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Posts posted by sundogak
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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.
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47 minutes ago, Sturm said:
Thank you for the response, @sundogak.
Unfortunately, I do not have many of the files that you say I should. I have no `.rpx` files anywhere, nor have I used Cemu to "install' any games. In fact, when I attempt to do so with that unpacked `.rar` file (the one with all the `.app`, `.h3`, and three `title.*` files), I get the error "Unable to find the /meta/meta.xml file inside the selected folder."
I also do not have any `.wud` files nor any `.wua` file.
I did make a mistake in my original post: the `.wup` file is actually a `.wux` file. And as I mentioned earlier, that file does not work inside Cemu.
Here's what I have. Two versions of the same game:
(The `.7z` file contains the `.wux` file; I just extracted it.)
Is there a different version I should be hunting around for? The mythical `.rpx` version you mentioned, perhaps? I'm running out of places to look for it.
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.
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1 hour ago, Sturm said:
I am attempting to add Wii U games to LaunchBox 13.15. I have two "versions" of a game to install, but it seems LaunchBox doesn't like one format, and Cemu doesn't like the other.
One format is a .rar file that, when unpacked, contains a folder with a bunch of numbered .app and .h3 files as well as title.cert, title.tik, and title.tmd. Cemu 2.0-91 can see this unpacked folder and recognize the game within and play it just fine. However, LaunchBox cannot see this folder and its files at all, so the game cannot be added to LaunchBox.
The other format is a .7z file that, when unpacked, only contains a single .wup file. LaunchBox sees this file perfectly fine! However, Whenever I try to open the file in Cemu, I get the error "Unable to launch game…Could not decrypt title. Make sure that keys.txt contains the correct disc key for this title."
What can I do to have both LaunchBox and Cemu be able to see and launch my Wii U games"
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:
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9 hours ago, Nocta said:
I don't use auto import because it creates several empty folders and I prefer to not have this (faster to get to my roms when I tinker with retro handhelds). Is pulling directly from emulator virtual drive vs file scanning something that will be added as a general option and be useable even without auto import on?
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.
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11 hours ago, Nocta said:
No one has this too?
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.
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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.
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9 hours ago, Disney Rob said:
I am having a heck of a time with Mame
The arcade section works well, As do some of the other sections
But things like Gamemate, Bally Astrocade, Mega Duck, and a few others just boot me out.
It says files are not found. However I have the proper files in my rom folder, but it doesn't seem like Mame is finding them
Any help would be appreciated.
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.
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On 7/26/2024 at 10:25 AM, Johnny T said:
@sundogak this is an amazing piece of work - thank you for clearly taking everyone through how to get this set up. It's really appreciated. And adding the media too is just the icing on the cake. You're an absolute diamond!
Does anyone know how to Escape back to BigBox ? I'm in the same boat as @ennahh76 in that the Escape mode mod posted by @TekkamanBlade isn't working for me?
Esc:: Process,Close,steam.exe Run,taskkill /im "steam.exe" /F ExitAppI think the Pinball FX app is stealing the use of the Escape key and just overriding whatever BB tells it? I've tried using F5 as well but that didn't work?
Anyone any ideas?
Thanks
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.
Spoiler;AHK.EXE SCRIPT to launch a specific Pinball FX and exit using commands noted below ;Exit Method 1: Use ALT ESC from keyboard to exit FX. Exit Method 2: Use XBOX Guide Button to exit ;Note that variable passed from LB splits the name into two: %1 = Table //// %2% = the table number in dummy file ### ;Thus, only use %2 and hardcode the "Table" portion in this script. ;this forces closed any prior launch #SingleInstance, Force ;Alter the "GameMode" to fit your purpose or can make multiple EXE files for launch. Run, "C:\Program Files (x86)\Steam\steam.exe" -applaunch 2328760 -GameMode Classic -Table "%2%" ;Wait while FX open and if close manually then exit script Process, Wait, PinballFX-Win64-Shipping.exe Process, WaitClose, PinballFX-Win64-Shipping.exe ExitApp ;Send input if executable active; likely not needed but left in #IfWinActive ahk_exe PinballFX-Win64-Shipping.exe SendMode, Input ;Alt ESC exits FX $!Esc:: WinClose, ahk_exe PinballFX-Win64-Shipping.exe ExitApp return ;Xbox Controller Guide button exits $vk07:: WinClose, ahk_exe PinballFX-Win64-Shipping.exe ExitApp returnIf wanted to use ESC by holding it for 5 seconds so still allows use of normal FX Escape key usage then sub in this portion in above script. I haven't tried this but should work based on one I had for another emulator:
Esc:: { keywait, Esc, t5 if errorlevel <> 0 { WinClose, ahk_exe PinballFX-Win64-Shipping.exe Exitapp }Notes: One part that caused me headaches is normally you pass the "Rom" name from LB to an AHK script using the "%1" variable. However, because the "ROM" name in this case is "Table 123" with a space then LB passes both pieces as a separate variable. So "Table" is %1 and "123" is %2. I spent a bunch of time on this not realizing it as FX had no space and thus passed as one variable. For the AHK I just pass %2 from LB with the table number and hard coded the "Table" portion in the AHK script.
Also, the Pinball FX executable is "PinballFX.exe in Steam but when I used AHK spy it appears that Steam launches another and that is called "PinballFX-Win64-Shipping.exe". I couldn't get mine AHK script to work with PinballFX.exe as AHK didn't see any process that was that name. That is unique to FX as FX3 didn't do this. If having issues double check with AHK Window Spy (utility can search via google), launch a normal FX window and see what is running. When I run Window Spy this is processes AHK sees for FX and FX3:
PinballFX ahk_class UnrealWindow ahk_exe PinballFX-Win64-Shipping.exe ahk_pid 35440 PinballM ahk_class UnrealWindow ahk_exe PinballM-Win64-Shipping.exe ahk_pid 38304 Pinball FX3 ahk_class PxWindowClass ahk_exe Pinball FX3.exe ahk_pid 27628Step 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.
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10 hours ago, dragon57 said:
I have a question for those who follow this thread and use/still use the user-created Silver Rings posted here.
I have been using a utility to download updates to this collection about once per month for use in my personal collection. I have also been thinking of posting up this set of additions to Viking's original work in the download section like the zip archive posted a few posts back which sundogak referenced.
Now to the question; is there any interest in me posting up this personal archive in the downloads section? If so, not all the Silver Rings in this thread were created in the original resolution and are smaller. If I upload an archive that gets updates every month or so, should all files be uploaded no matter the size? Any comments welcome.
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!
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1 hour ago, cucchulainnn said:
Hi, I have the licensed version after the latest update I've been having problems with the playlists. I've been using launchbox without major problems for more then 6 years. All the artwork has been replaced by gray boxes with the game name. The default when box art is not available. It looks like the update deleted all the box art as those folders are now empty. That and all of the sub-playlists are empty. I tried using the auto generate child playlist dialog box to remove the now empty ones and regenerate new ones. In the past this work but now it no longer does. It will generate new one but wont remove the old empty requiring me to delete them one at a time. If there isn't a way to fix this, can I roll launchbox back to an earlier version or do I have to do a clean reinstallation configuring everything from the ground up. I've been messing with it for a few weeks and am becoming extremely frustrated.
Thanks for any help, I am running windows 10 on mini amd 5700g system.
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.
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6 hours ago, Johnny T said:
Some of these are superb! Is there an updated pack somewhere with these in? Or a way of searching for the ones that are needed? There's 73 pages of amazing clear logos here so would be good if there was either - a way of searching for required ones or just a download of 'every' one in the thread?
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.
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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.
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19 hours ago, Shad8 said:
Almost all the ScummVM games i try to scrape with EmuMovies gives this error and the few it detects, are without video (which is what I'm looking for).
The games are linked properly to the LB game database IDs and named according to that (Platform associated ScummVM).
I have a lifetime license for EmuMovies and I'm logged in LB Integration settings.
Am i missing something?
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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47 minutes ago, Moleburt said:
I am having a very strange issue. Today while getting some new games setup I noticed that a lot of my lightgun games in my Sinden playlist had duplicates of most of their additional apps. So I used the Bulk Remove tool and mass removed all of them. The apps I was removing were for starting/stopping the Sinden software at game launch/close. So I used the bulk tool to add the applications back so that the games would only have a single copy as they should. So I added them back, problem solved right? Nope, I checked after restarting LB and noticed that it had doubled additional apps again, so I tested again, this time I just removed all the additional apps, didn't re-add them, so there shouldn't have been additional apps for starting/stopping the sinden software on any of these games. Restarted LB once again, and once again the additonal apps reappeared, and after another LB restart they had once again doubled.
It is not doing this to all games using additional apps, it seems to be Arcade platform games in the Sinden playlist, and not all additional apps are duplicating. This is a very bizarre issue that was not happening previously. Not even sure where to look for what is going on. Any insight and help would be greatly appreciated.
The images attached are of the same game between a single restart, no idea what is happening.
Thanks
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.
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45 minutes ago, crusadeRGP said:
When using the auto import for PS3 games using RPCS3 it adds eboot to all the file names in LaunchBox game list how can you remove or hide it?
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.
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2 hours ago, Stingeremui said:
When auto import kicks in I'm seeing the error below once launchbox starts to save games tried 4 or 5 times and always get the same error. I already have a decent amount of roms set up (Just over 50,000) so only really want to use auto import for Vita. It's a shame you can't just auto import the vita platform. I understand using the dummy folder method but I would need to change every single platform to use a dummy folder, which again is a shame when all I want to do it auto import vita games.
Even having a simple way to manually import Vita would be great, that's not as time consuming as the old methods.
App: LaunchBox
Version: 13.15
Theme: Default
Type: System.ArgumentOutOfRangeException
Site: Void ThrowArgumentOutOfRange_BadYearMonthDay()
Source: System.Private.CoreLibat Unbroken.LaunchBox.Search.LocalDbSearchResultGame..ctor(DbGame game, String region)
at Unbroken.LaunchBox.Search.LocalDbSearchResult..ctor(DbGame game, String region)
at Unbroken.LaunchBox.Search.LocalDb.GetGameById(Int32 id)
at Unbroken.LaunchBox.Windows.Desktop.MenuActions.ImportRomFilesMenuAction.CountCompositeInstance(Object reference, IEnumerable`1 connection, Object dir, Boolean appendinfo2)
at InvocationRecord.OrderInvalidPool(RomImportTask reference, IEnumerable`1 connection, String dir, Boolean appendinfo2, InvocationRecord )
at Unbroken.LaunchBox.Windows.Desktop.MenuActions.ImportRomFilesMenuAction.FindCompositeInstance(Object init)
at ParamRecord.OrderInvalidPool(RomImportTask init, ParamRecord )
at Unbroken.LaunchBox.Windows.Desktop.MenuActions.ImportRomFilesMenuAction.Finish(RomImportTask task, Boolean autoImported)
at AttrRecord.OrderInvalidPool(RomImportTask task, Boolean autoImported, AttrRecord )
at Unbroken.LaunchBox.Windows.Desktop.MenuActions.ImportRomFilesMenuAction.RunExternalTask(RomImportTask task)
at ProducerRepository.OrderInvalidPool(RomImportTask task, ProducerRepository )
at Unbroken.LaunchBox.Windows.Desktop.LaunchBoxAppSpecific.RunRomImport(RomImportTask task)
at IndexerRegistryProducer.InstantiateObservableWrapper(Object , RomImportTask task, IndexerRegistryProducer )
at Unbroken.LaunchBox.Windows.Monitoring.GameDirectoryMonitor.ViewMultipartStruct()
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()Recent Log:
17:53:50 Exception
see this post
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5 hours ago, Sinfire said:
I have this feature turned on and hoping to test it out soon...
I am curious..
1 - How does the system know what the rom is? There are several naming conventions out there used by the Rom Utilities. Do we need to have the names renamed to a certain standard? or is launchbox able to somehow figure out the game based on size, file signature, etc
2 - What happens to the games it does not match? Do you get a report or some log file saying these files were found but it was not imported?
3 - I see options to add games to the system.... and another option to remove games... Why not have a sync option that syncs (adds and deletes) games based on the files that are in the directory instead of having to do 2 separate steps?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.
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2 hours ago, Sinfire said:
If you are excluding systems and directories.. Does that not defeat the purpose of auto-importing?
How does the system handle directories that are on different volumes?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.
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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).
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1 minute ago, The Papaw said:
Yep, just like yours
Nope
Only adding a couple at a time to test the manual scanning
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).
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For the newest LB version 13.15 the only thing that matters is you have RPCS3 games installed within the emulator along with any DLC/updates and that auto import is turned on in LB. LB then uses RPCS3 emulator to determine which games are installed vs what files are within your roms directory. In fact you must not point your path for games within LB for the PS3 platform to your PS3 roms in that case or it winds up importing everything. Point the games path to empty directory and make sure LB has your emulator path correctly set. As we just went through this with the beta, they fixed a glitch where it was importing eboot.bin files for the updates and the original main game (as emulator sees them). LB now prioritizes the update eboot.bin if present.
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For the emulators, you don't have to put them where LB wants. If you do the auto install it does place them in LB\emulators by default but you can point to any location. What you do is up to you but should be consistent for all emulators or gets confusing. For my setup, I do not put ROMS or emulators in the LB directory. Regardless of what you choose, once you have setup your application path that is where LB will then save any updates for future. So in case below, I have an update pending for PCSX2 and it is not located in LB\Emulators directory. If I hit update it will update in path I have selected in Application Path.
If you decide you want to move an emulator to a different directory than what originally selected, then do so within Windows file manager (i.e., copy/paste folders). Then go back into Tools, Manage, Emulators, and update the path to the executable accordingly. The key thing here to remember is the location has nothing to do with the "monitoring" aspect in LB. LB does this by polling the executable which is listed in the application path.
Now as to the monitoring aspect. That is a new feature in LB and isn't fully applicable to all emulators. Your example of 4DO is one where LB has a box to click to download but it doesn't automatically monitor the executable for versions. In screen shot above the non-checked emulators in Status are examples of emulators that LB does not yet have "monitoring" functionality yet.
As far as ROM locations, again you can do however you want. LB isn't any more efficient one way or other. My 2 cents is you pick a logical process and stick with it. Personally, I use the completely separate folder structure for ROMs and Emulators. I have a "G drive" which has each platform (or emulator) and then the "roms" within that folder. The key for LB, especially with the new auto import feature is you have a structure where your ROMS are within an isolated directory per platform/emulator (see example for Atari 2600).
ROMs are then within the next folder depth:
Not really sure on your question on "separate drives" but again LB doesn't care where the files are located. You could have files on different paths or multiple drives. For ease of use, you are better off keeping things as simple as possible but for example if you have some larger files on a "H drive" then as long as LB can see it when it launches then no issues. How you name the folders is again up to you, LB doesn't care as long as you have pointed paths correctly. To give you point of reference here is snip of some of the rom locations for some of my platforms to give idea. Again, this is way I did it but consistency is the key item on any naming you do.
On Retroarch, it is good for many things and I do use it for maybe half of my systems. Like all things use what is easiest and gives you performance for your system. For most of the earlier cart based systems I find it is easiest to use. For MAME, recommendation is to not use RA for that. It just gets way too complicated but people still do. But other than MAME, for most part if RA has a core for it give it a try first. Some RA cores lag behind their standalone counterparts but for most of us it isn't a huge issue.



Vita3K usage...
in Noobs
Posted
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.