SiriusVI
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This handy little tool can hide specific input devices from LaunchBox. And it's fairly easy to use. I think it's exactly what you need: https://github.com/briankendall/devreorder
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Betas might work well sometimes, but might break your setup other times. Again, if you don't want to deal with bugs, stay away from the beta versions.
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If you don't want to deal with buggy updates, you should not be updating to beta versions. Just stick to the stable versions and you should be fine.
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Hey everyone, I've recently been setting up games using the retroarch subsystem menu options in various cores, for example: 1. Sameboy --> linking two games together via link cable emulation 2. Snes9x --> dual cartridge mode for sufami turbo games 3. MupenPlus Next --> N64DD What I've realized however is that when loading roms via these subsystems, retroachievements won't work. specifically, retroarch won't log into retroachievements at all: Does anyone have the same issue and can help me fix it? The strange thing is that I THINK it used to work in the past, but I might misremember. Maybe some settings are off. But launching games normally works fine.
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Hey everyone, I've been trying to set up Nintendo 64DD within Retroarch and I've gotten most games working. Therefore, I wanted to share what I've learned along the way. I'm using the mupen64plus next core with ParaLLEl RDP and RSP. As for the N64DD games, I'm using the original Japanese dumps, no translation hacks (I haven't tested those, yet), and no cartridge conversions. Dezaemon DD and F-Zero X - Expansion Kit are expansions, which need specific N64 roms to load. The rest of the games are standalone, but still need an N64 rom to properly load. I'm using Super Mario 64 all of them, except for Kyojin no Doshin (Doshin the Giant), which for some reason won't load with Super Mario 64. I'm using Air Boarder 64 for that game. What you'll need: 1. The Japanese BIOS file version 1.2 2. The Japanese N64DD disk games 3. The Super Mario 64 (Japan) rom 4. The F-Zero X (Japan) rom 5. The Dezaemon 3D (Japan) rom 6. Another random Japanese N64 rom (I'm using Air Boarder 64 (Japan)) So here's the set up: 1. For the Japanese games, the Japanese BIOS file version 1.2 must be placed inside "RetroArch\system\Mupen64plus" and renamed to "IPL.n64" (the .n64 file extension is important, the z64 file can just be renamed, no need to convert it in any way). 2. Import the N64DD games into LaunchBox (the files can be zipped, no need to extract them). 3. In Launchbox, go to manage emulators --> Retroarch and find the Nintendo 64DD platform. Under Extra-Command-Line Parameters add: --subsystem ndd %romfile% "PATH TO\Super Mario 64 (Japan).zip" This should load most of the standalone games. 4. Go back to your N64 DD platform and find the Dezaemon DD game. Right-click and go to edit. Under "Emulation" enable Custom Command-Line Parameters and insdert: -L ".\cores\mupen64plus_next_libretro.dll" --subsystem ndd %romfile% "PATH TO\Dezaemon 3D (Japan).zip" 5. Go back to your N64 DD platform and find the F-Zero X - Expansion Kit. Right-click and go to edit. Under "Emulation" enable Custom Command-Line Parameters and insdert: -L ".\cores\mupen64plus_next_libretro.dll" --subsystem ndd %romfile% "PATH TO\F-Zero X (Japan).zip" 6. Go back to your N64 DD platform and find the Kyojin no Doshin game. Right-click and go to edit. Under "Emulation" enable Custom Command-Line Parameters and insdert: -L ".\cores\mupen64plus_next_libretro.dll" --subsystem ndd %romfile% "PATH TO\Air Boarder 64 (Japan).zip" 7. For Sim City 64 to be able to go past the title screen, make sure that in the mupen plus core options, the follwoing settings are set: "Framerate" must be set to "Original", "Fullspeed" causes a black screen past the initial logos. Under "Pak/Controller Options", if player 1 (and possible the other players?) has a rumble pak inserted, it also doesn't work (same as above). Memory pak works. That's it. I've not tested playing much, but as far as I can tell, this is how to get almost all of the games working. There are 2 roms, I'm still having trouble with (maybe someone can offer a solution?): 1. The Randnet Disk does launch, but once the title screen shows "press start", nothing happens. Pressing start on the controller won't do anything. I know that this isn't a game, but it would still be nice to enter the program, just out of curiosity. 2. Kyojin no Doshin - Kaihou Sensen Chibikko Chikko Daishuugou (Doshin the Giant: Tinkling Toddler Liberation Front! Assemble!) is an add-on / add-in for the Doshin the Giant disk. It does Launch, but it won't go in-game. If I understood correctly, in order to get this game to work, you'd need to be able to swap between the Doshin the Giant disk and this add-on disk, and I don't think this is possible with mupen. If anyone know of a way to do this, please share! I hope this helps someone!
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Yeah, my thoughts exactly. For now, my go to method was to use HDD games as a default and only use disc games if an HDD versions was unavailable. I'm converting those disc game folders to .iso as we speak. I will decide later if I will switch to .iso files for the rest of my games, too, but most likely I will stick to HDD games until - eventaully - there will be a new file format that allows merging games with title updates and dlc, like you said.
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I might reconsider switching from hdd based games to disk based games, too. But it's gonna be a long process. Especially if it's not possible to delete the HHD game, but leave the dlc and update data in tact. Ah well, we'll see.
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I know, but for me, shaders are more important than anything else. I might switch to the standalone emulators once I find a convenient enough solution to autoload shaderglass with my shader presets when launching a rom. I think it's already possible, but I simply do not have the time to dig deeper into it, right now.
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I might have to do it again some time, though, since I had to use the makecd command for all ps2 games, but most of the ps2 games are of course DVDs and so the makedvd command should be used. But at the time of conversion, this format was not compatible with the ps2 retroarch core, I believe. Same for PSP games. Makedvd is compatible with emulators, but retroachievements won't work with them.
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you and me both! Haha. But chd is just too good to not convert.
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Have you been able to get SimCity 64 to play? I can launch it and get to the title screen, but the I just get a black screen and nothing works. I managed to get in game in the other 64DD games.
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Yeah, it's a project. I'd do a few every day and not worry about when it's done.
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That's true. Personally, I use the digital versions for most PS3 games, since I found that many disc games install a significant amount of data onto the virtual hdd. So having the .iso present would just occupy a lot of space unnecessarily. But if the .iso files are the same as the expanded folders for the disc-based games, I might convert the disc-based games that I have.
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Aren't the .iso files a lot larger than the folders? CHD support would be nice, though.
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Thank you, that worked! However, it does not entirely fix my issue. Now the Dual Game states are created in: RetroArch\LinkCableGamesSaveStates\SameBoy\ E.g. for Pokemon Blue and Red, it is: RetroArch\LinkCableGamesSaveStates\SameBoy\Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state It still has the same name as single mode Pokemon Blue, but it doesn't matter, because it is in a different location. So far so good. However, Pokemon games can be linked up in many different variations accross GB and GBC: Blue + Red Blue + Yellow Blue + Green Blue + Gold Blue + Silver Blue + Crystal So if I use the "Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state" name for Blue and Red, I cannot use it for say Blue and Yellow, and other combinations. I could of course set up different save file locations for each different combination, but that is a bit too hacky for me and I'd like to avoid doing something like this. That's why the alternate naming convention when launching from the RetroArch history menu is so elegant, because it will create a different name for the state depending on the exact games that are linked, e.g.: Pokemon - Red Version (USA, Europe) (SGB Enhanced) + Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state There must be some way to tell RetroArch to do this from the start, right? Anyway, thank you for your help so far 😃 Edit: Just in case anyone wants to try the "hacky" solution, there are a few things to keep in mind that drove me almost crazy: 1. You must disable the automatic Retroachievements login that is done through the LaunchBox plugin (go to manage --> emulators --> Retroarch --> retroachievements --> disable "log in on Game Launch". This is because this automatic login is also done via --appendconfig and that leads to the --appendconfig that is added to the custom command line not working. 2. The custom save state path / folders that are specified in the custom .cfg file must be created manually, otherwise it doesn't work. Retroarch.log reads: [WARN] [Config] "savestate_directory" is not a directory, ignoring... EDIT 2: Alright, so my "hacky" solution looks as follows for now: 1. I create 7 different config files in: ...\RetroArch\Custom_Configs\LinkCableSaveStates\ These config files will each use a different --appendconfig command to set a different save state folder according to the game that the primary game is linked to, e.g: ...\RetroArch\states\LinkCableSaveStates\Pokemon_Linked_to_Red So all save states for Pokemon games linked to Pokemon Red will go there. Same for the other games. 2. Again, these folders must be created manually: Example use scenario: 1. I create a Platform in LaunchBox called something like "Game Boy Multiplayer" or "Game Boy Link Cable". 2. I import Pokemon Blue and change the Name to e.g.: "Pokemon Blue linked to Pokemon Red" 3. I toggle "Use Custom Command-line Parameters" and insert: -L ".\cores\sameboy_libretro.dll" %romfile% --subsystem gb_link_2p "M:\Pokemon - Red Version (USA, Europe) (SGB Enhanced).gb" --appendconfig ".\Custom_Configs\LinkCableSaveStates\Pokemon_Linked_to_Red.cfg" 4. Launch the game and create a save state. The save state will be located in ...\RetroArch\states\LinkCableSaveStates\Pokemon_Linked_to_Red 5. I then import Pokemon Blue again like before, but this time I rename it to: "Pokemon Blue linked to Pokemon Gold" 6. For "Use Custom Command-line Parameters" I insert: -L ".\cores\sameboy_libretro.dll" %romfile% --subsystem gb_link_2p "M:\Pokemon - Gold Version (USA, Europe) (SGB Enhanced) (GB Compatible).gbc" --appendconfig ".\Custom_Configs\LinkCableSaveStates\Pokemon_Linked_to_Gold.cfg" 7. I launch the game and create a save state. The save state will no be located in ...\RetroArch\states\LinkCableSaveStates\Pokemon_Linked_to_Gold And so on. This allows me to be able to create individual save states for each possible Pokemon-Link-Combination. There is no danger of accidentally overriding and corrupting a save state. Note that this does not affect the single game save states, because those games are launched from a different platform in Launchbox (Nintendo Game Boy), which does not use Custom Command-line Parameters. It does also not affect regular game saves, because they are handled perfectly fine by Sameboy no matter if a game is used in dual mode or single mode. Still, if anyone has a better, less "hacky" solution, I'd be glad to implement it. The Pokemon - Red Version (USA, Europe) (SGB Enhanced) + Pokemon - Blue Version (USA, Europe) (SGB Enhanced).state option is right there. I'd just need to figure out a way to make RetroArch always create these custom state names.