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Game details

A on a game in the Library opens its details: everything about that one game, and every way to start it, on one screen. A on a game in the left pane of the File Browser opens the same screen, and B there goes back to the File Browser, on the same row.

Astral Circuit’s game details: its demonstration cover on the left; Last played says No play recorded, above Settings and Cheats. Launch Game is selected.

What's on the screen

  • The cover: the game's poster, or its disc banner if you have no poster pack.
  • Title and publisher, from the disc's banner. Under them, notes when they apply: Audio Streaming for a game that plays music streamed from the disc, Disc 2 Ready when Indigo has found the game's second disc, and Autoload (below).
  • Last played: the date you last started the game from Indigo, or "No play recorded". Indigo records it when your settings live on the card the game starts from, as with a single SD card. With no settings device to read it from, it says "History unavailable".
  • Saves, above Settings and Cheats, when the game has two or more save copies, or at any count with Saves on Details › Always. The first line counts them as the GameCube does: different files of the game are files (5 files | 58 blocks for a game that keeps its town, letters and options apart), one file in more than one place is copies (2 copies | 11 blocks), and each file's blocks count once, as its newest copy has them. Beneath it, Updated is the newest date recorded in those saves, then that save's own line: the one the GameCube's memory card screen shows under the block count, such as "Last saved on 1/6". A save records no creation date. These totals come from inserted memory cards and the configured Save Folder, including readable RAW images there. With your games on another card than your settings (an SD2SP2 beside a GC Loader, say), they also count the card images and saves in swiss/saves on the games' card, where Swiss's Emulate Memory Card keeps each game's card. It matches the full game and maker ID, not the title; this isn't a progress score. A scan that couldn't read everything says Partial scan. Settings › Setup › Library › Saves on Details offers On (the default, two or more copies), Always (any count) and Off (the box is hidden and the details don't read your memory cards). System › Memory Cards opens the individual saves and their details.
  • Manual, at the top of the rows, for a game whose manual is on the card: its page count. A on it opens the manual, at the width of the screen; Up and Down scroll, Left and Right turn the page, Y shows the whole page and B comes back here. Indigo comes with no manuals: see Game manuals to convert your own.
  • Settings: "Game Defaults" while the game follows them, or how many of its settings are its own and the first of them, such as "1 custom" and "Force Video Mode: 480p". See below.
  • Cheats: how many of the game's cheats are on and the names of the first ones, or "Y Choose cheats" when none are. It reads "No cheats found" when there's no cheat file for the game. See Cheats.
  • Launch Game, where the screen opens (below).
  • Shortcuts: the extra ways to start or check the game (below).

With a memory card that changes to each game's own card, such as a MemCard PRO GC, the box also shows while that card loads, however many copies there are: Memory card loading, then the saves once it is ready. A card that never finishes says Memory card didn't load, or Partial scan under two or more copies. If the card's status remains unconfirmed for a minute, Indigo stops waiting. Remove and reinsert the card to try again.

With On, a game with one save copy shows no Saves box. Always keeps it visible: 1 save | 2 blocks, with the recorded update and the save's own line, or No save copies found when a completed scan finds none. An incomplete scan with no saves found says Save scan incomplete instead. This setting changes only what the box shows; card loading, scan timing and the rules for choosing a copy stay the same.

Copying a save from a RAW image into the Save Folder makes a second copy of that file, and opening the game's details again shows it with On too: 2 copies | 2 blocks, with the recorded update and the save's own line.

Astral Circuit’s details after exporting one GCI: the Saves box, labelled « SAVES » since Left and Right choose a copy, reads 2 copies | 2 blocks over Updated 2024-02-29 12:34 and the save's own line, SD card image.

Start with another copy of the save

With two or more copies and a memory card in a slot, Left and Right step through them, and the label reads « SAVES ». The box shows one copy at a time, such as Copy 2 of 3 | Save Folder, with its date, In use for the copy on the memory card the game reads or Loads at launch, and the save's own line. A card image goes by its file name, such as MemoryCardA.USA.raw, and a save file in the games' card's swiss/saves by that card's name, such as SD Card - SD2SP2. When the copies are of more than one of the game's files, each shows its file's name and its place among that file's copies instead, such as DobutsunomoriP_MURA 2 of 2 | MemoryCardA.USA.raw, and each file's copies come together. After the last copy the totals show again: launching then leaves the card as it is. The card's own copies come first, then the SD cards', newest first; with more than eight, the oldest of those aren't offered.

Astral Circuit’s details after Right twice: « SAVES » shows one copy, Copy 2 of 2 | Save Folder, over Loads at launch | 2024-02-29 12:34 | SD card image.

Launch the game with another copy shown and Indigo asks first, naming the file when the game has more than one. A puts that copy on the memory card: the card's own copy of that file, if it has one, goes to the Save Folder first (on your settings card, wherever the new copy came from), the new one is read back from the card, and if anything goes wrong the card's own copy goes back and the game doesn't start. B leaves the card as it is and shows the totals again. The copy goes on the card that holds the game's save, Slot A first; with no copy on a card, on the card in Slot A, or in Slot B when Slot A is empty.

It isn't offered with no memory card in a slot, or while Emulate Memory Card is on, since the game then reads a card image on the SD card rather than the card in the slot. Nor is it offered for a memory card that changes to each game's own card, such as a MemCard PRO GC: Indigo only reads that card, once it has loaded this game's card, and the game starts with the card's own copy.

Start the game

The screen opens with a bright frame on Launch Game: press A to start the game. The details make way for the game's cover, centred in a ring that fills as Indigo applies the game's settings and your cheats, prepares the game and loads it. One line under the title says which step it's on, such as "Checking game" or "Loading game". If the game's patches live on another card than the game, that card is named under it ("Do not remove SD Card - SD2SP2"): leave it in until the game is running. When the ring is full the screen fades to black and the game starts. With UI Motion set to Off, the ring fills in steps without its glint, and the screen goes straight to black.

A on Launch Game for 1080° Avalanche: the details have made way for its cover, centred in a ring that is filling, with the title, the publisher and the step under it, Loading game.

If the game can't start, a message says why, and then the Library (or the File Browser) comes back.

Up and down on the D-pad or the control stick move the frame between Launch Game, Cheats and Settings, and A opens the one it's on. Cheats is passed over when the game has none. The other buttons on this page (X, Y, Z, R, L + A and B) work wherever the frame is, and the frame is still where you left it when you come back from Settings or Cheats.

L + A is a clean boot, shown when the game is in the disc drive (or a drive replacement that sits in its place). The console resets and starts the game the normal way, with nothing changed: no patches, cheats or forced video modes. Region restrictions apply. If a game should always start this way, turn on Prefer Clean Boot in its own settings; Launch Game then reads Clean Boot.

To start games straight from the Library without this screen, turn on Boot without prompts in Settings › Quick; the cover and its ring show all the same. Hold B while you choose a game to see its details anyway; that turns Boot without prompts off until you restart.

This game's own settings

X opens settings that apply to this game only: its video mode, widescreen, language, polling rate and the rest. In the Library, Y on the game's cover opens them straight away, and leaving them shows these details. Anything you change is marked Custom, and the detail screen's Settings line counts them and names the first, for example "1 custom" and "Force Video Mode: 480p". With none, it reads "Game Defaults". In the Library, a game with any Custom setting shows a small sliders mark in the corner of its cover.

X on the detail screen for 1080° Avalanche opens its own settings. A on Force Video Mode lists the modes; 480p is chosen and the row is marked Custom. B returns to the detail screen, whose Settings line now reads 1 custom and Force Video Mode: 480p.

In a game's own settings, X puts the highlighted setting back to the Game Defaults value, and B leaves. The rest works like the main Settings.

Autoload

Z marks the game to open every time Indigo starts, so it is the first thing you see, on Swiss's own game screen. With Boot without prompts on, the game starts straight away instead. The shortcut then reads Z Autoload On; press Z again to turn it off.

Autoload is saved in your settings file, so it appears only when Indigo has a device to save to.

Verify

R reads the whole disc image, compares it with the known good copy of that disc and tells you whether it passed. It appears for discs Indigo can check. Use it when a game crashes or won't start, to rule out a damaged file.


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From docs/guide/game-details.md in Indigo v2.8.0, rendered for the web. Spotted a mistake? Suggest an edit.