MysterNybble Posted Saturday at 09:10 PM Author Posted Saturday at 09:10 PM 20 hours ago, SqHd said: "My High Scores" link. Thank you! I've played some odd games over the years... Did you get gud yet? Thanks, glad it's useful :P. 1 Quote
MysterNybble Posted Saturday at 09:12 PM Author Posted Saturday at 09:12 PM 21 hours ago, Drybonz said: I have a large game library, and seem to have improved startup time in the latest beta... which is appreciated. The weird thing is that after opening the beta 2 version, my desktop mouse pointer has become very small... I guess maybe related to DPI stuff (which I am never running at 100%)? 3 hours ago, launchretrogirl2562 said: never had it before version 14.1 and for my, only after latest beta I encountered this, the change with the faster shutdown 3 hours ago, eMonster420 said: I've actually had this mouse pointer size issue for several versions. It usually manifests itself after playing a ROM through retroarch. But, it can do it almost any time I close LB. LaunchBox 14.1: Get your glasses! j/k, I think I know what caused it. The "reset cursor bit" is indeed ignoring something useful and doing it regardless of whether it hid it or not, so I'll fix that up as well. In the meantime, you'll need to keep resetting it yourself, I don't have another workaround. 1 1 Quote
MysterNybble Posted Saturday at 09:13 PM Author Posted Saturday at 09:13 PM 8 hours ago, JoeViking245 said: Today's import (6 games, no images/videos) only took just shy of one minute. Started import (clicked Finish) at x:53:30 (53 minutes and 30 seconds). "Saving Games" at 53:51 Done at 54:49 (times noted above are from the PC's clock [lower right] which I have set to show seconds) Debug 2026-10-10 04-52-21 AM.log This one was 2 minutes "Saving Games" (note the date puts it prior to this beta series) Debug 2026-09-24 07-34-33 AM.log Thanks! "Combine ROMs" is the culprit, I think, because the platform wasn't fully loaded, and that feature it needs to be. But that's silly and I think I can fix that, we'll see 🤞 2 Quote
MysterNybble Posted Saturday at 09:14 PM Author Posted Saturday at 09:14 PM 20 hours ago, Hanz said: Something seems to be up with the Play Time syncing. I switched the account over on the cloud menu and a few games now have wildly inflated play time and play counts. Per dolphin I should be at 23 hours and I've only been playing a week so 773 is very off. I manually changed it back to what it should be but when I relaunched the game and came back it had jumped even higher than before. The sync status at the top is saying out of sync and could not connect to the launchbox games database. To fix this Nook demands you pay him a million bells. I don't need bells, but I do need your debug log, can you send those over during that play session if you can find it, hoping to see what happened there. Quote
MysterNybble Posted Saturday at 09:16 PM Author Posted Saturday at 09:16 PM 2 hours ago, Kedog said: Hi everyone, I am using a 4K monitor. Before updating to LaunchBox 14, all badges displayed perfectly without any issues. Since the update, the badges look very blurry and pixelated. I found out that checking "Override high DPI scaling behavior" (set to Application) under the compatibility properties fixes it instantly. However, this setting completely resets every time I reboot my computer. Even using the "Change settings for all users" option does not stick; Windows reverts it after every PC restart. Has anyone experienced this behavior since version 14, or knows how to make this fix permanent? Thanks! Thanks for the detail, unlikely related to small cursor. That said, you shouldn't need to set compatibility mode (and LaunchBox doesn't reset it, so maybe a windows quirk). I'll double check though and see what's going on. What version were on prior to 14 so I can compare the code? Quote
Hanz Posted Saturday at 09:23 PM Posted Saturday at 09:23 PM Debug 2026-10-09 08-09-07 PM.log I think this is the right one. I also noticed that every time I open Launchbox it increments up approximately 22 hours, which is the actual time I have in the game. Only a handful of other games seem to affected. Looks like Donkey Kong Country, Bloodstained and Vampire Survivors are the others so not much commonality there. Quote
MysterNybble Posted Saturday at 09:59 PM Author Posted Saturday at 09:59 PM 35 minutes ago, Hanz said: Debug 2026-10-09 08-09-07 PM.log 328.47 kB · 1 download I think this is the right one. I also noticed that every time I open Launchbox it increments up approximately 22 hours, which is the actual time I have in the game. Only a handful of other games seem to affected. Looks like Donkey Kong Country, Bloodstained and Vampire Survivors are the others so not much commonality there. Thanks, that makes it clear. Syncs are partly failing, but play-time part is succeeding, but it sort of rolls it all back, so it keeps doing it. You should probably turn off your cloud sync for now, at least for this beta until I figure this out. I'll help you clean up your cloud records later as well once it's fixed. Stay tuned for beta 3... Quote
JoeViking245 Posted Sunday at 12:57 PM Posted Sunday at 12:57 PM On 1st startup of the day, LB will update the local database file and "get stuck" at Applying Metadata. This was happening with beta-1 of this release as well. This update was not prompted by a Force Update nor manually importing any new games. It Just Did It™ on its own. I do have Automatic Imports enabled in Tools-Options and in Manage Storefronts (Steam only, "All Games"). No 'new games' are ever added. And shouldn't, as no ROMs/games were added to any folders, nor purchased/added any new Steam games to my Steam account. I do have 2 Steam games in my ImportBlacklist.xml. And rightfully so, these 2 games are not present in my LB collection. (Relevant? Dunno) I have not tested systematic disabling of Auto Imports. After a same-day restart of LB, all is good in the hood. Windows 11 (26H2) Default theme Plugins abound. But none that look at or touch games, folders, ROMs, local db, platforms (anything really) at Startup. Debug 2026-10-11 05-08-53 AM.log Quote
Kedog Posted yesterday at 01:18 PM Posted yesterday at 01:18 PM On 10/10/2026 at 11:16 PM, MysterNybble said: Thanks for the detail, unlikely related to small cursor. That said, you shouldn't need to set compatibility mode (and LaunchBox doesn't reset it, so maybe a windows quirk). I'll double check though and see what's going on. What version were on prior to 14 so I can compare the code? @MysterNybble Thank You! I always update immediately, so I had the last stable version before 14.0. 1 Quote
JoeViking245 Posted yesterday at 01:19 PM Posted yesterday at 01:19 PM On 10/11/2026 at 5:57 AM, JoeViking245 said: On 1st startup of the day, LB will update the local database file and "get stuck" at Applying Metadata. Update to this: Yesterday, I disabled Storefront Auto-Imports and this morning the same thing happened. (updating local db progress bar got 'stuck') After seeing it was stuck, I went to Tools < Options < General < Automated Imports, un-checked and re-checked Enable then clicked OK to save and close. Shortly after, got a Notification that 1 game was successfully imported. Clicked Details and it was blank. At this point, the progress bar went away. Today's findings: I have a "Docs" platform that I set up for testing the 'launching' of various types of documents. I imported \LaunchBox\Themes\Documentation.pdf as my pdf test case. Looking at the platform's Game Folder Path, I see it had gotten set to Themes. Per the logs (after the above un-check/check/click OK), the Auto-Import feature was attempting to import \Themes\Default\.bb-bundled-assets-stamp. I have reset the "Docs" Game Folder Path to Games\Docs so that "should" resolve things on my end. Note: Documentation.pdf was added to my collection back in July which is when I presume the Folder Path was set. It wasn't 'till recently the progress bar was getting 'stuck'. Debug 2026-10-12 05-24-54 AM.log 1 Quote
damageinc86 Posted yesterday at 06:07 PM Posted yesterday at 06:07 PM can we map bigbox navigation controls per-controller yet? been over 12 years now. Please someone, anyone. get in there and add this QOL functionality. Quote
Fursphere Posted 23 hours ago Posted 23 hours ago 1 hour ago, damageinc86 said: can we map bigbox navigation controls per-controller yet? been over 12 years now. Please someone, anyone. get in there and add this QOL functionality. Can you elaborate on how you would use two controllers to navigate BigBox and have different functionality on each? Quote
damageinc86 Posted 22 hours ago Posted 22 hours ago 6 minutes ago, Fursphere said: Can you elaborate on how you would use two controllers to navigate BigBox and have different functionality on each? Well the over 10 year old bitbucket issue has disappeared because they moved from bitbucket to a new feedback system. But that issue is here: https://feedback.launchbox-app.com/p/individual-controller-mappings-for-lb-navigation/comment/67f8079f5317ae6b9c611469 In a nutshell, Button 1 for say "ENTER/SELECT", will not always be the same button on every controller you have plugged in (xbox, ps, switch, snes, nes, gamecube, n64 hori, etc.). So if you map button 1 to be able to select something in bigbox, e.g., "ENTER" to start the game after scrolling to it,...and you pick up the gamecube controller to do so, and you press what you feel should be the select button, say the A button,...but that's not button 1 on that controller,...it is button 2,...then that is unfortunate and annoying. So if they gave us the ability to keymap PER-controller mapping for navigating big box, we could then pick up any of our controllers and the buttons we mapped to button 1, will always be the "ENTER.SELECT" button no matter what. Launchbox can do this,...it just needs to be programmed. And no,...using joy2key on top of launchbox, JUST for navigation, is silly since it should really just be a quality of life function programmed into it. 3 Quote
MysterNybble Posted 21 hours ago Author Posted 21 hours ago 7 hours ago, JoeViking245 said: Update to this: Yesterday, I disabled Storefront Auto-Imports and this morning the same thing happened. (updating local db progress bar got 'stuck') After seeing it was stuck, I went to Tools < Options < General < Automated Imports, un-checked and re-checked Enable then clicked OK to save and close. Shortly after, got a Notification that 1 game was successfully imported. Clicked Details and it was blank. At this point, the progress bar went away. Today's findings: I have a "Docs" platform that I set up for testing the 'launching' of various types of documents. I imported \LaunchBox\Themes\Documentation.pdf as my pdf test case. Looking at the platform's Game Folder Path, I see it had gotten set to Themes. Per the logs (after the above un-check/check/click OK), the Auto-Import feature was attempting to import \Themes\Default\.bb-bundled-assets-stamp. I have reset the "Docs" Game Folder Path to Games\Docs so that "should" resolve things on my end. Note: Documentation.pdf was added to my collection back in July which is when I presume the Folder Path was set. It wasn't 'till recently the progress bar was getting 'stuck'. Debug 2026-10-12 05-24-54 AM.log 101.82 kB · 1 download Excellent sleuthing. First off, the stuck bar is, it looks like, a bug from this round of changes. I'll get a fix into beta 3 for that along with the other things. You Docs folder pointing at Themes is a self-fulfilling prophecy kind of issue. Big Box writes that hidden file into the Default theme to help it avoid re-extracting the theme assets every time, and the scanner sees that like it does any other thing and wala. Your moving the folder should indeed address that. 1 Quote
MysterNybble Posted 21 hours ago Author Posted 21 hours ago 1 hour ago, damageinc86 said: Well the over 10 year old bitbucket issue has disappeared because they moved from bitbucket to a new feedback system. But that issue is here: https://feedback.launchbox-app.com/p/individual-controller-mappings-for-lb-navigation/comment/67f8079f5317ae6b9c611469 In a nutshell, Button 1 for say "ENTER/SELECT", will not always be the same button on every controller you have plugged in (xbox, ps, switch, snes, nes, gamecube, n64 hori, etc.). So if you map button 1 to be able to select something in bigbox, e.g., "ENTER" to start the game after scrolling to it,...and you pick up the gamecube controller to do so, and you press what you feel should be the select button, say the A button,...but that's not button 1 on that controller,...it is button 2,...then that is unfortunate and annoying. So if they gave us the ability to keymap PER-controller mapping for navigating big box, we could then pick up any of our controllers and the buttons we mapped to button 1, will always be the "ENTER.SELECT" button no matter what. Launchbox can do this,...it just needs to be programmed. And no,...using joy2key on top of launchbox, JUST for navigation, is silly since it should really just be a quality of life function programmed into it. Really do appreciate the feedback. This is not going to make this release but I'm sure you've upvoted that item (and anyone else reading this can do the same) and it'll be in the running as we prioritize what we can build into the next release. We do have some tangential controller work in the hopper we are evaluating that would make this kind of request easier so maybe it'll align nicely (haven't done the leg work yet but will be kicking off that planning process here soon). 1 Quote
damageinc86 Posted 20 hours ago Posted 20 hours ago 34 minutes ago, MysterNybble said: Really do appreciate the feedback. This is not going to make this release but I'm sure you've upvoted that item (and anyone else reading this can do the same) and it'll be in the running as we prioritize what we can build into the next release. We do have some tangential controller work in the hopper we are evaluating that would make this kind of request easier so maybe it'll align nicely (haven't done the leg work yet but will be kicking off that planning process here soon). heck yeah! that would be phenomenal. I'm not sure it will get upvoted much more,...it seems like one of those things people don't really know they need until they need it maybe? lol. In any event, sounds promising! I figure by now, so many big issues have been worked on, that maybe some of these small qol things finally get their time to shine! It's been a pinch point in my setup for over a decade now, so hopefully there is some light at the end of this tunnel. thanks for the response! Quote
Fursphere Posted 18 hours ago Posted 18 hours ago 4 hours ago, damageinc86 said: Well the over 10 year old bitbucket issue has disappeared because they moved from bitbucket to a new feedback system. But that issue is here: https://feedback.launchbox-app.com/p/individual-controller-mappings-for-lb-navigation/comment/67f8079f5317ae6b9c611469 In a nutshell, Button 1 for say "ENTER/SELECT", will not always be the same button on every controller you have plugged in (xbox, ps, switch, snes, nes, gamecube, n64 hori, etc.). So if you map button 1 to be able to select something in bigbox, e.g., "ENTER" to start the game after scrolling to it,...and you pick up the gamecube controller to do so, and you press what you feel should be the select button, say the A button,...but that's not button 1 on that controller,...it is button 2,...then that is unfortunate and annoying. So if they gave us the ability to keymap PER-controller mapping for navigating big box, we could then pick up any of our controllers and the buttons we mapped to button 1, will always be the "ENTER.SELECT" button no matter what. Launchbox can do this,...it just needs to be programmed. And no,...using joy2key on top of launchbox, JUST for navigation, is silly since it should really just be a quality of life function programmed into it. Makes sense. I've just made it a point to always buy the same controllers, so they all match. But ya, if you're going for console specific 'authentic' controllers, I can see the issue. Quote
MysterNybble Posted 18 hours ago Author Posted 18 hours ago @JoeViking245, @xmas I'm having a little trouble reproducing this 2-5 min stall. I admittedly have a decent machine but it's never more than 10-20s even if I try to force it to be slow. Is there anything about how your ROMs are stored that might interesting? NAS, external drive, anything at all? Also, can you do a limited test with Combine ROMs turned off just to rule that in/out of my investigation? I've tried it a bunch of ways, but I'm running out of things to try. Your logs clearly show it happening, but I can't see what would cause it quite yet or just don't have a comparable library to use (my "large library" test has 30kish games). If you don't have anything that might be useful, the best I can do is add more logging to beta 3 and hope we find out what's going on. EDIT: also, secretly hoping that just by asking for more information I'll immediately find it, since it seems that happens to me (but don't count on it) Quote
JoeViking245 Posted 4 hours ago Posted 4 hours ago 13 hours ago, MysterNybble said: can you do a limited test with Combine ROMs turned off Pretty sure I never had combine enabled (but stranger things have happened). All tests were ROMs imported from an internal HDD. Fortunately/un-fortunately, my 4 tests this morning were all under 15 seconds. With each import of 10 [different] ROMs being faster than the previous one. e.g. 15 sec, 13 sec, 11 sec and the last, seemingly near instant. The only difference from previous test was, today, the local db didn't get updated alongside the import process. And to clarify, all Saving Games times mentioned (1 minute, 4 minutes...) by me were from the time Saving Games appeared, to the end. aka, They did not include the update local db time. I'll try again tomorrow and see if I can find something in my/the process that triggers the anomaly. Quote
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