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PurpleTentacle

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About PurpleTentacle

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  1. The HP Gaming laptop actually does have a slot for a 2.5" SSD drive, so I figure I can buy a 1 tb SSD & install that as my secondary drive. Since they seem to go on sale for about $100 for a 1 tb SSD, that's not too bad. I generally don't need a TON of space, and I think those 2 drives combined would easily cover my needs. Oddly enough, HP's own official response team is claiming that you need a GTX 1070 ti to play freakin' Civ 6. WTF! A 1050 should handle it no problem. It's not like you need 60 fps for Civ 6 (I'd imagine Civ 6 is more CPU dependent anyway).
  2. That is one of the laptops I was looking at! Unfortunately, the price is back up to $450 on Amazon. I'm also considering this HP Gaming Pavilion laptop for $500. Normally I assume "gaming" hardware just means that they charge you for the branding, but the specs on that laptop check out (still need to see if I'd be able to add another hard drive & that its build quality is good). There was another one I was looking at, but I can't seem to find it (I should have bookmarked it).
  3. I might have spilled some water on my old laptop, which may or may not be working (spoiler: it's not working now) - assuming that drying it out doesn't work, I'll need a new laptop. Fortunately, my needs aren't necessarily that high. I'm basically looking for something that can run my LaunchBox Collection (with GameCube games probably being the most complex that I'd run, maybe PS2), as well as some of the simpler PC games like Civ 6 or Darkest Dungeon, while also being able to watch videos on a 2nd monitor (I have a little 11" screen that I hooked up to my old laptop for watching Twitch/YouTube while playing games). Looking to spend about $400-500, but of course, the cheaper the better. Ideally, I'd like a SSD for running Windows 10, but I'd also like to have enough storage for my LaunchBox collection (about 200 gigs), but also a handful of Steam games. So if it comes with a 256 gig SSD, it would also need room for another hard drive (don't mind buying that later). Just figured I'd ask here - not sure if anyone has any specific suggestions.
  4. I believe I have the portable version of FS-UAE installed (I don't recall how I installed it, but the Portable.ini file is in the root directory). I downloaded the portable version of FS-UAE 3.02, and I *presume* that I can just overwrite my current files the way you can with updating RetroArch, but I want to be sure (especially with how time consuming it is to setup FS-UAE for each game).
  5. Thanks! That was quick. Tried it out, loved the change! The whole thing looks great, very arcade-y. I also like that it shows the star rating for each game - that's something I always like on a theme since it helps narrow down which games to try. Appreciate it!
  6. Nice! Glad that you like the idea. Like you said, it is kind of a limited usage thing (although, obviously, the arcade category is gigantic), but it looks great for the games that make use of it.
  7. I've mostly avoided them, partly due to the potential for performance issues (although my desktop PC has no issues with them), but mostly because they often don't *quite* look right to me. I'll turn them on now & again, but I usually prefer the unfiltered image. Now that I've kind of slowed down to working on my collection & LaunchBox config, I'd kind of like to experiment with them a bit more, especially for things like the N64, Playstation, & Gamecube. So far, for recreating that CRT look, I've kind of found that I like CRT-Royale & crtglow_gauss_ntsc_3phase (looks a bit more realistic to me, but it's also a bit harsher). I need to experiment a bit more with shaders for 3D games before I can really say what I like. I tend to prefer to not deviate too much from the original look, but I do like it when it makes things less jagged. Curious as to what others use (or don't use!). I'm also kind of trying to figure out my "philosophy", if you will, on using shaders. Part of me likes the idea behind CRT shaders since things like NES games do display slightly awkwardly on LED/LCD type screens, but it's not as if the lines on CRT screens was something we actually enjoyed, not to mention that some of the CRT shaders make it look less like the original than it originally did. Sort of like picking a palette for the NES - it makes you realize there never really was an official version of what things are supposed to look like. A lot of things we consider to be "accurate" are just byproducts of the equipment we used, and were never intended to be officially a part of the look (even if it was designed to be displayed on a CRT). In other words, just go for what looks best to you. And as far as "enhancements" on polygon based games, where the fact that they generated the images instead of using sprites allows use to use modern processing power & techniques, what are your thoughts on keeping it original vs. enhancing it? I find that the N64/Gamecube eras didn't age as well as the NES & SNES did as far as graphics are concerned (especially with the poor cameras in the N64/PS1 days, but that's another matter), so I really appreciate upscaling/anti-aliasing/shaders for these eras. You'll have to excuse my rambling, but getting into emulation really makes me consider some of these "philosophical" questions.
  8. Really nice! I particularly like how the arcade cabinet uses the box art for a skin. Makes every cabinet look legitimate! I've seen something similar in the theme CoinOP, which is the marquee changing using the arcade marquee image (not sure if you're looking for suggestions/ideas, but it was something that came to mind).
  9. I should mention that this was an experiment on a backup copy of LaunchBox that I have, so I don't need to fix what I did, I just need to do it properly next time. I also have a curated set of arcade games, so if it's really tricky, I'll probably just stick with my curated set. Also looking to avoid importing mechanical games (I suppose it might be easy to remove them after importing). Also, one issues that I have after importing arcade games is that I have to test each individual game to make sure I use the right core in RetroArch for it to work. I didn't mind doing that with my curated games, but is there any easier/automated way to make sure RetroArch uses the right core when importing it? (Just mentioning that I basically have 2 LaunchBox collections - a ~200 gig size with the curated arcade collection, and one that I'm trying to make huge with things like the full Sega CD/PC Engine CD collection, so the full MAME romset would go in the huge one.)
  10. The nice thing about LaunchBox is that it's portable. I copy my collection from one computer to another quite often. One of the main things to make sure emulators work as a relative installation is to not use installers to install them, at least when possible. For instance, on the RetroArch download page, you can see that for Windows there's the option to download the Installer, and right below that, it says "Download". You just want to download the 64 bit Windows version, and then extract it under LaunchBox's emulator folder. After that, you add RetroArch as an emulator within LaunchBox, and it will add it (just a side note, I'm not sure if the RetroArch installer makes RetroArch non-portable, but I do know that the "Download" version will be portable). Most emulators I use are portable, but every now & again you'll get one that needs specified folders or have INI files that have specific folder paths in them. Dolphin, the Gamecube/Wii emulator, for example, does have a specific folder path that it uses to store the game files. Fortunately, LaunchBox removes the need for Dolphin to search in specific folders, but if you open Dolphin by itself, it won't show any games like it normally would (which is fine, since LaunchBox will organize the games). Other things might break, like if an emulator keeps a list of "recently played" games, the folder paths in the INI file might not be relevant anymore when you move everything, but again, not a huge deal. Not really a whole lot you have to do with LaunchBox to make it portable, but the biggest one is to make sure that when you import your games, to either copy or move the game files instead of using them in their current location (the exception to this is if your game files are already in LaunchBox's game folder, in which case, you can just use them in their current location when you're importing them). This comes up when you import your games. A window will pop up asking you which you prefer. There's a video showing you a bit of the process here. Also, if you want to make ScummVM portable, I highly recommend using EpicFail's ScummVM launcher.
  11. I have the SN 30 Pro as well. Loved it so much that I got the SN30 Pro + once it came out, since all the reviews were glowing. Cannot recommend enough!
  12. Ohh, right. Kind of forgot about that. Given that I use EpicFail's ScummVM Launcher to make ScummVM portable, I'm not sure it will work the way I want it to, though (the EpicFail ScummVM Launcher creates bat files that point to LaunchBox's version of ScummVM, which I could potentially edit/redo, but I'm not 100% sure that would work, and even if it does, it would take a bit of fuss to get it to work). Might look into it if I have the time, but for now, probably not worth the effort for me. Thanks for the response!
  13. I read that the update added a "pixel perfect" scaling option, as well as compatibility with a few games, improved Roland MT-32 sound emulation, and support for syncing save games via cloud services (pretty impressive set of new features!). I went to update my non-LaunchBox version of ScummVM, and I noticed that it uses the installer, which I'm guessing isn't ideal for the LaunchBox version. I'm looking at the download page on ScummVM's website, and I assume I'd want to use the "Windows 64bit zipfile" version to overwrite my files, but I'm not sure if there are any files that I *shouldn't* overwrite. It's worth pointing out that I'm also using the EpicFail ScummVM Launcher, so I need to be careful about not messing up those settings (one of my hard drives is pretty big, so I'll probably make a copy of my LaunchBox folder & experiment with it, once I get the chance. I'll update this post once I do). Related question - anyone mess with the pixel perfect option in ScummVM? One thing that has bothered me, including with DOS Box, is that the resolution scaling can be off. I never really notice it, but I like to try to capture the original experience as much as possible (minus quality of life things - I don't need to emulate the load times of old floppy drives, or switching disks, although I do like how the Amiga emulator has the option to simulate that, down to the disc reading sounds 😂). Also curious about the improved Roland MT-32 emulation, since I LOVE that feature, but sometimes the notes sound a bit sour.
  14. I do think this is a good idea, since I went a long while without realizing that the collective updates was eating quite a few gigs of space. I don't really need that feature since I can just do it manually, but I'm thinking more of new users who don't realize the old update files are still on their hard drive. If there's a reason why adding the option to delete the old updates isn't feasible (even if it's just a prioritizing features thing), maybe just adding a notification letting the user know that they can delete old updates manually would be a good temporary solution. For instance, just a line or two of text when you confirm installing the latest update (maybe also mention that it's advisable to keep an old update or two in case you need to revert to a previous version).
  15. Thanks for fixing this, Jason! I presume this is in the official 10.6 update that came out, and is no longer in beta?
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