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Zombeaver

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Everything posted by Zombeaver

  1. I'm not sure if there's a way to do this honestly. In the case of MAME cores, RA's own settings will override those settings, like custom controls for example. Are you doing this through the Core Options menu? Those settings should stick. You should be able to enable diagnostics/service mode, etc.
  2. Use a shader that has scanlines. Probably the best place to start for this is a CRT shader. When you start a core, go to Quick Menu -> Shaders -> Load Shader Preset -> shaders_cg or shaders_glsl -> crt Just try experimenting with shaders in there. I'm a big fan of CRT Easymode Halation. Another good one is CRT-Royale Kurozumi. It's in the CGP shader folder.
  3. Alright, I finally got DKC2 working. You have to dump the attached into your DKC2 folder, your .sfc needs to be named "dkc.sfc" and your .msu needs to be named "dkc.msu" and all of your .pcms need to be named as simply "track-1.pcm", "track-2.pcm", and so on. manifest.zip
  4. Huzzah, I've got SMW working in RA using the files from the "Super Mario World_msu1.sfc" folder in the attached. I tested it with both Coline's and Kiddo's patches and it works for both. smw_msu1+.zip
  5. Yeah, exactly. It's funny because Con (one of the guys that's made some of these patches) even said as much in that thread over on the SMWCentral forums. When you combine this with the fact that, as has been well established, Byuu releases little to no documentation on any of this crap it's a wonder any of these work. I'm basically just fumbling around in the dark until something works. I'll still try messing with these some more to see if I can get them working. I don't like this kind of thing getting the better of me
  6. They might not be, I'm not sure. The ips wouldn't be if the rom is already patched. I'm not sure about the .xml and .asm though. Fair enough. Just trying to help man
  7. Here's the actual patch zip that I found (where that manifest came from) - I'm not sure if what you have already has the .asm, .ips, and .xml files included in this, but presumably those are needed as well. This came from a thread over on SMWCentral. smw_msu1.zip
  8. I actually just found one for SMW after some digging. It may need some adjustment as well, I don't know yet. It's a starting point though. manifest.bml
  9. So where it has "program.rom" you have the name of your .rom or .sfc file (depending on what file type you have) and where it has "megaman7_msu1.msu" you have the name of your .msu file, and the names of the .pcm tracks match what you've got? I'm surprised it doesn't work if so. All of the files need to be in the same folder too, in case they're not due to the way you've got them setup through BSNES or something. Just hanging on a black screen is what I was getting on F-Zero until I eventually got the .bml sorted out. I'll try out MM7 and SMW tonight.
  10. Cool. Glad it sorted itself out.
  11. If they actually have the exact same title, you may have to use the "force import of duplicates" check box in the wizard. Otherwise it'll see that you've already got a game in your library with the same title and decide that "you don't actually want to import this one". Forcing duplicates makes it import everything you tell it to import, even if you already have a game in your library with the same name as what you're importing. Don't select this option unless you know this to be the case and you specifically want it to import the duplicates. Yep, exactly. You can drag in anything new you want to import, tell it what platform they are, and the proceed through the rest of the import wizard as normal. It'll only scrape media/metadata for those games.
  12. There shouldn't be any discrepancy from one to the other. It could have been a fluke (maybe launching the game too quickly while scrolling through titles?) or it could actually be a bug in BB. Can you try it again just to make sure? Are you using the launch game button (X button on a 360 controller by default) or are you going into the game's sub-menu (A button on a 360 controller by default; assuming you haven't disabled the sub-menu in BB's options) and starting it from there?
  13. Huh? Are the ones that you're going to add later actually different games or not? If they're different games I'm not sure why it'd be downloading "media again". You can just drag whatever new files you want to add directly into the LB UI and import them - it doesn't completely rescrape/redownload everything in a platform just from adding new games.
  14. I wouldn't recommend using .nibs - those are from the Preservation Project (that's what the PP stands for) and contain all the original copy protection which, in many cases, will render them unusable. For C64 there are quite a few usable file types: PRG, P00, T64, TAP, D64, G41, G64, and CRT. The majority of my roms are D64s as that's my preferred format - those are disk images. The reason I prefer those is I use CCS64 for C64 emulation, and it has a "maximum 1541 speed" option which vastly speeds up loading times on disk images and toggles on/off automatically. You can still speed up load times with other formats (like cartridges or tapes) by turning on warp mode (which increases the emulation speed to something like 500%) but that still requires you to do it manually whereas with the maximum 1541 speed option (the 1541 was the C64's floppy drive) it speeds up while loading data and slows back down to normal when the load is complete, which is extremely handy.
  15. Oh and for Mega Man 7, try this manifest. Check your file names and adjust this if necessary. I haven't actually tried it, but I found it over on github and all the ones I've taken straight from there have worked great. There are ones for X, X2, and X3 as well. manifest.bml
  16. I did manage to get the F-Zero one working, but it went kicking and screaming. The file name adding/renaming was fine but for the memory addresses I ended up just opening up every other working manifest I had and just trying out different ones from those until it worked. I'm not sure what the proper method is for figuring those out - I'm sure the answer is in here somewhere but that's a bit over my head so brute force trial and error it is! So far I've got the following working in RA: Chrono Trigger Flashback F-Zero Legend of Zelda: A Link to the Past Rock n' Roll Racing Super Metroid Secret of Mana TMNT IV: Turtles in Time There aren't too many left at this point.
  17. Yeah several of mine didn't have a .bml either. I've found some of them on github if you just google [game title] MSU manifest.bml. It seems like this is basically the base for all of them, with "AUDIO.sfc" and "AUDIO.msu" being replaced with the actual .sfc and .msu files you're using. At that point you need to add in the actual tracks in place of "Audio-0.pcm" with the appropriate track numbers. I'm working on that now for an F-Zero one that didn't come with a .bml and I couldn't find a premade one.
  18. I got Zelda (Link to the Past DX) working in RA. I've attached the .bml file I'm using for it (actually just named "manifest.bml" in my folder). Legend of Zelda - A Link To The Past DX.bml I got TMNT IV working but only after correcting the .bml file that came with it, which had the rom name field set to "rom name=program.rom" and the actual rom file in my case is named tmnt4_msu1.sfc. After updating it to that name it worked fine. I've attached the .bml for it (again just named manifest.bml in reality). TMNT IV - Turtles in Time.bml I've not been able to get DKC2 to work properly in RA yet. Directing BSNES 0.75 to the Donkey Kong Country 2 sfc file works. Using the same file in RA plays the game but with the original soundtrack. None of the versions I've found have contained a manifest.bml file and none of the .bmls I've found for it elsewhere have worked. It probably doesn't help that there seems to be about 4 different versions of this one in MPU-1 format. I can't seem to get BSNES to launch into fullscreen either. --fullscreen didn't seem to do anything. I think I'm probably more inclined to either figure out how to get this working properly in RA or to just scrap it rather than mess with standalone BSNES anymore.
  19. Very strange. You said that it worked through command prompt via higan.exe "E:\Downloaded Games\Emulation\Roms\Super Nintendo\Super Famicom\megaman7_msu1.sfc" though right? What happens if you go into the Mega Man 7 LB entry, blank out the rom path, tell it to use custom command line parameters in the emulator tab, and just paste "E:\Downloaded Games\Emulation\Roms\Super Nintendo\Super Famicom\megaman7_msu1.sfc" in that field? I'm not saying that's an ideal solution even if it works, I'm mostly just curious if it works. I would think it would - that should be functionally identical to typing it into a command prompt. From what I read on the Libretro forums, it sounded like they all should work in RA assuming the .bml is correct. Zelda was specifically mentioned as working in this post, where they actually list their file names and the contents of their .bml file. There's nothing wrong with being a perfectionist, but that doesn't give anyone the right to belittle the "lesser mortals"; especially given the extremely idiosyncratic nature of some elements of his software, as illustrated perfectly by this very discussion. That kind of elitist, obnoxious attitude is cancerous to this hobby, I don't care how awesome your emulator is. Emulation is already woefully misunderstood and mischaracterized by many as it is, even without that kind of BS stoking the flames. If someone went around talking to random people (and the guy he was talking to had a post count in the hundreds, no less) in the real world the way he was doing on those forums they'd get their head kicked in, in very short order.
  20. I'm still a little confused on this - are you literally trying to direct LB to a regular old Windows folder or is it a file that contains folders/files like some kind of archive? Sorry, I'm still totally new to MPU-1. I saw in the other thread where you mentioned Donkey Kong Country 2, Zelda and TMNT not working so I'll take a stab at those. I will say that I've been wanting a %rompath% switch for a little while now (for other reasons) which might come in handy here were it implemented. It'd basically be like %romfile% except that it just injects the relevant path rather than a rom file itself. Also, reading that thread over on the Byuu forums... holy crap Byuu seems like a complete a-hole... what the hell. Whatever interest I might have had in checking out Higan was completely demolished after reading that. Dude needs to chill. "I'm fully cognizant of the fact that I really don't provide any sort of useful documentation on my somewhat less than intuitive emulator, but if something isn't working it's clearly your fault and you're an idiot for not being able to figure it out." And that was nicer than the verbiage he used.
  21. Hmm... interesting. I went home on my lunch break and tested out Chrono Trigger and it was working great with the .bml. I just added it as an additional app to my existing Chrono Trigger entry, told it to "use the emulator", and named it Chrono Trigger (MPU-1). I use the BSNES-Mercury Accuracy core. I'm wondering if maybe the ones that don't work have erroneous data in the .bml files - it seems like they're basically serving the same purpose as .cue sheets for CD games - maybe they can present the same issues like being directed to erroneous/nonexistant files/folders. I opened up the Chrono Trigger one and it consisted mostly of track file names. Have you taken a look at any of the ones that aren't working to see if anything looks weird?
  22. I've been listening to a few others. Results kinda vary from game to game. The Chrono Trigger one actually sounds pretty great though - definitely my favorite among the ones I've heard so far. I'm probably going to try that one out tonight. It's been a few years since I played through it so this'll give me an excuse to do it again. I kinda felt the same way about some DOS games when I started using Munt (MT-32 emulator). Some games benefit immensely from it (early Sierra games especially) and some just sound weird/wrong, but it makes it feel completely different either way.
  23. Not through Launchbox, no. Your best bet is probably going to be using a Windows search and picking specific things to pull out. For example you could search a folder for (U) and cut them all out and move them elsewhere and then import those. The specific things you search for are going to depend on the platform but typically with these kinds of sets the format is fairly uniform within each platform so as long as you know what you're looking for you can pull them out pretty easily.
  24. Echoing the sentiments already expressed here, currently you'd need to just pick a starting application and go from there. If you want everything to fall back to LB/BB, just create a "platform" in LB and name it something like "Media" or "Applications" or whatever your want, and then put something like Plex or Kodi in there. If you want to fall back to Kodi, add a shortcut to LB/BB in it. I don't think there's any way to replicate that via Plex so if that's what you're using you'd want to go LB/BB -> Plex. Technically you could just dump movies into LB as "roms" and associate them with an "emulator" of say Media Player Classic or something, but the problem is going to be with metadata, because there isn't currently a way to add in your own scrape sources and as result you're not going to find any metadata for any of them (well, you might with a Wikipedia scrape, but you don't get any images that way). So you're going to be better off launching something else dedicated to that task like Plex or Kodi.
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