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stigzler

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  1. Hey. Just to contribute. I often had the same problem during development of a plugin and testing. From exploring files on my test machines and from Jason's posts here, I think it has to do where there are competing .dlls between those in Launchbox/Core and any plugins or possibly themes (or anything that uses its own individual dlls). Often for me, it occurs when my plugin uses dlls that are also used in launchbox and those in my plugin directory are more current than those in laucnhbox (i.e. launchbox likely requires an update). In short: if you're having these errors, ensure Launchbox is updated first. Then you can manually compare the dll referenced in the error message to any in the Launchbox\Core directory. If the Launchbox version is older, then that might be your problem.
  2. I'd probs raise a separate post with a few more details.
  3. God that was bloody horrible. Never make me do that again.... 12 hours straight and finally upgraded about 7 different projects to .net 9. To be fair to M$ - their Upgrade tool is really good. The hassle came from resolving references and fixing breaking changes in .net 9. Curses! I know I'm going to be finding bugs for a while yet.. Goodbye Framework - you served me well, but like an ex-wife - don't think I'll be visiting for tea again any day soon. So yes, in conclusion, upgrading to .Net9 solves this issue. However, if you've got any kind of complexity (read: multi-local library, old platform etc) make sure to bring a 4-pack of patience.
  4. Thanks Joe. God I've got a horrible feeling this is going to go really, really badly.
  5. Cheers dude. @JoeViking245 has suggested referencing LB/Core/Drawing.Common - so need to find a way to try this first as my plugin is v complicated (5 projects + leveraging some potential framework only features) - so if Joe's suggestion works this would be the preferable path rather than the upgrade. However - is there a "reverse" upgrade option? The Framework/Core/.net transition is one I've never braved!
  6. Thanks, Rob, but forgot to mention that it's built using Framework 4.8 - so not sure how easy it is to switch to .net 9.
  7. Think this likely has something to do with the .net version update. Error thrown at my entry point class inheriting ISystemMenuItemPlugin: public class SystemMenuItemHook : ISystemMenuItemPlugin { // Launchbox Properties ============================================================================================== public string Caption => "Gearbox"; public System.Drawing.Image IconImage => Gearbox.Presentation.Properties.Resources.gearboxicon; public bool ShowInLaunchBox => true; public bool ShowInBigBox => false; public bool AllowInBigBoxWhenLocked => false; // Gearbox Properties ============================================================================================== public SystemMenuItemHook() { } public void OnSelected() { // Blah - problem not here } } Gearbox.Presentation.Properties.Resources.gearboxicon throws the error: "System.PlatformNotSupportedException: 'BinaryFormatter serialization and deserialization have been removed. See https://aka.ms/binaryformatter for more information.'" gearboxicon shows as a System.Drawing.Bitmap and is included via the Vis Studio Resources system. This has been working fine for all past versions. Plugin built using Framework 4.8 Any ideas?
  8. I was really replying to the OP. However, I assume you've tried AHK for what you are wanting to achieve? It lets you launch things via key combos
  9. Thanks @dragon57 - a useful hack in the absence of any solutions via launchbox or retroarch settings.
  10. I solved this here:
  11. OK. Solved it. Download this: 3RVX Set is as a startup application with bigbox Go into 3RVX's settings and set hotkeys for vol up and down to those on your cab. Bingo.
  12. I think this might have to do with retroarch. On initial import for psp, I selected use bezels. However, now I don't want the bezels showing. It launches via retroarch (whose UI organisation is a little baffling with overrides etc). I launch a game and then switch off the bezel via quickmenu-OnScreenOverlay-DisplayOverlay=false. I then try to save ethe core override via quickMenu-overrides-saveCoreOverrides. However, if I relaunch the same game, the bezels are back. Also for other games. What am I doing wrong? 😭 Edit: So if I do quickMenu-overrides-saveGameOverides, this works. However same for ContentDirectory doesn't. God I hate retroarch settings. Also, if I didn't want to disable the entire overlay (eg. Controls etc) how would I achieve this?
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