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Zombeaver

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About Zombeaver

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  1. All you have to do is setup the emulator like I have in the opening post: And then import the Game IDs like you would any other rom: Make sure you check the "use folder names" box in the importer like I show in the video. The games themselves are already included with ParaJVE. The only thing the Game IDs are doing is telling ParaJVE which one of them you want it to launch.
  2. It's a weird quirk of the forums, removing and then readding them to the post usually fixes it. They should be fixed now. And no. There might be (probably is) a site for that, but I just experiment.
  3. Couple new ones - a higher contrast version of Esper and a new one called Junker which is a much more neutral version. I don't really prefer that look but I know some do. It's actually fairly close to my JVC CRT. Download: Zombs Shaders 11-6-19.7z E01-Esper: E02-Esper-Contrast: J01-Junker: No shader: E01-Esper: E02-Esper-Contrast: J01-Junker: No shader:
  4. FYI about the QuitKey error from a little while back, Frode sent me a message this morning: @Styphelus
  5. I'm not sure if the language difference in the path is significant. It might be. I've asked Frode about it.
  6. Unfortunately, it would require a major rework to work correctly with curvature.
  7. New preset: Esper I recently swapped out my Sanyo 27" CRT for a nicer JVC AV-27530 27" CRT. It's quite nice and I've been playing a number of consoles on it recently and it got me in the mood to work on a more "traditional" scanline preset, so this is the result. I think it turned out pretty well, so I'm sure I'll make some further iterations of this. One added bonus is that this one's not nearly as finicky about the dimensions of the content as most of the others, as I did some experimenting with scaling based on viewport rather than source or absolute dimensions which seems to have worked quite well, so I may look into applying that to earlier presets to see if I can replicate the behavior there as well. Download: Zombs Shaders 11-2-19.7z No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper:
  8. I'm expecting great things from this man.
  9. What's the airspeed velocity of an unladen swallow? Oh uh, also, welcome!
  10. The two paths you show there are not the same. C:\\Users\\[something]\\Appdata\\Local\\Temp\\fs-uae-laba8fx2\\DH0\\BlackGoldreLINE\\data\\Games\\ C:\\Benutzer\\[something]\\Appdata\\Local\\Temp\\fs-uae-qn9zxugm\\DH0\\BlackGoldreLINE\\data\\Games\\
  11. I mean what I said. They're matched to content in the same way the overrides are - by filename; and the filenames for my games are not likely to be identical to your filenames. I might have "Fighters Megamix.cue" and you might have "Fighters Megamix (USA).cue". You would need to rename the presets that I attached to match your own files, just like you have to do with overrides, because I have no way of knowing what you have. I don't know what you mean by them being different - they're not. Fighters Megamix uses CRT-Deinterlacing-Soft-3X. If you open up the override (Retroarch\config\Beetle Saturn\FIGHTERS_MEGAMIX.cfg) or the preset (Retroarch\shaders\presets\FIGHTERS_MEGAMIX.glslp), you'll see it listed in both. It does nothing in overrides now (video_shader =), so it has to be loaded via the preset. You're welcome to compare each of the presets to the overrides, but they're the same.
  12. Attached below is an updated version of my set reformatted for Retroarch 1.7.8+. Shaders were changed in that version to read paths relative to the preset itself rather than relative to Retroarch which, of course, broke all the previous presets. Also included are some minor fixes here and there, and some new deinterlacing shaders. Be aware that, because of the path changes, these will not work with Retroarch 1.7.7 or earlier. Zomb's Shaders (Retroarch 1.7.8+).7z
  13. I've attached an update near the bottom of the opening post for Retroarch 1.7.8+ which has presets to trigger the deinterlacing shaders as well as updated versions of the shaders since the paths are now relative. Please note that you'll need to rename the presets to match your own files just like you have to do with overrides - they're matched in the same way. I included folders for both Beetle PSX HW and Beetle PSX as I've actually switched over to Beetle PSX now. I've encountered a few visual bugs in the HW core even when using software rendering (bugs that weren't present in previous versions), so I'm just using the regular old software core now. It's worth noting too that the latest software core supports upscaling itself, which is pretty neat.
  14. No and I'm rather dubious frankly. They're there for those that want them, but games during this era often had elements such as physics, collision, etc. that were tied in with framerate that are likely to break if running at a speed that wasn't intended. I'm sure some of them are fine, but I haven't messed with them. My priority is just getting these running well, while upscaled, and not looking like a buggy mess.
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