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Deejus679

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  1. @bundangdon Well, I can gladly say that the workaround worked, so thank you very much. What I ended up on doing is importing a random .xml file so that the platform could be created, which appeared to be sufficient enough for the tool you brought to my attention. With that I was able to import the rest of my game list. I am very grateful for this. Still it is very much a strange thing that the import process won't recognize .rpx files. If anybody else sees this thread and has an ideas I would be very interested. Thank you again bundangdon, the most important piece of the puzzle has been solved.
  2. Thank you Bundangdon for your thoughtful response. I'll certainly take a look at the tool. In giving it a surface glance over there is one thing that I fear will get in my way. At this point, I have not been able to successfully import one game- as the install wizard, for whatever reason is just not wanting to recognize .rpx files. But, I'll try experimenting and report back. Thank you again for your response.
  3. Upon further troubleshooting, I came to realize that for whatever reason, the import process for Cemu (Wii U) no longer recognizes .rpx files for whatever reason:
  4. Good afternoon, So I'm running into a bit of a problem. Last night when I was messing around with LB I tried firing up a Cemu game I got a message saying that the rom could not be found. From there I decided the best approach would be to remove and re-import. However I'm bumping into a few problems. When I go to import my files (.rpx) I ended up with 0 games recognized at the end of the Wizard. I've looked online and have seen similar situations where games are marked as hidden, but as best as I can tell I don't any that are (see below). Another observation I've made is that Nintendo Wii U no longer shows up as a Platform (see below). I've tried removing the platform and adding it back in at no avail. I'm at a bit of a loss here, and could really use a hand. Thank you.
  5. Looks like I'm a little late to join this conversation. I have too am having problems launching the game just directly through CEMU, and just can't seem to figure out why. I've ensured that the custom timer and the MMI Timer Accuracy are both set to default. I've tried tinkering with the API options, sound options, V-syn options, etc. I've even tried changing property setting on the .exe file, and I still keep getting the same results. The game loads up without crashing, and shows the title screen. It then shows the skull icon with the auto save message, and just goes to black. To be honest, I cannot remember the last version of CEMU in which it has worked, but it has been bit. Any help would be much appreciated. Thank you.
  6. Honestly I don't think I did ever get it sorted. I think I just dealt with it. I may have tried to tamper with save states outside of Launchbox, and later tried loading those save states inside of Launchbox followed up by a regular save. But, after fooling around with so many emulaors they all start to blend together. If you want to try experimenting, you can attempt the following: 1. If it's still possible, load a saved game outside Launchbox 2. Create a save state with that loaded game 3. Go back into Launchbox with the PS2 emulator and configurator 4. Load the save state 5. Save the game per usual inside the emulator and Launchbox I can't guarantee that it will work, but it might be worth a shot. Good luck!
  7. I sort of just started from scratch. Thank you any way Joe.
  8. For those that are looking, I was finally able to find and get a portable version of ePSXe version 2.0.5 setup. I found the link located at the source forge website and have confirmed that it is indeed the latest version and works virtually (portable) https://sourceforge.net/projects/portable-apps-for-dummies/files/Games/ePSXe Portable/ The bios, memcards, plugins, shaders, sstates, etc. folders need to be pasted to where the help.html and portable executable file is housed. If there is anyone out there is trying to get a portable setup up and going, we're one step closer! Happy gaming!
  9. Thank you Lukey, I appreciate your response. Are you able to confirm that this version does not install to the system registry? I'm creating a build that's completely portable so all I have to do is plug in my hdd when I go to a friend's house without having to install anything.
  10. Thank you KUPOkinz for this post and referral. After giving it a go, I can confirm with Gold93 that this version is indeed 1.9.0. Does anyone know if there is a portable version for 2.0.5 out there, or knows a simple way to make the official 2.0.5 version portable?
  11. Hey everybody! So I'm in the process of making Launchbox portable so I can have it on the go. One thing I would really like to do is transfer my favorites from both my primary Launchbox and Bigbox builds. I tried copying and pasting the playlist to and from the Playlists inside my data folder (H:\LaunchBox\Data\Playlists) but I'm not seeing them come up anywhere inside Launchbox or Bigbox. I wonder if I'm doing something wrong, or perhaps missed setting up a specific feature inside the program(s) allowing me to see the favorites? Any help would be much appreciated. Thank you.
  12. I would first like to begin by saying thank you to @alec100_94 and @Zombeaver for this amazing plugin! The ability to have pre-configured optimizations in a matter of seconds with a click of a button is truly an amazing feat. Though this program is very user friendly in nature, it has taken me a bit to get everything up and going-- the most recent developer build of 1.5 wasn't playing nicely with the plugin, which I didn't learn until much trial and error. I resorted to using a build I had acquired a while back (pcsx2-v1.5.0-dev-1793-g52ec143-windows-x86.), and I think I have everything up and going for the most part. My only problem has to with memory cards saves. I have plenty of saves in my "memcards" folder. When I access a game that has not been configured using the plugin, I have no problems. When using the plugin the game does not recognize the memory card/memcards folder, thus I am unable to load from any of my previous saves. Any help in this matter would be much appreciated. Thank you.
  13. My pleasure, I'm not sure if you had it sorted already or not, but when I came across this thread as well a solution, I just want to do my part Happy gaming.
  14. I was struggling with this myself. It was easy changing the emulator to full screen by using Alt + Enter, the challenge was to get the video game screen itself to play in full screen as well. Though the solution was staring me in the face, I just didn't quite understand the adjustment that needed to be made. I finally I got it to work though. 1. Edit the medfaden.cfg file 2. Look for the line :3. Change to 4. Save
  15. Thank you @DOS76 for your quick response. I just got it figured it out. The ROM package I had gotten this from had multiple regions/versions -US, Europe, Japan- all within the same compressed file. And I use compressed files when launching my games. So interestingly enough, RA was pulling from the Japanese copy whereas Project 64 pulled from one that was in English. After separating the US copy and using that to launch it sorted out the issue. For the record, I will say that Project 64 does a much better than RA does (at least using Mupen core) at emulating this game. Thanks again for your quick response!
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