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Zombeaver

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Everything posted by Zombeaver

  1. This is great news! I'll have to try this out. I've always had a mix of MAMEUI, RA / FBA, and RA / MAME for my Arcade platform so if I can pare it down to just RA / MAME that'd be great. Working shaders with vertical alignment alone is huge. Does the Tab menu actually do anything in the core though? That's always been something that's bothered me about MAME in RA in the past - whether legible or not, nothing I changed in it ever seemed to actually stick when using a RA core. This isn't a huge deal on games that have traditional controls (shmups, beat-em-ups, etc.), but it's kindof a huge problem when you start getting into games that have weird control schemes that involve paddles, throttles, etc. because they often require tweaking beyond what's possible via RA's control configuration.
  2. Have you tried Retroarch? I'd recommend RA + Mednafen cores for all of the above except for possibly Saturn, and that's only because it doesn't support the 3D pad like standalone Mednafen yet; if that doesn't matter to you the RA core is fine as well. Controller configuration is a snap in RA. ePSXe is also nowhere near as accurate as Mednafen. It can be run on a lower end machine than Mednafen but that's about the only thing it's got going for it over Mednafen.
  3. So the trailer dropped yesterday: In case I hadn't mentioned this before... I really love Blade Runner. It's my favorite film of all time. I'm cautiously optimistic for 2049. I couldn't be happier that Denis Villeneuve is taking the Director's role and not Ridley Scott. I haven't been too impressed with the stuff he's done post-Blade Runner, with the exception of The Martian. Prometheus, in particular, was a complete mess. While Prometheus was a prequel and Blade Runner 2049 is a sequel, they're both addendums to classic films made 30 years prior so if Prometheus was any indication, I wouldn't want Scott in the Director's chair. I've enjoyed everything I've seen by Denis Villeneuve; and that's not including The Arrival which I've yet to see but have heard nothing but good things. I really like Ryan Gosling, so that's a plus as well. At this point I'm just wondering... who's going to play opposite Gosling in the antagonist role? They're going to have a tough act to follow from Rutger Hauer (Roy Batty was the star of the show as far as I'm concerned, not Deckard). Jared Leto is listed in the cast so maybe that's it... If I had a vote it'd probably be for Mads Mikkelson. I'm actually kindof surprised that Ford is even in it considering he's repeatedly said that he didn't like Blade Runner. Mackenzie Davis (Halt and Catch Fire) and Lennie James (Snatch; The Walking Dead) are listed in the cast as well and I like both of them quite a bit. It looks like they nailed the atmosphere based on the trailer, so that's encouraging. I'm a little worried about the score given that Vangelis isn't involved. That score is an enormous part of the original film - it really wouldn't be the same without it. The trailer for 2049 even uses some of the Vangelis score. Jóhann Jóhannsson is composing for 2049 and he's the same composer that Denis Villeneuve used in several of his previous films but honestly none of those films stand out in my mind for their scores - I guess I'll have to go back and listen to them again. Overall I'm still optimistic and excited about it. It just... has a really really high bar that it's facing. Given that Blade Runner is my favorite film of all time, it's basically an impossible task, but even if it's not as good as the original that doesn't mean it can't be really great in its own right. Fingers crossed.
  4. Well, therein lies the beauty of Launchbox - you can divide them up however you choose. Not everybody has to take the same approach. The only issue with doing something like this is you're limiting yourself on user-created media like clear logos, banners etc. since they typically follow more traditional divisions. You could of course create your own though (or request them), if you're so inclined.
  5. Mooooore synthwave. This one's pretty killer.
  6. Yep! I remember watching Lawnmower Man as a kid and genuinely being like "Wow! This is what video games will be like one day!" I mean... it was kinda true. We did get Microcosm and Novastorm. Thankfully neither of those had a weird brain-sucking sex scene.
  7. Who doesn't know Max Headroom?! I mean what's next, you gonna tell me you don't know about Tekwar or Johnny Mnemonic either? These are magnum opuses of cinema. Now that VR is actually kindof a thing, maybe the internet will finally look like a PS1 cinematic. The future is here!
  8. Ehh... honestly I think that criticism would be much more appropriately laid at the feet of Hideo Kojima than anything in FFVII. The whole more-movie-than-game thing basically started with MGS; and I say that as someone that loves MGS (well, 1 and 3 anyway). I think you'd have a hard time arguing that there's "not enough game" in FFVII.
  9. There's already native support in Launchbox, it's just clunky. Obviously Rocketlauncher is an option but it's in no way required to use Launchbox + ScummVM.
  10. Eeesh... it's always somethin'. Most of the slang versions look pretty weird to me. A lot of them look less like scanlines and more just "let's throw some black lines on the screen." CRT-Easymode Halation seems to be causing a bit of weird jitteriness so I'm using Royale for the time being. Guess it's gonna take some time.
  11. It works on the nightly version. Do normal shaders not work with Vulkan? The only ones I could get to work were the slang ones - cg and glsl didn't seem to do anything. There doesn't appear to be a slang version of Hyllian Glow There's a CRT Easymode Halation at least.
  12. Ah, maybe that's it then. I'll try the nightly. You'd think they'd mention that in the article... they made it sound like all you had to do was update the core and switch the renderer...
  13. Updating completely breaks Mednafen PSX for me... even without making any changes. It just crashes. I had an older version still around though luckily. I have a GTX 780 and my drivers are from 10/27/16. *shrug*
  14. Cool deal Let us know how it goes. Be sure to collect all 35 of the 1/35th soldiers and the Super Sweeper to get the good ending.
  15. Things like wobbly textures/unstable polygons are only really apparent when upscaling and a high resolution monitor are involved though, which is why prior to PGXP I never considered upscaling worthwhile in any scenario. You're right, they didn't look like those screenshots, but they didn't look like this either. That's not to say it wasn't present, it just wasn't nearly as apparent. Native resolution on a CRT TV looked nothing like that. CRTs smoothed out a lot of the problems that are only present in a higher resolution environment. I mean, SNES games didn't really look like what we see in typical screenshots via emulators either. I understand your point though. And I use PGXP myself!
  16. I think that's a little unfair. I mean let's be honest here, these aren't really any closer to reality than what you'll find in FFVII: Discernible? Sure. But so are FFVII characters. They're both pretty far removed from reality though. If you saw these characters in real life you'd have nightmares - their legs are coming out of their chest and their heads are about half their total body size. While the models in PSX games don't look great, I think it's overly harsh to say they're basically polygonal translations of something like this: I love sprites! Don't get me wrong. And I love the 16-bit era too. But there's a lot of worthwhile adventures to be found on the PSX, and it'd be a shame to overlook them just over a matter of style. And they don't all look as bad as FFVII's models either. There's certainly some bad cases, but there are good ones too.
  17. Yeah, I can see that I guess it's just that, for me, I don't have any issue with this: So why would I have an issue with this? Cloud is about as far off from looking like an actual human as those white pixels are from looking like a mountain in Times of Lore, but in both cases I understand what it is that the developers are trying to convey so... why not just take it for what it is (despite the obvious shortcomings) and move on? I used to play text-adventures too though, so maybe I have a high tolerance
  18. That's fair. The graphics really haven't aged very well, no question there. Have you played Suikoden 1 or 2? Those are completely sprite-based. Suikoden 2 is my favorite console RPG of all time. You don't have to play Suikoden 1 first, but there are a lot of returning characters so it helps. You can import your clear save into 2 as well. I actually hadn't played it when I first played through 2 though, and I still loved 2. Absolutely wonderful game. It definitely does have some really great music.
  19. What is it you're trying to do specifically? The process really hasn't changed. Keep in mind that DOS games often require a lot of per-game setup and configuration tweaking.
  20. It's okay. To each their own. Within the context of when it was released it was pretty amazing. I was completely blown away by it in 1997. I still think it's great, but I don't pitch a fit when others don't; especially if there isn't any nostalgic connection to it. The story is kindof typical Final Fantasy nonsense that just goes with the territory - not completely incoherent or terrible but certainly leaves you saying "O...kay" every once in a while. I still think the gameplay holds up just fine though, despite the dated trappings. I still love it, even though I know it's certainly not perfect.
  21. I'll have to check it out. Chances are I'll end up going back to good ol' native resolution but I'm still curious. It's gonna turn this: Into THIS: Ultra HD 4k 3D HDR Mega-Textures in Real-Time™
  22. That particular example does look pretty good. Late titles that fit into that specific set of circumstances (polygons on top of prerendered backgrounds) do seem to get the biggest benefit. My issue is that a lot of the earlier titles are low-poly to the point that upscaling just makes them look bizarre/completely wrong. Can you set the renderer as part of the new per-game overrides? Those are core-level so I would think so, but I'm still on latest stable. That'd be pretty handy for this.
  23. Introducing Vulkan PSX renderer for Beetle/Mednafen PSX There's a new article up on Libretro about a new renderer option for Mednafen PSX that uses Vulkan. I haven't tried it out yet. I'm not a big fan of upscaling for PSX personally, but I know a lot of people are. The article's full of a lot of wonderful technobabble like "PSX renders one primitive at a time, so it is quite obvious that we need to aggressively batch primitives." Pfffsh...well yeah. Everybody knows that.
  24. I finished up The Technomancer over the weekend; ended up at 34.8 hours and I did basically every quest (except for the ones for the Vory, because they're a bunch of a-holes). I really enjoyed it - not perfect by any stretch but very enjoyable. It's got a cool setting, good characters and story, good character progression and crafting, and really fun combat. The only major complaint I have is that the side quests involve way too much backtracking through the same areas over and over, where you'll end up fighting the same respawning enemies over and over. It might not have been as bad had I not done every quest, but I don't think that's really an excuse - the content's there so there's no reason to let it slide just because it's optional. It didn't bother me too much at first but by the end of the game it starts to wear on you - I just kindof groaned "Welp...back to Ophir again I guess...". The ending's not amazing either - it's too abrupt as far as I'm concerned. I think what bothered me about it was that it kindof summarizes the ramifications of your decisions throughout the game (and not just the ones you made in the last 30 seconds, which I appreciated) but it doesn't really go into detail about what happens to your fellow party members afterwards, which frankly I would have found more interesting than the resolution to the actual overarching plot. It mentions a few of them briefly, but I felt like there was still a lot of stuff unresolved with them. Overall, I still enjoyed my time with it - I'd recommend it at a sale price. I got it for $17 on sale and don't regret it. GOG had the DLC for The Witcher 3 on sale recently so I picked those up. I put quite a few hours into The Witcher 3 last year (I was level 17) but never beat it. I decided this would be a good opportunity to just start over from scratch so that's what I've been playing - currently level 7. I really love that game - I just have the tendency of going full-bore OCD-must-do-everything-mode in these games and in a game the size of The Witcher 3 that's kindof an unhealthy approach, which led to burn-out last go round. I guess I'll have to do a better job of pacing myself this time.
  25. Saw this post in the SKSE64 reddit thread and thought it was worth posting here. It's from 2 days ago (11/30) from behippo (one of the SKSE devs): "Alright - here is a smaller update than I was planning. A good deal more progress has been made. Since my last update I have done a first pass decoding of Spells, Magic Effects, References (TESObjectREFR, Actor, PlayerCharacter), ExtraData and the Inventory. I have successfully tested functions walking over the player's spells and printing out information about them. I have tested getting and setting various values on the Weapon class. I have decoded new information about Light objects (found while investigating magic effects.) Some of the corresponding papyrus functions do not work right out of the box and will need investigating. Some examples: Spell.GetMagickaCost() doesn't seem to be returning the expected value; Actor.SheatheWeapon() doesn't seem to be working. The first is likely a decoding error or scripting error on my part (or the costs really are that low). The second error calls directly into a virtual function on the Actor class which may mean the virtual table layout changed which will take more investigation. None of the Inventory code has been tested yet. So I didn't make enough progress to have a good enough set of interesting functions to do a demo video. I will work on that and hopefully will be at a point sometime next week. Brendan has been making progress on our plugin code and we may be able to show off a plugin in the video if the timing works out. No matter where things stand I'll do another update early next week." Glad to hear progress is being made!
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