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Anonymous MOS

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Posts posted by Anonymous MOS

  1. 7 hours ago, Retro808 said:

    Since you have not received any responses to either of your posts on this issue with RocketLauncher I would suggest posting directly on the RocketLauncher forum. I wish we could be of more help but I do not believe any of the mods really use RL and there are only a small handful of forum members that use it that post somewhat frequently. Since they have not responded you may get a faster answer directly with the RocketLauncher folks. 

    I did post my other topic on the RL forums, but I didn't get a response there either.


  2. Hey guys,

    I can't change disks using the RocketLauncher pause menu when running multi-disk Amiga games through WinUAE. 

    I disabled the pause function in WinUAE because my RL Pause menu is activated by the pause button on the keyboard. So, that isn't a problem any longer. But when I select the second disk, it doesn't do anything at all. It just takes me back to the emulator and no disks are swapped.



  3. Hello, 

    I'd be grateful if someone could help with this. 

    I have multiple versions of many games for the Commodore c64. I know my problem has something to do with my folder hierarchy or file naming. I just don't know how to go about organizing to fix the problem.

    Example: California Games has several versions, from different sceners of the time, so I have them laid out like this:

    California Games (Epyx) <- Folder
              [ESI] <- Folder
                   California Games (Disk 1 Side 1).d64
                   California Games (Disk 1 Side 2).d64
              [REM] <- Folder
                   California Games (Disk 1 Side 1).d64
                   California Games (Disk 1 Side 2).d64
                   California Games (Disk 2 Side 1).d64


    I Keep the disk names the same so the manual will show up in pause too.
    But the problem is when I go to change disks, I have all the disks show up as options, instead of ONLY the [ESI] version, or the [REM] version.

    The only thing that I've come up with is to append the version after the (Disk 1 Side 1) just so I can differentiate between all of them. ex. California Games (Disk 1 Side 1) [ESI].d64 and California Games (Disk 1 Side 1) [REM].d64

    Any help sorting this out would be much appreciated! :-)

  4. Okay, added them all back one at a time and it's still working.  This happens though, it'll work for a while, then start crashing again.


    My plugins are:




    LaunchBoxDB Match 1.3.0

    and StartupVideoManager

    I will be getting rid of CopyMameExtras and StartupVideoManager though since I don't need them.

  5. 4 minutes ago, Jason Carr said:

    Do you guys have any plugins installed? Does removing them fix the issue?

    I renamed my plugins folder and it seems to have fixed my problem.  I'll add them back one at a time and post here with which one crashes it.  Thanks, Jason!

    • Like 1
  6. @Jason Carr

    Yep. Same here:


    Input string was not in a correct format.

    App:     LaunchBox
    Version: 7.14
    Type:    System.FormatException
    Site:    System.Object MarshaledInvoke(System.Windows.Forms.Control, System.Delegate, System.Object[], Boolean)
    Source:  System.Windows.Forms

       at System.Windows.Forms.Control.MarshaledInvoke(Control caller, Delegate method, Object[] args, Boolean synchronous)
       at System.Windows.Forms.Control.Invoke(Delegate method, Object[] args)
       at (MainForm , Game )
       at Unbroken.LaunchBox.Desktop.Forms.MainForm.SetOneSelectedGameState(Game game)
       at (MainForm , Object , EventArgs )
       at Unbroken.LaunchBox.Desktop.Forms.MainForm.gamesControl_SelectedGameChanged(Object sender, EventArgs e)
       at Unbroken.LaunchBox.Desktop.Controls.GamesControlBase.OnSelectedGameChanged()
       at Unbroken.LaunchBox.Desktop.Controls.ImageGamesControl.<selectionTimer_Tick>b__63_0()
       at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
       at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
       at System.Threading.ThreadHelper.ThreadStart()

    Recent Log:

       15:25:24 Music.Pause Start
       15:25:24 Music.Prepare Start
       15:25:24 Music.Kill Start
       15:25:24 Music.Kill Finished
       15:25:24 Music.NotifyTrackList Start
       15:25:24 Music.NotifyTrackList Invoke
       15:25:35 GameDetailsGui.RedrawDetails Start
       15:25:35 GameDetailsGui.RedrawDetails Before ShowDetailRating
       15:25:35 GameDetailsGui.RedrawDetails Before ShowDetailFileName
       15:25:35 GameDetailsGui.RedrawDetails Before ShowDetailCustomFields
       15:25:35 GameDetailsGui.RedrawDetails Before ShowDetailLastPlayed
       15:25:35 GameDetailsGui.RedrawDetails Before ShowDetailNotes
       15:25:35 GameDetailsGui.RedrawDetails Before ShowDetailDates
       15:25:35 GameDetailsGui.RedrawDetails End
       15:25:36 Exception



  7. 10 hours ago, DOS76 said:

    Are you using a special sort order for either of those playlist I had an issue with serious slow down trying to sort series playlist by release date but it went right away when listing them normally.

    I am indeed.  They are sorting by Release Date. I played around with it and Default sorting has normal speed, Release Date Year is a little slower, and Release Date is extremely slow. So that definitely is the problem. They sort and show up on screen normally, but loading the detail data and edit window is what is affected.  Hopefully, Jason can fix this speed problem soon, because I'd like to have these sorted by date without dealing with The Boggy. ;-)

    Thanks, @DOS76 !

    • Like 1
  8. @Jason Carr  Here is my Data folder that you requested. I hope you can figure out what is going on with it.  The two playlists that respond extremely slow for me are The Legend of Zelda Collection and the Super Mario Collection.  When I click on any game in those two collections, it takes way too long for it to load the info for the details panel and when I click edit on a game it takes a long time to open the edit window too. Thanks! 


    I also noticed those two are auto-populating from the series field. My other collection (My Nintendo Games) that I just added games to works fine.

  9. On 2/27/2017 at 2:50 PM, nikeymikey said:

    Copied from the Rocketlaunch Retroarch module notes.

    Config files:
    ; By default, the module looks for config files in a folder called config in the RetroArch folder. Example: C:\emus\RetroArch\config. You can change this folder to anything you like by changing the module's ConfigFolder setting in RocketLauncherUI.  This will be the config folder for the module and will NOT change the location of RetroArch's own /config directory.
    ; RetroArch's global config file is called "retroarch.cfg". RetroArch will use a system cfg file named to match your System Name (example: Nintendo Entertainment System.cfg).
    ; RetroArch will also load core config files named after the core name. Example: nestopia_libretro.cfg
    ; This allows different settings globally, for each system, and for each core. If you want all systems to use the same retroarch.cfg, do not have any system or core cfg files, only have the retroarch.cfg.
    ; If a core config exists, it takes precedence over the global config. And if a system config exists, it takes precedence over the core config.


    I believe this will do exactly what you want with only one installation of Retroarch.

    Awesome!  This fixed my problem.  :-) Thanks!

  10. 5 hours ago, bundangdon said:

    Point well said @Zombeaver. I think it all comes down to personal preference. If you're looking for a more speedy performance, then CCS64 is probably the better option but if you want a more smooth option which plays along well with Rocketlauncher, then Vice is the better choice. @Ranthalion75 I can't remember exactly where I got that C64 bezel but i'm pretty sure it was included in a large .zip file with several other systems and downloaded from here or the hyperspin website a few years back. However i'll upload it and my vice .ini here later today

    Awesome!  Thanks!  I should be able to figure out what the problem is with the .ini. and your bezel looks much more retro than the one I'm using now. :-)

  11. 12 hours ago, bundangdon said:

    I'm using the latest nightly version. You can get it here http://vice.pokefinder.org/

    Okay, I just updated.  I had a slightly older version, but I still have the same problem. Is it possible to send your vice.ini?  Seems like I have something set that doesn't like working with RL. Also, where did you get your bezel?  I like the one you're using a lot!  :-)


    @Zombeaver As for CCS64, it was one of the first emulators I ever used way back in the late 90s. I left it after I found WinVICE. I did try CCS64 again using the latest version, but I still hate the menu interface. I ran into problems using it with RL too.  I also don't like the idea of using RetroArch for computer emulation. I am, however, using it for every console I emulate. So the quest to fix WinVICE with RL and bezels is still on.  :-) Thanks for the suggestion though.

  12. 4 hours ago, bundangdon said:

    I'm not sure if this will work for you but what I do with WinVice is that I first start the program on its own, set it to full screen (alt + enter) and then exit (alt + x). Then, when you use it with rocketlauncher, it will automatically start in full screen and when you press 'esc' it will exit normally :) hope that helps!


    Thanks for the help! :-) I tried changing some stuff based on what you said, and I do now have fullscreen, but it doesn't work well with bezels. WinVICE crashed, locked and I had to reboot to get it out of memory.  Do you use bezels with WinVice?

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