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Zombeaver

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Everything posted by Zombeaver

  1. It's not that the current build "doesn't work" and 1.4 does, it's that 1.4 literally doesn't render certain graphical elements (which make the game blurrier, but are part of the game) at all. In earlier versions of 1.5.0 you could disable them by setting the CRC level to "full". In the current version it needs to be set to "aggressive". Again though, by doing that you're actually removing graphical elements that are supposed to be there. The game itself is blurry/bloomy. It's supposed to look like everything is covered in rice paper. If you look at the game in software rendering (the most accurate renderer) it's blurry there as well. If you don't want that, you can eliminate it by setting the CRC level to "aggressive". That's a less accurate representation though, and certain elements won't look right, especially with the Celestial Brush. Current 1.5.0 with CRC level set to "aggressive": Current 1.5.0 with CRC level set to lower than "aggressive": Current 1.5.0 in software rendering:Certain graphical elements look completely different when you set the CRC to aggressive though. It's clearer yes, but it's debatable that it's better. A lot of the artistic style is completely changed in the process. The whole thing is supposed to look like a sumi-e painting, and it really doesn't when you eliminate the bloom, blur, ink paper overlay, and other post processing elements. Aggressive CRC: Software: Using the Celestial Brush with Aggressive CRC: Using the Celestial Brush in Software: As alec said, your actual best bet is to play the remastered PC version. Barring that you can adjust the CRC level to your liking with the current version. In the future I'd recommend looking at the settings spreadsheet that I have a link to in the opening post if you're curious about settings for a particular game that I've already done. You could have saved yourself that time since this information is already there.
  2. Are you using the portable version? If not I think it puts them somewhere in Documents.
  3. Sure, it's pcsx2-v1.5.0-dev-3265-g03133bc53. I've attached it below. pcsx2-v1.5.0-dev-3265-g03133bc53-windows-x86.7z
  4. Just as a heads up, I've been trying the latest dev build and am in the process of updating configs to match. As I mentioned a while back, they removed MSAA in newer builds and it would seem that they're not planning on re-implementing it any time soon, if ever. In lieu of MSAA, I've been reworking configs and upping the upscaling to 6x in most cases. In D3D11, there is a noticeable difference between 4x and 6x although in truth it's not a 1-to-1 replacement for MSAA, despite what the devs would probably like you to believe, since "just increase the upscaling" is their token answer when people ask about putting MSAA back in. 4x upscaling + 4x MSAA simply looks better than 6x upscaling and no MSAA, but not by a ton. The good news is, 6x upscaling, in my experience, seems to be less hardware intensive than 4x upscaling and 4x MSAA. GL, for whatever reason, seems as though it has an upward resolution limit (although there's no indication of this in the UI) that might be based on your native resolution, I'm not entirely sure; this also seems to vary somewhat from game to game. This has been the case for a while and, even at just 4x with no other difference in settings, D3D just looks better - at 6x the difference is even more dramatic. I could post side by side screenshot comparisons, but just take my word for it. In the past, GL has always been the more accurate renderer, and in truth this is still technically true, but recent improvements have narrowed the gap pretty significantly. As an example, in the .hack games I used to use GL because D3D was missing shadows. This is no longer the case. The end result of this is that some games are going to look better after the updates are complete (games that used to require GL that no longer have issues in D3D) and some games are going to look a little bit worse (games that I used to have setup to use MSAA). The changes, overall, will be positive though. I have a growing stack of new stuff that I want to add in, so I'll be working on that once updates are done (which is going to take some time). I won't be pushing the updates through until all of them are done, but I wanted to give everyone a heads up in the meantime to let you know it's coming and to be prepared to update your version of PCSX2. Something to keep in mind is that you'll want to transition any savestates you have to traditional memory card saves prior to updating PCSX2 because, unless you're already on a very recent version, chances are they'll no longer work after updating (memory cards still work between them though).
  5. I source most of my stuff from csdb.dk. It's not a "set" though, it's individual stuff.
  6. I've been doing some testing with the new core, I've run into a couple snags so far, mostly minor stuff. I submitted an issue for three of them, the first of which was fixed within an hour of me submitting it so that's encouraging! I really appreciate rsn8887 and sonninnos' work, and I'm really glad the core is getting some more love. EDIT: Issue 2 resolved and issue 3 turns out is actually a bug in Retroarch itself, not the Vice core. Those guys rock!
  7. So this is pretty exciting - a couple weeks ago libretro contributors rsn8887 and sonninnos started working on the Vice core, improving and adding features. Less than a week ago they added in savestates! Unfortunately, in the process a number of core option parameters changed slightly, so I'll need to do a bunch of find and replace on all 297 of the .opt files (these are used to set the joystick port, truedrive emulation, etc. on a per-game basis) as well as retroarch-core-options.cfg. vice_JoyPort = "port_ > vice_joyport = "Port vice_DriveTrueEmulation > vice_drive_true_emulation vice_SidModel > vice_sid_model vice_ExternalPalette = "pepto-pal" > vice_external_palette = "Pepto PAL" etc. Thank god for Notepad++! A separate Vice64sc core has also been created, which is more accurate. I'm going to try it out on a handful of games that have emulation issues and see if that changes anything. Because this is going to require quite a few adjustments and then subsequent testing, I won't be releasing an update for the current set, I'm just going to roll it into the next version.
  8. Yeah, I've got it on my Google Drive as well: link
  9. Version 0.17 is now available. DOWNLOAD HERE The game details spreadsheet has been updated accordingly. Version Updates 1942 - replaced with Remember version 221B Baker Street - replaced with 3 disk Triad version (has more cases) After the War - replaced with Triangle version Airborne Ranger - replaced with Easyflash version by Nostalgia Alcazar: The Forgotten Fortress - replaced with 2006 Hokuto Force version Alien Kill - replaced with Triad version Alien Kill 2 - replaced with Triad version Arc of Yesod, The - replaced with 2011 Pugsy version Arnie - replaced with 2006 101% version by Wanderer Arnie 2 - replaced with Triad version Avenger - replaced with 2016 Hokuto Force version Aztec Challenge - replaced with Remember version B.C. II - Grog's Revenge - replaced with Hokuto Force version Barbarian: The Ultimate Warrior - replaced with Triad version Batman: The Caped Crusader - replaced with 2018 100% version by Fairlight Battle Ships - replaced with 100% version by Remember Beach-Head - replaced with Remember version Blade of Blackpoole, The - replaced with Nostalgia version Blasteroids - replaced with 2016 Hokuto Force version Blood Money - replaced with Triad version Blood Valley - replaced with Fairlight version Citadel - replaced with 2004 101% version by Hokuto Force Death Bringer - replaced with NTSC version by Fucked Beyond Repair (fixes graphical bugs) Tenebra Macabre - replaced with v1.1 Changes Forgotten Worlds and Arhena the Amazon: Special Edition - set to use port 1 so as to only have 1 player in use by default Moved keyboard combo key from numpad asterisk to numpad minus, because numpad asterisk is actually the Vice core's internally mapped key for swapping joystick ports; also shifted over previous and next disk hotkeys from numpad 7 and 8 to numpad 8 and 9 as result New Some games now have custom notes on the control screen! This is a work in progress and more will be added over time. Controls/notes display now has a keyboard hotkey - numpad plus; press numpad minus + numpad plus to display it, then again to go back to the game. Created some new overlays (bezels) - Black Tiger, Retrograde, and Supremacy - these can be toggled between by going to C64 Dreams > C64 Dreams > Utilities > Overlays and starting the relevant .bat. Project Firestart is the default. Group and version fields added to game details spreadsheet. This is a work in progress and more information will be added over time. Created custom Antimicro profiles for Aquaplane, Death Bringer, and Thrust Misc Trimmed some unnecessary files from Retroarch - reduced size by about 150MB Added many titles to Best Of - Vol. 3. It now has 123 games. Games with custom notes 221B Baker Street A.M.C. - Astro Marine Corps Advanced Dungeons & Dragons - Heroes of the Lance Alien - The Computer Game (Electric Dreams) Barbarian - The Ultimate Warrior Bard's Tale - Tales of the Unknown, Volume I, The Bard's Tale II, The Bard's Tale III, The Boom Bruce Lee: Return of Fury Castles of Doctor Creep, The Catacombs of Gold Combat Zone Complex Corx - Rebel Racers Death Bringer Die Hard Dominion Double Dare (GameTek) Dracula's Castle New games with multitap (3-4 controller) support Ivan 'Ironman' Stewart's Super Off Road Tie Break New configs with custom dimensions Death Bringer (NTSC dimension adjustments) Donkey Kong (Oxyron) Forgotten Forest Frogger Arcade Paperboy Turbo Outrun Zolyx Just a reminder, but if you're not using 1080p, you're going to need to change the resolution setting via C64 Dreams > C64 Dreams > Utilities > Screen Resolution Adjustment and then starting one of the .bats. There are options for 1080p (default / complete), 1600x900, 1440p, and 4k. For games that have custom dimension settings (there are 25 of these), the dimensions will need to be adjusted to meet your resolution needs. @jophran has made them for 1600x900, minus the new ones that were added in this set, but none of the others are covered. If anyone who has access to a 1440p or 4k monitor would like to assist with this, please let me know. New games in v0.17 180 10th Frame 1nvader 360 Arm 4th & Inches Acid Runner Across the Galaxy Action Biker Addicta Ball Air Rescue Akalabeth - World of Doom Alter Ego - Female Version Alter Ego - Male Version Alter Ego (RetroSouls) Alternate Reality - The City Alternate Reality II - The Dungeon Ancipital Arkanoid - Revenge of Doh ATV Simulator Baby Jack II Bank Run Barakon Barney Barry McGuigan World Championship Boxing Batalyx Battle of Yavin, The Beyond Castle Wolfenstein Bug Hunt Captain Cloudberry Chase H.Q. II Cobra Mission 2 Cookie Dark Empire Decathlon Digger Dog Donkey Kong (Oxyron) Druid 2 Dungeon Blaster Dunjon Battler Eggland Emlyn Hughes International Soccer Evil Wizard 2 Experimental Traxter 7 Fire Breath Flappy Bird Football Manager Forgotten Forest Frantic Freddie Frantic Freddy Frogger Arcade Frosty the Snowman 2 Turbo Galactic Gardener Galaxis 9399 Ghosts'n Goblins Ghouls 'n Ghosts Gigablast Goblin God Slayer Gods & Heroes Golden Axe Goldrake Grand Prix Simulator Grayhawk Great Escape Great Giana Sisters II, The Greyfell Gridrunner Gunship He-Man and the Masters of the Universe Heart of Africa Hellcat Ace Hellgate Hover Raider RX Hyper Sports Iceblox Plus Icicle Race International Soccer Ivan 'Ironman' Stewart's Super Off Road Jack Attack James Pond 2 - Robocod Joe Gunn Judge Dredd Jump Ninja Kamikaze Kane Kikstart Kikstart II Kinetik Kinetix Krakout Kwik Snax Laser Squad Laser Zone Leaderboard Leaderboard - Executive Edition Lemans Lion Hunt Little Knight Arthur Lords of Chaos Lords of Chaos II Mad Doctor Mag Max Mama Llama Manic Miner Marauder Matrix - Gridrunner 2 Mega Thrusterball Mercenary Mercenary 2 - The Revenge Metagalactic Llamas - Battle at the Edge of Time Miami Vice Microprose Soccer Mig Alley Ace Mission Moon Monkey Eat Milkey Mutants Navy SEALS Night of the Valkyrie Nono Pixie North & South Operation Thunderbolt P.C. Fuzz Paperboy Pawn, The Pitfall II - Lost Caverns Pixel City Skater Platman Platman Worlds* Project Stealth Fighter Psychedelia Rally Speedway Rastan Rescuing Orc Return of the Mutant Camels Revenge of the Mutant Camels Rox 64 Savage Savage Pond Scarper Sheep in Space Shinobi Silence of the Stones, The Silent Service Skramble Smash TV Soldier of Light Space Gun Space Harrier Spaceman Splorf Speedball 2 - Brutal Deluxe Spikes Star Fortress Star Raiders II Star Wars Starquake Stifflip & Co Street Rod Strip Poker Strip Poker II Stunt Car Racer Sub Battle Simulator Subterranea Summer Games II Super Cycle Super Scramble Simulator Super Ski Tensor 64 Terra Cresta Tetris (Andromeda Software) Tetris (DeCapo) Tetris MP Theatre Europe Thing Bounces Back Thrust Thruster Ball Tie Break Tilt Time Machine Total Recall Turbo Outrun Tutti Frutti 64 Ultima IV Remastered UWOL - Quest for Money Valkyrie 2 Valkyrie 3 Voidrunner Wings of Fury Wonderland World Class Leaderboard World Games Worm! Xain'D Sleena You Have to Win the Game Yucatan Zenji Zoids Zolyx Zombi Zoo Mania *this game is still commercial so the rom is not supplied New magazines Zzap!64 Issue 26 Zzap!64 Issue 27 Zzap!64 Issue 28 Zzap!64 Issue 29 Zzap!64 Issue 30 Zzap!64 Issue 31 Zzap!64 Issue 32 Zzap!64 Issue 33 Zzap!64 Issue 34 Zzap!64 Issue 35 New demos Edge of Discgrace by Booze Design Incoherent Nightmare by Arsenic Phoenix Code, The by Bonzai Shores of Reflection, The by Shape Wonderland XII by Censor Design New SID 80squares by Jammer Looper by psycho858o My Life by LMan + Sunflower Piece of Moldy Cheese, A by MCH Pierce the Gravity by psycho858o SYS64738 Days by Linus To the Moon! by Shogoon Whiplash by Flex
  10. Hey guys! I'm excited to say that v0.17 is now done, I just want to do a final bit of testing tonight to make sure everything is as it should be, since I moved things over from my primary LB instance to a standalone one. I want to make sure that none of the paths are broken. Just as a heads up, this will be a complete package once again, and not an update pack. The primary reason for this is that I actually deleted some unnecessary files from the Retroarch folder, cutting its size down by about 150MB. I'm hoping that this is the last time I'll need to do it this way, and that future versions will just be drag and drop. Fingers crossed, anyway. I should have it up by tomorrow.
  11. This is covered in the video. Creating custom configs Creating custom configs for games that the OAGD sets to use A600 As to the Kickstarts that I used, as I said in the video I used the ones from TOSEC.
  12. Belgrath beat me to it. Admittedly the way the help page lists it is kindof confusing, but if you look at the example at the bottom of the page it lists it like this: serial1=directserial realport:com1
  13. Yeah I could be wrong but I think that generally speaking, unless otherwise stated, the vast majority of them are designed with 16:9 in mind. Most of the time if a theme is designed for 4:3 that fact is going to be stated front and center (because it's kindof unusual). I don't believe there are any that are designed with 5:4 specifically in mind, although there may be some that still mostly work within that context.
  14. I did some testing and this does indeed appear to be a bug in 3.0. The QuitKey override function doesn't seem to be working correctly anymore. I sent Frode a message on Discord about it. I'll let you know once I hear back.
  15. You're missing the "no space before rom" checkbox in the emulator entry.
  16. Yeah it seemed to work fine with the ones I tried except for Enemy Zero specifically, where disc swapping didn't work correctly either in RA or in standalone Mednafen. It was a known issue with the emulator itself for that one. Several others (like Lunacy) worked like anything else though. I mostly have Darkwater stuff although some Redump as well - if it's outside of those two it can be really hit and miss (more often miss, since Mednafen is fairly picky).
  17. I would have to see the rom path for a game, the emulator tab, and the emulator entry for ParaJVE.
  18. Sorry I haven't put the next update out yet y'all. It should have been done already, but I've been distracted lately. After recently watching some videos for the upcoming game Wrath: Aeon of Ruin, a game literally made in the Quake 1 engine, I started doing a deep dive into the Quake map creation scene; and, hoo boy, is there a lot to dig into. I've had a lot of fun with it though. People have been making maps since 1997 (Wrath is being by developed by a number of veterans from this scene), and it's kindof awesome playing maps made over 20 years ago and then immediately after jumping into ones made a month ago. So that's been my latest little obsessive side project. I should have the next update out soon, just have to work this out of my system (this also helps keep me from getting burned out on working on C64 Dreams).
  19. Thanks! Enjoy! If you can provide me with the appropriate height, width, x position, and y position numbers, I can make a replacement base config. The screen should look like this once you've adjusted the numbers appropriately: The BASIC screen is a good place to make the adjustments. You want to adjust the dimensions until the light blue portion of the screen is just touching the top and bottom of the screen and the bezel on the left and right. If you go into a game folder, say 1942, and rename Disk1.d64 to anything else and then start the .vbs file, it'll just sit on this screen so you can take as long as you want to make the adjustments. The four fields you'll need to adjust are: Custom Aspect Ratio X Pos. Custom Aspect Ratio Y Pos. Custom Aspect Ratio Width Custom Aspect Ratio Height Once you get these figured out, shoot me the numbers and I'll make a config/bat to switch it. Be aware, however, that this will cover 99% of the games, but that there are a few exceptions that have specific adjustments that need to be made for them. The list is in the opening post under "Known Issues" -> "Screen Resolution". If you want to provide numbers for these as well, I can incorporate those too. If not, you're probably going to want to delete the configs for those specific games from C64 Dreams\C64 Dreams\Retroarch\configs, at which point they'll still be off, but not by as much as if you used them (because they're designed for 1080p).
  20. I spoke with Frode on Discord and explained what was going on. He said he was going to take a look and do some testing and get back to me.
  21. It should just work with PS4 controllers by default. If you wanted to move things elsewhere, technically yes you can. It's not simple though, as things are spread around in multiple places. 1) Some of it is handled in the core options (Quick Menu > Options) which are located in C64 Dreams\C64 Dreams\Retroarch\retroarch-core-options.cfg: vice_mapper_y = "RETROK_LSHIFT" vice_mapper_x = "RETROK_LSHIFT" vice_mapper_b = "RETROK_SPACE" vice_mapper_l = "RETROK_LSHIFT" vice_mapper_r = "RETROK_LCTRL" vice_mapper_l2 = "RETROK_KP_MULTIPLY" vice_mapper_r2 = "RETROK_RETURN" vice_mapper_l3 = "RETROK_n" vice_mapper_r3 = "RETROK_y" vice_mapper_start = "RETROK_ESCAPE" "RETROK_LSHIFT" doesn't do anything, it's essentially "blank". "RETROK_SPACE" sends a spacebar input. "RETROK_LCTRL" sends the commodore key input. "RETROK_KP_MULTIPLY" swaps joystick ports. "RETROK_RETURN" sends a return/enter input. "RETROK_n" sends an "n" input. "RETROK_y" sends a "y" input. "RETROK_ESCAPE" sends a runstop input. 2) Some of it is handled via a core remap which is located in C64 Dreams\C64 Dreams\Retroarch\config\remap\VICE x64\VICE x64.rmp. In a couple instances (like in 3-D Pinball: Pinball Power and David's Midnight Magic) game-specific remaps are loaded. input_player1_btn_b = "8" input_player1_btn_a = "0" input_player1_btn_y = "4" input_player2_btn_b = "8" input_player2_btn_a = "0" input_player2_btn_y = "4" input_player3_btn_b = "8" input_player3_btn_a = "0" input_player3_btn_y = "4" input_player4_btn_b = "8" input_player4_btn_a = "0" input_player4_btn_y = "4" input_libretro_device_p1 = "1" input_libretro_device_p2 = "1" input_libretro_device_p3 = "1" input_libretro_device_p4 = "1" input_player1_analog_dpad_mode = "0" input_player2_analog_dpad_mode = "0" input_player3_analog_dpad_mode = "0" input_player4_analog_dpad_mode = "0" By default the core uses B (on a 360/XB1 controller) as the fire button. This shifts things around so that it's on A. This also makes it so that X (on a 360/XB1 controller) sends an up input. 3) The combo functions are handled via hotkeys which are located in C64 Dreams\C64 Dreams\Retroarch\retroarch.cfg: input_toggle_fast_forward_btn = "1" input_exit_emulator_btn = "4" input_overlay_next_btn = "6" input_disk_eject_toggle_btn = "5" input_disk_next_btn = "3" input_disk_prev_btn = "2" input_enable_hotkey_btn = "7" 4) The arrow keys on the right stick are handled via Antimicro. You have to have a controller connected and then start C64 Dreams\C64 Dreams\Antimicro\antimicro.exe to edit/create profiles. In a couple instances game-specific profiles are loaded. In the current version that's just Spellbound Dizzy, but three additional games have them in the upcoming version. I don't actually recommend that you mess with any of this, to be perfectly honest. The likelihood that something will break along the way is high. The way that various controls are implemented in the VICE core is convoluted as hell. This is part of the reason I started this project in the first place - because this sort of thing is a nightmare to have to fiddle around with, at best, if you're like me and are intimately familiar with how to use Retroarch; at worst, for someone who isn't, it's a complete brick wall.
  22. The Steam Link does feature VirtualHere integration, but I don't use VirtualHere, as I've never needed it. In my experience, the only thing I've needed to do is 1) add Big Box as a non-steam application 2) tell Big Box to use "all controllers" in the settings 3) make sure that whatever emulator I'm using uses xinput (which is something that VirtualHere can help get around, in the event that the emulator is dinput only). I did initially have to indicate in Steam Link / Big Picture that I did not want Steam to automatically configure my controller, as this tends to create problems where it erroneously treats the controller like a keyboard+mouse when you don't want it to, though I did that ages ago and the process for that has changed multiple times since then... but basically you just want to make sure that it only treats it like a controller in all cases. How you do that at this point... I'm not entirely sure. It should be in Big Picture's controller section somewhere. All of this should also come with the caveat that I haven't used my Steam Link in over a year.
  23. This appears to be the result of the game using asterisks in its filenames (which isn't normal) which FS-UAE doesn't seem to know what to do with. I renamed these to remove the asterisk, at which point it booted without error... but the game didn't actually do anything; presumably the .slave makes references to the files with * in them so at that point it's not erroring out but it's not finding the files either. I don't have a good way to edit that because the .slave/.info files just look like gibberish in a windows text editor. This is something you'd probably have to talk to Frode about in order to rectify.
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