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Everything posted by Zombeaver

  1. 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
  2. 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.
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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
  8. Abomination: The Nemesis Project has now been added to Zomb's Lair.
  9. Arx Fatalis: Definitive Edition Patch is now available. -Patches the game to use Arx Libertatis mod (v1.2-dev) -Controller support via Antimicro -Reshade support with my custom presets and options -Strategy Guide -ASuite for management
  10. Yes, this will be corrected in the next update. It's not an issue even in the current version if the import instructions are followed correctly (settings.xml isn't something that's supposed to/should be imported into an existing collection). Well, unless someone decided to use C64 Dreams as a starting point and imported their library into it I guess (not sure why anyone would do that though). I got zugswang sorted out. Just needed to log out through the cloud menu and then back in with his info.
  11. Nightlong: Union City Conspiracy has now been added to Zomb's Lair.
  12. I wasn't aware you could use that. If so, it must be new-ish. I'm not aware of any others. Yes, anything after a bracket or parenthesis.
  13. No. Not unless it's one you've created yourself. This is covered in the video.
  14. I discovered a minor issue with Nightmare Creatures which I've hotfixed. The package has been updated so any future downloads will be unaffected but if you've already installed with the previous version you can find a quick drop-in hotfix in the below post. https://www.zombs-lair.com/post/nightmare-creatures-hotfix
  15. Nightmare Creatures has now been added to Zomb's Lair. Took some time to mess around with shaders in PCem a bit (in addition to the normal Reshade, Antimicro, etc. bells and whistles) with pretty good results. None: Cyberpunk Reshade preset + Bezel + CRT-Mattias shader + screen reflection:
  16. Thanks @neil9000 Yes, I did some digging and it looks like the instance of LB that's distributed with C64 Dreams is logged into my db account although this shouldn't affect anything for anyone so long as the import instructions are followed correctly. The only scenario where it would matter is if you were to use C64 Dreams as a base and imported all your platforms into it, and not the other way around (and I don't know why anyone would do this). That said, I'll make sure this is remedied in the next update. None of the files that are imported when you import into an existing library
  17. Evil Dead: Hail to the King has now been added to Zomb's Lair.
  18. @RosieTheB Okay so, yeah, I'm not sure what you did but you must have done something wrong because I just tried it and everything worked as expected. You just have to drag all the files from v17 into the install folder and overwrite all. Then start the game with Biosys.bat (not pcem.exe). You're going to want to make a few settings changes afterwards though. Press Ctrl + Alt + PgDn to switch to windowed mode. Now make the following changes: Video > Render Driver > OpenGL 3.0 Video > Output Stretch Mode > 4:3 Video > OpenGL 3.0 renderer > Input Stretch Mode
  19. Sounds like you've done something wrong then. Should work exactly the same as it does before. I'll take a look tonight. No. It's portable.
  20. @RosieTheB it's still there, you just have to be logged in to the forums to download attachments. That isn't for Biosys though, that's for Obsidian. Biosys was the first game I did with PCem, when I didn't know exactly what I was doing, so I really need to remake it. My suggestion would be to just update the version of PCem to the newest (v17). Just drag the files in and overwrite. They've improved their dynarec quite a bit over time so that alone may solve your issue. If not, let me know and I'll walk you through some settings changes to make.
  21. Future Cop: L.A.P.D. has now been added to Zomb's Lair.
  22. If they're not loading through LB but are in the emulator by themselves there's probably something wrong with what you have in LB. Edit one of them in LB and show me the Launching section, the Emulation section, and the Emulator entry. As an example: And if you could provide the names of some specific games where you're seeing it, that could help as well.
  23. It still uses it, but now you have to go into the extras folder and move the Portable.ini into main folder (next to Launcher.exe). This will make it portable and put all the files into the folder (including Launcher.sqlite). By default it puts that stuff in an external folder now. You'll have to re-do your setup / re-import your games in FS-UAE afterwards, but then you'll be good to go.
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