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faeran

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Posts posted by faeran

  1. 3 minutes ago, NocturneRose said:

    No change for me on the Beta. BigBox still hangs and has to be forcibly closed.

    Windows 11

    RTX 3080 Ti

    32GB RAM

    I'd removed all the startup videos from the video folders and set Launchbox to use Windows Media Player

    Fault bucket 1410739458890896977, type 5
    Event Name: AppHangB1
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: BigBox.exe
    P2: 13.24.0.1
    P3: 67fe0000
    P4: 3bc9
    P5: 134217728
    P6: 
    P7: 
    P8: 
    P9: 
    P10: 

     

    That's unfortunately not the .NET error report. You'll find another report near this one that will provide a better picture of what's going on.

    Also note setting LaunchBox to WMP is not setting Big Box to WMP, they are different settings.

    2 hours ago, MB_CC_Manx said:

    Hi guys!

    I´m on Launchbox 13.24 beta 1 and have the same problem with BigBox not starting.

    I tried with WMP and FFMpeg but neither works. At least in Launchbox, videos works without problem.

    My specs are:

    Windows 10

    Ryzen 3 3300X

    RXT 3060 (I updated the drivers today)

    16 GB RAM

    I search for the logs in the event viewer from Windows but I dind´t found anyhting related with Launchbox or BigBox.

    I'm ready to update with more info if you need and thanks for the work of searching the problem.

    We will need the Event Viewer report. Open Big Box, let it crash, then open Event Viewer, go into Windows Logs > Application, and you'll find about 3 reports related to the crash that you can post here. If you don't find any reports in there then the app isn't crashing and you may be experiencing something completely different.

  2. 1 hour ago, Madhead said:

    It doesn't crash using WMP. Only with FFM. I'm in Event viewer on Windows 10, can you tell me what to do and i'll send you a report. Cheers.

    You'll need to go into Windows Logs > Application and find the error log that is a .NET application error. You'll usually find a group of 3 reports that deal with the crash. Also post your full hardware here as well.

  3. A beta is out that should fix crashing issues when entering Big Box for users that are using a 30-series graphics card (and other cards that have issues with certain types of unstable hardware decoding). For users that were experiencing this issue, if you can confirm that the beta has solved this for you that would be wonderful.

    • Like 1
  4. It should be as simple as Sorting by Release Date. I just gave it a try and does appear to be working fine.

    Can you give some examples of exactly what you are doing so we can test on our end.

    You may want to edit a few of your games and make sure that they have release dates to sort with, that could cause problems if they do not.

  5. A beta is out that should fix crashing issues when entering Big Box for users that are using a 30-series graphics card (and other cards that have issues with certain types of unstable hardware decoding). It should also fix the issue some people were having with themes like CityHunter 2.

    Once we have confirmation from enough users experiencing the crash that it fixed it for them, we will be releasing a hotfix just for that.

    From there, we will continue down our next cycle, which will include smoothing out any rough edges.

    • Thanks 1
  6. 6 hours ago, Rincewind said:

    Has something changed in the MAME High Scores? Bubble Bobble has stopped uploading again 😒

    Nada, at least not for a long while.

    5 hours ago, cenutrio351 said:

    Please, add the option to keep VLC like media reproductor. More options=More happy people=Less Problems.

    Thanks!.

    Unfortunately VLC caused major freezing issues due to the .NET wrapper. We spent months looking into fixing it, to no avail. The wrapper itself hasn't been updated for many years and seems abandoned, which forced our hand and required us to find alternate solutions.

     

  7. 1 hour ago, Madhead said:

    I've noticed it crashes when watching video snaps, fullscreening and pausing them etc. Definately a video thing. Perhaps to do with the ffmpg addition, teething troubles I imagine. It crashes without an error log btw, just a straight quit to desktop. LaunchBox not BigBox.

    There's both WMP and FFME, if you try whatever one you are not using and it's still happening, it's possible it's something else. If you do crash, check Event Viewer for the Windows application .NET errors and send us a report here: https://feedback.launchbox.gg/?b=679a6c5745a6e9cef9dabfce

    That will help us track things down.

  8. 34 minutes ago, DragonFyre55 said:

    I got a virus alert from Windows Defender (running on Windows 11) when installing this version.

    I initiated the update from BigBox (it poped up a message saying a new version had been downloaded and was ready to install).

    image.thumb.png.cc6b16469a303c6099d17b9a5bc73847.png

     

    Not sure if anyone else has seen or reported this.

    Thanks for letting us know about this. Looks like Windows Defender has started flagging one of the temporary files that our installer creates while it is running. It looks alarming when it pops up, but it is just a normal helper file and not anything harmful.

    These kinds of false alarms happen sometimes when Defender updates its definitions and gets a little too aggressive. We are already submitting it to Microsoft so they can correct it in an upcoming update.

    Really appreciate you pointing it out. The faster we hear about this kind of thing, the faster we can get it resolved. In the meantime everything is safe to use and the update should still fully complete even with that error. Once Microsoft pushes the fix the warnings should disappear.

  9. Thanks guys for the reports.

    For people having the issue with Big Box not starting for them and is available throughout the day, send me a PM and we can send you unofficial test builds to try and expedite the fix.

    The issue is essentially due to a specific piece of hardware that you are running that appears to have a conflict when it tries to decode video/audio elements, however none of our many computers have that specific piece of hardware to test with. If nobody has time, we'll go the public beta test route and we'll be phasing out different fixes until it's not longer an issue.

     

    For anyone wanting to be helpful, when it does crash, right click your Windows start button and click on Event View. Go into Windows Logs > Application. Find the errors reports about the crash. You'll usually find 2 Error reports and 1 Information report about it. You might as well dump them all here.

     

  10. 50 minutes ago, DarthWHAT said:

    Not sure if this helps or I even grabbed the right info for you.

    Faulting application name: BigBox.exe, version: 13.23.0.0, time stamp: 0x67fe0000
    Faulting module name: coreclr.dll, version: 9.0.525.21509, time stamp: 0x67fe9d00
    Exception code: 0xc0000005
    Fault offset: 0x00000000002e5904
    Faulting process id: 0x2E60
    Faulting application start time: 0x1DC12E77F458081
    Faulting application path: M:\LaunchBox\Core\BigBox.exe
    Faulting module path: M:\LaunchBox\Core\coreclr.dll
    Report Id: 52a87f95-1536-4c8b-aee9-bb42ac3e69c7
    Faulting package full name: 
    Faulting package-relative application ID: 

     

    Application: BigBox.exe
    CoreCLR Version: 9.0.525.21509
    .NET Version: 9.0.5
    Description: The process was terminated due to an unhandled exception.
    Stack:
       at Unosquare.FFME.Container.MediaComponent.DecodeNextAVFrame()
       at Unosquare.FFME.Container.MediaComponent.ReceiveNextFrame()
       at Unosquare.FFME.Engine.FrameDecodingWorker+<>c__DisplayClass3_0.<.ctor>b__4(Unosquare.FFME.Common.MediaType)
       at System.Threading.Tasks.Parallel+<>c__DisplayClass32_0`2[[Unosquare.FFME.Common.MediaType, ffme.win, Version=7.0.361.1, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].<ForEachWorker>b__0(Int32)
       at System.Threading.Tasks.Parallel+<>c__DisplayClass19_0`2[[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.Int32, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].<ForWorker>b__1(System.Threading.Tasks.RangeWorker ByRef, Int64, Boolean ByRef)
       at System.Threading.Tasks.TaskReplicator+Replica.Execute()
       at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef, System.Threading.Thread)
       at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
       at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
       at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
       at System.Threading.Tasks.TaskReplicator.Run[[System.Threading.Tasks.RangeWorker, System.Threading.Tasks.Parallel, Version=9.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a]](ReplicatableUserAction`1<System.Threading.Tasks.RangeWorker>, System.Threading.Tasks.ParallelOptions, Boolean)
       at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.Int32, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
       at System.Threading.Tasks.Parallel.ForEachWorker[[Unosquare.FFME.Common.MediaType, ffme.win, Version=7.0.361.1, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.Collections.Generic.IList`1<Unosquare.FFME.Common.MediaType>, System.Threading.Tasks.ParallelOptions, System.Action`1<Unosquare.FFME.Common.MediaType>, System.Action`2<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState>, System.Action`3<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
       at System.Threading.Tasks.Parallel.ForEachWorker[[Unosquare.FFME.Common.MediaType, ffme.win, Version=7.0.361.1, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.Collections.Generic.IEnumerable`1<Unosquare.FFME.Common.MediaType>, System.Threading.Tasks.ParallelOptions, System.Action`1<Unosquare.FFME.Common.MediaType>, System.Action`2<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState>, System.Action`3<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
       at System.Threading.Tasks.Parallel.ForEach[[Unosquare.FFME.Common.MediaType, ffme.win, Version=7.0.361.1, Culture=neutral, PublicKeyToken=null]](System.Collections.Generic.IEnumerable`1<Unosquare.FFME.Common.MediaType>, System.Action`1<Unosquare.FFME.Common.MediaType>)
       at Unosquare.FFME.Engine.FrameDecodingWorker.<.ctor>b__3_0(System.Collections.Generic.IEnumerable`1<Unosquare.FFME.Common.MediaType>, System.Threading.CancellationToken)
       at Unosquare.FFME.Engine.FrameDecodingWorker.ExecuteCycleLogic(System.Threading.CancellationToken)
       at Unosquare.FFME.Primitives.WorkerBase.ExecuteCyle()
       at Unosquare.FFME.Primitives.StepTimer+<>c__DisplayClass22_0.<ExecuteCallbacks>b__1()
       at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(System.Threading.Thread, System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef, System.Threading.Thread)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool+WorkerThread.WorkerThreadStart()

     


    Fault bucket 1934998382979828517, type 4
    Event Name: APPCRASH
    Response: Not available
    Cab Id: 0

    Problem signature:
    P1: BigBox.exe
    P2: 13.23.0.0
    P3: 67fe0000
    P4: coreclr.dll
    P5: 9.0.525.21509
    P6: 67fe9d00
    P7: c0000005
    P8: 00000000002e5904
    P9: 
    P10: 

    Attached files:
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.b094f876-ba37-4d2f-9023-2025964280d9.tmp.dmp
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.37c5d7d3-8203-44c3-9b74-58eaf5d422f5.tmp.WERInternalMetadata.xml
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.fc8e2a89-0adb-431f-8837-97e3807a739b.tmp.csv
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.9a68dd77-ef6a-4eb3-88d5-402ccf9114e2.tmp.txt
    \\?\C:\ProgramData\Microsoft\Windows\WER\Temp\WER.cb92917b-f0b2-4de3-946e-5be162feda3d.tmp.xml

    These files may be available here:
    \\?\C:\ProgramData\Microsoft\Windows\WER\ReportArchive\AppCrash_BigBox.exe_5ed5096d654f2604a80d2bc11462e7fa43dca33_e8db1196_2e6822e6-6050-4cb0-b591-6591f280d2fa

    Analysis symbol: 
    Rechecking for solution: 0
    Report Id: 52a87f95-1536-4c8b-aee9-bb42ac3e69c7
    Report Status: 268435456
    Hashed bucket: e23b41dc623da36d6ada7ec6fa77cb25
    Cab Guid: 0

     

     

     

    44 minutes ago, wildaces said:

    Faulting application name: BigBox.exe, version: 13.23.0.0, time stamp: 0x67fe0000
    Faulting module name: coreclr.dll, version: 9.0.525.21509, time stamp: 0x67fe9d00
    Exception code: 0xc0000005
    Fault offset: 0x00000000002e5904
    Faulting process id: 0x3DF0
    Faulting application start time: 0x1DC12F1DD83661D
    Faulting application path: C:\LaunchBox\Core\BigBox.exe
    Faulting module path: C:\LaunchBox\Core\coreclr.dll
    Report Id: e2503ea3-ed4f-4b5c-9473-028235df74b8
    Faulting package full name: 
    Faulting package-relative application ID: 

     

    Application: BigBox.exe
    CoreCLR Version: 9.0.525.21509
    .NET Version: 9.0.5
    Description: The process was terminated due to an unhandled exception.
    Stack:
       at Unosquare.FFME.Container.MediaComponent.DecodeNextAVFrame()
       at Unosquare.FFME.Container.MediaComponent.ReceiveNextFrame()
       at Unosquare.FFME.Engine.FrameDecodingWorker+<>c__DisplayClass3_0.<.ctor>b__4(Unosquare.FFME.Common.MediaType)
       at System.Threading.Tasks.Parallel+<>c__DisplayClass32_0`2[[Unosquare.FFME.Common.MediaType, ffme.win, Version=7.0.361.1, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].<ForEachWorker>b__0(Int32)
       at System.Threading.Tasks.Parallel+<>c__DisplayClass19_0`2[[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.Int32, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].<ForWorker>b__1(System.Threading.Tasks.RangeWorker ByRef, Int64, Boolean ByRef)
       at System.Threading.Tasks.TaskReplicator+Replica.Execute()
       at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef, System.Threading.Thread)
       at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
       at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
       at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
       at System.Threading.Tasks.TaskReplicator.Run[[System.Threading.Tasks.RangeWorker, System.Threading.Tasks.Parallel, Version=9.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a]](ReplicatableUserAction`1<System.Threading.Tasks.RangeWorker>, System.Threading.Tasks.ParallelOptions, Boolean)
       at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.Int32, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
       at System.Threading.Tasks.Parallel.ForEachWorker[[Unosquare.FFME.Common.MediaType, ffme.win, Version=7.0.361.1, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.Collections.Generic.IList`1<Unosquare.FFME.Common.MediaType>, System.Threading.Tasks.ParallelOptions, System.Action`1<Unosquare.FFME.Common.MediaType>, System.Action`2<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState>, System.Action`3<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
       at System.Threading.Tasks.Parallel.ForEachWorker[[Unosquare.FFME.Common.MediaType, ffme.win, Version=7.0.361.1, Culture=neutral, PublicKeyToken=null],[System.__Canon, System.Private.CoreLib, Version=9.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.Collections.Generic.IEnumerable`1<Unosquare.FFME.Common.MediaType>, System.Threading.Tasks.ParallelOptions, System.Action`1<Unosquare.FFME.Common.MediaType>, System.Action`2<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState>, System.Action`3<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<Unosquare.FFME.Common.MediaType,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
       at System.Threading.Tasks.Parallel.ForEach[[Unosquare.FFME.Common.MediaType, ffme.win, Version=7.0.361.1, Culture=neutral, PublicKeyToken=null]](System.Collections.Generic.IEnumerable`1<Unosquare.FFME.Common.MediaType>, System.Action`1<Unosquare.FFME.Common.MediaType>)
       at Unosquare.FFME.Engine.FrameDecodingWorker.<.ctor>b__3_0(System.Collections.Generic.IEnumerable`1<Unosquare.FFME.Common.MediaType>, System.Threading.CancellationToken)
       at Unosquare.FFME.Engine.FrameDecodingWorker.ExecuteCycleLogic(System.Threading.CancellationToken)
       at Unosquare.FFME.Primitives.WorkerBase.ExecuteCyle()
       at Unosquare.FFME.Primitives.StepTimer+<>c__DisplayClass22_0.<ExecuteCallbacks>b__1()
       at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(System.Threading.Thread, System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
       at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef, System.Threading.Thread)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool+WorkerThread.WorkerThreadStart()

     

    Thanks very helpful.

    From the sounds of it, can you confirm if you guys both have startup videos? If so, do you still get a crash if you remove them?

    Based on the errors, it's saying that your computers are having a hard time with hardcore decoding the videos, and we are working on a fix.

    • Like 1
  11. 48 minutes ago, VooDu4U said:

    Hi, I just installed the release version of 13.23 onto my Win 11 machine, and LaunchBox worked, but BigBox would not launch at all.  The screen would flash black and then back to the Windows desktop.  There was a BigBox.exe I could see in the task manager, but it never did anything.  I tried killing it and restarting a few times, never worked.  I went back to 13.22 that was/is working fine.  Has anyone else has this happen?

    Would be nice for anyone having this issue to open Event Viewer, go into Windows Logs > Application, find the 2-3 reports about the crash, usually a couple error reports and one info report, and post them here.

  12. 2 hours ago, Zhuk59 said:

    Apparently I don't understand something or expressed myself incorrectly.

    And what does Windows have to do with it? I installed it in Launchbox on Windows and ran scraping: the names of the downloaded covers there also don't match the names of my ROMs.

    If I put my covers in the Launchbox image folder, Launchbox simply won't see them... I have to rename each of my covers because the cover name is stored in the Launchbox database... it takes a long time....

    It would be ideal if there was an option when turning it on, which would give the downloaded Launchbox covers the same name as the ROMs...and so that after this Launchbox will see my covers.

    this is the case in all the frontends I've tried before.

     

    You didn't express improperly.

    Windows is only brought up because it has an "Export to Android" functionality. So you could in theory, set yourself all up with your images on LaunchBox, which does have the drag/drop functionality of images, then use the Export to Android functionality to bring those images over to Android. So there is a way to do what you want right now, but it involves our Windows app at the moment, which we recognize is not ideal.

    While we would love to create some way for you to bulk import images into Android, we just don't currently support that at this time. The issue is that images in the app need to be processed and optimized before they are shown in the app. We have internally talked many times of how we'd handle some kind of Android image bulk importer process, whether it's dropping them in a folder which somehow triggers the image optimization process, or create some kind of manual process a user would have to run in the app itself.

    Most users end up using one of the 4 current ways we have for getting images into Android: Automatic image downloading, Manual bulk image downloading, single game media downloading, or the Export to Android functionality. However, feel free to create a feature request so we can keep track of it: https://feedback.launchbox.gg/?b=679a6b991b2011c4928c2573

     

  13. 2 hours ago, Zhuk59 said:

    Is there any way to make the names of the downloaded Lunchbox covers the same as the names of the ROMs?

    First of all, for some reason the ' sign is renamed to _

    This is visible on my screenshots.

    I have my own covers for different systems, under 500 on Sega Genesis, under 300 on nes, and all the names of the covers match the names of the ROMs. And this is convenient, no matter which frontend I use, I specify the path to my covers and they are applied.

    This will not work with Launchbox...it renames the covers at its own discretion and I cannot use my covers.

    roms.png

    Launchbox.png

    Unfortunately, there's no easy way to bring your own images into Android. The only real way would be to first load them into LaunchBox for Windows and then use the export process to bring them over to Android.

    Android itself is more self contained and will download artwork automatically for you, and while there are single game media edits you can do, there's no bulk image import feature.

  14. On 8/20/2025 at 5:02 AM, RetroGuy1970 said:

    Probably a really silly, obvious question (I feel embarrassed to ask), but...

    I'm a new LB user, paid for the $75 lifetime subscription based on glowing reviews. I've successfully installed LB, and imported a full set of MAME roms using the automatic wizard (although I'm unsure if it's picked up all the directories and CHDs).

    I'm now attempting to import my Commodore VIC-20 roms in TOSEC, and (apart from being disappointed that LB cannot tell the difference between C64 and VIC-20  folders despite being labelled clearly, so assigning them all C64 and needing me to manually change them to VIC-20!), it only seems to import .D64 files, and not .TAP files.

    I did take a look at the XML files post-scanning, and the filenames are inddeed present, so LB *should* be displaying them, but it isn't. (I've unhidden everything and made sure that even anything hidden should be visible, too.)

    Any suggestions, please?

     

    Welcome in.

    There are a lot of different ways you can import games into LaunchBox, and you'll find that most of them are open-ended. While the program tries to guide you through some known best practices, importers tend to be generalized. What would help in identifying what happened is if you could guide us through the exact way you imported, also the names of your game folders and the folder structure would help determine what's going on as well.

    If games have been imported properly but you are not seeing them, it would mean either you are hiding them with one of the options under View > Hide Games, they were imported into a section you are not looking, or it's possible that you've imported multiple games that have the same name as another game and LaunchBox has combined them into one game entry. As far as extension types go, LaunchBox is file type agnostic and will import the files you tell it to.

  15. On 8/18/2025 at 2:34 PM, Deemeister36 said:

    I was wondering if it is possible to make my (F:) external 4TB SSD 100% portable? 

    I notice that some Emulators/PC games rely on C:/Documents and C:/Appdata/Roaming, even though I choose my external, when installing.

    I hear that if you create a .txt called "portable" inside the emulator folders, that it should do the trick?

    Please let me know if you need some pictures or if you need to know specifically, which emulator/pc game.

     

    Thanks!

    Dee

    Not every emulator is the same. Most emulators do have some kind of method to make it portable, but each one would require some research as to how they do it. There's no one size fits all solution there.

    Any emulator that you download inside of LaunchBox, we tend to automatically apply the portable solution for each of the emulators that we support.

    • Like 2
  16. Beta 3 is out with the following changes:

    • New Premium Feature: LaunchBox and Big Box now include a brand new FFMPEG-based video playback option, delivering more reliable performance, with the old VLC engine now phased out

    We are coming to the end of the cycle very soon if all goes well. The main change in this beta is obviously the FFMPEG-based video playback engine, which replaces the old VLC option.

    You will need to switch to this engine to try it out.

    • In LaunchBox, go to Tools > Options > General > Video Playback 
    • In Big Box, go to Options > Videos > Video Playback Engine 

    Please give it a try and let us know how it performs for you. Any feedback will be a huge help in making sure this new engine is ready for prime time.

    @Fursphere - we have put in a potential fix for the issue you were hitting with the MAME Arcade Full Set Importer. Previously, if LaunchBox timed out when trying to reach MAME's GitHub to fetch all available versions, it would block you from moving forward. Now, if that request fails, there is a fallback that should let you continue down the manual path and point directly to your own MAME emulator. Hopefully you have some time to confirm this works for you now.

     

    • Like 2
  17. 22 hours ago, ChunkyLoverMark said:

    Hi, thanks for responding. I've tried a few different themes now and found that the slow themes seems to only be related to the Text list based themes. I've added another video to the Google Photos link I posted earlier.

    That points to using an older version of a custom theme. The way you can confirm this is if text lists for the default views are also seeing this slowdown or not.

    13 hours ago, K_N_D said:

    Device : Sony Xperia 1 V

    Android and API versions : 15, 35

    Issue : Improved arcade filters shows all games and not the titled system or genre.

    Can it be reproduced : yes

    Reproduction Steps Importing a filtered MAME 0.269 set then in the options choosing platform for the root filter and genre for the scenodary filter and the option for the improved arcade filter is on.

    Thanks. We are able to reproduce and should be fixed before release!

  18. On 8/17/2025 at 9:01 AM, ChunkyLoverMark said:

    Your device specs: Pixel 8 Pro 

    The version of Android and API version - Android 16 QPR Beta

    Description of the issue: Slow loading into games

    Can it be reliably reproduced on your end? Yes

    Reproduction steps: Just loading Launchbox 

    The main issue I've seen from my limited testing is the slow performance.

    In this link is two videos showing how long it took to load into my SNES games. One out of the two videos my app crashes.

    https://photos.app.goo.gl/XujNFc6azR4ewQMX8

    Have you updated the custom themes you've been using?

    • Like 1
  19. Just to rule out a few things. Are you mapping your network for a drive letter, or are you just using the shared drive path to the ROM folder?

    If it's easy enough, could you run a dir/b on your japanese n64 ROM folder and post it here, I can use that in my tests to rule out naming of the files.

    One thing that stands out is that you moved the LaunchBox folder from one drive to another, and sometimes when you do this, Windows has a hard time with file permissions, which is never an easy thing to solve. I'd make sure the entire LaunchBox folder has the correct owner. It might be worthwhile to force the owner to all folders and files, and to force it to take on full read/write permissions on all the files. You will obviously want to do this while LaunchBox and all LaunchBox processes are not running. You'll also want to make sure you aren't running any syncing software on the folder, whether it be Dropbox, Onedrive, etc...

    When your import doesn't work, edit the platform and see if it actually received a scrape as value or not.

     

  20. How did you go about importing your Japanese games?

    I ran a little test to see if I could duplicate this. I had a folder of N64 Japanese ROMs (no-intro) and I dragged and dropped them into LaunchBox, went through the wizard. Gave the platform the name Nintendo 64 (Japan), with a scrape as value of Nintendo 64 and every single game got matched to a database ID and got a Box - Front image. So, then I deleted the platform, and used Tools > Import > ROM files > Single Platform, and again saw 100% match.

    It's always possible you could be having some kind of read/write issues which might explain some of what you are seeing since you are seeing a lot of randomness with xml file saves it seems, although I haven't really heard much of that.

    Where is your LaunchBox build located, on your NAS or on your computer? Maybe you can explain a bit more of your file paths that you are using for all the things.

    On a side note: I've never imported the Japanese ROM set for this platform before and was pleasantly surprised by the box front coverage.

    • Thanks 1
  21. Beta 2 for LaunchBox 13.23 is now available, and it brings even more polish and usability improvements. Here is what is new in this update:

    • New Feature: LaunchBox now opens with a brand new Welcome Wizard that helps users quickly set up their games, preferences, and media so they can jump straight into the fun
    • New Feature: A new automation rule for Game Progress Tracking now allows games to be marked as paused if they have not been played in a user-defined number of days
    • New Feature: A new Media Settings section under Tools > Options > Media > Automatic Imports lets users customize which media files are downloaded during automated imports
    • Improvement: When arranging by Game Progress, sorting now follows your user-defined order for progress values and headers
    • Improvement: Platform icons have been visually refreshed for Nintendo GameCube, Nintendo Game Boy Advance, and PICO-8 to better represent each system
    • Improvement: Screensaver 4 for the Default view is now complete and available for testing
    • Improvement: The “Attract Mode Master Volume” option in Big Box is now called “Idle Master Volume” and now controls both Screensaver and Attract Mode audio.
    • Improvement: Marquee screens and LEDBlinky integration should now function properly with Screensavers
    • Fixes: Games hidden by the user will no longer appear in the Game Discovery Center
    • Fixes: The Beat em Up clear logo now displays correctly under all conditions
    • Fixes: Resetting play time and play count now also resets these values for all additional apps attached to a game
    • Fixes: Hybrid views now provide proper audio feedback when navigating with a controller or keyboard
    • Fixes: Some custom LaunchBox themes were silently failing to poll the selected game, which could prevent item highlighting from working correctly
    • Fixes: In some custom LaunchBox themes, multiple carousel controls in the Game Details panel were not always updating as expected


    The new Welcome Wizard is a big step toward improving the experience for first-time users. You will only see it on brand new installations, but we would love testing and feedback around it. The goal is not to overwhelm new users but to help them get up and running quickly. By the end of the wizard, users should have some games imported, a few preferences set, and some additional features enabled.

    Also, with this beta, the fourth and final default screensaver view is now complete. That gives you four unique built-in screensavers to try out. You will now see each one has a name, and theme developers can name their own as well using the ThemeSettings.xml file in their themes. The default theme is a great example of how to do it.

    As always, thanks guys for helping test the next release.

    • Like 6
    • Game On 1
  22. 19 hours ago, tk007b said:

    Looks like my original question is still unanswered but by pulling in a whole romset, LaunchBox seems to have installed the right version of MAME and got them working, as a workaround.  I will post up the solution if I ever find out, how to just get a few roms working without the massive import. 

    As long as you had either a non-merged or split roms, you would simply use the ROM import wizard. Close to the end of the wizard there's an option to Force using MAME metadata. This will essentially use a MAME dataset to compare the MAME file names to actual titles. That's basically it. However, doing it this way, you would be forced to set up your own MAME install, making sure the version you download is the same version as your ROMs and making sure it can see your ROMs and play them before you would do anything inside of LaunchBox.

     

  23. On 7/29/2025 at 12:20 AM, 3dlollo said:

    I want to divide the games by platform instead of have everything in the generic "Arcade" platform. I tried to check if there is a way to add sub-platforms but it does not seem to be the case.

    So at this point I tried to mass edit the Neo Geo games but when I select platform I can only pick a platform that already exists... Cannot assign games to a different platform basically, unless it already exists.

    Considering I want to do the same also for CPS2 and CPS3, I am wondering how do I do that, as the platform does not even appear as available when I edit the roms.

    The way to add "sub-platforms" is by creating Playlists. There's some automated playlists that you can create either during the import wizard or afterwards by right clicking your Arcade platform and tell it to create the missing playlists. Some of those playlists basically break down the Arcade platform into the sections you are referring to here, like Neo Geo MVS and all the CPS ones.

    What you don't want to do is edit the platform.

    After the playlists are made, you have full control over where you want to display those playlists. You could even replace the Arcade platform with them in your platform categories list if you want.

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