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Everything posted by Zombeaver
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The thought occurred to me today that I could use the controls overlay to display some game-specific notes as needed. Obviously this is something that only some games need but I think it'll be handy to help people not have to consult the spreadsheet. The button combo to make this appear is back/select + start on a controller, but I've added a keyboard combo in the upcoming version as well (Numpad * + Numpad -). You press them again to go back to the game. Normal: Examples of some game-specific notes: I've also been in the process of cataloging the version / group for each game, which helps me quickly identify exactly what I have in the event that I want to change/update to a different version. I should have done this from the beginning... but alas. Something about hindsight being 20/20 or some such... Both of these are fairly time-consuming in and of themselves. I'm not too worried about the version / group cataloging for the next release as I can add that information to the spreadsheet at any time. For the notes, I am going to try to get some of the more substantial ones out of the way for the next release, but it certainly won't be 100%, I'll just continually add more in subsequent releases. The 200 games for the next release are setup, I still need to test about 30 of those, then add them to the Launchbox library, clean up metadata, do some final testing, etc.
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No problem. I've added Football Manager to the next group. That's likely to be in the next few days as it's pretty close already.
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FS-UAE actually doesn't match based on filenames - it matches based on checksums (so the filenames themselves don't matter). The most common reason why something wouldn't match would be that you have a compressed file within another compressed file, as FS-UAE can only accept compression one layer deep. .lha itself is a compressed format, so you can't have an .lha within a .zip - you'd need to extract it. You can have an .adf in a zip or, in the case of WHDLoad, a folder and an .info file in a zip. My suggestion would be to use Retroplay's WHDLoad files - that's the most up to date set I've come across. Just Google "Retroplay WHD uploads" and you'll find it. I just tested Another World from that set and it scanned in just fine.
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1942 is single player only. Popeye does have two player but it's in turns, not simultaneous. An example of a game that has simultaneous two player would be something like Ballblazer. F3 selects different options to change (time limit, whether you're playing against a computer, etc.), F5 changes your current selection, F1 resets the options to default (two players against each other, three minute time limit), and F7 starts the match. The way two+ player is implemented is entirely game-dependent, but the controllers themselves should "just work".
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No, it's C64 Dreams\C64 Dreams\Retroarch\config\VICE x64\VICE x64.cfg I was referring to the override file.
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I would not hold your breath on that one lol I might do something similar for Amiga some day. Some day...
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Happy to help! I'm glad I was able to share some C64 love.
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Thanks guys! I've already started work on the next update. I'll probably release it at 1500 games. I'm going to try to work in some new demos, SID tracks, and magazines this go as well. It will probably be a couple weeks.
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Probably the fastest thing to do would be to edit the xml directly, rather than through the actual LB UI. Open up the platform xml in data\platforms in Notepad++ and use the ones that you've already done as an example. I'd recommend backing up the .xml first... Alternately, if whatever you using in the script isn't game-specific, you could add it as part of the autohotkey section of your Retroarch emulator entry itself, rather than on a per-game basis.
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It's the type of feature that most people don't think/care about until they need it... and then they really need it; but that also means it isn't likely to get much attention in the polls (which is unfortunate, because I'd love to have it myself).
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Alright, version 0.16 is now available. The download link in the opening post has been updated. 200 new games have been added as well as a number of other changes. Everything should be working, but admittedly this did involve a lot of find and replace work as I made format adjustments to... basically everything. If anyone has any issues, please let me know. The good news is that from this point on additional updates should basically just be drag and drop. All games, demos, SID tracks, and magazines updated to use visual basic scripts (.vbs) so that a command prompt is no longer visible when starting; all paths updated in Launchbox Version Updates: Atomic Robo Kid - replaced with Easyflash version by Master Bop'n Wrestle - replaced with 2019 Hokuto Force version Buck Rogers: Planet of Zoom - replaced with 2019 Hokuto Force version Cabal - replaced with 2018 Easyflash version by Nostalgia Cauldron II - replaced with 2018 gold version by Fairlight Caverns of Khafka - replaced with 2018 Onslaught version Hammerfist - replaced with 2019 d81 version by Master Psi-5 Trading Company - replaced with 2019 Easyflash version by Mayday Wrath of the Demon - replaced with 2017 Easyflash version by Master Other Changes: Bugbomber - added support for 4 controllers Space Lords - added support for 4 controllers Misc: Cleaned up Zzap!64 issues 1 and 21 which had some duplicate/extraneous pages Best of Vol. 3 playlist created, though it's currently only 51 titles - will be expanded as more games are added to the collection Added 3 new overlays: Black Tiger, Retrograde, and Supremacy. These three as well as Project Firestart (default) can be swapped between by going to C64 Dreams\C64 Dreams\Utilities\Overlays and starting the .bats that correspond to each. Added 1600x900 base config that, like the other options, can be activated via C64 Dreams > C64 Dreams > Utilities > Screen Resolution Adjustment. Thanks @jophran! New configs that use custom dimensions: Bear Essentials, The Brainway Dominion Game Over II: Part 1 Wolfling All games with multitap (3-4 controller) support: Bruce Lee: Return of Fury Bugbomber Frogs IK+ Gold M.U.L.E. Players 3 and 4 can use either controllers or keyboard; see game details spreadsheet for more info Mashed Turtles Shotgun SNAFU '64 Space Lords New games in v0.16 8bit-Slicks Advanced Dungeons & Dragons: Dragons of Flame Advanced Dungeons & Dragons: DragonStrike Algol Aqua Racer Aquaplane Argos DX Arhena the Amazon: Special Edition Astex 64 Atom Heart B-Ball Balloon Flight Barbie Beach Bar Bear Essentials, The BinTris Blastopia Blok Copy Border Blast 2 Border Blast 3 Brainway Bruce Lee: Return of Fury Bulbo and the Lizard King Chef Quest Chilly Willy Conflict in Vietnam D.I.S.C.: Damned Into Space-Craft David's Midnight Magic Demigod Demon Stalkers Demons of Dex Denarius Deneb Denga Denniffia Desert Hawk Desert Trader Desolator Destroyer Destroyer Escort Devil's Wheel Di-Art: Moebius II Diamond Mine Dick Tracy Die Hard 2: Die Harder Die! Alien Slime Digiloi Digital Tangram Dino Wars Dinorace 64 Dioroid Dip Diver Discovery Dive Bomber Dizzy - Down the Rapids DJ Puff's Volcanic Capers Django DNA Warrior Doc Cosmos Doctor Who and the Mines of Terror Dodgeball II Dodgy Geezers Dodo's Deep Doo-Doo Dogfight 2187 Domain Dominion Donald the Hero Donald's Alphabet Chase Donkey Kong (Atari) Doomdark's Revenge Doriath Double Dare (Alternative Software) Double Dare (GameTek) Double Digger Double Dragon Double Dragon 2 Double Dragon 3 Double Dribble Double Lizard Doughboy Down at the Trolls Down, Down, Down Downhill Challenge Dr. Mad vs. the Topsy Turvy Moon Men of Mars Dracula Dracula's Castle Drag Race Eliminator Dragon Dragon Breed Dragon Hunter Dragon Ninja Dragon Spirit Dragonfire DragonHawk Dragonriders of Pern Dragons Cave Dragonworld Drak Dream Team Basketball Dreamcars Drip Droid Droid Dreams Druid Dustin' Electric Warrior Enigma Everyday Tale of a Seeker of Gold Exploding Fish Exterminator Firefighter Mario Floyd of the Jungle Forbidden Forest Frantic Freddie II Frogs Galaxy Game Over Game Over II: Part 1 Game Over II: Part 2 Gauntlet: The Deeper Dungeons Gyruss Head Over Heels Hero of the Golden Talisman Hibernated 1: This Place is Death Honey Bee Howard the Coder IK+ Gold Jars' Revenge Jupiter Lander Killer Bees Knight Lore Lala Prologue Let's Invade 2 Lords of Midnight Lotus Espirit Turbo Challenge Lumberjack M.U.L.E. Magic Candle, The Mario Bros (Atari) Mario Bros (Ocean) Mashed Turtles Maze of Death Memory Metal Gear Miner 2049'er Mission Impossibubble Moonshadow Neutron Newzealand Story Nucleo 447 Oil's Well Panzer Pharaoh Pharaoh's Curse Pharaoh's Revenge Pit, The Planetoids Pogo Joe Pool of Radiance Rock Maze Rogue Burger One Scooby & Scrappy Doo Secret Tunnel Seven Cities of Gold Shadow Switcher Sheep is a Key Shotgun Sidelines Slipstream SNAFU '64 Snokie Stacker Starfysh Remix Sub Hunter Super Bonkey Kong Super Galax-I-Birds Super Toboggan Challenge Survivor Tank Blasta Tenebra Macabre Tombstones Tower of Rubble 64 Transporter Trolley Follies Ultima III: Exodus Vegetables Vortex Crystals VVVVVV Warhawk Wizard of Wor Wolfling Worm X Force Xerons Zagor and the Fortress of Smirnoff Zap Fight 2: Special Edition Zig-Zag Zilspleef Zombie Calavera Prologue Zone Runner
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The shader presets used in each override are designed for 1080p. If you're using higher than that, you'd have to adjust scaling in the shader preset itself to something higher. I couldn't tell you to what exactly as 1080p is the only thing I have at my disposal. You'd need to adjust the scaling of the first pass. I'd try using a different version of the preset first - the #X corresponds to the scaling: 2X, 3X, or 4X. The one specified in the Fighters Megamix override is CRT-Deinterlacing-Soft-3X.glslp
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You would have to adjust the width, height, x, and y coordinates. Judging from your screenshot, it doesn't show those unless you have advanced settings visible. They can be enabled in Settings > User Interface > Show Advanced Settings. Then, underneath Aspect Ratio, you should see: "Custom Aspect Ratio X Pos" "Custom Aspect Ratio Y Pos" "Custom Aspect Ratio Width" "Custom Aspect Ratio Height" You can adjust these to get the right width, height, and position. Once you get the right setting, go to Quick Menu > Overrides > Save game override. Rather than individually changing dimensions/position, you could alternately 1) set it to 4:3 (though there may be some blank space at the top and bottom) or you could 2) set it to custom, turn integer scaling on, and then increase the width/height integer until it touches the top and bottom of the screen (though it may cut off some of the top and bottom of the image if you do this). If you do this, you will again need to go to Quick Menu > Overrides > Save game override to save it.
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You need to use the gl driver.
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I've actually got Return Of Fury in the upcoming set already. I'll set it up to accept 4 controllers. I've got a few other games that are compatible with the adapter too, so I'll add in support where applicable.
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Perfect, thank you! I'll add that as an additional option in the next release. If you'd like to help with formatting the custom resolution configs to 1600x900, that'd be much appreciated as well. Some of them are fairly minor adjustments (like Alien Syndrome), others more significant. In the case of It's Magic, It's Magic 2, and Mega Phoenix, a large portion of the screen is cut off at the top and bottom with the normal settings. Literally about 99% of the games are spot on with the default settings, but a handful of them make weird use of overscan space that most games left blank. I can provide some with and without screenshot comparisons if need be, but the issues are generally fairly obvious. The configs in question are for: Alien Syndrome Another World Bangkok Knights Cyberall Draconus Heatseaker It's Magic It's Magic 2 Mega Phoenix No Mercy Phobia Tiger Claw Wizball Obviously if you don't want to, you don't have to, but it's not something I'm able to do myself (otherwise I'd do it) since I'm using a different resolution monitor. If anyone wants to help do this for 1440p or 4k, that'd be appreciated as well. The good news is that the base settings are now covered for 1600x900, 1440p, and 4k (and of course 100% for 1080p) so that still covers 99% of the games for the most common resolutions.
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Good news! It's working with 3 controllers! It should work with 4 as well. Here's the updated version. This includes both the original version (MULE.vbs) and the 4 controller version (MULE (4 Controllers).vbs). I'll have both as options in the right-click menu in the next release. MULE (4 Controllers).7z I'm at 1170 games now, so it shouldn't be too far off.
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There's no way to do this in such a way that you can statically assign X and Y controllers to only joystick 3's keys (WSD) and 4's keys (Up, Down, and Right), and even if you could, there's no way that this would hold true universally for everyone that played it because everyone uses different controllers. I use Antimicro as an intermediary between controllers and Retroarch to add additional functions - in 99% of the games this entails assigning the right stick to the arrow keys, but in a few one off instances it's to create custom joystick controls for a game like in the case of Spellbound Dizzy, a game that, on its own, doesn't actually have joystick controls. It assigns these controls to any controller that you connect, not specific ones (this is a good thing, because it means I don't have to anticipate every kind of controller that people will use, and I don't have to rely on any kind of arbitrary numbering system). With Autohotkey you can assign specific keys to specific controllers, but the problem there is that the way it delineates them is purely based on Windows' internal joystick numbers, and there's no way to ensure that what it's calling joystick 3 doesn't end up being considered say joystick 1 in Retroarch; in which case you'd be screwed because now you have one controller trying to do two conflicting things. What I can do is assign WSD to the dpad and Up, Down, and Right to the right stick. This would be universal for all controllers connected, which means that technically everyone could control the third and fourth players. Controller 1 = Their own normal controls Player 3 on dpad Player 4 on right stick Controller 2 = Their own normal controls Player 3 on dpad Player 4 on right stick Controller 3 = Their controls on dpad Player 4 controls on right stick Controller 4 = Player 3 controls on dpad Their controls on right stick If you think that would be an improvement, I could do that. This means you're dependent on the honor system though. This is interesting. The Retroarch core does have an option for the Protovision adapter, but I've never tried it. I'll mess around with it and see how it goes. I only have 3 xinput controllers at my disposal, but presumably if it works with 3 it will work with 4.
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Okay so, I don't think I have a reliable way to get players 3 and 4 onto a controller, but I have done some finagling to change them to something more coherent. Left keyboard player: W = Up S = Down D = Fire Right keyboard player: Up arrow = Up Down arrow = Down Right arrow = Fire I've attached it below if you want to try it out. Drop them into the C64 Dreams folder and merge, then start the game with MULE.vbs. MULE.7z
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I did get it working with 2 controllers; I wasn't sure what the keyboard controls were supposed to be though so I haven't tried that yet but will try with those keys tonight. It should just work as-is. It's not a game I played much as a kid so I kindof have no idea what I'm doing haha. Hold shift then press enter.
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You would have to adjust numbers in all of them. 4k is double 1080p, so in theory you would double the width and height resolutions, but the other issue would be the x and y position adjustments - I'm not sure how much those would need to be adjusted. Unfortunately it's not something I can test as I don't have access to a 4k monitor currently.
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FFS! how the heck do I use commodore 64?????
Zombeaver replied to ResidentEvul13's topic in Emulation
It's less about games not working than it is about the fact that 1) there's an insane number of games for people to have to sift through to find stuff that they'd potentially want to play - there's literally about 30,000 C64 games - my set will likely be about 4000~ by the time all is said and done and 2) no single emulator solution, by itself, does what I want, in terms of features and convenience of use, so I'm combining Retroarch, Autohotkey, and Antimicro to get the result that I want, and making the experience easier for others in the process. It's something that I would do for myself regardless, because I love the C64, but there's no point in hoarding it either.- 58 replies
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Sure, no problem. I'm at 1110 currently, and will likely release the next version at 1200, so still plenty of room. Both of these are actually in the 110 new ones I've added already. Racing Destruction Set is already included in the base/current set. I'll add these in tonight. Well I certainly can't refuse a request like that! :D As a bit of a progress update, after reformatting the files and updating the paths, startup screens do indeed work smoothly now, and there's no command window visible when starting. Unfortunately, shutdown screens don't work - they don't appear erroneously, they just don't show up at all. I'm assuming this is because the vbs scripts basically hide the starting window from appearing so it doesn't really know what to trigger off of. I can live with that though, it still looks better now than it did.
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I'm amazed that Mechwarrior 2 isn't on GOG/Steam. Yes, that's a possibility.
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FFS! how the heck do I use commodore 64?????
Zombeaver replied to ResidentEvul13's topic in Emulation
You can use nibtools to convert to .g64 format, but you should be aware that only about 30%~ of them will work, even after conversion, because of copy protection.- 58 replies
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