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Everything posted by Zombeaver
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Then I don't know what to tell you. It's working here. The only thing I could suggest is maybe making sure the dll is unblocked in Windows.
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You're probably using the wrong version of the plugin. Try this one. @alec100_94 Please add the hotfixed version directly to the download page, otherwise this is going to continue to be problem. Just add it as a separate file. You can have both available from the same download. People shouldn't have to find a comment and go to Github to get it.
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Well, the timing mostly works out because I'm almost done. 194 / 80% right now. I'm hoping to have the rest done in the next day or two. Once that's done the only thing I have to do is throw up a couple updated configs on Github and verify that everything is being pulled through correctly. It should, but some of the parameter names/verbiage in the .inis has changed a little bit since the current configs so I want to make sure. As long as that's working as expected I'll push them all through.
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Another quick update - 160 / 66% on the final pass. Tweaked a few numbers here and there, disabled large framebuffer and enabled MTVU in a few cases. It's easier to see when that's really beneficial with the framelimiter off. I also fixed a few more things along the way.
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Yep, I've got my own copy that I've been updating. I'm not going to update the public one until they're pushed through because it wouldn't be accurate with the current configs on Github.
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Just to give another update, I've performed the final pass/benchmark check on 100 games (41%) so far, so it's still got a little ways to go. That's in part because a couple days last week I didn't have much time to work on this at all. I got 50 of the 100 done in one day, to give you some idea. I'm hopeful this won't take a whole lot longer, and it shouldn't so long as I can just knuckle down and keep working away at it. I will say that I think this extra measure will be worth it in the end because I've made a few changes here and there based on the test results. I've also fixed a few more things along the way, so that's an added bonus.
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Yep, I'm a long time fan of CDisplayEx so I figured I'd use it for the local version of the magazines. It's a great reader. It's portable as well so it works perfectly here.
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It's actually just the current default theme in LB but with a custom background image. It's in the base folder, named Woodgrain.jpg.
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As an additional step of this final pass, I'm adding a new column to my spreadsheet that's to catalog the average speed that I'm getting with the framelimiter disabled. This is a good guide as to how much potential wiggle room there is and can help inform the decisions I make on things like upscaling values. I don't, for example, want to increase the upscaling from say 4x to 6x if I'm getting about 250% speed at 4x and about 115% at 6x, because then there's very little wiggle room and if someone has a little bit worse hardware than me they might end up seeing slowdown (or even I might see it in unusually heavy scenes in the game). It also helps me see which games are more CPU-limited than GPU-limited, in which case adjusting the scaling values often has little impact on performance one way or the other. Quite a few of the games had their scaling values increased during the update process (by 1-2x) primarily because of the removal of MSAA support - the combination of increased scaling and the addition of FXAA in many cases is generally a replacement or improvement in the end - and I thought it prudent that I double check myself on these values to make sure I'm not making things more taxing than they need to be. I just don't want people to update and see worse performance than they had before, basically. This means it's going to take me a little bit longer, but I don't think it'll be too bad. Probably talking a couple days.
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Alright boys and girls. 244 / 100% complete. At this point I'm just doing a sweep of the configs that were updated on slightly older versions to make sure they're still working as expected (no issues so far, and I don't anticipate any) which is a pretty quick process. After that, I just have to cleanup the documentation a little bit - I've made it a point to add a lot of notes for everything in the game details spreadsheet to help clarify what everything does for each game, and I have a few more minor things to add here and there. Then I just have to push them all through to github. So we're in the home stretch now. The Google Doc that I have for the changelog is 16 pages. FML. I also became mildly obsessed with the Reshade thing for a hot minute there...
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I read another post elsewhere that says you want to use exclusive fullscreen as well, which isn't what's set in C64 Dreams. You'd want to edit C64 Dreams\C64 Dreams\Retroarch\retroarch.cfg and change video_windowed_fullscreen = "true" to video_windowed_fullscreen = "false"
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This is what they say to do in their blog post about it: Kinda surprised that V-Sync is supposed to be enabled.
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Yeah I'm pretty sure that's just the result of the 50.125hz refresh rate. That's what it looks like on every C64 emulator for me, but I only have a 60hz display. The only thing I would know to do is to try messing around with that sync to exact content framerate setting (you may need to disable v-sync in the video settings as well). It's not something I can test because I don't have a Freesync/G-Sync monitor.
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That's already done here where it's really necessary. Any instances that have "Autoload State: Yes" are noted on the sheet. When you start those games, it immediately loads a state automatically. You could technically do it for any/all of them (with the exception of Easyflash games that have in-game saving, but Easyflash loads instantly anyway) but that would be completely overkill. I'm generally using it in cases where TrueDrive is required. When it's not, it's usually not really warranted. 1887 out of the 2000 games in the collection (94.35%) don't require TrueDrive, so you're talking about only a few seconds to load anyway.
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While I don't have a G-Sync/Freesync monitor at my disposal, I've always been curious how well they would adapt to this scenario. There's a "Sync to Exact Content Framerate" option under Settings > Frame Throttle that you should try if you have one.
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Video says it's private. My guess, however, is it's simply the result of trying to make the C64's refresh rate of 50.125hz display properly on a 60hz screen. It's no worse in Retroarch than it is in anything else in my experience. The intro to Drip looks the same in standalone Vice as it does in Retroarch to me.
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I have seen it reported on the libretro forums as something that can (or at least used to) happen when using the vulkan renderer, but that wouldn't be relevant here (and I believe was fixed a long time ago in any case). Whenever I've seen people run into this in the past (not within the context of this project but just in general) it was from someone running something that didn't want to give up focus in the background. It might be something else, but I couldn't tell you what, if so. All "physical keyboard passthrough" does is disables internal mapping for the cursor and fire keys so they're read as the original keyboard keys. Hotkeys like F1 etc. still invoke the RA UI when that option is enabled, for example. I don't think that has anything to do with what he's talking about. Now, you do need an "enable hotkeys" key, which is in C64 Dreams, and isn't something set by default in Retroarch. The reason being is that Retroarch's hotkeys are all common-use keys within the context of using a C64 that interfere - like the F-keys which are used regularly. The same is true for DOS and other computer-based platforms. The game focus toggle hotkey can function as an alternative to this, that's a toggle rather than needing to be held. It turns off the hotkeys when enabled, and turns them back on when it's off. It isn't necessary here because an enable hotkeys key is set, so the Retroarch keys aren't read unless it's pressed (held) first. So I guess to answer that question: Because an enable hotkeys key is assigned (numpad minus or back on a controller).
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I'm glad that's fixed at least. I'll adjust them all for the next update. I didn't do anything special. My guess is that, while you might think that the two issues aren't related, they probably are. Whatever it is that's requiring the extra code in the .vbs scripts is probably the same thing that's causing that issue. They both amount to something weird going on with focus. Now that I understand what the game focus key does, I can tell you it isn't used because it isn't necessary when an "enable hotkeys" key is set - which isn't set by default in Retroarch. Once it's defined, unless that key is held, none of Retroarch's hotkeys (F1 for UI, F2 to save state, etc.) are used. This is necessary for most computer-based platforms because the keys share space with what Retroarch uses - like the F-keys for example. I did a little looking and I think this might be possible but is going to require some work - they're not setup as roms with an emulator in LB, so that makes it more difficult. That said, it should be possible, I'll just have to mess around with making a script to do it.
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I have no idea. I've never messed with pause screens at all. It might, but it's not something I have any experience with. I'm not sure what that is or why you would need it. A better way to phrase that is you shouldn't need it. Does this still happen with the updated vbs script or launching with bats directly? I swear you have something running in the background on your computer, or something weird going on with your peripherals or... I'm not sure what. But there is something wrong going on on your end, and I really don't know what it is. You shouldn't have to do any of the stuff you're doing in order to get focus, so something - I'm not sure what - is stealing that focus. Usually that's some form of external software, maybe some type of mapping software, maybe some type of wrapper like Nvidia Share or equivalent, or hell, maybe even AV software, but something is stealing/keeping focus in the background. All I can tell you is that no one else has reported what you're reporting, and I can't replicate it. My suggestion would be to take a look at what all software you have running in the background and see what you can eliminate and potentially narrow down a culprit. There isn't much more I can tell you.
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Just a bit of an aside here, but I've been playing around with Reshade a lot lately. I decided to try it out with PCSX2 tonight. Still fiddling but I like it quite a bit at the moment. Normal: Reshade: Normal: Reshade: Normal: Reshade: Normal: Reshade:
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Press Numpad Minus + F1 or Back + Xbox on a controller. Enter accepts and LAlt goes back.
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Donald Duck's Playground is a childhood favorite of mine. But yeah, that is pretty weird lol
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I updated the upload to include the base core option file as well.
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Turtles was changed like that intentionally, by the way, as the game itself is slightly off center vertically (down). The entire game is offset by 4 pixels vertically (but the trainer screen isn't). You could decrease the top crop so that the trainer was easier to read if you wanted to. Go into Quick Menu > Options and change the top crop value from 39 to 35.
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Go into C64 Dreams\C64 Dreams\Retroarch and copy/replace with this file. retroarch-core-options.cfg