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Everything posted by Zombeaver
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Okay, now I need to see one of the games. Right-click on one and select "Edit". I need to see the "Launcher" and "Emulation" tabs.
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And? I take it it's still not working? If not, I still need an answer to this: This has zero to do with the actual name of the folder on your computer. I'm talking about the name of the platform in your Launchbox library. They can be named anything, and unless the name of the platform in your library matches what's in your "associated platform" tab, they won't connect. I can't tell what you have it named in your library based on your screenshots because "Consoles" isn't expanded. I'll also need this:
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No, I mean the name of the platform in your Launchbox library. They can be named/renamed any way you want so if your associated platform tab is directed to "Super Nintendo Entertainment System" like it shows in your screenshot, but the platform in your library is actually named "SNES" it's not going to work. They have to match. I would rename your rom folder to remove that ™ symbol though... that could potentially cause problems. You'd need to delete them from your LB library and reimport afterwards. You could move one rom to a different folder and import it to test first.
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And I assume the platform in your library is named "Super Nintendo Entertainment System" and not something like "SNES" or "Super Nintendo Entertainment System (SNES)"? Also, is your path to Retroarch actually "D:\Consoles\Retro-Arch\retroarch.exe"? The official name doesn't have a hyphen so it's a bit odd. If that's actually the proper path on your computer though it's fine. You may also want to uncheck "attempt to hide console window". It shouldn't hurt anything but unless you have a specific reason to use it you can leave it unchecked. If all of the above are true can you post screenshots of one of the games in your library -> Launcher and Emulation tabs?
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I have an FYI on media file naming that you may want to look at. You can, of course, go into each library entry and add the images directly but that's probably going to take longer than just putting appropriately-named images in the appropriate Launchbox folders. If you're doing boxart specifically it'd be Launchbox -> Images -> [specific platform] -> Box - Front or Box - Back. For your specific issue though, "Scrape As" is going to be the first place to start as others have already mentioned. Even if you have separate platforms in your library for Super Nintendo and Super Famicom, you'll want it to scrape the Super Famicom games as Super Nintendo in our DB because that's the section that actually contains the Super Famicom games.
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Please post screenshots of your Retroarch emulator entry in LB: Emulator Details + Associated Platform tabs (with the "Default Command Line Parameters" column wide enough that we can see everything). Saying "everything's correct, it just doesn't work" isn't likely to get us very far
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C64 multiple disks or tapes... not always bundling in Launchbox...
Zombeaver replied to cleverest's topic in Troubleshooting
I don't think the multi-disk import includes "Side" as one of the parameters to match. I think it does "Disc" and "Disk". If you're using CCS64 you won't have multiple disks imported into your library anyway. You'll start it with the first disk/side in Launchbox. If the game asks you to swap disks you'll press F10, go to "1541 Device 8..." and press enter, move to the disk you want to swap to and press F4 (Select Disk). You can then continue as normal. Just delete any entries in your library that aren't the first disk/side. -
Chances are the game you're trying to run needs the controller to be in the alternate port. This isn't a bug - the port needed varied from game to game on a real C64. Pressing Alt+F10 swaps between ports 1 and 2. The only actual setup you should have to do to tell it to use your controller is going into Options > Input > Control Port 1 = Joystick and Mode = PC Gameport 1 (it might be a different number if you have multiple controllers plugged in at once). Pressing Alt+F10 swaps the ports.
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Yep. As of FS-UAE stable version 2.8.3 it's no longer necessary. The bug that the Launcher was created to address has been patched. I've added annotations to the video where appropriate. Thanks! Based on what Frode has said here on the forums, it sounds like what I described about them in the video is "working as intended" since WHDLoad versions of CD32 games were made to function on an A1200 rather than an actual CD32, thus the configs for them are typically setup to use a normal Amiga joystick. Games that use controls that are actually dependent on the CD32's controller (like Gloom) need to be setup to use the CD32 pad like I described in the video. A couple other things brought up in the video have also been patched/improved in development version 2.9.3. Specifically: Disable floppy clicking sound when loading a WHDLoad archive as a HD Extract WHDLoad args from .info file when loading a WHDLoad archive as a HD Add new launcher option to specify global WHDLoad quit key My plan is to make an update video once a few other things are addressed and pushed into a stable release. I may touch on CD32 at that point but honestly there's not much else to say - if you're adding them as disc images you add them in the CD tab rather than floppy/hard drive tabs. If WHDLoad versions of them are imported, they may or may not need to have the controller changed to a CD32 pad based on the game.
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If you want to double-check to make sure it's working once you're done, just open up the Settings.ini in FS-UAE -> Data folder and look at the "config_name" field. Launch a game via UUID, then check that field to see if the name matches what you launched, launch a different game via UUID and check the field again to see if it's updated to that game.
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Good call - the trial is a really good way to get acquainted with it. The trial version is identical to the "Edit" tier, and doesn't have any feature limitations - just the time limit. Let me know if you have any questions about it. GIMP seems like a decent program - I have some friends that use it quite a bit. Honestly though, it would be unfair/disingenuous for me to really answer that question because I'm such a diehard Photoshop guy (and I've been using it for 15+ years) and my experience with GIMP is extremely limited. What I can tell you is that in the time that I spent with GIMP, I frequently found myself frustrated because things weren't where they were "supposed to be" or certain things didn't work quite the way I expected (both in comparison to Photoshop). On a surface level it looks a lot like Photoshop but things were just different enough that it really threw me off when I tried using it. Again though, Photoshop is just second-nature to me at this point so I guess that's not super unusual. That said, I'm also a pretty advanced Excel user and I didn't have any difficulties transitioning to Google Sheets. That's not necessarily an indictment of GIMP's capabilities, I just think they could have done a slightly better job of drawing in potential users from Photoshop's userbase if they made the transition a bit easier. If you're not an avid Photoshop user though, that probably won't have any impact on you - if you get used to using GIMP and it does what you need it to do, go for it. You may want to do some research on feature comparisons between the two - I'm really not proficient enough with GIMP to tell you what it can and can't do.
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I use Vegas for video editing and Photoshop for image editing. I've used Vegas (and Acid, which is what I use for music) since it was a Sonic Foundry product. They were bought out by Sony years ago and remained so for a long time until they sold it to Magix very recently - which is just as well because Sony were basically letting them wither away. I had been using Vegas Pro 11 for a long time but recently upgraded to 14 during Magix's Christmas sale ($100 off, reduced to $299). The "Edit" version is perfectly sufficient for basically anything that you would need it to do - the higher tier versions contain stuff that you probably won't miss, most of which you can still accomplish with the "Edit" version anyway if you know what your'e doing. Vegas is great. It's easy to pick up and use and there's a whole lot you can do with it once you actually dive in. I pay $10 a month for the "Photographers" Adobe suite which includes Photoshop. The rest of the Adobe suite is stuff that I don't really care about. I'm working on a set of platform videos myself to go with the Cityhunter theme:
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Yep, Frode joined in on the conversation on the video tutorial thread: A number of additional fixes/features are now present in the 2.9.3 dev version related to issues brought up in the video: Disable floppy clicking sound when loading a WHDLoad archive as a HD Extract WHDLoad args from .info file when loading a WHDLoad archive as a HD Add new launcher option to specify global WHDLoad quit key FS-UAE 2.9.3dev Changelog FS-UAE Dev Version Downloads Page
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Will be doing so today! Ah, well that's a relief. Yes, that's consistent with my testing. It never caused a problem in the 300~ games I tested, but its absence often did, as I demonstrated in the video with Defender of the Crown and Darkmere. Interesting. I suppose these sort of niche issues are inevitable when you're dealing with a library the size of the Amiga's. I wouldn't say that directly running them is the goal - personally, I intend to continue using the same process I have been using - hooking into the OAGD. I think that's going to typically yield better results overall. However, the reality is that some people will simply throw an archive at FS-UAE and call it good, whether you implement features that accommodate that or not - there are a number of other tutorials on Youtube that recommend exactly that. Extracted arguments will certainly be beneficial in those cases. Hmm... I could certainly see the benefits of this in some scenarios, though my concern with this would be that it seems equally or even more time-consuming than simply creating/importing a config. Would it be possible for FS-UAE to look at the file name (or I guess it'd actually be the checksum based on what you said previously) of the archive that's being directed to it, seeing if that version is currently present/imported in your FS-UAE library, and launching the appropriate config? To me this is kindof the best of both worlds - you're still taking advantage of the OAGD and the benefits that it brings, while also eliminating the smart but somewhat unwieldy solution of launching via UUIDs. The UUID exporter would no longer be necessary and we could slim Launchbox's needs down to a single emulator entry, which could still use user-made configs if so desired. Yep, definitely.
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@FrodeSolheim I see that automatic floppy clicking disable, extracted WHDLoad arguments from .infos, and a global QuitKey override have now been implemented in dev version 2.9.3! Nice! Thank you! One question on the extracted arguments one - how common is it that those .info files actually contain all the proper arguments (PRELOAD, BUTTONWAIT, etc.) for the games? It seems like the significance of that feature is kindof predicated on WHDLoad releases actually containing the proper arguments in their .info files and I'm not sure how ubiquitous that is. Out of curiosity, is there a Windows application for reading/editing these files? I did some reading on Amiga Hunks but it's all a bit over my head Have you considered adding an option to just universally append PRELOAD to all launched WHDLoad games? This may no longer be necessary since you've implemented extracted arguments, but as I said I don't know how commonly PRELOAD is included in the .info files. In my testing of the 300ish games (a drop in the bucket of the Amiga library, granted) I currently have in my library, PRELOAD was never detrimental but not having it frequently was. Sorry for potentially stupid questions
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I've been playing D3 again lately since patch 2.4.3 just released and they're doing an anniversary event throughout January that lets you go through a portal and it turns everything into what my friend and I refer to as "shit-o-vision" where the colors are all dithered to look like 256 color mode, the animations are stilted and have reduced frames, and it uses a lot of sound effects from D2 and even changes the font for pickups to the D2 font. It's pretty neat. Also the Necromancer is releasing soon so that news has gotten me back into it. I mentioned having "500+ hours" in it before but that was just a guess. I had forgotten that they actually have a breakdown of time played per-class in your profile so I gave that a look-see. Oh boy was that a bad idea... Barbarian - 185H 20M Crusader - 205H 30M Demon Hunter - 78H 30M Monk - 430H 24M Witch Doctor - 67 16M Wizard - 118H 43M Total: 1085H 43M I do like murderin' da monsters and gettin' da sweet lootz I guess it's just that it's a bit of a "palate cleanser" game for me. It's one of those games that I can throw in basically any time and be right at home and get right back into it. I have a few other such games but most are C64 games - Ballblazer, Bruce Lee, Choplifter, Ducks Ahoy, Impossible Mission, The Last Ninja, Lazy Jones, Master of the Lamps, Montezuma's Revenge, Rescue on Fractalus, Supremacy, Times of Lore... I can throw these in any time on any day of the week, turn my brain semi-off, and have a great time. Lately I've also been playing the Amiga version of another of my childhood C64 favorites - Hacker. I love the C64 version and the Amiga port is actually very good too.
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The download has been updated to version 1.2 which includes everything so far, including all of the below. That's where I'd actually recommend getting them since the forums often randomly decide to just reduce the size of the images posted on the boards to a width of 500 pixels, even at "full size". They're all my normal size of 1300x550 in the download version. Firstly, I wanted to do an updated version of the new Sega/Mega CD logo because I think the text was a bit too hard to read before. The previous one is still available in the "Alternate Versions" download. Normal: Mega CD: Then I finished up the last of my new separate region logos with a bang. I went completely overboard with this but, screw it, we're doin' it live. Exile: Wicked Phenomenon has a really interesting albeit slightly nightmare-inducing cover that I've always found fascinating. It has some nice art on the manual too though. So...why not do both? And several variants of both? And then scanline versions of all of those. All of which add up to a total of 24 images. Eh, sure why not. TurboGrafx-CD Normal: PC Engine-CD Normal: TurboGrafx-CD (No Color Overlay) Normal: PC Engine-CD (No Color Overlay) Normal: TurboGrafx-CD (Alt Image) (Style 1) Normal: PC Engine-CD (Alt Image) (Style 1) Normal: TurboGrafx-CD (Alt Image) (Style 1) (Color Overlay) Normal: PC Engine-CD (Alt Image) (Style 1) (Color Overlay) Normal: TurboGrafx-CD (Alt Image) (Style 2) Normal: PC Engine-CD (Alt Image) (Style 2) Normal: TurboGrafx-CD (Alt Image) (Style 2) (Color Overlay) Normal: PC Engine-CD (Alt Image) (Style 2) (Color Overlay) Normal: TurboGrafx-CD Scanlines: PC Engine-CD Scanlines: TurboGrafx-CD (No Color Overlay) Scanlines: PC Engine-CD (No Color Overlay) Scanlines: TurboGrafx-CD (Alt Image) (Style 1) Scanlines: PC Engine-CD (Alt Image) (Style 1) Scanlines: TurboGrafx-CD (Alt Image) (Style 1) (Color Overlay) Scanlines: PC Engine-CD (Alt Image) (Style 1) (Color Overlay) Scanlines: TurboGrafx-CD (Alt Image) (Style 2) Scanlines: PC Engine-CD (Alt Image) (Style 2) Scanlines: TurboGrafx-CD (Alt Image) (Style 2) (Color Overlay) Scanlines: PC Engine-CD (Alt Image) (Style 2) (Color Overlay) Scanlines: Aaaaaaaand I need a nap now...
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Here's a new one for TurboGrafx-16/PC Engine. It's Rastan's sortof bigger brother: Cadash. TurboGrafx-16 - Normal: PC Engine - Normal: TurboGrafx-16 - Scanlines: PC Engine - Scanlines:
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I've added them to my to-do list.
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In terms of what exactly? eXoDOS is kindof its own thing. There's little to nothing you should have to do (in terms of setup) to play eXoDOS releases. That's kindof the whole point.
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Perfect! I've subscribed to them all. If there's anything you need me to do or help test, I'm happy to do so.
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Ah okay. Neat! I haven't updated to 2.8.1 yet so I'll have to give that a go. Ahhh okay. Well I'm glad I wasn't just crazy then haha. Yep, that'd definitely be a nice addition. Haha I can definitely sympathize Ah HA! Precisely the version that I've been using hahaha I hope I have! Hopefully I got things mostly right. I'm certainly nowhere near your level of expertise, but I saw a number of other "tutorial" videos on Youtube that even I knew were just way off base on some things. Excellent! @Eirulan's handiwork got us through in the meantime. It sounds like I'm going to need to make another video with revisions by the time you're done with all these fixes/improvements