feels like cheating lol. Takes you to another stage path which again, I don't think I ever figured out how to get to that stage until now. Just goes to show you, you can always find something new returning to a classic you have played countless times!
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I wanted to pass along some things I noticed since I started using 13.18 The save management badges feature doesn't seem to work if a game/entry has a custom command line enabled. If this is disabled, the frontend will detect a saved game or save state accordingly. As I go into my next note, I am led to believe this has to do with the same thing. It's using the first core found associated with that system in the emulator's associated platform list but I assume if custom command lines are used the games saves are not detected due to not knowing which core to look up saves under and therefore no badge will display. Still on the save management feature. It cannot detect saves across multiple cores. For N64 I utilize both Mupen and Parallel cores so it's only going to find saves for one of those cores. (To clarify this is referring to multiple N64 cores being in the same emulator's associated platform list) The save management feature seems to only consider whatever core comes up first in a users emulator list if multiple exist for the same system. So if I had Parallel above Mupen, it's only going to consider the Parallel saves and games that only have a saved game or save state via Mupen will not have a badge. If I were to flip flop their position in the associated platform list, the saved game and save state badges will adjust accordingly, now only considering Mupen. I don't think it considers whether or not a particular core is labeled as default, but not sure that would be a good thing either way. In a best case scenario it would be optimal for the badges to consider the various cores for a single system, should a user have more than one in the emulator's associated platform list. On the dependency files list feature. Right now it can only detect things properly if the emulator is exactly called "Retroarch" in a users emulator list. For ex, I have more than one instance of Retroarch in my emulator list so the others need to be named something different. These other ones don't detect anything regarding the dependency files. The frontend doesn't think any are required even for cores that do in that situation. It may be worth while to consider a different way to detect this. Much like how users can create a unique platform name but are capable of choosing which platform to scrape it against, this might be a good idea here. Someone has a "Retroarch #2" emulator, but can select "check dependencies against Retroarch" for ex.
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https://github.com/HarbourMasters/Starship Runs well for me so far! Here's to hoping there will be some dedicated fans creating texture packs like they did with the Super Mario 64 PC port and the Zelda ones too
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What happens when you re-enable it? Does stuff still work or does a new or the same error return? Just because you use LEDBlinky doesn't mean you should be forced to enable auto imports. They shouldn't be dependent on one another like what has been described by your most recent post. Just seems off either way. auto imports should work for you when enabled and not throw an error. and LEDBlinky should work regardless of auto imports being enabled or not.
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use the help and support button at top of the webpage. they should be able to sort it out with you.
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Game save not working - file location problem?
skizzosjt replied to kmancali's topic in Troubleshooting
save and loading of states work for me even if running in Admin. kmancali has something else buggered up. I tried recreating the issue. I made the game I test with, also 1941, (it's always my test game too lol) to have its save states as read only. Here I made some headway. This was the only way I got the same error. So, in conclusion, you def has something blocking write access. I did it myself on purpose. But you will need to dig further yourself to figure out what is blocking write access for you! Do you use Google Drive or Dropbox or some other cloud syncing service? -
I'm in mostly the same boat. I too cannot use my custom Startup or Shutdown, as well as Pause Screen I created in CTC in LAUNCHBOX However, these same exact Startup, Shutdown, and Pause screens work fine in Big Box. It took me a min to figure out what was going on. When I would launch a game within LaunchBox and my custom Startup/Shutdown theme is being used, it sat there indefinitely like I didn't click anything. The game wouldn't launch, and the Startup Screen would never pop up. I made a separate LB install piecing it back up to end up discovering it was triggered by adding a CTC made Startup/Shutdown theme. The Pause screen is an empty black screen when I try to use the CTC made Pause screen in LB. So, I use the default theme in LB for Startup/Shutdown and Pause screens. But like your situation they all work in BB. I would def appreciate it if the issue was addressed so they could work in LB too.
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really no changes needed in LB. if you for example bought some DLC for a game you already owned on Steam you wouldn't need to change anything. LB is going to launch the game the same way. if it's an emulator game, my experience is you need to configure that within the emulator. as in the emulator needs to know when game X is launched there is DLC A, B, and C "installed". emulator will likely have some "Install DLC" option or some set of instructions to follow regarding where to place the DLC files. but launching it is still going to be same syntax for any emulator I'm familiar with.
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use the native feature within the emulator. RPCS3 already can do game specific configs and will load them automatically. all it takes is right clicking on a game in the game list and then saving the type of custom config you want
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edit the game, go the Additional Apps tab, highlight which version you want to make default, then click the Make Default button.
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it's under Options > General
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use the audit feature to see which games don't have a video file associated with them. renaming files or entries would still be part of the process though to fix ones that have no video file associated. that or assigning the video file to the entry within LB, it will automatically rename it to the standardized naming scheme if needed.