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Everything posted by Zombeaver
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You're not going to find one, because one is general midi and one is specifically MT-32. The arrangement of instruments between the two is completely different - that's why general midi was created in the first place; prior to general midi it was kindof "every device for itself" as it were. The internal location of a guitar on one device might correspond to the location of a trumpet on another. General midi standardized all that so that composers didn't have to make 10 different versions of the same song to accommodate different midi devices - what's supposed to be a piano on one general midi device is a piano on all of them, that's the whole reason you can swap from one soundfont to another in VMS and they all just work, because they're all just reskins of the same thing. A song that's composed for MT-32 isn't going to sound correct on a general midi device and vice versa, and by proxy you can't plop a soundfont onto VMS and get an MT-32. It would be like rearranging all the instruments in an orchestra without rearranging the sheet music that goes with them. Some (real) general midi devices had a sortof MT-32 fallback function that would try to approximate MT-32 functionality but anyone that's tried this will tell you that they never sound good. If you're using MT-32 audio, you want an MT-32 (or an emulator thereof, i.e Munt) and if you're using GM audio you want a GM device (or an emulator thereof, i.e. VMS). VMS and Munt can both be used on the same system and swapped between easily by literally changing a single value in a game's .conf. It's really not that major of a requirement. You can also use DOSBox ECE or a few other variants which have Fluidsynth (VMS equivalent) and Munt built in. You still have to indicate which you want to use per .conf so it's not really any less manual work, but it does allow you to accomplish the same result without external software. I wouldn't know. I don't use Exodos.
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You're very welcome! Glad you're enjoying them
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It looks like you may have left out the boot disk from the list unless that's what Disk1.d64 is. Basically you just need to replace the .cmd with a .m3u file and the .m3u needs to contain whatever disks you want to use, in order. As an example, the .m3u for 221B Baker Street is: Program.d64 Cases1.d64 Cases2.d64 "Program" is basically the boot disk, and the cases are mission disks. The d64s can be named whatever you want, as long as you've listed them in the correct order in the .m3u in order for the game to load correctly. Sounds like you're having some performance issues. Crackling sound normally indicates that your hardware isn't sufficient for the current settings. I have some settings adjustment suggestions for people that are having performance problems in the opening post. Take a look at the "Performance" section and try the suggestions there.
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I think you're using an old version of the automator judging by your screenshot. You need to be using the one that comes with the collection. It's in C64 Dreams\C64 Dreams\Utilities\Creation Tools All you have to do is drag your d64s onto !Automator.bat and then move the folders it creates into the Games folder where the others are. That's it. Just start the .vbs that's in the folder it creates. When you drag a d64 onto the automator it should create a folder named after the file and it should contain Disk1.d64, Game.bat, [Game Name].vbs, and [Game Name].cmd. The .vbs starts the game.
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I just skimmed through the list but some of those are already in the collection: Airborne Ranger The Big Deal Black Gold Bozuma Cauldron 2 Cave Climber Crime Time Crown Elite Elvira Elvira 2 Floyd the Droid Football Manager Heart of Africa Iron Lord Lords of Chaos Lords of Chaos 2 Lucky Luke Maniac Mansion Mercenary Murder on the Mississippi Quo Vadis Rings of Medusa Stifflip & Co Zak McKracken and the Alien Mindbenders I'm sure there are some I missed and some that I just don't recognize from the German title. For Brubaker there is an English translated version that I remember trying a long time ago and it not working correctly, but I can try it again to be sure. Something to keep in mind though is that this is a completely curated collection. That means that if there are games from that list that you specifically want added, that's okay (as long as there's an English version or it's playable without German comprehension) but it has to be something that you actually want for some specific reason. In other words "It's German", in and of itself, isn't a reason to add anything any more than "It's Italian" (there are quite a few games in Italian on Gamebase64) if that makes sense. If there's stuff from that list where you feel like "Oh I loved this game as a kid, it's worth having in the collection." that's perfectly fine. ...I'm not likely to add any of the German-only porn games though lol
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Ah okay, economic simulators in German would probably be out as that's not the type of thing that would be very easy to play without language comprehension. Things like platformers and other action games are easy enough to play regardless of language but economics simulators tend to be quite text-heavy. I do have a couple games in the genre in the collection already like Black Gold. If there are native English or even cracker-translated versions (there are a few of those out there) of any of the games you're talking about I'd be happy to put those in the collection. If not you'll probably just need to stick with adding them yourself (which as you've discovered is pretty simple). Your screenshot for Sam's Journey looks right. You need to have Disk1.d64 - Disk4.d64 and then start "Install Real Config.bat" and you should be set. If you have any problems with it let me know.
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What games are you wanting added? I don't have a problem adding non-English games into the collection (there are a number of such games in the collection already) so long as they're playable without requiring comprehension of whatever language they're in (which is often the case given how simplistic most C64 games are). If it's something like a text adventure or RPG though probably not. Or if there's an English version available I can at least add those.
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I use UUIDs for everything that I'm able to. The only scenario where I'm not using UUIDs is when there isn't an existing automatic config or that config has a problem, in which case I'm creating a config manually and importing them into Launchbox. That's literally the opposite of what's in the video. If it's not recognized, you won't have a UUID to export to begin with. In that scenario I make manual configs. Technically in the newest dev builds you shouldn't need to use UUIDs as it's supposed to use the correct config when you direct the WHDLoad game to FS-UAE automatically (or at the very least use the parameters listed in the game's .info file which is usually enough in and of itself). Whether or not that's going to work 100% of the time or not I don't know because I don't do that. Personally I still use the UUIDs anyway. It literally takes about a minute to generate them, gives you a nice group of correctly named folders that are easy to import into Launchbox, and I've never had any problems from using them.
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c64 / VICE / Snapshots / Command Line problems ?
Zombeaver replied to Tate's topic in Troubleshooting
I do this in C64 Dreams in cases where a game requires TrueDrive to work correctly or where there's a particularly obnoxious cracktro. You just save a savestate like normal and then add .auto to the end of it and it'll boot automatically when you start the game. -
I've been messing around with Reshade combined with Retroarch shaders lately with fairly good results I think. It does have some limitations in that if the content is very bright to begin with this will make it pretty washed out, but it looks good with medium to low brightness content, especially in cases of high contrast. I'm still trying to dial in numbers to make it more universal. I could make a separate preset specifically for darker content but that's not really ideal. What I have now works pretty well outside of situations where you've got a whole screen of whites, but it's not perfect. No shader: Esper: Esper + Reshade: No shader: Esper: Esper + Reshade: No shader: Esper: Esper + Reshade: No shader: Esper: Esper + Reshade: No shader: Esper: Esper + Reshade: No shader: Esper: Esper + Reshade: No shader: Esper: Esper + Reshade: FXAA shader: FXAA shader + Reshade (with SMAA + FXAA passes enabled): I made a couple presets. These are selectable via the UI (by pressing PgDn) and choosing them from the drop down list at the top. End toggles Reshade on and off. "Hazy" is the default, and what's used in all the above screenshots. "Contrast": "Dramatic": "Hazy": "Warm": I've also added in some UI (overlay) mask options which you can toggle with the .vbs (or .bat) files in the ZombsReshade folder. By default, the entire screen will be affected by Reshade, including overlays. You can make a black and white image named "UIMask.png" and place it in the ZombsReshade\reshade-shaders\Textures folder to indicate what portions of the screen will be affected (white) and what won't (black). I've made several for my needs which you can use an example. The .vbs files toggle between them. I have it set to "UINone" by default, which affects the entire screen. I swap between these automatically by setting up separate emulator entries for things like "Retroarch - Vertical" and telling it to use an alternate startup AHK script (you'd need to adjust the SetWorkingDir path to wherever the ZombsReshade folder is, either with absolute or relative paths like I have below): Alternately you could... just leave it on UINone, let it affect your bezels if you use any, and just not worry about it. But, you know, I'm picky and all that... Anyway, here they are if anyone wants to play around with them. Just place them in the base Retroarch folder. The video driver needs to be set to GL. ZombsReshade.7z
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That's correct. There's no equivalent of content directory overrides for core option files. They can only be saved per-game. Your only options to do this are what Headrush stated - either per game (.opt files) or by directing the platforms to a custom retroarch.cfg that has a specified (alternate) location for retroarch-core-options.cfg. That can be accomplished through Launchbox, using command line parameters. You'd make a copy of retroarch.cfg, name it something like master-system.cfg, add a custom command line parameter in LB for Master System of -c "master-system.cfg". Then make a copy of retroarch-core-options.cfg, copy it into a subfolder in Retroarch named something like master-system-core-options, and then specify that path in master-system.cfg in the core_options_path = "" (you'd put it between the quotation marks) line. Repeat for the others. Why is it that you're needing to do this to begin with? I can't think of many good reasons to need to change core options on the basis of platform. Most of the time when one core supports multiple platforms they'll have various core options that are specific to those platforms where they would make sense. Overrides and shader presets per platform are a common need, and easy to accomplish with content directory overrides/shader presets, but I'm not sure why you'd need to change anything in the core options per platform. What exactly is it you're wanting to do?
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Yeah, I'm still going through it. I've seen a couple other things that are worth looking into. Some stuff has already been incorporated into the automatic game fixes but some haven't (like the ones I added) so I have to look through the GameIndex.dbf to check them. No problem! I know it's one a lot of people have been wanting for a while. I have some notes for it on the sheet, but basically the game seems pretty playable at 4x scaling. The reason the config is at 3x is that the first few screens of the game (where it says like SCEA, Guerilla, etc.) are very slow for some reason and this is made worse the higher the scaling. At 3x it's about 60% speed for me. At 4x it's about 30%. It's not a huge deal since everything seems normal once you're passed it, but I didn't think it was a good idea to have people start with something that was going to run that slow and be really confused what was going on. If you do change the scaling to 4x, be sure to change the TC Offset values of 200 / 200 to 500 / 500 to fix the bloom/blur alignment. There might be something later that causes the same sort of slowdown, I'm not sure, but I played through the first two levels and they seemed fine.
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Trolled through that thread a bit more and pulled out a couple more useful patches which I've now pushed through. Amplitude - added patch to fix spiky polygon syndrome on characters Hot Shots Golf 3 - added patch to disable shadows (which don't render in HW renderers anyway) which greatly improves speed in hardware rendering. Software rendering (which is what it was previously on) wobbled around 135% speed and hardware rendering was about 20% at 4x scaling. It's now 250% at 4x in hardware rendering! Hot Shots Golf Fore! - added this game's equivalent of the patch for HSG3 which brings the same improvement in performance Hot Shots 3 and 4 status have gone from yellow to green!
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I played for about an hour and it seemed fine so far so I pushed it through along with a couple others. Updates: Grandia III changed from 6x scaling to 5x scaling + FXAA: performs and looks a bit better. New configs: Killzone Primal (thanks to @Thornback for letting me know about the patch and for Raziel/prafull on the PCSX2 forums for patching the game!) R: Racing Evolution Resident Evil: Code Veronica X Seven Samurai 20XX
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Actually uh... seems to be working with just the pnach by itself. Saw a couple people in the thread mention it and it seems to be working fine. Will do some more testing, but if that's the case that's great, because then it could be incorporated like any other config. You don't even have to do any of the savestate saving/loading BS.
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Did some testing - it does seem pretty playable. I'm using 3x scaling (4x has some occasional slowdown for me). Allow 8-bit textures enabled helps a bit. CRC is set to Aggressive and MTVU is enabled. I have TC Offset Y set to 500 - the bloom alignment is a little bit off and this helps. Changing settings while the game is running makes the video freak out so whatever settings you're going to use need to be set before booting the game. EDIT: Actually this behavior seems to be fixed by adding the following lines to the pnach file: patch=1,EE,003C67E8,word,00051842 patch=1,EE,003C67F0,word,AC450014 patch=1,EE,003C67F4,word,AC430008 patch=1,EE,003C67FC,word,AC430010 They mention it later on in the thread. It's specifically for the US version. I did have to do the savestate thing he mentioned, which does work and propagates into saved games. You can press Start to skip the FMV, then triangle to get the prompt to skip the next scene, then x. Then save a state with F1, press F3 to load the state, then go to the menu and save the game and quit to the title menu. Then, whenever you start the game, loading the saved game (and presumably any subsequent saved games) fixes the occasional garbage graphics. You can also load and then quit to the menu and start a new game. I didn't have any problems with spiky polygons, but if you do go to Config > Emulation > VUs and change round mode to Nearest. Custom plugin, patches, and instructions are in this post.
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There are a few other custom plugins floating around for various games. It is neat, and I'll check it out, but unfortunately this isn't something that could be incorporated via the plugin, not currently anyway.
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No, not at the moment. Although I have done some of that in my personal collection. The main issue primarily just being that I'm not a big N64 fan
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Just FYI, there was a recent update to the Beetle PSX core that added in aspect ratio settings to the core options ("Core Aspect Ratio"). I kinda hoped that this might be something that would eliminate the need for the custom cropping settings, but alas, it does not. If you're using my overrides you need to make sure that you change the core option to "Force 4:3" for everything to continue to work correctly. Below are the core settings I use for reference. Hopefully at some point @Pixelpiper will feel froggy and make us a nice "BC Edition" of Beetle PSX that has the same cropping features as his C64 core and then I can go back and rework these to help make some of this stuff a bit less fiddly
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Because the difference in visual fidelity between 8x and 16x is basically non-existent for most of this stuff. The impact in performance is not necessarily negligible. Much like FXAA, it depends on the game (though admittedly not to the same extreme). Sometimes it doesn't make any difference, sometimes it does. And in cases where a game is already borderline on performance, it's something that can sometimes be cut from to yield a bigger performance impact than visual. If a game's running at 450% speed, sure, who cares; but a game that's maxing out at 105% and can drop below 100%, it's something to look at. It's the same reason PCSX2's setting for AF isn't simply on and off. It just has to be taken on a case by case basis, like everything else. If you want some specific numbers, I just tested FFXII as an example. It's one I have set to 16x. At 16x I'm getting about 250% speed. At off it's about 285%. At 8x it's about 260%. At those kind of numbers it doesn't matter much one way or the other. But it can matter. It's on the to-do list.
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Updates: Michigan: Report from Hell added no interlacing patch New configs: Deep Water Motor Mayhem Splashdown Splashdown: Rides Gone Wild Sub Rebellion
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