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Zombeaver

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About Zombeaver

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  1. You can't. But you shouldn't be using .img hdds anyway. PCem (v17) lets you create variable size / dynamically-expanding vhds. You specify a size that you want to be seen in the VM - 16GB, 32GB, whatever you want - but the actual size that it occupies is only however much space is used by the files on the drive, and it dynamically expands as you add more, up to whatever the maximum size was that your specified on creation.
  2. Assuming you're using PCem for Windows 9x you wouldn't want that anyway as you need to shut it down properly through the start menu, not pull the proverbial plug.
  3. Thanks @machjas I really appreciate that! 😁
  4. Alright y'all, the first 100 games in the next update are done. Working on the games themselves has probably been the least time consuming part of the process so far haha. I have a long blog post on my site going over some upcoming features and plans, so check that out for more info. You can find it here. The TLDR version is that I'm incorporating per-game Zzap!64 reviews i.e. you right-click on a game and then are taken directly to the review for that game, either in the web or local version depending on which shortcut you start. I'm also working on a (somewhat stripped down) version for RG35
  5. Just FYI I've been working on the next update for the last month. I've still got a ways to go but it's coming along. I'll have some more specific progress details soon. Like last time I'll be posting games added as I go, probably in blocks of 100 or so, to give the folks that work on the LBGDB a heads up beforehand.
  6. The images just need to be merged in with your existing images folder. If they're not showing up the only thing I could guess is that you've inadvertently changed their paths in the process of changing the paths for the games. Either that or you didn't merge in the lines for the platforms.xml correctly from Platforms XML Insert.txt The image paths are specified in the platforms.xml in the MediaType fields i.e. MediaType Box - Back has a FolderPath of Images\C64 Dreams\Box - Back etc. repeated for each image type and for each relevant platform (Games, Magazines, etc.)
  7. I have no idea what you're talking about here by the way. I definitely never said anything of the kind, in the video or here. FS-UAE has its own configs database that you link to when you scan your games into it. That includes both adf and WHDLoad games. But that doesn't cover 100% of the library, and sometimes the games it does cover have configs that aren't actually correct. I go over examples of both in the video. In these cases you need to make your own configs. So both are necessary. Disk swapping has nothing to do with any of that, honestly. If it's multi-adf format you're stil
  8. Because, as is explained in the video, UUIDs specifically launch the internal configs from the OAGD/OpenRetro. That's well and good until you run into a scenario where those are wrong or don't exist to begin with, in those cases you need a custom config. And the UUIDs and custom configs require separate emulator entries to work - because they have to have different checkboxes checked. You direct UUIDs to one and custom configs to the other.
  9. There's nothing to know. It's just a different format that entails no disk swapping and faster loading times. There's really no reason to use .adfs unless there's no WHDLoad version available. Just Google WHDLoad roms and you'll find them. My specific suggestion would be to use Retoplay's WHDLoad set, you can find it on the EAB here: https://eab.abime.net/showthread.php?t=61028
  10. Yes. You need to direct it to a separate emulator entry setup as FS-UAE UUID as I show in the video though, if you're not already. UUIDs require different checkboxes than just directing the raw files or custom configs to FS-UAE, that's why they're mutually exclusive. Is there some particular reason you're not using WHDLoad roms? That's going to make your life a lot easier and make the play experience significantly better. There really isn't much to the process from beginning to end - import into FS-UAE, export the UUIDs, import the UUIDs into LB, direct them to the right emulator ent
  11. You can launch either through the right click menu. It just defaults to the web versions until you overwrite your xml to default to the local ones (because that makes more sense as a default given that the local versions are optional). xmls to change the default launch behavior are in the magazines folder. Use the Default Local one if you want it to default to those.
  12. Septerra Core: Definitive Edition Patch is now available. - Patches the game to use the static recompiled version of Septerra Core (improves compatibility with modern OSes and hardware) - Fixes cutscenes in Steam version (which don't work at all in that version) and improves the quality of the cutscenes in the GOG version - Allows the game to correctly run in its native resolution with bilinear scaling to your native resolution as opposed to forcing it to run at your native resolution with nearest neighbor (which looks terrible) as it does in the GOG version - Custom controlle
  13. As is explained in the opening post: 1) This is a curated collection so yes, of course the "numbers are way low", that's kindof the point; even when it's "done" (which it's only at about 35% at this point) it will never be near something like GB64's numbers by design, because one of the goals of the project is to filter out the extreme amount of noise in a collection like that. My estimate when all is said and done is something like 8000 games. 2) I'm making my way through Gamebase64 in alphabetical order and am currently working through "K", which means that I haven't gotten to Migh
  14. Abomination: The Nemesis Project has now been added to Zomb's Lair.
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