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skizzosjt last won the day on May 14 2023

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  1. if the Steam game doesn't have it's Steam ID associated in the LaunchBox Database it's not going to successfully find that game. hence the workaround of temporarily removing the association it is a Steam game via removing the Steam specific launching URL issue is with the program, not the user games that have the Steam ID associated have an icon/button in their database webpage, for ex... it will also be on the search thumbnails too... so not seeing this present for a game like Dragon's Dogma 2 (or Cocoon). it then means it has this issue and requires the workaround.
  2. @The Papaw that helps me, I forgot that the badge element even exists! I only realized it existed until after I was done making customization with badges lol. I never bothered fixing this after the fact because I got everything working, albeit with some manual tweaking after publishing. I know I tried them, but I must have never gave them their due diligence. They would display 24/7 in CTC. Now I see if I save/publish they work as intended. 🤦‍♂️ Which leads me to the benefit of not needing to mess with installed/uninstalled badge code if I just used the intended element from the get go. 🤦‍♂️ 🤦‍♂️ My issue is I used image elements to display the badges. I'll have to update at least the installed/uninstalled one because that is the only badge I use that doesn't have it's metadata available via other metadata drop downs which led me to my funny roundabout way of doing this. you help me no longer need to edit a handful of lines on a few views every time I publish now! however, I think the bigger issue for arcademode is the custom badge might not be available in a CTC drop down. If it's not in a metadata drop down (the UI Element/Metadata drop downs) and is not in the Badge drop down of a badge element then they might need a workaround. that is where the custom field recommendation comes into play. I'd be happy to be wrong here too, I always prefer the easier way if one exists! So if anyone has one, by all means please do correct me! If the custom badge doesn't automatically come up here I think this might be the issue @arcademode I took a sec to look closer at my setup and I forgot a step that would be required here if you do use custom fields. There's a catch....custom fields are readily available in CTC, but not for visibility conditions UI Element/Metadata drop down. They ARE available in other elements like a text box. You might think.....who cares? well, you can make a text box use this custom field metadata and then make its opacity 0% (or hide in one way or another to your preference). Then in your visibility condition for the custom badge image, call to the text in this text box, using its contents as the trigger/condition. For ex.... Setup a text box using the custom field metadata Then for visibility of the image refer to the UI ELEMENT you used to contain the custom field metadata if all this is bogus ass backwards way of doing things with a custom badge made with this tool, instead consider it a tutorial to use custom fields for other stuff besides just displaying text 😂
  3. so you must be referring to CTC it doesn't have what I would call full support for badges. for ex, installed (for if game is installed or not) is not available in the drop down. I must instead make it use some existing binding it does understand like "favorite" and then further edit the code after publishing. it will then work as I intended it to in Big Box. in this specific example, changing those "Favorite" binds to "Installed" and using true / false accordingly within CTC. I thought I could get around this by editing the CTC view file manually, but CTC will immediately crash when you load the theme since it doesn't know what to do with that option that isn't natively in the drop down...whomp whomp me talking out my rear because I apparently learned stuff the hard way. please see comments from the papaw and myself below if customized badge data is not available in CTC then you will need to do some similar shenanigans. "lie" in CTC and then edit with the intended code after publishing. assuming you know what the intended code is of course. if you're still stuck, this is certainly another workaround (maybe someone else knows a more straight forward approach!?) In LB you can assign a custom field to all the games that need the custom badge. For example. create a custom field called "Custom Badge" and then give it it an appropriate value. For sake of discussion, maybe you want a badge for what emulator is used. Lets use "Emulator MAME" for the value. In CTC create an image that is only visible when custom field Custom Badge value is Emulator MAME. Now that image only displays when a game has that custom field and said custom field has that exact value. this works because custom fields are available in CTC, so you can then use them to control other elements, like images of badges. For other badges those games get different custom field values. For ex "Emulator Retroarch" or you have a special badge for games that have no in game save option and only use password systems, "No onboard save" could be the value. Whatever your imagination can think up really.
  4. no, install "A" cannot control install "B" better to make a copy first instead of out right moving. rename the old folder to make sure the new folder works as intended (this makes sure the new folder isn't only working due to using paths that still call to the old folder). then once you're sure the new setup is OK, then you can nuke the old instance anything that doesn't use relative paths will need to be relinked if using a new drive letter. TP uses absolute paths by default. you can edit them manually by opening the game's user profile XML and making the path relative. for ex.. <GamePath>..\..\ROMS\TeknoParrot\The House of the Dead 4\disk0\elf\hod4M.elf</GamePath> if you had them setup like this, and assuming you keep same folder structure, the drive letter can change to anything and it continues to work. if you edit the paths from within TP's UI then it will continue to use absolute paths so if the folder ever moved again, the paths would again need to be updated.
  5. Step 1) Copy Step 2) Paste that's it. don't over think it then that means setting up paths again. keep everything the same if you want it to be a real simple copy and paste job. otherwise you have to spend time relinking all the paths that are broken. make it easy and use the same drive letter, and at the very least, same folder structure. if drive letter changes, anything not using a relative path will be broken and must be relinked. if you change the folder structure at all then basically everything falls apart and must be relinked.
  6. very nice! if you want to get into details then you should read up on the docs. here is the override page link https://docs.libretro.com/guides/overrides/ this is one of the main take aways you want to know. the order of precedence of the config and overrides you can even apply shaders at global, core, directory, or game level. it gets pretty deep in customizing options for almost every parameter available in Retroarch.
  7. it's telling you the problem, you cannot save to the main config with an active override. so, turn off the override before saving! or make the save before loading any content, as in before making any override active! think about it. if you could save to the main config with an active override, then your overrides become part of the main config. and that's not an override anymore because it's now default settings. it was designed like this to stop users from turning overrides into default settings. you're clearly trying to save at the main config menu since you get that error message. which means you're trying to make vulcan used at a global level. not sure if you wanted it global or not so pointing that out. if you want it at whatever level your override is, then you just change the setting and then update the override. if you used core override then use save a core override again for ex.
  8. those links on page 1 have been broken for a long time on this main discussion thread. the links are available on the file page. go to post below for the CTC files @Light Sock if you do not have an old version of CTC you got a handful of work to do to make it look good. you can find a post from me on the previous page detailing the issue and solution. CTC 3.1.5 is def superior to 2.5.5 so I think it's worth doing it, assuming you want to keep all the animations and opacity fades etc type stuff.
  9. it seems that the nested name field is only available for categories or playlists. with that said, it could not be applied to a platform. so if you wanted to use a nested name on a platform you could instead create a playlist and give it the nested name you want, and then add that playlist to the appropriate spot in your tree.
  10. read this thread for the explanation and solution.
  11. oh in that case you could call to the command prompt in AHK with comspec variable (path to the command prompt) this way you can use the command prompt way of calling to Windows utilities. this way Windows still knows it's correct location despite just using "pnputil" to call to it. for ex, little test output for proof of concept Run, %comspec% /c pnputil > textout.txt or for elevated Admin privileges, note if you try this one as it will output to \Windows\system32 folder (I thought, why isn't the file showing up on the desktop for a sec when I tested it lol) Run, *RunAs %comspec% /c pnputil > textout.txt I know it is resolved, just wanted to point out you can make use of the command prompt through AHK to make that a little more straight forward, especially if you're more familiar with batch files
  12. there are ways. one is keep the files where they are supposed to be by default. instead, use a script to copy folder A to folder B at exit of emulator (or vise versa). for ex launch game with emulator A. play game, game creates/updates save files. exit game. script copies save data location from emulator A, to emulator B save data location, overwriting existing data. you can sync files across your systems through your network, rather than have them live on what I assume is acting like a NAS. I was gonna say prove that yourself by trying a local location, but then thought, I can try too in a few mins. I got it to work OK when not assigning a drive letter to the network share, just calling directly to the share like this it did not get changed from launching through LB/BB/command line I then made it with a drive letter like this still works fine I then disconnect the mapped network disk, so T: no longer exists. As expected it reverts back to the default location based on the location of the exe at time of launch I'm stumped to be honest, but I know beyond any reasonable doubt it's not related to a frontend or command line launching. Something is unique to your setup and causing it to occur. It is potentially related to a network issue, but take that with a dump truck full of salt because like I said, I'm stumped on what could be a root cause. Only good I've done is prove a few things aren't the problem. It's progress, but I'm not sure what to test next to narrow it further
  13. Yuzu works OK from LB/BB and/or command prompt I use LB/BB across two PCs and have done quite a bit to make it seamless between each system. that being I use controller "A" on PC "A" and controller "B" on PC "B". Yuzu remembers controllers by their GUID so if I setup PC "A" to work fine, and then launch it with PC "B", inputs will not work because it's still expecting controller "A". This means it uses the config file as it's supposed to, no bypassing occurs. The same GUID stays present in the config until I change it. no idea what you're doing to accomplish this issue but it's not the fault of a frontend or launching via command prompt. It does allude to that Yuzu sees no config file, due to the fact Yuzu will load all the default paths like that when it needs to generate a brand new config. the only way I got this path to change by simply launching Yuzu (double click launch at that) is if said path does not exist. same thing as above, if Yuzu cannot find this path (NAND or SD Card), it will instead use the defaults which means it will edit the existing config in this scenario.
  14. good! that should be expected since you stayed in Windows the whole time. Even if in a VM, it's still Windows to the disk. The issue potentially occurs when macOS gets involved. I used to think it was when ever the contents got accessed by macOS these files are created, but that seems it's only part of the reason. As I now think about it, this only occurred on my external disks but I never really investigated further until now to check my theory. These pages explains why this all happens very clearly. It actually only occurs if you also copy contents to an external disk (doesn't really need to be external, just a non macOS formatted disk, which 99.9% of the time is going to be connected externally rather than internally), which is exactly what you did, and what I did in the past. all the dots are connected now, makes total sense to me. https://kb.synology.com/en-ro/DSM/tutorial/Why_are_dot_underscore_files_created https://apple.stackexchange.com/questions/14980/why-are-dot-underscore-files-created-and-how-can-i-avoid-them
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