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Everything posted by Zombeaver
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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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@The_Keeper86 Good deal! Glad you got it sorted. As an update - @alec100_94 pushed through a hotfix for the plugin so that patch files download/overwrite correctly when updating a config and they're already present - no more LB crashing. Yay!
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Updates: Downhill Domination added no interlacing patch Twisted Metal: Black added no interlacing patch Twisted Metal: Head-On added no interlacing patch Full list of patches used: New configs: Road Trip RoadKill Seek and Destroy Swing Away Golf
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Yeah, I dunno. I can't explain that. All I can suggest is to just use Create instead of Download and just mirror the settings listed on the sheet for Subsistence which is really what should be happening to begin with, since it shouldn't prompt you to download anything.
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That's weird because it shouldn't grab anything for that version. It matches based on the LB id - 6378 in this case - which is specifically for Subsistence. Github: Metal Gear Solid 3 (non Subistence) is 44. Are you sure you've scraped it correctly? It shouldn't match if so.
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No problem. Like I said, this specific problem is going to be patched. It wasn't all that obvious in the past because I only had one or two patches in use, but with all the new no interlacing patches it's become a problem.
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Tekken Tag Tournament has two. There are different CRCs for it. E84C9242 (NTSC-U v1.00) 67454C1E (NTSC-U v2.00)
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We've been working on the standalone version for a while now, so there won't really be any more development on the current plugin but Alec's going to work on an update to specifically fix this issue.
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Yep, I explained that before - you have to delete any patch files from your cheats folder before it tries to download them again, because Launchbox doesn't like it when they already exist. That's why I've included the list of them and list what's used on the sheet. That's what's causing the problem in each of those cases except for MGS3. It doesn't have a patch so I'm not sure what the issue is there. I just redownloaded it without issue. Any of these that already exist must be deleted from your cheats folder before you download their corresponding config.
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@The_Keeper86 As long as you're using the hotfixed version, the only other thing I'd really know to point you to is maybe this or this.
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Alright, it's done. Tweak files have been uploaded for everything so anything that's setup to use widescreen should be pulled in with 16:9 regardless of what you have set as the default. This is always what was supposed to happen to begin with but I guess I didn't test it thoroughly enough. To reiterate: everything that says "yes" in the widescreen column of the spreadsheet (which is nearly all of them) you should be seeing in widescreen. If not, redownload the config and you should be good to go now.
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Well the aspect ratio setting is specified in the PCSX2_ui.ini file, which isn't included in any of the configs (because it has user-specific path data in it). So the plugin was designed to just default every config that was downloaded to 16:9 unless manually overrided via a special file that I can include called PCSS2_ui-tweak.ini. It's basically a truncated version of PCSX2_ui.ini that lets me specify a few things like aspect ratio and zoom. The idea was that I would only ever need to use this if I needed to specifically set a game to use 4:3 (in cases where there is no patch or native support, or cases where the widescreen patch is just outright buggy), and I know that it worked like that at some point but doesn't seem to anymore. It's not a huge deal, I'll just have to add a tweak file to everything and just specify 16:9 for 95% of them. I did a quick test of one game and it worked as intended. 4:3 was set as the default. Downloaded a config and it was 16:9.
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You shouldn't actually have had to have done that. The plugin was designed from the beginning to make any downloaded configs default to 16:9 unless I specifically told it to do otherwise with a tweak file. Apparently that doesn't work correctly anymore. The configs have always been designed to use widescreen in almost every case. The new changes were actually to disable widescreen in those instances because it isn't supported by the game/with a patch. I guess I'll have to just add a tweak file for everything, just specifying 16:9 in nearly all cases. I tested that with Kuon and it worked. The default was set to 4:3, downloaded, and it was 16:9.
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Hmm. What do you have set as your default in PCSX2? If it's 4:3 try changing it to 16:9 and see what happens when you import. It's supposed to make them all default to 16:9 when the configs are downloaded (regardless of what you have set as your default) unless the ui-tweak file is included, which can be used to force it to 4:3 among a few other things. Maybe it isn't defaulting correctly. If not, I guess I can always add tweak files to all the ones that are 16:9 to force it to that.
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I don't really like the scanline filters in PCSX2 to be honest. One because they just don't look all that good and two because none of this stuff will really have scanlines even on a real CRT. 240p on PS2 is very rare. Pretty much everything on PS2 is 480i+ which isn't going to have scanlines. If you have any interest in the reshade preset I posted several pages back, I've included it below. There's a bright version (looks better with dark/high contrast content like survival horror games etc. but can make games that are already fairly bright kinda blown out) and a dark version (default, probably looks better with the majority of stuff). PgDn toggles the menu and End toggles Reshade on and off. You can select the Dark or Bright preset by toggling the menu and selecting the preset at the top. This comes with some considerations. Because of the way the configs are setup and launched, both the gl and d3d dlls have to be included (because some use the GL renderer and some use D3D). This is fine so long as you don't need to go into the video settings, because that will cause a crash if the content that's loaded is using the GL renderer. I made a pretty lengthy post over on the reshade forums about it and the developer wasn't very helpful. The conclusion was basically that it was "by design". Be that as it may, it doesn't cause an issue so long as you don't go into the gsdx menu. If you need to, you'll need to move the dlls first or rename dxgi.dll to d3d11.dll. I put a couple of bats in the ZombsReshade folder to make some things easier. dll-d3d-swap.bat swaps the name of dxgi.dll to d3d11.dll and vice versa each time you run it. If it's named d3d11.dll it can still be hooked by PCSX2 when running D3D content (and doesn't cause the crash when GL content is loaded and going to gsdx settings), but only when you toggle a renderer refresh by pressing F9 twice. If you leave it dxgi.dll it'll load automatically, but causes the crash when loading GL content and going to the gsdx settings. dll-move.bat just moves the dlls into the ZombsReshade folder or up one folder (this basically just enables or disables reshade) ZombsReshade.7z
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New configs: Hot Shots Golf 3 Hot Shots Golf Fore! Innocent Life: A Futuristic Harvest Moon Kengo: Master of Bushido Updates: I audited the configs for widescreen support, setting the aspect ratio to 4:3 in any cases where there isn't a widescreen patch or native widescreen support within the game. I added a new column to the spreadsheet to indicate whether or not widescreen is enabled, and added notes for the instances where widescreen needs to be manually enabled in a game's options menu (these have "Yes*" in the new widescreen column). Espgaluda changed to 4:3 aspect ratio Extermination adjusted TC offset slightly and disabled Preload Frame Data (unnecessary) Glass Rose changed to 4:3 aspect ratio Odin Sphere changed to 4:3 aspect ratio Onimusha: Warlords changed to 4:3 aspect ratio Phantasy Star Generation 1 changed to 4:3 aspect ratio Phantasy Star Generation 2 changed to 4:3 aspect ratio Rune: Viking Warlord changed to 4:3 aspect ratio Shining Tears changed to 4:3 aspect ratio SSX 3 added SPU-X.ini to github (was missing - the game is supposed to be set to async audio mode) State of Emergency reduced upscaling from 4x to 3x (4x can have some slowdown on some levels) I also reformatted all the .pnach (patch) files so that they will show a comment in the console window (if you enable it) to describe what the patch is.
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My advice is to setup each game with its own instance of DOSBox + 3.1 (about 70~ MB), make any adjustments as needed, and then add a shortcut to that instance of DOSBox into Launchbox - i.e. don't do any of it through the DOSBox tab or through an "emulator" in Launchbox. Just treat it like any other Windows game. I'd also suggest using Daum for 3.1 games. I would also advise against trying to start a specific game exe through the autoexec. A better way of doing this is by editing the load= path in the WIN.INI (in the Windows directory of your 3.1 install). For Journeyman you'd set it to load=C:\JMAN\jman.exe. I actually have an install package for Journeyman: Project Turbo on my site if you want to see an example. These can be imported into Launchbox like any other Windows game.
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Updates: Armored Core: Last Raven added no interlacing patch, changed to hardware rendering, and enabled trilinear filtering. Status changed from yellow to green! Armored Core 3 added no interlacing patch. Crimson Sea 2 added no interlacing patch. Orphen: Scion of Sorcery added no interlacing patch. Wild Arms 3 added no interlacing patch. Wild Arms: Alter Code F added no interlacing patch. Current full list of patches used: New configs: Colosseum: Road to Freedom Gallop Racer 2006 Jet X2O
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Nope. The presets are made up of shaders that don't exist in slang form. Yes you can, you just need to use the software renderer (not GL / Vulkan). They don't work/look correct unless the content is at native resolution anyway.