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Posted
8 minutes ago, Eyebrows Cat said:

Will it still start if I clear the scope storage in the emulator settings like in this video? In this environment, .bin is starting up.

I can confirm that this solution is working. When the scoped storage is cleared on the emulator page I'm able to run bin files but for cue it's not working.

So maybe the game importer should search for bin files and pick them as the main game file instead of cue files.

Posted
8 minutes ago, AndrewSpec said:

I can confirm that this solution is working. When the scoped storage is cleared on the emulator page I'm able to run bin files but for cue it's not working.

So maybe the game importer should search for bin files and pick them as the main game file instead of cue files.

When importing, try using the File Extension Filter and specifying .bin.

Posted (edited)
21 minutes ago, Eyebrows Cat said:

When importing, try using the File Extension Filter and specifying .bin.

It's  not filtering properly. 

Screenshot_20250428_130227_SolidExplorer.thumb.jpg.228e54eb588bbb36528c067a3fb6ac62.jpg

 

In Solid Explorer I filtered the psx directory by *.bin and  as you can see there's a lot of bin files.

But inside LaunchBox it's  not filtering it properly.Screenshot_20250428_130357.thumb.jpg.881805ee23a9273c45ce92b2835d748e.jpg

Screenshot_20250428_130401.thumb.jpg.20a25fff1bcd736e4c70a70d84353ee9.jpg

 

Only 2 files are ready to import.

Edited by AndrewSpec
Posted
2 hours ago, AndrewSpec said:

I can confirm that this solution is working. When the scoped storage is cleared on the emulator page I'm able to run bin files but for cue it's not working.

So maybe the game importer should search for bin files and pick them as the main game file instead of cue files.

Sounds good. That makes sense. We will add it to the list to look into. The first thing is to check all PS emulators and see what they require to play the game. If only Duckstation requires a specific bin file, then that could pose problems, so here's hoping it's all standard across the board. This will probably not make it until next release.

Those multiple bin track versions are a pain.

Posted
On 4/28/2025 at 7:07 AM, AndrewSpec said:

It's  not filtering properly. 

Screenshot_20250428_130227_SolidExplorer.thumb.jpg.228e54eb588bbb36528c067a3fb6ac62.jpg

 

In Solid Explorer I filtered the psx directory by *.bin and  as you can see there's a lot of bin files.

But inside LaunchBox it's  not filtering it properly.Screenshot_20250428_130357.thumb.jpg.881805ee23a9273c45ce92b2835d748e.jpg

Screenshot_20250428_130401.thumb.jpg.20a25fff1bcd736e4c70a70d84353ee9.jpg

 

Only 2 files are ready to import.

Okay, we ran a bunch of tests and what's actually happening isn't what you guys were theorizing here.

What is actually happening is some limitation with DuckStation when dealing with multiple files (like bin/cue). If you are using CHD files, DuckStation can accept a normal file path and understand its location just fine. No issues.

What is happening when you are using bin/cue files, is that it accepts the cue file, then the cue file is essentially referencing all other bin files required to run the game, so DuckStation goes on the hunt to find the bin files and fails due to its own app requiring scoped storage permissions. This is different than an app like RetroArch, which can understand the location of the bin files just fine and you'll see it work without issue.

This means in order to use bin/cue files, you'll need to set scoped storage permissions inside of LaunchBox, and set scoped storage permissions inside of DuckStation, both to the specific location of your games.

However, right now in beta 5, let's say you give scoped storage permissions to your PS1 bin/cue file folder. This should work, but currently does not. This is where we have a bug that we will shore up before release. There's also another issue with DuckStation and scoped storage permissions when your games are located on an SD Card. That will be fixed up as well before release.

This basically means that if your PS1 games are just 1 file, then scoped storage is not required, but if they are more than 1 file, then multiple permissions steps will end up being required if using DuckStation.

This will also complicate the use of the network share feature. We'll try to make it work as best as we can, but if you find yourself in a situation where your games are bin/cue, and your games are on a network share, and you really want to use DuckStation, then both DuckStation and LaunchBox would need to be pointed to the LaunchBox\GameCache\Sony Playstation folder in order to function.

btw, I would not recommend switching your games to run specifically the bin file.

Anyway, we are still working on all of this stuff, but we'll make sure it's working before release even if we have to push it back a little.

 

  • Like 2
Posted (edited)

I just tried beta version 5 and it fixed 

Drastic (works perfectly)

Citron (works perfectly)

 

What is no longer working after the update

PSPSSPP v1.18.1 (works on version 1.17)

 

What continues to give me problems are

Cemu v0.1

Citra MMJ 20250221

flycast v.2.4.1

 

What was working before and still works

Retroarch

Nether SX2

Dolphin

 

Edit: not sure what I did, but fucking with PPSSPP for a bit somehow got it working again. So everything that was working in 1.17 is still working on the beta 5 release for me. 

Edited by mothergoose729
Posted
On 4/30/2025 at 10:29 PM, faeran said:

What is actually happening is some limitation with DuckStation when dealing with multiple files (like bin/cue). If you are using CHD files, DuckStation can accept a normal file path and understand its location just fine. No issues.

 

I've converted all my bin/cue psx games to chd and I can confirm that now it's working without any issues.

  • Like 1
Posted
5 hours ago, AndrewSpec said:

I've converted all my bin/cue psx games to chd and I can confirm that now it's working without any issues.

Awesome, good to know.

13 hours ago, mothergoose729 said:

I just tried beta version 5 and it fixed 

Drastic (works perfectly)

Citron (works perfectly)

 

What is no longer working after the update

PSPSSPP v1.18.1 (works on version 1.17)

 

What continues to give me problems are

Cemu v0.1

Citra MMJ 20250221

flycast v.2.4.1

 

What was working before and still works

Retroarch

Nether SX2

Dolphin

 

Edit: not sure what I did, but fucking with PPSSPP for a bit somehow got it working again. So everything that was working in 1.17 is still working on the beta 5 release for me. 

Thanks for the feedback.

Beta 6 just came out that should address most of what you were seeing.

Unfortunately, when we tested Citra MMJ it was having issues. However, it probably makes more sense these days to use something like Azahar.

Posted
31 minutes ago, faeran said:

Awesome, good to know.

Thanks for the feedback.

Beta 6 just came out that should address most of what you were seeing.

Unfortunately, when we tested Citra MMJ it was having issues. However, it probably makes more sense these days to use something like Azahar.

Reverse landscape rotation lock ❤️ finally.

Also I noticed that on beta 5 was a problem launching saturn chd files in Yaba Sanshiro 2 PRO but on beta 6 it's working fine.

  • Like 1
Posted

Beta 6 is out and has the following:

  • We've streamlined the behind-the-scenes process for launching files into emulators, improving compatibility and flexibility, especially for smaller standalone emulators
  • Because of the work above, launching into DuckStation should now work for a wider range of ROM types, located across different storage mediums
  • Reverse Landscape and Reverse Portrait was added to the orientation lock option
  • The import process will now ignore the extracted games folder, if one exists
  • Resolved a minor issue affecting search results

Beta 6 will be the final beta of this round. Thanks everyone for helping with this release cycle. Expect a release very soon.

We've already begun working on the next release cycle and can't wait to share what we have in store. 

  • Like 4
Posted (edited)
On 5/6/2025 at 4:07 PM, faeran said:

Awesome, good to know.

Thanks for the feedback.

Beta 6 just came out that should address most of what you were seeing.

Unfortunately, when we tested Citra MMJ it was having issues. However, it probably makes more sense these days to use something like Azahar.

Cemu and flycast are working in beta 6. As you said, citra mmj is still not. I might try switching to azahar

Edited by mothergoose729
  • Like 1
Posted
54 minutes ago, cult said:

Is Vita3K compatibility still non-functional with these recent releases?

Technically, it should work using custom emulator (with code), and some hacky methods (like creating dummy files). However, Vita3k is a fairly unique case and it's next release where we want to develop a very unique import/launching situation specifically for it.

Posted
13 minutes ago, ulnap said:

I cannot find ps vita in platform list wihle imprting games, is it supported now? I just upgrade to 1.18 today

Did you look for Sony Playstation Vita?  Or just PS Vita?

Quote

Version 1.18 - Released May 8, 2025

  • The following platforms have been added: BBC Microcomputer System, Emerson Arcadia 2001, Atari Jaguar CD, Epoch Super Vassette Vision, Fujitsu FM Towns Marty, Interton VC 4000, Mega Duck, Nokia N-Gage, Oric Atmos, Philips Videopac+, PICO-8, ScummVM, Sega Pico, Sony Playstation Vita, Nintendo 64DD, Sega Triforce, Sony Playstation 3, Microsoft Xbox

 

Posted
2 hours ago, JoeViking245 said:

Did you look for Sony Playstation Vita?  Or just PS Vita?

 

Yes I'm looking for Sony Playstation Vita, but I did not find it in the platform list, even Sony Playstation 3 which listed in the update. There are only Sony Playstation, Sony Playstation 2, Sony PSP, Sony PSP Minis in the list

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