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Everything posted by Zombeaver
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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.
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I'm not sure what to suggest there other than just leaving them disconnected. You can thank Retroarch's rather arbitrary method of input device priorization which basically just uses Windows' internal device numbering system. You could try connecting the 360 controller first, if it's wired, and then the others. If it's wireless and you turn it off or disconnect over USB it'll reshuffle the order. You can try messing with Retroarch's controller autoconfig system to see if you can make the arcade controllers reconfigured to be something more correct, but your mileage is going to vary and I don't know how well that will work. My advice would be to look into getting something like this if you don't have one and hooking the various controllers up to it. That's what I do with my more specialized controllers like my flight stick and arcade stick - the flight stick in particular can make some applications completely freak out for no apparent reason, so with that you can just toggle stuff off quickly as needed.
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Yep, you're right. Thanks. I've fixed it. I double checked Onimusha 3 and Wipeout Fusion and those are both correct already.
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What kind of controller are you using? As I say in the opening post, this is designed to be used with a 360 or XB1 controller. It could work with something else but the hotkeys will likely either not work or be in the wrong place. Alternately, you can use the keyboard controls. They're listed in the opening post.
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Yes, that's happens with the patch. The same thing happens with Bob tff deinterlacing as well. You can remove the patch and use auto deinterlacing if you want but the entire game will be blurrier. I think the flashing on the victory screen is the preferable option between the two personally.
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Oh, crap. Thank you for catching that. I had updated it in my notes and my local config but forgotten to actually update the config on github. It's fixed now.
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