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sundogak

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Everything posted by sundogak

  1. @Ande85 Are you leaving the domain name blank when requesting the API key? You cannot leave blank but can put in anything in that field. You must have API key for LB to work for Steam imports. Second. You can verify if your account is really public by trying this in browser: http://steamcommunity.com/id/ ENTER YOUR STEAM PROFILE NAME Your profile name is upper right of your Steam Client window. If it resolves to your public page then that verifies not issue there.
  2. If doesn't work in CEMU won't ever work in LB. Verify the games work in CEMU and if not likely encryption issue. The main issue is you have a mixture of different file types. Encrypted files such as WUX, WUD, WUP, or folders with files like "*.app" need to have an encryption key in the Keys.txt file in the CEMU base directory (see snap below) OR they need to be decrypted (which still needs keys but only one time). WUP to my knowledge (one you listed in your snap as shows NUS in TItle Manager) is encrypted (if only see "*.app files" or one file with a WUP extension). NUS files within a folder can be either encrypted or not depending on tool used to download from servers. Keys are specific to the game/region. You must have SOME keys as you said you were able to launch some games within CEMU. However, you must also be missing some as your WUX file isn't launching within CEMU. A Google search for "Wii U Keys latest" will get you a file about the 4th one down (backup your existing one!). In the keys.txt text file if you do search for the title ID for that game and if it is present then CEMU will run game. RPX files are decrypted game files (and no longer need keys). The default LB setup assumes you are pointing to RPX file, or decrypted WUA or encrypted WUX/WUD file with corresponding key in CEMU. So you have few choices. Make sure you have keys so CEMU can be used to launch the encrypted file/folder, use install feature in CEMU which will decrypt NUS files, or use a tool like CDecrypt (use google, there are also many other tools around) which makes the folders and RPX files needed. WUA files are also option as they are decrypted and compressed into one file but they can only be used for emulation (not for real Wii U). If just doing emulation, WUA is easiest and smallest and "all in one" file. WUA files you can use LB default emulator setup and simply point to WUA file. You can also make WUA files from within CEMU via Tools menu and Title list. If you have a few games working in CEMU and don't want to bother with figuring out the above or downloading other files, or decrypting, then this way of launching the game in LB will always work no matter the type as it uses CEMU's title list to launch the game (again must work in CEMU and be installed so see in Game list in CEMU). This process differs from default settings for CEMU in LB. CEMU will launch any game if you use the -t flag and the corresponding title ID in command line. See note at end about drawbacks, as time consuming if talking 100s of games. We can use this process in LB as follows: 1) Setup CEMU emulator to use the "-t" (title) option. It looks like this (Note the -t option vs LB default which uses -g which indicates path to game files). Also make sure to check the two boxes below this to remove quotes and folder path. Now you need to point LB for the "ROM" or "Game" to a pointer file that contains the title ID in the file name (not inside the text file). It will look something like this and where you place it doesn't matter as long as you point to this file in LB. Where you get the Title IDs is within CEMU. Fortunately, it has a "right-click" option to copy the Title ID. You can then paste this in the dummy text file name. What you are ultimately telling CEMU is to launch a game with the title ID in its installed DB. In my example I pasted in the Title ID for "6-Hand Video Poker" into the text file name (no contents inside text file) which is 00050000101d7a00.txt Import this text file as the game "ROM". Ignore my path I have below, as can be any folder/location you choose (you are using CEMU to figure stuff out). We told LB in emulator setup to ignore the extension (txt in this case) and to drop the path. This then tells CEMU to launch with title 00050000101d7a00 ***The hassle with this process is having to use the Title IDs and dummy pointer files; but the benefit is it doesn't care about folder, files, or encryption as long as works in CEMU if you have mix of various file types. LB will also not know what the real game title is so you will have to override that on import so it can match in DB. If you are trying to install 100s of files then again this is a pain (just get a WUA or WUX set then which has game titles in files that LB can figure out on import). If have WUX files and not seeing in CEMU game list make sure to add their game folder path in CEMU (must still have keys in the keys.txt file):
  3. Maybe @C-Beats has some insights or bring it up in beta thread for next update.
  4. Hmm…well very odd. Somewhat stumped now as the platform folder setting is what the scanning feature is supposed to look at. I have the same exact setup for Vita on my non auto import setup. The only difference is my emulator folder is outside of LB base directory. If I scan it is limited to that folder only as you expect. That shouldn’t make any difference on emulator location as paths are seen in both cases by LB. But grasping at deltas only thing maybe to test as something LB is doing if within its emulator folder structure. Not sure that is likely but out of suggestions beyond that if your auto import setting is off.
  5. That is the Launchbox pause screen.
  6. If they are simple text files and not Windows shortcut links (lnk ext) then something is misconfigured somewhere else. LB wouldn’t have any idea where the Vita uxo directory is located otherwise with simple pointer file directory with no sub folders. You would need to screenshot a game screen with link as well as your platform paths for Vita to tell.
  7. @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.
  8. 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.
  9. 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:
  10. sundogak

    Mame v113

    You have to use the manual way to import if you are going to use these ancient versions of MAME. Drag and drop ROMs into LB is one manual way.
  11. 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.
  12. 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.
  13. 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.
  14. An AHK exit script for FX and Pinball M (Steam version) discussed in this thread as Pinball M and FX take exclusive control of window and AHK scripts in LB will not work reliably. Instructions updated above but also posting here for reference. Thread is for FX but similar process.
  15. 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.
  16. 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.
  17. 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.
  18. 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!
  19. 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.
  20. Scroll up the comment posts. Plugin is broke and hasn't been updated since 2018.
  21. 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.
  22. 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.
  23. 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.
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