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Everything posted by Zombeaver
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Steam Link controller issues (PS4 Controller & Steam Controller)
Zombeaver replied to hawkguy's topic in Troubleshooting
Yeah there's definitely something very wrong there... As far as Retroarch specifically, what is your driver set to for inputs (Driver -> Joypad Driver). It should be Winxinput. -
Steam Link controller issues (PS4 Controller & Steam Controller)
Zombeaver replied to hawkguy's topic in Troubleshooting
One other thing just occurred to me - are you trying to make changes to the config through the Link+VirtualHere? If so, have you tried just configuring the controller on the host locally? VirtualHere can do some funky stuff... -
Steam Link controller issues (PS4 Controller & Steam Controller)
Zombeaver replied to hawkguy's topic in Troubleshooting
Yeah it sounds like there's something wonky going on with your configurator for some reason. I've never used a Steam Controller - I just use a regular old wireless 360 controller; and I did have to specifically configure it to just function like a controller at all times (i.e. configure it so that it won't fall back into sending "desktop mode" inputs when it thinks that's what you should be using...which is true for a lot of emulators). This is definitely something you should bring up on the Steam forums; probably both in a general support area and in the Steam Link forums as well. I honestly wouldn't mention anything about Launchbox, Big Box, or emulators at all, because they'd more than likely just use it as a scapegoat. All they need to know is exactly what you described - that you can't create/save your controller configs and you can't load community ones either. -
Steam Link controller issues (PS4 Controller & Steam Controller)
Zombeaver replied to hawkguy's topic in Troubleshooting
I don't have a steam controller either. The image it shows is there regardless of the type of controller you're using. If you're using a Steam Link (or just using Big Picture mode in general) you can get to the configuration screen like anyone else. In Big Picture mode it's in Settings (the cog icon) -> Controller section -> Configurations -> Desktop Configuration -
Hoxs64 is a fine emulator. Were it not for CCS64, that's what I'd be using - I prefer it over Vice. It's really just a handful of nifty features combined with personal preference that push it over the top for CCS64 for me. But yeah it's very easy to setup. I actually think Hoxs64 and WinVice both suffer a bit from what I'd call "settings bloat". It's not that those settings genuinely don't do anything, so much as it's just a bit overload/overkill for the average user. I've never messed with any PC-98 stuff myself. Amiga, Atari 8-bit, Atari ST, C64, and X68k are the ones I'm experienced with (well, and DOS of course if that counts). As far as a tutorial... maybe ScummVM? Of course, it might be best to wait until the inevitable overhaul (though I don't know when that will be). It's something that does get asked about from time to time. Sega Model 2 maybe? I'm just trying to think of stuff other than just Retroarch cores.
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- emulation
- commodore 64
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Yeah, it doesn't seem to work in RA. Works well with the switches you listed though. Thanks!
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No no I meant for the "3D Pad". I didn't realize it was even in the input options until I went looking for the mouse option. I tried out the 3D Pad to see what would happen and the controls just act nuts. Policenauts is still err... in transit.
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Ah okay, very cool. I'm looking forward to trying it out. I've read it's different from the PS1 version (which I like quite a bit). Yeah I saw that when I went looking for the mouse option and was like "Huh?" The controls act completely crazy when you use it haha.
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Interesting, I'd not heard it'd been translated for Saturn. RA does have "Mouse" as a possible controller type. Not sure if it'll work here though. I'll test it out.
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CCS64 is cycle exact. I've never had any compatibility issues with it. The only problems I've ever had with it have invariably been the result of bad dumps (there's actually quite a few of those in TOSEC). Once I finish the Amiga video I'm working on, I may do a CCS64 one as well. It's actually very easy to setup and integrate into LB. I'd like to do one on Atari 8-bit computers as well. One other thing worth noting about CCS64 is that Håkan Sundell, the developer, refers to it on his site as "shareware" but it's really not. Shareware implies that there's some limitation in functionality until it's purchased, but there isn't in CCS64. It's just "If you like this and use it, feel free to send a donation." "Donationware" would be the more appropriate term. I thought it was worth mentioning because I've heard some people say it was the reason they didn't check out CCS64 in the first place. Maybe at one point it might have legitimately been shareware, but it's been in development since the 90's and I think it just got to the point that there wasn't really anything left to add. I think the only updates in somewhat recent memory (the latest is from September 2015) have just been for compatibility for newer OSes (it does work on Windows 10).
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- emulation
- commodore 64
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I just checked and there aren't any special command line parameters necessary. The "Maximum 1541 Speed" option I mentioned is under the "Special" section. You'll probably want to set this to "On - Quiet". Setting it to "On" will still use it but will show a little message box indicating that it's happening. Note that this only works for disk formats like .d64 (which is what I would generally recommend whenever it's available). You can still use warp mode manually with other formats by pressing Alt+F3, but "Maximum 1541 Speed" uses it automatically for disk images.
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I'll check when I get home in a bit, but I actually don't recall needing to use any special command line parameters for it. I'll double check though.
- 72 replies
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I actually use Steem myself. I like it quite a bit. For multi disk games you have to add command line parameters to indicate which file you want to load into the first drive and which one you want to load into the second drive. I've got some instructions here:
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I wouldn't recommend MESS/MAME for C64. The emulation just isn't up to par currently. There isn't an officially released RA core either at the moment. There is a preliminary Frodo core on the Libretro forums, but you have to build it yourself, and it's buggy to boot. For C64 emulation your best bet is going with a dedicated emulator, for the time being anyway. Hoxs64, WinVice, and CCS64 are all good options. CCS64 is the one I use. It's the only one of the three that works via Steam Link, and it's got some extremely handy features like auto-warp (maximum 1541 speed) which makes it automatically speed up during disk loading and slow back down to normal once loading is complete. You can also do things like create a save state file and load the state as your "rom" in LB and it'll start up the emulator and game right to where you saved. It also supports a wide range of file formats for disks, carts, and tapes.
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I do have a few, yeah. I've got Banshee, Benefactor, Fire & Ice, Gloom, and I think The Chaos Engine. My copy of Gloom is just a CD image (I can't recall if it's an iso or bin+cue, but it's definitely just a disc image). The built-in configs for these seem to be a bit iffy in my experience. One problem I've seen with some of them is that they aren't setup to use the actual CD32 pad for whatever reason; and that often breaks the controls if you're using your own controller (I use a wireless 360 controller). Gloom wasn't, for example. So for that I just created a custom config for it using a default config that I use as a starting point (A1200 + 8MB Fast RAM) and going to the CD-ROM tab, clicking the "browse for file" button and directing it to the disc image, and on the "main configuration" tab under "Joystick & Mouse Port" make sure "CD32 Pad" is selected instead of "Amiga Joystick" - then you name the config in the config name field (Gloom in this case) and click the save config button.
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Yep, either the latest dev version (2.7.16) or the latest stable (2.8.0) will work. I use the portable (non-installer) version, but it should work with the installer versions of either of those too. I think the only difference is that the Launcher.exe may be named slightly differently. It should still be something-something-Launcher.exe though. No worries! I understand completely. Yeah I actually used WinUAE for quite some time - to the point that I was actually a bit resistant to trying out FS-UAE initially. I guess I felt like since I'd already gone through the pain and anguish of learning how to setup and use WinUAE, what reason did I have to switch to something else. I have to say though, the more I use FS-UAE, the more I like it and actually prefer it overall. It's just a much more user-friendly experience and once you get the hang of it it's a breeze to get new games setup; the built-in configs from the OAGD combined with Eirulan's exporter/launcher go a long way in that regard, but even the games that don't have a built-in config are extremely easy and fast to get setup as well. Of the 200ish Amiga games I've currently got in my LB library, 13 did not have built-in configs and 10 had built-in configs that had some kind of issue that I corrected with custom configs; that means that 88.5% of them I didn't have to do any configuration whatsoever - I just imported them and they were good to go as is. And the ones that I did have to create my own configs for literally take about 5 seconds to do each. Both of these are a big step up from WinUAE as far as I'm concerned given that I was configuring every game by hand with it and each one took longer to do than in FS-UAE. WHDLoad games are also basically plug-and-play from the get-go unlike WinUAE which is really nice.
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I've already started working on the script for the video. It'll be out this week. It's probably going to be longish but I want to go over everything, even some of the more unusual things like the half-color bug and using a custom WHDLoad.prefs file. I'll be going over setting up and importing custom configs as well, which is pretty important. I'm at about 3000 words right now and it's about 40% of the way done Here's the outline: -Changes from default settings in FS-UAE [done] -Importing Kickstart files [done] -Adding custom controller hotkeys (warp, QuitKey, etc.) in FS-UAE [done] -Connecting to the Open Amiga Games Database [done] -Importing Games into FS-UAE [done] -Creating custom configs in FS-UAE [done] -Using a custom WHDLoad.prefs file to override the QuitKey for all WHDLoad games -Exporting UUIDs from FS-UAE -Setting up FS-UAE (normal/non-UUID) and FS-UAE UUID in LB -Importing UUIDs into LB -Importing custom configs into LB -Fixing "half color" bug games -Miscellaneous fixes (Hostages fix; games that use A600, etc.)
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Some games are split up even within FS-UAE for certain things like normal vs the AGA version, so if there are multiple entries in your FS-UAE game list, those will be exported individually, even if "only one variant" button is selected in the exporter. That option just exports one version from the version drop-down list in FS-UAE: You should only see one of these if you choose the "only one variant" option. But if you have multiple games in the actual game list, those will all be exported regardless. Zool has a normal, AGA, and CD32 version, so that's probably what you're seeing. The Amiga model used doesn't have any bearing on it.
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It will unless you select the "Export only one variant per game" box in the UUID exporter. If you select that box it will pick the first version it finds in that game's version list in FS-UAE and only export it. Yes, it will auto-launch the game+config. It's taking you to the "fs-uae arcade menu"? You've definitely got something setup wrong then. It sounds like you're directing the "Launcher_uuid.exe.config" to the wrong .exe. Read and follow Eirulan's instructions from this post very carefully: Nothing wrong with that. The vast majority of the games I'm using are WHDLoad as well. Did you setup the emulator entry in LB correctly? It needs to have the "Don't use quotes" and "Use file name only" boxes checked, and needs to be directed to the "Launcher_uuid.exe" like this: The paths in the Launcher_uuid.exe.config also need to be overwritten to whatever the correct paths are on your computer, as Eirulan mentions in the post I linked above.
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Glad to hear it @orac31! There's actually a list of other mappable actions here if you're curious: https://fs-uae.net/input-actions I just use ones for F10 and Warp myself, but there's some other potentially useful stuff there too; probably most notably save/load state (although states can be a bit iffy if you're using WHDLoad files, which is why they're disabled by default for WHDLoad).
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No problem! Yeah, the exporter is required for this to work and you have to direct LB to use those as "roms". That will only cover the games that actually have built-in configs though - for the ones that don't you'll want to create your own configs in FS-UAE, import those as roms, and direct them to a separate emulator entry in LB for just normal (non-UUID) FS-UAE.
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Assuming your paths are correct, what you have looks good. Here's my launcher config: Here's my emulator entry in LB: Here's an example of a library entry that's using it: You are actually directing your library entry to the UUID file you export with the exporter right? Using the launcher in combination with a normal WHDLoad zip or a FS-UAE config file will not work with this because the "Don't use quotes" and "Use filename only" checks make it mutually exclusive from use with non-UUIDs. That's why you need separate emulator entries in LB - one for FS-UAE (for use with non-UUID launching) and one for FS-UAE UUID. Here's my normal FS-UAE entry (note that this is not directed to Eirulan's launcher, this is just the normal Launcher from FS-UAE; the special UUID launcher isn't necessary in this scenario). This would be used for launching custom configs that you can create in FS-UAE (for games that either don't have a built-in config or where the built-in config has some kind of problem with it): I'll make that video this week for sure. It won't be tomorrow but it'll be this week - just had a bunch of crap going on lately. Sorry
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I just started adding some DS games to my library and realized that I'd made a clear logo for it but not a platform banner! We can't have that...
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We really need better quality cover sources...
Zombeaver replied to Khenemet Heru's topic in Contributions
They have access to the same fields as any other user - moderators simply approve or deny change requests made by other users. When someone submits a change, it goes into the moderation queue which all moderators can see and then either approve or reject. If enough approvals are received, the changes go through, if enough rejections are received, they don't. You can submit multiple changes to the same game within one change request (if it's a new entry), but not between multiple games. If it's an existing entry, proposed modifications create a change request per-field. The kind of changes you're talking about are on the backend, and would need to be enabled by Jason - it's not something that'd be possible simply by being a moderator. Alternate titles are on the agenda to be added. Media types and the region for that media already exist as fields in the DB.- 59 replies
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- box images
- quality
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