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Zombeaver

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Everything posted by Zombeaver

  1. Sorry I haven't put the next update out yet y'all. It should have been done already, but I've been distracted lately. After recently watching some videos for the upcoming game Wrath: Aeon of Ruin, a game literally made in the Quake 1 engine, I started doing a deep dive into the Quake map creation scene; and, hoo boy, is there a lot to dig into. I've had a lot of fun with it though. People have been making maps since 1997 (Wrath is being by developed by a number of veterans from this scene), and it's kindof awesome playing maps made over 20 years ago and then immediately after jumping into ones made a month ago. So that's been my latest little obsessive side project. I should have the next update out soon, just have to work this out of my system (this also helps keep me from getting burned out on working on C64 Dreams).
  2. Thanks! Enjoy! If you can provide me with the appropriate height, width, x position, and y position numbers, I can make a replacement base config. The screen should look like this once you've adjusted the numbers appropriately: The BASIC screen is a good place to make the adjustments. You want to adjust the dimensions until the light blue portion of the screen is just touching the top and bottom of the screen and the bezel on the left and right. If you go into a game folder, say 1942, and rename Disk1.d64 to anything else and then start the .vbs file, it'll just sit on this screen so you can take as long as you want to make the adjustments. The four fields you'll need to adjust are: Custom Aspect Ratio X Pos. Custom Aspect Ratio Y Pos. Custom Aspect Ratio Width Custom Aspect Ratio Height Once you get these figured out, shoot me the numbers and I'll make a config/bat to switch it. Be aware, however, that this will cover 99% of the games, but that there are a few exceptions that have specific adjustments that need to be made for them. The list is in the opening post under "Known Issues" -> "Screen Resolution". If you want to provide numbers for these as well, I can incorporate those too. If not, you're probably going to want to delete the configs for those specific games from C64 Dreams\C64 Dreams\Retroarch\configs, at which point they'll still be off, but not by as much as if you used them (because they're designed for 1080p).
  3. I spoke with Frode on Discord and explained what was going on. He said he was going to take a look and do some testing and get back to me.
  4. It should just work with PS4 controllers by default. If you wanted to move things elsewhere, technically yes you can. It's not simple though, as things are spread around in multiple places. 1) Some of it is handled in the core options (Quick Menu > Options) which are located in C64 Dreams\C64 Dreams\Retroarch\retroarch-core-options.cfg: vice_mapper_y = "RETROK_LSHIFT" vice_mapper_x = "RETROK_LSHIFT" vice_mapper_b = "RETROK_SPACE" vice_mapper_l = "RETROK_LSHIFT" vice_mapper_r = "RETROK_LCTRL" vice_mapper_l2 = "RETROK_KP_MULTIPLY" vice_mapper_r2 = "RETROK_RETURN" vice_mapper_l3 = "RETROK_n" vice_mapper_r3 = "RETROK_y" vice_mapper_start = "RETROK_ESCAPE" "RETROK_LSHIFT" doesn't do anything, it's essentially "blank". "RETROK_SPACE" sends a spacebar input. "RETROK_LCTRL" sends the commodore key input. "RETROK_KP_MULTIPLY" swaps joystick ports. "RETROK_RETURN" sends a return/enter input. "RETROK_n" sends an "n" input. "RETROK_y" sends a "y" input. "RETROK_ESCAPE" sends a runstop input. 2) Some of it is handled via a core remap which is located in C64 Dreams\C64 Dreams\Retroarch\config\remap\VICE x64\VICE x64.rmp. In a couple instances (like in 3-D Pinball: Pinball Power and David's Midnight Magic) game-specific remaps are loaded. input_player1_btn_b = "8" input_player1_btn_a = "0" input_player1_btn_y = "4" input_player2_btn_b = "8" input_player2_btn_a = "0" input_player2_btn_y = "4" input_player3_btn_b = "8" input_player3_btn_a = "0" input_player3_btn_y = "4" input_player4_btn_b = "8" input_player4_btn_a = "0" input_player4_btn_y = "4" input_libretro_device_p1 = "1" input_libretro_device_p2 = "1" input_libretro_device_p3 = "1" input_libretro_device_p4 = "1" input_player1_analog_dpad_mode = "0" input_player2_analog_dpad_mode = "0" input_player3_analog_dpad_mode = "0" input_player4_analog_dpad_mode = "0" By default the core uses B (on a 360/XB1 controller) as the fire button. This shifts things around so that it's on A. This also makes it so that X (on a 360/XB1 controller) sends an up input. 3) The combo functions are handled via hotkeys which are located in C64 Dreams\C64 Dreams\Retroarch\retroarch.cfg: input_toggle_fast_forward_btn = "1" input_exit_emulator_btn = "4" input_overlay_next_btn = "6" input_disk_eject_toggle_btn = "5" input_disk_next_btn = "3" input_disk_prev_btn = "2" input_enable_hotkey_btn = "7" 4) The arrow keys on the right stick are handled via Antimicro. You have to have a controller connected and then start C64 Dreams\C64 Dreams\Antimicro\antimicro.exe to edit/create profiles. In a couple instances game-specific profiles are loaded. In the current version that's just Spellbound Dizzy, but three additional games have them in the upcoming version. I don't actually recommend that you mess with any of this, to be perfectly honest. The likelihood that something will break along the way is high. The way that various controls are implemented in the VICE core is convoluted as hell. This is part of the reason I started this project in the first place - because this sort of thing is a nightmare to have to fiddle around with, at best, if you're like me and are intimately familiar with how to use Retroarch; at worst, for someone who isn't, it's a complete brick wall.
  5. The Steam Link does feature VirtualHere integration, but I don't use VirtualHere, as I've never needed it. In my experience, the only thing I've needed to do is 1) add Big Box as a non-steam application 2) tell Big Box to use "all controllers" in the settings 3) make sure that whatever emulator I'm using uses xinput (which is something that VirtualHere can help get around, in the event that the emulator is dinput only). I did initially have to indicate in Steam Link / Big Picture that I did not want Steam to automatically configure my controller, as this tends to create problems where it erroneously treats the controller like a keyboard+mouse when you don't want it to, though I did that ages ago and the process for that has changed multiple times since then... but basically you just want to make sure that it only treats it like a controller in all cases. How you do that at this point... I'm not entirely sure. It should be in Big Picture's controller section somewhere. All of this should also come with the caveat that I haven't used my Steam Link in over a year.
  6. This appears to be the result of the game using asterisks in its filenames (which isn't normal) which FS-UAE doesn't seem to know what to do with. I renamed these to remove the asterisk, at which point it booted without error... but the game didn't actually do anything; presumably the .slave makes references to the files with * in them so at that point it's not erroring out but it's not finding the files either. I don't have a good way to edit that because the .slave/.info files just look like gibberish in a windows text editor. This is something you'd probably have to talk to Frode about in order to rectify.
  7. The thought occurred to me today that I could use the controls overlay to display some game-specific notes as needed. Obviously this is something that only some games need but I think it'll be handy to help people not have to consult the spreadsheet. The button combo to make this appear is back/select + start on a controller, but I've added a keyboard combo in the upcoming version as well (Numpad * + Numpad -). You press them again to go back to the game. Normal: Examples of some game-specific notes: I've also been in the process of cataloging the version / group for each game, which helps me quickly identify exactly what I have in the event that I want to change/update to a different version. I should have done this from the beginning... but alas. Something about hindsight being 20/20 or some such... Both of these are fairly time-consuming in and of themselves. I'm not too worried about the version / group cataloging for the next release as I can add that information to the spreadsheet at any time. For the notes, I am going to try to get some of the more substantial ones out of the way for the next release, but it certainly won't be 100%, I'll just continually add more in subsequent releases. The 200 games for the next release are setup, I still need to test about 30 of those, then add them to the Launchbox library, clean up metadata, do some final testing, etc.
  8. No problem. I've added Football Manager to the next group. That's likely to be in the next few days as it's pretty close already.
  9. FS-UAE actually doesn't match based on filenames - it matches based on checksums (so the filenames themselves don't matter). The most common reason why something wouldn't match would be that you have a compressed file within another compressed file, as FS-UAE can only accept compression one layer deep. .lha itself is a compressed format, so you can't have an .lha within a .zip - you'd need to extract it. You can have an .adf in a zip or, in the case of WHDLoad, a folder and an .info file in a zip. My suggestion would be to use Retroplay's WHDLoad files - that's the most up to date set I've come across. Just Google "Retroplay WHD uploads" and you'll find it. I just tested Another World from that set and it scanned in just fine.
  10. 1942 is single player only. Popeye does have two player but it's in turns, not simultaneous. An example of a game that has simultaneous two player would be something like Ballblazer. F3 selects different options to change (time limit, whether you're playing against a computer, etc.), F5 changes your current selection, F1 resets the options to default (two players against each other, three minute time limit), and F7 starts the match. The way two+ player is implemented is entirely game-dependent, but the controllers themselves should "just work".
  11. No, it's C64 Dreams\C64 Dreams\Retroarch\config\VICE x64\VICE x64.cfg I was referring to the override file.
  12. I would not hold your breath on that one lol I might do something similar for Amiga some day. Some day...
  13. Happy to help! I'm glad I was able to share some C64 love.
  14. Thanks guys! I've already started work on the next update. I'll probably release it at 1500 games. I'm going to try to work in some new demos, SID tracks, and magazines this go as well. It will probably be a couple weeks.
  15. Probably the fastest thing to do would be to edit the xml directly, rather than through the actual LB UI. Open up the platform xml in data\platforms in Notepad++ and use the ones that you've already done as an example. I'd recommend backing up the .xml first... Alternately, if whatever you using in the script isn't game-specific, you could add it as part of the autohotkey section of your Retroarch emulator entry itself, rather than on a per-game basis.
  16. It's the type of feature that most people don't think/care about until they need it... and then they really need it; but that also means it isn't likely to get much attention in the polls (which is unfortunate, because I'd love to have it myself).
  17. Alright, version 0.16 is now available. The download link in the opening post has been updated. 200 new games have been added as well as a number of other changes. Everything should be working, but admittedly this did involve a lot of find and replace work as I made format adjustments to... basically everything. If anyone has any issues, please let me know. The good news is that from this point on additional updates should basically just be drag and drop. All games, demos, SID tracks, and magazines updated to use visual basic scripts (.vbs) so that a command prompt is no longer visible when starting; all paths updated in Launchbox Version Updates: Atomic Robo Kid - replaced with Easyflash version by Master Bop'n Wrestle - replaced with 2019 Hokotu Force version Buck Rogers: Planet of Zoom - replaced with 2019 Hokotu Force version Cabal - replaced with 2018 Easyflash version by Nostalgia Cauldron II - replaced with 2018 gold version by Fairlight Caverns of Khafka - replaced with 2018 Onslaught version Hammerfist - replaced with 2019 d81 version by Master Psi-5 Trading Company - replaced with 2019 Easyflash version by Mayday Wrath of the Demon - replaced with 2017 Easyflash version by Master Other Changes: Bugbomber - added support for 4 controllers Space Lords - added support for 4 controllers Misc: Cleaned up Zzap!64 issues 1 and 21 which had some duplicate/extraneous pages Best of Vol. 3 playlist created, though it's currently only 51 titles - will be expanded as more games are added to the collection Added 3 new overlays: Black Tiger, Retrograde, and Supremacy. These three as well as Project Firestart (default) can be swapped between by going to C64 Dreams\C64 Dreams\Utilities\Overlays and starting the .bats that correspond to each. Added 1600x900 base config that, like the other options, can be activated via C64 Dreams > C64 Dreams > Utilities > Screen Resolution Adjustment. Thanks @jophran! New configs that use custom dimensions: Bear Essentials, The Brainway Dominion Game Over II: Part 1 Wolfling All games with multitap (3-4 controller) support: Bruce Lee: Return of Fury Bugbomber Frogs IK+ Gold M.U.L.E. Players 3 and 4 can use either controllers or keyboard; see game details spreadsheet for more info Mashed Turtles Shotgun SNAFU '64 Space Lords New games in v0.16 8bit-Slicks Advanced Dungeons & Dragons: Dragons of Flame Advanced Dungeons & Dragons: DragonStrike Algol Aqua Racer Aquaplane Argos DX Arhena the Amazon: Special Edition Astex 64 Atom Heart B-Ball Balloon Flight Barbie Beach Bar Bear Essentials, The BinTris Blastopia Blok Copy Border Blast 2 Border Blast 3 Brainway Bruce Lee: Return of Fury Bulbo and the Lizard King Chef Quest Chilly Willy Conflict in Vietnam D.I.S.C.: Damned Into Space-Craft David's Midnight Magic Demigod Demon Stalkers Demons of Dex Denarius Deneb Denga Denniffia Desert Hawk Desert Trader Desolator Destroyer Destroyer Escort Devil's Wheel Di-Art: Moebius II Diamond Mine Dick Tracy Die Hard 2: Die Harder Die! Alien Slime Digiloi Digital Tangram Dino Wars Dinorace 64 Dioroid Dip Diver Discovery Dive Bomber Dizzy - Down the Rapids DJ Puff's Volcanic Capers Django DNA Warrior Doc Cosmos Doctor Who and the Mines of Terror Dodgeball II Dodgy Geezers Dodo's Deep Doo-Doo Dogfight 2187 Domain Dominion Donald the Hero Donald's Alphabet Chase Donkey Kong (Atari) Doomdark's Revenge Doriath Double Dare (Alternative Software) Double Dare (GameTek) Double Digger Double Dragon Double Dragon 2 Double Dragon 3 Double Dribble Double Lizard Doughboy Down at the Trolls Down, Down, Down Downhill Challenge Dr. Mad vs. the Topsy Turvy Moon Men of Mars Dracula Dracula's Castle Drag Race Eliminator Dragon Dragon Breed Dragon Hunter Dragon Ninja Dragon Spirit Dragonfire DragonHawk Dragonriders of Pern Dragons Cave Dragonworld Drak Dream Team Basketball Dreamcars Drip Droid Droid Dreams Druid Dustin' Electric Warrior Enigma Everyday Tale of a Seeker of Gold Exploding Fish Exterminator Firefighter Mario Floyd of the Jungle Forbidden Forest Frantic Freddie II Frogs Galaxy Game Over Game Over II: Part 1 Game Over II: Part 2 Gauntlet: The Deeper Dungeons Gyruss Head Over Heels Hero of the Golden Talisman Hibernated 1: This Place is Death Honey Bee Howard the Coder IK+ Gold Jars' Revenge Jupiter Lander Killer Bees Knight Lore Lala Prologue Let's Invade 2 Lords of Midnight Lotus Espirit Turbo Challenge Lumberjack M.U.L.E. Magic Candle, The Mario Bros (Atari) Mario Bros (Ocean) Mashed Turtles Maze of Death Memory Metal Gear Miner 2049'er Mission Impossibubble Moonshadow Neutron Newzealand Story Nucleo 447 Oil's Well Panzer Pharaoh Pharaoh's Curse Pharaoh's Revenge Pit, The Planetoids Pogo Joe Pool of Radiance Rock Maze Rogue Burger One Scooby & Scrappy Doo Secret Tunnel Seven Cities of Gold Shadow Switcher Sheep is a Key Shotgun Sidelines Slipstream SNAFU '64 Snokie Stacker Starfysh Remix Sub Hunter Super Bonkey Kong Super Galax-I-Birds Super Toboggan Challenge Survivor Tank Blasta Tenebra Macabre Tombstones Tower of Rubble 64 Transporter Trolley Follies Ultima III: Exodus Vegetables Vortex Crystals VVVVVV Warhawk Wizard of Wor Wolfling Worm X Force Xerons Zagor and the Fortress of Smirnoff Zap Fight 2: Special Edition Zig-Zag Zilspleef Zombie Calavera Prologue Zone Runner
  18. The shader presets used in each override are designed for 1080p. If you're using higher than that, you'd have to adjust scaling in the shader preset itself to something higher. I couldn't tell you to what exactly as 1080p is the only thing I have at my disposal. You'd need to adjust the scaling of the first pass. I'd try using a different version of the preset first - the #X corresponds to the scaling: 2X, 3X, or 4X. The one specified in the Fighters Megamix override is CRT-Deinterlacing-Soft-3X.glslp
  19. You would have to adjust the width, height, x, and y coordinates. Judging from your screenshot, it doesn't show those unless you have advanced settings visible. They can be enabled in Settings > User Interface > Show Advanced Settings. Then, underneath Aspect Ratio, you should see: "Custom Aspect Ratio X Pos" "Custom Aspect Ratio Y Pos" "Custom Aspect Ratio Width" "Custom Aspect Ratio Height" You can adjust these to get the right width, height, and position. Once you get the right setting, go to Quick Menu > Overrides > Save game override. Rather than individually changing dimensions/position, you could alternately 1) set it to 4:3 (though there may be some blank space at the top and bottom) or you could 2) set it to custom, turn integer scaling on, and then increase the width/height integer until it touches the top and bottom of the screen (though it may cut off some of the top and bottom of the image if you do this). If you do this, you will again need to go to Quick Menu > Overrides > Save game override to save it.
  20. You need to use the gl driver.
  21. I've actually got Return Of Fury in the upcoming set already. I'll set it up to accept 4 controllers. I've got a few other games that are compatible with the adapter too, so I'll add in support where applicable.
  22. Perfect, thank you! I'll add that as an additional option in the next release. If you'd like to help with formatting the custom resolution configs to 1600x900, that'd be much appreciated as well. Some of them are fairly minor adjustments (like Alien Syndrome), others more significant. In the case of It's Magic, It's Magic 2, and Mega Phoenix, a large portion of the screen is cut off at the top and bottom with the normal settings. Literally about 99% of the games are spot on with the default settings, but a handful of them make weird use of overscan space that most games left blank. I can provide some with and without screenshot comparisons if need be, but the issues are generally fairly obvious. The configs in question are for: Alien Syndrome Another World Bangkok Knights Cyberall Draconus Heatseaker It's Magic It's Magic 2 Mega Phoenix No Mercy Phobia Tiger Claw Wizball Obviously if you don't want to, you don't have to, but it's not something I'm able to do myself (otherwise I'd do it) since I'm using a different resolution monitor. If anyone wants to help do this for 1440p or 4k, that'd be appreciated as well. The good news is that the base settings are now covered for 1600x900, 1440p, and 4k (and of course 100% for 1080p) so that still covers 99% of the games for the most common resolutions.
  23. Good news! It's working with 3 controllers! It should work with 4 as well. Here's the updated version. This includes both the original version (MULE.vbs) and the 4 controller version (MULE (4 Controllers).vbs). I'll have both as options in the right-click menu in the next release. MULE (4 Controllers).7z I'm at 1170 games now, so it shouldn't be too far off.
  24. There's no way to do this in such a way that you can statically assign X and Y controllers to only joystick 3's keys (WSD) and 4's keys (Up, Down, and Right), and even if you could, there's no way that this would hold true universally for everyone that played it because everyone uses different controllers. I use Antimicro as an intermediary between controllers and Retroarch to add additional functions - in 99% of the games this entails assigning the right stick to the arrow keys, but in a few one off instances it's to create custom joystick controls for a game like in the case of Spellbound Dizzy, a game that, on its own, doesn't actually have joystick controls. It assigns these controls to any controller that you connect, not specific ones (this is a good thing, because it means I don't have to anticipate every kind of controller that people will use, and I don't have to rely on any kind of arbitrary numbering system). With Autohotkey you can assign specific keys to specific controllers, but the problem there is that the way it delineates them is purely based on Windows' internal joystick numbers, and there's no way to ensure that what it's calling joystick 3 doesn't end up being considered say joystick 1 in Retroarch; in which case you'd be screwed because now you have one controller trying to do two conflicting things. What I can do is assign WSD to the dpad and Up, Down, and Right to the right stick. This would be universal for all controllers connected, which means that technically everyone could control the third and fourth players. Controller 1 = Their own normal controls Player 3 on dpad Player 4 on right stick Controller 2 = Their own normal controls Player 3 on dpad Player 4 on right stick Controller 3 = Their controls on dpad Player 4 controls on right stick Controller 4 = Player 3 controls on dpad Their controls on right stick If you think that would be an improvement, I could do that. This means you're dependent on the honor system though. This is interesting. The Retroarch core does have an option for the Protovision adapter, but I've never tried it. I'll mess around with it and see how it goes. I only have 3 xinput controllers at my disposal, but presumably if it works with 3 it will work with 4.
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