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Zombeaver

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Everything posted by Zombeaver

  1. Yeah, that's what I'd do. Sengoku Blade has an arcade version (it's called Tengai) so I'm just going to scrap the Saturn one and go that route. Elan Doree has an arcade version too, but the MAME emulation of that game is completely screwed so I'll just have to keep looking for a replacement for that one I guess.
  2. lordmonkus said Here's a tip I just picked up on thanks to a person over on the reddit thread. Could save you some redownloading. Do a google search for "cdmage 1.2.1 B5", I downloaded the version from emuparadise. Run it and drag the cue sheet for the game that isn't working for you, let it do its thing for a second. Then select File > Save as and generate a new cue / bin. This new version of the game should work most of the time. It repaired all my non working games except for Cotton 2 and Cotton Boomerang. Boomerang will let me get to the Sega logo and freeze but Cotton 2 still doesn't load. Not sure if there is something else I can do yet. I know Panzer Dragoon Saga and Radiant Silvergun work, don't have any of the other games you listed as not working for you. Thanks for the tip, that actually worked on Gungriffon II, Tempest 2000, and Thunderforce V. It didn't on Elan Doree for some reason. Sengoku Blade is in kindof a weird format (.cue + .iso + a bunch of mp3s) so I'm probably just going to get a different rip. The Clockwork Knight 2 and Digital Pinball rips are PAL region so those'll need to be replaced anyway. I actually already got new versions of Panzer Dragoon Saga and Radiant Silvergun before I saw your post and those are working fine now. orac31 said I am new to this can I ask do a make a text doc say Panzer Dragoon Saga.m3u put each disk name in the doc put the file in the same dir as the disk imgs then add the m3u file to launchbox? Yep, that's it! You create a text file and in it you place your .cue file names - one per line. So for example: Then save the file and right-click on it and rename it to change the file extension from .txt to .m3u. Then you choose that file in Launchbox as your "rom". In Mednafen, you "open/close the disc tray" with F8 and change to the next disc with F6. So you'd hit F8 (open) -> F6 (switch to disc 2) -> F8 (close). I'll warn you though that, at least with the one game I tried (Enemy Zero), the graphics seemed to be screwed up after switching the discs. It's probably still being worked on. It works great in Mednafen PSX - that's how I handle all my multi-disc PSX games.
  3. Ehh...I'm still getting a good amount of input lag on Hyper Duel and Metal Black. Those settings don't feel much different, if at all to me. I wasn't getting any microstutter in the first place but I went ahead and added in the cache switch as well. orac31 said lordmonkus said Something just posted over on /r/emulation. "it currently doesn't support pal games, but that'll get added in other releases" Well that explains some of the limitations for now, can't have everything in the initial release now can we. Sorry to ask is there a command line to streach the screen? I am very impressed with this and only the first build? -ss.stretch full will stretch it to full screen, ignoring aspect ratio. -ss.stretch aspect will stretch it to full screen, keeping the aspect ratio intact. This didn't actually stretch it completely to the top and bottom for me though, so instead I use -ss.stretch 0 -ss.xscalefs 5 -ss.yscalefs 5 which fully stretches it to the top and bottom of the screen (with proper aspect ratio). One other thing of note from testing is that it appears that Mednafen's multi-disc m3u function works, sortof... the game launched normally via m3u file and I was able to "open the tray" via F8, switch to disc 2 via F6, and close the tray with F8. The game (Enemy Zero) continued, but the graphics seemed to be all screwed up afterwards... I'm not sure if that's something still being worked on or if it's a problem with my files. I'm inclined to think the former because when I just start the emulator with Disc 2 in the first place, it looks fine. Seems like the functionality is there, it just doesn't quite work just yet. This is my updated testing list:
  4. Albert Odyssey, Assault Suit Leynos 2, Burning Rangers, Crime Wave, and The Legend of Oasis all weren't working for me but alternate rips are working just fine so I'm willing to bet the same will hold true of most if not all of the others that aren't working.
  5. Damn, this day just keeps getting better. I saw your post over there haha
  6. This is what I've tested so far. Some of the non-working ones are probably a particular rip or possibly a region issue. I think one or two of them might be PAL region. Working: Albert Odyssey Assault Suit Leynos 2 Blast Wind Bulk Slash Burning Rangers Corpse Killer: Graveyard Edition Crime Wave Dark Savior Digital Pinball: Necronomicon Daytona USA - Championship Edition Enemy Zero Fighters Megamix Final Fight Revenge Funky Head Boxers Funky Head Boxers Plus Gale Racer Ghen War Golden Axe: The Duel Guardian Heroes Gungriffon Hyper Duel Konami Antiques: MSX Collection Last Bronx The Legend of Oasis Metal Black Mobile Suit Gundam: The Blue Destiny Night Striker S Panzer Dragoon Won't launch/no error message: Digital Pinball: Last Gladiators Elan Doree Gungriffon II Mr. Bones Crashing: Astal - launches and runs but after a bit audio hangs and the game locks up Clockwork Knight 2 - runtime error Digital Pinball: Last Gladiators - runtime error Dragon Force - runtime error
  7. This is awesome. Got things up and running well and testing things now. I found that by default the screen doesn't seem to stretch to full dimensions in full screen so first I tried using the "-ss.stretch aspect" function which helped but still wasn't quite full for whatever reason. Changing it to "-ss.stretch 0 -ss.xscalefs 5 -ss.yscalefs 5" however fixed it beautifully. Daytona USA Championship Edition runs better than it does on Yabause or SSF for me. Enemy Zero works. Hyper Duel looks and sounds perfect but I noticed some significant input delay... Metal Black is the same story as Hyper Duel. It could be that it's present in the other two as well but it's something that's most noticeable in a shmup. Burning Rangers crashed on launch for me...I may have to take a look at my file. Most of my Saturn games are currently in MDS+MDF format so I guess I'll be doing some converting tonight...
  8. lordmonkus said My apologies, I think my memory was getting mixed up with some of the other pictures you were making, disregard what I said. No no, it's fine! I'm open to any requests for alternate versions, that's no problem. The only caveat is that I have to be able to find good images for them, which isn't always possible. I will say that I already plan to do a Rondo of Blood banner for Turbografx CD and a Doom one for DOS.
  9. I'm not sure what happened with my last post but it just keeps on saying "Awaiting Moderation" so let's try this again with an image for the list rather than text in case that's causing something to flag... @lordmonkus possibly, although I don't know that many of these are particularly obscure. The only ones out of those that are arguably obscure are: Killing Time (it's the 3DO...your options are limited) Overlord (most C64 games are "obscure" by most people's standard, and a lot of the less obscure ones have awful artwork; I could maybe do something with Montezuma's Revenge or Katakis) Anachronox (which I made for a custom platform that probably only I use, so that's basically a non-issue) Motor Raid (wasn't my first choice, but basically all of the Daytona USA art I found was trash) Betrayal at Krondor (a little obscure yeah; I could probably do one for Doom) Side Arms (not exactly obscure, but not necessarily as "iconic" as say Bonk...a series that I don't actually like very much) Dungeon Explorer II (I'll grant this one; I'll probably do a Rondo of Blood one in the future) Pretty much everything else is as iconic as it gets. CriticalCid said: Indded. It looks really awesome! But as it only came out in Japan for the PC-Engine and I‘ve splitted the TurboGrafx-16 and PC-Engine as seperate systems could make an alternative PC-Engine version of it please? :) Yep, I can do that. EDIT: Here ya go. Normal: Sketch:
  10. Well damn... I already made one with Side Arms: Hyper Dyne before I saw these suggestions I may have to come back to this again once I knock some other stuff out. I think it turned out pretty well though Normal: Sketch:
  11. Aaaaand fixed. Now to figure out what to do for TG16... Normal: Sketch:
  12. So, I realized after making the above, that I'm a complete moron... Dungeon Explorer II is a Turbografx CD game, so I'm going to have to modify that one to be for Turbografx CD and make a new one for the 16. Ugh...
  13. Despite an exceedingly generic sounding title, Dungeon Explorer II is actually pretty great and has a really badass cover. Normal: Sketch:
  14. That's definitely odd. I just tested both of the things you mention and I'm not experiencing them on mine. Are you running any AV software? Maybe try adding your Launchbox folder to its whitelist if so. You might also want to try turning down your RAM cache size in Tools -> Options -> System -> RAM Cache since it looks like BB is straining your system a bit.
  15. It was banned in Europe. Many credit it as the spiritual precursor to the Manhunt series.
  16. Hell yeah, I did a speedrun.
  17. Well, for MAME games it does - you can tell it to ignore duplicates during import. That's specifically for MAME though. The likely reason that it's able to do that though is because those games all have predefined, static rom file names; so it knows what to look for. That's not the case at all for other systems though so it will take in whatever you supply it - if you supply it with 15 copies of the same game, it's going to put them all in there unless you remove them - how exactly is it supposed to know which of those 15 is the right one? They could be named "Super-Awesome-Fun-Time", "Boogerland", and "Suckville II Turbo" - most emulators don't care what the rom file is named, they'll still run so long as it's a legitimate rom that it can read - which means Launchbox doesn't care either. This wouldn't be a problem if people didn't just grab the nearest gigantic-turbo-mega-pack-of-every-game-ever that they get there hands on and did a bit of curating with their collections. It's your collection, so put in what you want, but if you don't want all the junk maybe don't download a bunch of junk. If you drag in 10 files and they're all named "Mary Kate and Ashley: The Revenge" and the only difference between them is that 2-10 have like [a] [b] [!] [a2] or some other junk at the end, it's not going to know which one of these you actually want to use. The easiest way to deal with this would probably just be to use Windows search in your rom folder and specify what you want to look for (like [!] for example, which indicates that it's a "good dump") and cut them out into another folder, delete the rest, and then paste them back in and import; this is assuming of course that you've got [!] roms for every game, which may or may not actually be the case, but the point is you can use this to pull out files with a specific tag in them if you know what you're looking for.
  18. On the final page of the import wizard (when it shows a table of game names on the left and rom files on the right) just select any lines that are duplicates that you want to get rid of and hit the "delete" key. It'll remove them from the import.
  19. Yep, these are included in Retroarch via the Online Updater menu. Just hit "Update CG Shaders" and "Update GLSL Shaders" and it'll download/update them all. When you open up a core just go to Quick Menu -> Shaders -> Load Shader Preset -> CG Shader or GLSL Shader folder -> and then dig through the various categorized subfolders. "CRT" is probably where you'll want to start. Note, however, that the shader above is in the "CGP" folder and is only in the CG Shader folder.
  20. I looked at the CRT-Easymode-Halation shader in Notepad last night - it's actually pretty short. It's only 5 passes. I can't recall which one was for the bloom by memory (and there weren't any comment lines in the file) but I'm pretty sure one of the passes had "bloom" in the name. CRT-Royale-Kurozumi on the other hand is practically a novel. It's insanely massive. I don't actually know if simply swapping out pass 10 would even work because based on my testing it's affected by more than just that pass. Passes 2-4 and 8-10 all affected it. It's probably actually pass 2 that would be the one to change because all of the subsequent ones seem to involve various types of blur being applied to the bloom.
  21. I just wish there was a way to use the bloom from Easymode-Halation - it's the only one that actually looks very good to me because it's noticeable but unobtrusive. The way it blends with the surrounding area just looks so much better. I'm tempted to try swapping in the bloom shader file from it into Kurozumi. I don't even know if that'll work or if it'd look any good, but it's worth a shot I guess. I like this edit more than the default but I don't want to just get rid of the bloom entirely, which this nearly does.
  22. Yep, this was one of the earliest requests for Big Box. Hopefully it'll be implemented because I've got more than a few descriptions that just get...
  23. No problem! Yep, it's the little things like that that'll get ya
  24. Admittedly the arcade version is a little better given the somewhat toned-down nature of the TG16 port but it's still pretty solid. I'd normally make a point to decry censorship designed to avoid the public faux-outrage that always crops up around video game violence...but it was probably as much for hardware limitation reasons as anything else. Normal: Scanlines: Normal - Version 2: Scanlines - Version 2:
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