-
Posts
1,388 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Articles
Downloads
Gallery
Blogs
Everything posted by sundogak
-
@Sturm Also, since seem to have a mixture of files to see what CEMU is actually running go the Menu in CEMU and select Tools and Title Manager. You should see something like this: Anything listed as "Base" is the base game and main file location. If you right click and select open directory it will take you to the folder. Anything with "MLC" should take you to a folder with a RPX file (if decrypted). Anything with WUX and WUA will point to a single file. WUX encrypted, WUA is a decrypted "compressed" file specific to CEMU. Again you can right click those entries and will take you to what CEMU is using to run. That will help you tell LB where to point to file wise.
-
If you have WUX or WUA then point to that in LB (see last line of my prior post). You have a WUX folder at the last file in the list. If the zip file contains the WUX then you can delete as redundant. WUX is a compressed file with all the various files needed by CEMU but it is still encrypted. If you don't have the keys it won't run. Point to WUX file in LB and give that a try. Otherewise, there are tools to decompress WUX files to a WUD (normal folder) which is where the RPX file will reside. However, for LB purposes you don't have to do that as CEMU will run WUX directly if keys are present.
-
WUP: is for installing on actual WII U hardware. CEMU cannot use it. RAR: this is just a compressed file of all the virtual game files needed by CEMU (likely WUD files). Any APP and H3 files within are encrypted and if you don't have the encryption keys setup for CEMU (via the keys.txt file or decrypted via other means) it won't run in CEMU. It sounds like you do if running in CEMU. You need to decompress the RAR file and at some point within CEMU you must of "installed" the game via that menu within CEMU. When you do so CEMU places all needed files within its file structure. Ultimately, what you need to do is point LB to the file with a RPX extension within each game folder. Look at your CEMU folder, then look for this folder path: ....\Cemu\mlc01\usr\title\00050000 That is where the game launch files are located and you should see a list of either more number or actual game names underneath that. Within each folder you will see a folder called "code" and within an RPX file. Note the RPX file isn't named "logically" as to the original game name in most cases. So for example Bayonetta is here (note your actual "Bayonetta" folder may be named by game ID): ....\Cemu\mlc01\usr\title\00050000\BAYONETTA 2\code\PRJ_010.rpx That RPX file in that folder is what you set LB to point to for each game. If you have WUA or WUX formatted files then you just point to the WUA or WUX file in LB directly. RPX File Example: WUA (or WUX) File Example:
-
Not currently. I doubt it would be added independent of auto import feature (unless requested as bitbucket feature add…but no guarantee even if added). Then I know of only two options: 1) don’t use scanning feature for that platform. I haven’t seen Windows links pull in other files before but I rarely used scanning prior. Platforms like PS3, Vita, Pinball, or where ROMs were not one file were always problematic with scanning as import logic wasn’t narrow enough to avoid issue you see. 2) make pointer text files with Vita game ID only (not links). There are some Vita threads on exact way to do. LB then only sees that folder when scanning with those dummy pointer text files as ROMs and won’t pull in all others. If have working Vita setup seems like #1 is less work.
-
Use 7-zip. It will extract even with the data error which only impacts the larger of the two zips. Open archive in 7-zip, drag and drop folder onto desktop. Out of the 3,500 files it appears one (based on quick visual scan) is corrupted (volfoss). For those posting expecting a fix or response from author, it won't happen as the poster sadly passed away in 2020.
- 7 comments
-
- sony playstation
- japa
-
(and 1 more)
Tagged with:
-
Assuming you have auto import turned on, with the newest version of LB, point the Vita platform directory to an empty directory (not with shortcuts or any files). LB added ability to pull direct from emulator virtual drive vs file scanning.
-
pinball fx Pinball FX (Steam 2023) - LB How to Setup Direct Launch
sundogak replied to sundogak's topic in Troubleshooting
Attached to post above Pinball M AHK exit script. Similar to FX on how to setup for Pinball M. Note similar to FX it's executable for purpose of AHK is PinballM-Win64-Shipping.exe Added FX3 for heck of it as well. -
That is because those are not arcade but part of the software list MAME setup (former MESS). Thus, they require additional commands to run vs MAME arcade as there are two parts: 1) the emulator files for MAME 2) the software file that is launched within that emulator. An example below for MAME and Bally Astrocade tells MAME this is astrocade emulator and using a cartridge and then within LB you point the to the actual "software" or in this case the cartridge zip file. For a standard MAME setup that is merged (can be split as well) these are the two file sets: MAME 0.267 ROMs (merged) << this set contains the arcade and emulator systems files for software sets (i.e., Bally Astrocade emulator). Typically this is your "ROMS" folder in MAME. MAME 0.267 Software List ROMs (merged) << this set contains the carts/software. Typically this is your "Software" folder in MAME. These will be in separate folders similar to this and in the astrocade example are in folder atrocde: LB as part of the base "MAME Importer" features will not automatically import MAME software lists. However, you can get a plugin to do so. You will have to manually update your MAME emulator setup to use the appropriate commands for that emulator as each differs.
-
pinball fx Pinball FX (Steam 2023) - LB How to Setup Direct Launch
sundogak replied to sundogak's topic in Troubleshooting
Pinball FX and FX3 take exclusive control (as well as Future Pinball) away from Launchbox so any AHK script within LB will not be read. I mention briefly (I think) in the setup for FX. There is an alternative way to do it but requires you to make a compiled AHK script. You then point to that EXE which has both the table launching component as well as the functions to exit out of FX. As the compiled AHK is running in tandem to FX any commands it sees will be executed. I adapted one I did for FX3 for FX. There are three steps: make a suitable AHK script compile the AHK script alter LB to point to that executable as an emulator Step 1: AHK Script (for STEAM VERSION!). Pinball FX Script FX_Launcher_Classic.ahk Pinball M Script (Basic same setup as FX): Pinball M_Launcher.ahk Pinball FX3: FX3_Launcher_Classic.ahk See example below for Pinball FX. Note I am not AHK expert and this is cobbled from various other scripts and the one I had for FX3. But it does work on my setup. Copy to a text editor and adjust as needed. This the file you will drag and drop to compile in Step 2. If don't want the Xbox controller portion can delete that block. Alter the Escape key exit however you want. It is set in script to use "alt + ESC" as I still wanted to be able to use FX's normal ESC ability to get back to menus in FX if needed. You could delete the "!" if just wanted to use Escape. Step 2: Compile AHK script to EXE The easiest way I find is using this little tool here which allows you to drag and drop your AHK text script and it will make an EXE: http://www.alvarezeninternet.com/AutoHotkey-Compiler.rar When finished you should get an executable file. Drag your executable to the Steam directory. You can technically place anywhere but this is where I keep them for simplicity. Note for FX3 had different game modes which is what you can also do with FX. Step 3: Make all this work with Launchbox. Add an emulator in LB. I have chosen to keep both the "normal" way to launch FX and then also via AHK executable. Depending on your preference you can then default one or other but still have the ability to right click on table and launch with the other emulator. Go to Manage Emulators and add in that AHK Exe. I chose to call mine "Pinball FX_AHK" but you can call it whatever. Point to where you placed the AHK Executable you did in Step 2. Note there are NO launch commands as those are managed via the AHK EXE. In the emulator window make sure like with other FX setup that you have check the three boxes below as you don't want LB sending the full path or the extension of the dummy file. You just want the Table ### sent to AHK. You should then be able to use either "emulator" to launch with or without the AHK setup for any FX table. Typically, recommend disabling the Pause screen feature as well, at least during initial test setup. -
I have dumped all as well and periodically update (although via manual way). I download the smaller ones as either usable as placeholder if ever need or ideas if want to redo. So I would say include smaller ones particularly as some won't care on size or someone may never get around to doing a higher quality version. Now whether people will bother to actually look at the zip to see if something is already completed...we shall see!
-
My guess is issue with your your platform name as seems to be called "N 64" and your playlist is pulling "Nintendo 64" as the name. Couple items to check: 1) edit the playlist and double check which platform your are using to pull in the sort, my guess is pointing to wrong platform name. 2) Go to the ..\\Launchbox\Images\Platforms directory and see if you see your images you had under either of those names. 3) Playlist media \\Launchbox\Images\Playlists so any logos you had for that check in that directory.
-
-
Go back several pages and user scooped up all the rings to that point and zipped them. I found an image search in Google using “silver ring launchbox“ and whatever looking name wise works many times or gets you close. Otherwise you have to go through the pages individually.
-
For LB, the main thing is media cache on SSD to speed up scrolling. LB places compressed/cached images in this folder. Thus, you can either put LB entirely on SSD or set up symlinks for the two cache folders in the LB image directory to your SSD and place LB on a hard drive (snip below of my symlinked cached folders to SSD). The cache won't help with videos. Videos slow things down in either SSD or HD cases but local SSD will be more responsive. You could go to bother or moving videos to SSD and then edit platform to modify the folder path for videos to SSD location; but somewhat a hassle if have lots of platforms. But may be something to try on one or two platforms and see if any improvement. There are a couple threads in forum on speeding things up but the nutshell is keeping things simple in by LB by basic images (logo, cover art, a few snaps), simple theme, and no videos will improve scrolling simply because less for LB to manage. Beyond that, the loading of games off a HD (or via NAS) won't be that much different vs SSD for most games or at least worth the hassle of mitigating. I have seen some folks go through gyration of copying the game to SSD from HD to then load it but that seems overly complicated to me for relatively minimal benefit. As to the comment on roms in LB folder, that is immaterial speed wise if in LB folder or not (if on same drive type). Comes down to the HD/SSD speed and the emulator loading process not the folder location.
-
Majority of EMUMovies media for ScummVM is named using the ScummVM ID format which is short version of full title. LB matches things by title or whatever alt name is in the LB DB. If you go to the EmuMovies FTP site (which as subscriber you have access to) in video section you can see the naming used or if you download an art pack for ScummVM. There are a few with titles close enough for LB to match but vast majority LB doesn't know what to do, so no match is displayed. Basically boils down to they are not talking same language.
-
Additional Apps Keep Coming Back/Duplicating
sundogak replied to Moleburt's topic in Troubleshooting
Sounds like you may have Automated Imports turned on. Check Tools, Options, Automated Imports and see if checked on. If so, you can uncheck it and won't reimport. Second option is more of temp fix as there is no per platform toggle for auto import. But you can go to the platform for those you don't want auto import turned on and point the games folder to an empty folder for that platform (i.e., not where you have AHK files). If doe this have to be careful never to use the "Scan for Removed Roms" function for that platform. -
How to insert Playstation 2 core on Launchbox through Retroarch
sundogak replied to NENECA_FGC's topic in Features
-
Double check this setting is NOT pointing to your your RPCS3 roms directory (i.e., your dev_hdd0). It should point to an empty directory as RPCS3 is used to populate games not the game folder path r your get dupes and incorrect imports.
-
see this post
-
1) With few Exceptions such as ScummVM, Vita, and PS3 roms, primarily the auto import feature is looking inside whatever directory you have your ROMS and importing those files. There is some exclusion logic for example for CD "Cue" and "bin" files to prioritize cue files as example (not sure of all the others). Thus, a "one file = one game" is usually the best fit for this feature. When LB imports it then knows the platform, looks at the ROM name and tries to match to DB. It isn't doing anything based on signature. If you have something really oddball in naming then LB won't know how to auto match and you will have to manually match/override. 2)You will typically see them with odd names coupled with no media. At least the front facing log you don't get anything that says what it doesn't import, but will get log saying what it did import. 3)Sync is turned on when you turn on auto import and does what you describe. It will look in the folder for newly added files. Those other two options are really to "force" LB to look for games and/or look for removed games but as a rule with auto import on you don't need to bother with forcing a sync to add.
-
Suggestions for improving the automatic import tool in LB.
sundogak replied to OdinsPlayground's topic in Features
Yes, that is the point. Not all emulator rom folders import correctly or have proper exclusions setup. Unless you want to constantly sift through auto imported items that you have delete (and will have to do again when it auto imports again). Most computer based systems such as Amiga, Pinball emulations (Visual Pinball) or if you are using ExoDos packs will cause headaches with auto import. So rather than have NO auto import feature at all this at least allows to select which ones you want to use. Prior, I left it off completely as it was too much an issue. The best way would be for LB to have an option per platform to toggle auto import but at moment it is not implemented. Actually, the best way would be to give me the option to designate per platform which file extensions to import but suspect that would make things complicated code wise. As to the different volumes, doesn't matter as LB doesn't care as long as it is online when LB is launched. That applies for auto import and non-auto import feature directories. -
Media paths can be changed independently within LB. Go to Tools, Manage Platforms, and under the Folders tab will see paths to media. I typically have left the media within LB as it defaults in setup, less messing with all the folders which are numerous x number of platforms. MAME is example where can be handy to change the media paths so don't have to duplicate media into LB folders if stored within a master MAME setup. Yeah, for the overall setup I have as you noted, system, and then under the system an emulator(s) folder and a separate rom folder. There were a few exceptions mostly as a quick way to get things working. Sometimes "it works, stop fiddling" comes up with the hobby (at least for me). My original goal was to keep things in way that the LB install was "local" on whatever computer and then the master files were kept on the "G" drive (either local HD or a NAS).
-
Well, have no idea then why or how it could possibly know about your directory structure then. Seems like something is carrying over in an XML somewhere. But out of ideas. You also shouldn't have to do any manual scanning. It will auto import, relatively soon after a restart of LB. Regardless, if I force manual scan for removed or new it works as intended (i.e., shows no new roms to import).