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timekills

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Everything posted by timekills

  1. I'll third that. Background: Confirmed .NET Framework 3.5 and 4.8 were installed and available in "Windows Features". Installed .NET core (SDKs) for 6 (6.04), 7 (7.04), and even the 8 preview; both 64 and 32 bit versions of all. Ran the "netfx repair tool". Got .NET Core needed each time for LaunchBox What worked was installing the dotnet-sdk-3.1.423-win-x64 file from above posts. Note: This also was on a pre-created/attached drive that I have used on other systems before. It is possible that executing the install of LaunchBox removes this issue, and it only exists when running from a portable solution.
  2. I thought so as well, but recently I've had a few issues with DLL files not being accessible It's been a while since I'd seen it, and the "old" fix wasn't immediately accessible any longer. Just in case anyone else runs into that issue. Even if it was solved well over two years ago...
  3. You don't have to completely disable the Nahimic service (unless you want to - and if so, I'd recommend uninstalling that trash software completely then.) Just disable the "Sound Tracker Engine" under the Setting section. That specific portion is for a graphical overlay, and appears to be what causes the interference with many other programs. See attached screen shot for where to find it.
  4. Little late to this, but Win 10 may give you the error telling you to select the file properties and unblock the (usually) DLL file. Only problem is the unblock selection doesn't always manifest. Try this page: https://www.tenforums.com/tutorials/129101-add-unblock-file-context-menu-windows-10-a.html You can download a registry modification that adds "Unblock" as a menu option when you right-click a file. Works very well. For those that want to trust it and/or me, I've attached the file below. Simply download and install. As with any registry modification, of course it's always recommended to make a backup, and I'd certainly view the file in a text editor before adding it to my registry. But as I said above, it worked perfectly for me. Add_Unblock_context_menu.reg
  5. If anyone is checking this thread with a newer version (i.e. 10.11x or later) go to Tools->Settings then Legacy->General->Game Details and in the "Game Details" portion of the window under "Show" ensure "Video" is checked. If it isn't, even if you have the correctly named video in the proper location it won't display in the side bar. See screenshot below for example:
  6. Using latest version of Dolphin (as of 22 APR 2018 that is 5.0-7062) I've had success doing the following: First, add a blank text file to your Dolphin directory called "portable.txt". This will force Dolphin to save all the config files to the Dolphin directory under a folder named "User" rather than in the windows user documents directory. Once you've done this and run Dolphin once, you can copy your old files from your Documents directory (My Documents\Dolphin Emulator\*.*) to the dolphin\User directory that was created to make it portable. Next, create and save your per-game controller settings: Under "Controllers - Wii Remote 1 (Configure)" set your configuration for the game. Save the configuration profile by giving it a name (preferably either generic i.e. "Sideways" or "vertical" or related to the specific game) and press "save" Right click on the game in the Dolphin menu list of games and select "Properties" Note that you must have specified the game directories in Dolphin's settings for it to find and list the games! In the game properties menu there is a button in the lower left labeled "Edit User Config". Select that to edit the config for that game. Note that you must specify your text editor in Dolphin's settings for it to open the .ini (text based) file for editing. There may already be some pre-set conditions. Just add the control settings at the end, or overwrite anything in [Controls] if already there. The text you add will be [Controls] on one line and the next will be the WiimoteProlfileX (where X= the player # of the controller you are setting) = config file you set in step 2. As @StuDentBR stated, the instructions are located at How-to set game ini settings per game Do not add the .ini to the end of the config when you type it. Just the name of the config file. Basically you just paste the following into the ini file you've opened for editing: [Controls] WiimoteProfile1 = DKCountry Replace the name after "WiimoteProfile1" (I used DKCountry in the example) with whatever you saved the controller config as in step 2 above.
  7. Just recently started having issues with VLC as well. Color gradation issues, primarily. They play fine in standalone VLC, and work when I switch to WMP option - although I prefer to use VLC. If I replace the libqt4_plugin.dll with the libqt_plugin.dll (and rename it to libqt4_plugin.dll) the game videos work great in LaunchBox, but startup videos crash BigBox.
  8. Loved the theme. Hate to be that guy but "We always pay our debts" part, "debts" is misspelled as "depts." (around 32 seconds in.)
  9. @UnderwoodNC When using the GUI for the manager inside new build of LB (ver. 8.2) I get an error when saving. Reproducible. Does not matter whether reandomize box is checked or not. Plugin still works with manual editing of xml file (PluginConfig.xml.)
  10. Just bumping this again to see if it's possible to get authentication working through Tapatalk. The site always prompts you to use it, but it's not very useful if you can't log in.
  11. The random video startup with full video play is great! I had been using the plug-in but it had some issues with videos of differing lengths. Now I can load up a bunch of different versions and it works perfectly.
  12. Using Tapatalk fine logging in with about 12 other forums but not Launchbox so it seems unlikely it's a fault on Tapatalk's side. I used Tapatalk Pro, but tried with the normal version as well as the beta. All gave the same error: Network error please try again later
  13. Same error as @Ziege_UK and @pkay0101 when trying to save default Startup video. I am using the 8 JUL test version and still getting the error. P.S. Not sure if I'm doing something incorrect, but without setting the StartupTimeOffsetInSeconds to the length of a video, the full video never plays. I.E. if it is set at 0 and "No Delay" set in BigBox, it will only play about 5 seconds of the video. If I understood correctly, ffmpeg should determine the length of each randomly chosen video and adjust the delay to that length. P.P.S Not sure if relevant, but I have three videos in the Startup folder, and it will only randomly play the same two videos. The third will work if I manually make it the startup video not using your app, so it is a viable video.
  14. Any chance you could post what keyboard commands you set the buttons and sticks to for optimum use?
  15. Robocopy works well, if you don't mind the command line interface. I recommend SyncBack. The free version works very well, and would be perfect for your situation. Works over network shares or locally, has a GUI to make life easier, and can either overwrite based on file date, rename, delete, etc. http://www.2brightsparks.com/download-syncbackfree.html Sent from my Nexus 6P using Tapatalk
  16. @CebionHave you tried emulating the Apple II systems? The Apple IIGS emulation works considerably better in MAME/MESS and has better support in other dedicated emulators. Also, as the fastest version of the Apple II family, it runs the older Apple II software through emulators much more smoothly. You do understand the Apple IIGS was designed to be backward compatible with older Apple II software. Arguably this is like saying a game was made for the Xbox 360, but if you run it on an Xbox 360S it needs a different dataset. Why? It's the Xbox360 game, just run on a later version of the Xbox 360 that was a little faster, a little cooler, a little less power use, etc. It's not like the game was re-released for the Xbox 360 Slim. Why is there a push back about allowing Apple II game info populate an Apple II game running on a IIGS emulator? It's still the Apple II game. It's not a separate release of the game made for the IIGS. Do we really want to save all the Apple II games twice, once for Apple II emulators and once for Apple IIGS emulators? Seems like a waste of space on the server, on the end user machines, etc. I suppose since I'm the only one adding software to the Apple II collection anyway, I'll just upload the info to the Apple IIGS database.
  17. Brad, I'm clearly not explaining this correctly, but I'm not sure where you are getting that I'm recommending removing either platform. I'm not. Allow Apple II games to populate the Apple IIGS. I didn't recommend REMOVING both (or either) platforms. Just allow adding both platforms to the game when submitted. In your example,if you use the GBA emulator, can you play GBC or GB ROMS? If so, when you add a GBC ROM to the GBA emulator, what info is pulled from the LaunchBox database? NOTHING. Because it isn't shown as also compatible and playable on the GBA. So if you allowed multiple platforms to be selected when you add the game, if someone added the GBC ROM to either their GBC emu or their GBA emu, they'd get the information, images, video, etc. It's the same ROM or disk image. It's playable on multiple platforms. Allow the adding of the platforms it's playable on, rather than adding the same details to each emulator. It's different than games that were released for Nintendo and Sony and MS platforms. You can't take the same disk/image/ROM and play it on the consoles or on the emulators. Those would have different boxes, different instructions - they're different datasets (even if the game is more or less the same.) For the GB/C/A and Apple II/IIGS I'm talking about the exact same image. I.E. if I add the data for "Super Mario Bros. Deluxe" to the Game Boy Color, allow adding alternate platforms IF that exact image is playable. So I'd add Game Boy Advance as an alternate platform. Then if I had the GBA emulator and dragged the "Super Mario Bros. Deluxe" ROM into it, it would populate the data. Assuming you can play GBC ROMS on GBA emulators. You definitely can play Apple II images on Apple IIGS emulators.
  18. I agree with the two platforms; as I wrote, there are some games that can't be played on both. However, fire those that can, wouldn't it be advantageous to be able to list both platforms when you load the game data. It's the same image and game. Duplicating it across both platforms seems redundant. Add multiple platforms you can use the image on in the database and voila - one shot one kill. Sent from my Nexus 6P using Tapatalk
  19. BLUF*: Need to have Apple II entries available automatically for Apple IIGS emulator as all Apple II games can be played on the Apple IIGS and its emulators. -------------------------------------------------------------------------- Instead of having an Apple //e and Apple IIGS emulators, I just run the IIGS emulator since it is backward compatible with and plays all games for the Apple II family. Problem is, if I upload the data/images/video for an Apple II game, even after it is formally accepted it won't populate the Apple IIGS games. I have to duplicate the entry for both systems - a waste of time and hard drive space. Recommend the platforms be Apple IIGS (only) and Apple II family. All Apple II family games would populate whether the emulated system was the Apple IIe, Apple IIc, or Apple IIGS. The Apple IIGS (only) games will not run on the IIc or IIe. *As we say in the military "Bottom Line Up Front." The military version of Reddit's "TL;DR**" **Too Long; Didn't read. AKA the so what/summary.
  20. I explained a use case. I've found many ways to save video and controller settings. You may not be trying to be difficult, but you should understand others may have different needs. Sent from my Nexus 6P using Tapatalk
  21. Certain systems have more controls than can be effectively emulated by standard xbox/PS controllers (Wii is one that comes to mind.) The buttons that are used by the original system for one game might not be the same buttons used by the system for another game, especially when emulating motion controls. For "traditional" controlled games, usually once you set the buttons per system, those settings will work well across games on that system, so your point is often correct. But not always.
  22. Sort of...Retroarch includes the emulation capability "built-in" through its cores. RocketLauncher does not include any emulation of any sort. But similar in that you can make global or per-emulator (even per-game) settings, and that you choose one of them as the emulator through a front end rather than a separate emulator program for each system. With Retroarch however, you're stuck with the emulator core they provide, which can make it easier but somewhat more limiting. RocketLauncher requires you to provide the emulator, but has the benefit of being able to use any emulator you choose.
  23. To be fair, RocketLauncher is not exactly new...although it's name and being a "stand alone" is somewhat recent. Much like Kodi and Plex (and other video viewing/collection apps) grew out of XBMC. However, I'm not completely sure what RocketLauncher support is requested, as the XML files for MAME work with RocketLauncher. ------------------------------------------------------------- Aside: RocketLauncher is, as the name implies, a "launching tool" for emulators. It's advantage is you can set it up once, and point other front ends [LaunchBox, HyperSpin, etc] to use it, rather than configuring emulators individually for each front end. It really becomes a help when you start having to configure controllers, keyboard macros, etc. It also allows for more precise control over the way some emulators open files (such as compressed files or images outside of default.) Not least is it's ability to add bezels, loading screens, exit screens, etc even if your front end doesn't. And again, you don't have to configure all this per front end - just once in RL* and tell the front end to use RL as the emulator. For example, RL will launch MAME (or whatever emulator you choose) to play arcade ROMS. In LaunchBox you'd choose RL as the emulator of choice for Arcade, rather than MAME. If you wanted to try another front end, again you'd tell it to use RL as the emulator,and wouldn't require setting up ROM locations, or emulator configs, or anything. @Antropus P.S. Am I missing the file link, or am I correct in assuming the information you've posted earlier is reference to a planned release version that is, as yet, unavailable for public consumption? *RL = RocketLauncher
  24. I'm away from my house, so just realized I wasn't using FreeFileSync any longer when you reminded me about the server/client VC relationship. I switched to SyncBack (the free edition) which only requires you choose the folder(s) on the two (or more) PCs you want to sync and how. Nothing to install on any other computers. It's about as simple as it gets, but can let you get choosy if you have the need. I will give BitTorrent sync a try though; I'm always on the lookout for easier and better. Thanks for the tip! Sent from my Nexus 6P using Tapatalk
  25. The pro is that you can keep your ROMs compressed and it will extract them, play them, and then delete the temp file afterward. This saves hard drive space. The con is if you don't select to extract the files before running them, if the emulator doesn't read compressed files natively it won't work at all. Okay, so the real con is the slight increase in time required to extract the ROM first before playing. Basically negligible for files under 10 MB. Using compressed ISOs and 4GB+ files definitely increases the load time (if the emulator doesn't read the compressed files natively.) Sent from my Nexus 6P using Tapatalk
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