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Zombeaver

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Everything posted by Zombeaver

  1. I recently got the Retrobit 2.4ghz wireless Genesis controller and generally like it quite a bit after using it for about a week. Pros: -The face buttons and d-pad feel great, very much like the original -Comes with adapters both for PC (and some other USB-capable consoles) as well as original hardware -2.4ghz adapter as opposed to bluetooth means lower latency and generally less connectivity issues; it's also preferable if you're using Windows 7 which doesn't do Xinput over bluetooth unless you're using a custom driver -Seems to last a long time on a single charge -Has shoulder buttons, unlike a standard Genesis controller, which means you actually have enough buttons to do things like Saturn and Playstation emulation as well -A number of switch macros (accessible by holding down certain button combinations) to change how buttons are mapped internally, change whether the d-pad corresponds to d-pad, left stick, or right stick, etc. Cons: -The shoulder buttons feel pretty terrible - they barely depress at all, so they don't feel like something like a SNES pad's L and R buttons at all. Mine also had a "sticky" L button at first too, although this seems to have worked itself out after using it for a while and just repeatedly pressing it. -Unlike 360 or XB1 dongles, the controller is treated as connected at all times so long as the dongle is plugged in - regardless of whether or not the controller itself is connected to it. This is kindof a no-no as far as I'm concerned as it can cause problems with Retroarch controller order. I've gotten around this by connecting it to a USB hub that has toggleable power switches for each port, so I leave it toggled off until I'm ready to use it. -For original hardware, while there shouldn't be any issue on the model 2 or 3 Genesis, if you're using a model 1 and are outputting your audio from the headphone jack in the front (and I mean, of course you are, because who the hell wants to listen to mono?) then the dongle creates a REALLY loud buzzing sound in the audio when it's plugged in. I've ordered a cheap $3 Genesis extension cable which I'm going to try plugging the dongle into to see if that removes it, but I can't comment on whether or not that works as it hasn't shown up yet.
  2. Hey dude, sorry I missed this. Okay so it's pretty simple: 1) Take several .d64 files (can be other types but we'll get back to that*), make sure they're named the way you want, and then drag them onto !Automator.bat. If you've got more than 10, use !Automator - Batch 100.bat 2) Go into each of the resultant folders, and open Game.bat in a text editor, and where it says REPLACE.cmd, change REPLACE to the name of the game, so Bruce Lee.cmd or whatever 3) Move the folders to C64 Dreams\C64 Dreams\Games That's it! *If you're using something other than .d64, like .t64 for example, you'll also need to edit the .cmd file in the game's folder and change the reference from Disk1.d64 to Disk1.t64. If you have a bunch of .t64s that you want to do in bulk, go into the !Base folder then the !t64 subfolder and copy Base.cmd into the !Base folder and overwrite. You'll probably want to change it back to the .d64 one (from the !d64 subfolder) once you're done. *If you're using a .d81 or .crt file, delete the .cmd file in the game's folder name the game file itself to [the game's name].d81 or [the game's name].crt and in the Game.bat change the reference from REPLACE.cmd to [the game's name].d81 or [the game's name].crt. Look in the folder for Card Sharks for an example of .d81 and in the Bug Hunt folder for an example of .crt. If you're using a multi-disk game, delete the .cmd file in the game's folder and you'll need to create an .m3u file (just a text file, renamed from .txt to .m3u) that references the game's disk files in order. Then change the reference in Game.bat from REPLACE.cmd to [the game's name].m3u. Look in the folder for 221B Baker Street for an example of this.
  3. Hey y'all, I've been working on this again lately. I'm currently at 1485 games and I've made it to the E's (that might not sound like much, but between # and C there are 9227 images in Gamebase64 ? ). If anybody has any specific requests, let me know, otherwise I'll just keep on truckin' as usual. I've also fixed/improved a few things here and there, added some new demos and SID tracks, and updated versions on some games. I've also been continuing to add group/version info (not reflected in the public spreadsheet yet) and am at 688 complete, so a little less than half. That process is quite tedious but it'll be worth it in the end as it'll help me quickly parse out whether or not I might want to update something to a different/newer version. I've also been adding Blast From The Past collections (not included in the 1485) kindof on a whim. Most people probably aren't going to care about these, but these have a lot of nostalgic value for a lot of C64 fans, myself included. Obviously there will be quite a few instances where they'll have games that are already in the collection individually, but there will certainly be some that aren't too. Retroarch has also been updated as well as the core, and this comes with the significant addition of savestates. This is particularly nice because it allows me to create autoloading states to bypass the initial load for games that require TrueDrive emulation. You can of course create your own states as well, and I've added new controller hotkeys to do this. There will be a new field on the spreadsheet for "Autoload State" which will indicate when a game has one. I've created them for about 60 games so far. Obviously this is overkill for most games, but for those pesky TrueDrive games or ones that have particularly long/obnoxious cracktros this can be quite handy.
  4. I can't comment on or help with Linux, but they definitely work (and are visible) in 1.8.1 on Windows: You might need to check on the Retroarch forums/Discord, but it may be that the Linux builds don't support CG by default.
  5. It's 1) core-dependent and 2) video driver-dependent. Some cores will work with cg shaders, some will not. Most will though. BSNES, SNES9x, Genesis Plus GX, Mesen, MAME, FBA, VICE, Beetle PSX, Beetle Saturn, and Beetle PCE Fast for example work with them. There are a few like Flycast and Dolphin that don't. They will only work when your driver setting is set to GL in Retroarch. They will not work if it's set to something like D3D or Vulkan. Even once they're visible, they won't work if you don't have the necessary hardware to use them i.e. you're using onboard/Intel video.
  6. All you have to do is setup the emulator like I have in the opening post: And then import the Game IDs like you would any other rom: Make sure you check the "use folder names" box in the importer like I show in the video. The games themselves are already included with ParaJVE. The only thing the Game IDs are doing is telling ParaJVE which one of them you want it to launch.
  7. It's a weird quirk of the forums, removing and then readding them to the post usually fixes it. They should be fixed now. And no. There might be (probably is) a site for that, but I just experiment.
  8. Couple new ones - a higher contrast version of Esper and a new one called Junker which is a much more neutral version. I don't really prefer that look but I know some do. It's actually fairly close to my JVC CRT. Download: Zombs Shaders 11-6-19.7z E01-Esper: E02-Esper-Contrast: J01-Junker: No shader: E01-Esper: E02-Esper-Contrast: J01-Junker: No shader:
  9. FYI about the QuitKey error from a little while back, Frode sent me a message this morning: @Styphelus
  10. I'm not sure if the language difference in the path is significant. It might be. I've asked Frode about it.
  11. Unfortunately, it would require a major rework to work correctly with curvature.
  12. New preset: Esper I recently swapped out my Sanyo 27" CRT for a nicer JVC AV-27530 27" CRT. It's quite nice and I've been playing a number of consoles on it recently and it got me in the mood to work on a more "traditional" scanline preset, so this is the result. I think it turned out pretty well, so I'm sure I'll make some further iterations of this. One added bonus is that this one's not nearly as finicky about the dimensions of the content as most of the others, as I did some experimenting with scaling based on viewport rather than source or absolute dimensions which seems to have worked quite well, so I may look into applying that to earlier presets to see if I can replicate the behavior there as well. Download: Zombs Shaders 11-2-19.7z No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper: No shader: Esper:
  13. I'm expecting great things from this man.
  14. What's the airspeed velocity of an unladen swallow? Oh uh, also, welcome!
  15. The two paths you show there are not the same. C:\\Users\\[something]\\Appdata\\Local\\Temp\\fs-uae-laba8fx2\\DH0\\BlackGoldreLINE\\data\\Games\\ C:\\Benutzer\\[something]\\Appdata\\Local\\Temp\\fs-uae-qn9zxugm\\DH0\\BlackGoldreLINE\\data\\Games\\
  16. I mean what I said. They're matched to content in the same way the overrides are - by filename; and the filenames for my games are not likely to be identical to your filenames. I might have "Fighters Megamix.cue" and you might have "Fighters Megamix (USA).cue". You would need to rename the presets that I attached to match your own files, just like you have to do with overrides, because I have no way of knowing what you have. I don't know what you mean by them being different - they're not. Fighters Megamix uses CRT-Deinterlacing-Soft-3X. If you open up the override (Retroarch\config\Beetle Saturn\FIGHTERS_MEGAMIX.cfg) or the preset (Retroarch\shaders\presets\FIGHTERS_MEGAMIX.glslp), you'll see it listed in both. It does nothing in overrides now (video_shader =), so it has to be loaded via the preset. You're welcome to compare each of the presets to the overrides, but they're the same.
  17. Attached below is an updated version of my set reformatted for Retroarch 1.7.8+. Shaders were changed in that version to read paths relative to the preset itself rather than relative to Retroarch which, of course, broke all the previous presets. Also included are some minor fixes here and there, and some new deinterlacing shaders. Be aware that, because of the path changes, these will not work with Retroarch 1.7.7 or earlier. Zomb's Shaders (Retroarch 1.7.8+).7z
  18. I've attached an update near the bottom of the opening post for Retroarch 1.7.8+ which has presets to trigger the deinterlacing shaders as well as updated versions of the shaders since the paths are now relative. Please note that you'll need to rename the presets to match your own files just like you have to do with overrides - they're matched in the same way. I included folders for both Beetle PSX HW and Beetle PSX as I've actually switched over to Beetle PSX now. I've encountered a few visual bugs in the HW core even when using software rendering (bugs that weren't present in previous versions), so I'm just using the regular old software core now. It's worth noting too that the latest software core supports upscaling itself, which is pretty neat.
  19. No and I'm rather dubious frankly. They're there for those that want them, but games during this era often had elements such as physics, collision, etc. that were tied in with framerate that are likely to break if running at a speed that wasn't intended. I'm sure some of them are fine, but I haven't messed with them. My priority is just getting these running well, while upscaled, and not looking like a buggy mess.
  20. Alright so Borderlands 3 had me very distracted for a while, but I've got two level 50 characters now so I'm taking a break from that and am right back into working on this. I'm currently at 139 / 57%. Just so people can get a better idea of the current state, this is the current changelog (only games that actually had some change to their config are included):
  21. That would be because they (stupidly, in my opinion) removed the video_shader = value from usage, and it's all done through presets now. This means that now, instead of being able to have only 1 override for a game in order to specify both frame size changes and specify a shader, you have to have two files - an override for the dimensions and a shader preset to tell it to use the specific shader. Improvements! Because reasons! Oh, and all shader paths are relative to where the the preset is loaded from now, rather than relative to Retroarch itself, so I've had to go back and update all the paths in my shader set. Improvements! Because reasons! I love when they make these kinds of "upgrades". I'll end up releasing an updated override (and now shader preset) set along with updated versions of my shaders soon.
  22. You can do that, yes, although at that point you lose all the metadata, screenshots, etc. many of which I had to add, remove, and edit manually. If you wanted to import into an existing library then you should follow the instructions I have on the first page.
  23. I'm not 100% certain I understand your question based on your phrasing. Everything in the C64 Dreams\C64 Dreams folder has to stay where it is ("Games" folder parallel to the "Retroarch" folder etc.) otherwise all the scripts will break. Now, the first folder (which contains Launchbox itself) isn't necessary for anything to work, the games will work on their own without it, and that folder can be named anything or placed anywhere, or if you don't want to use Launchbox at all you can move the C64 dreams subfolder out of it and start the games directly by going into the Games folder, going into one of the individual game folders, and starting the .vbs file. You cannot, however, take the "Games" folder, by itself, and move it somewhere else if that's what you're asking. All of the folders that are next to each other ("Games", "Retroarch", "Utilities", etc.) need to remain next to each other (the name of the folder that contains those folders - "C64 Dreams" - doesn't matter, if you're not using Launchbox). Basically, all the folders in C64 Dreams\C64 Dreams need to stay together otherwise everything will break.
  24. The special launcher hasn't been needed in about 2 years dude. That's been stated in this thread multiple times. It was to address a bug that was fixed ages ago. You just need to direct Launchbox it to Launcher.exe.
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