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Zombeaver

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Everything posted by Zombeaver

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. I'm amazed that Mechwarrior 2 isn't on GOG/Steam. Yes, that's a possibility.
  9. 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.
  10. I've finished that and the other requests. In the process, I've also gone back and reworked things a bit so that now there will no longer be a brief command prompt visible when starting games. Beyond simply looking nicer, this should allow them to work properly with startup/shutdown screens now, though I'll need to do some testing tonight to confirm. I'm using a visual basic script to do this. Because of this, the paths will all need to be updated as well from .bat to .vbs. As result, the first update pack will actually be a repackaged complete set since the formatting and paths will be altered. Future updates should be drag and drop from that point. God bless Bulk Rename Utility and Notepad++
  11. While not a tutorial, you might want to check this out: It's likely to contain most of what you'd want already.
  12. Alright y'all, I've been pretty preoccupied with Zomb's Lair stuff lately, but I'm gearing up to get back to work on this. The plan is to do update packs of say 200 games at a time. I've got about 60 new ones done already. If anyone has any specific requests for the first pack, let me know. The current list of requests is: Forbidden Forest Head Over Heels M.U.L.E. Pharaoh's Curse Pogo Joe Pool of Radiance Survivor The Seven Cities of Gold
  13. Death Gate has now been added to Zomb's Lair.
  14. It's never been an issue with anything in my library shrugemoji.jpg Admittedly, that's only about 400 games for me at this point. A certain amount of mismatching/missed matches is just kindof inherent in Launchbox in general, that's not really specific to Amiga. It all works on matching logic that isn't, and won't likely ever be, 100%. If you've gotten it closer to that, great. If people want to use it, go for it. It's not hurting anything. More options are good. I'm already at 100% in my own library though.
  15. Yes, I'm sure. You can see this in the video above. No, not necessarily. They can, but they don't have to. In the case of the above example, the resultant video downloaded from emumovies is simply named "Wings Of Fury.mp4" to match the library title - the media naming is handled by Launchbox itself upon scrape. Media matching, by default, uses the library title, but can also match against the rom name.
  16. Cool. You're replacing one tool with another though. I don't know that that's really making things easier. I like the idea, but it kindof seems like six to one, half dozen to the other in the end. The entire process of importing into FS-UAE and exporting UUIDs, which you can do en masse, takes literally about a minute; at which point they can be imported into LB like anything else (and they scrape against the LBGDB and Emumovies just fine).
  17. It needs to be in the Launchbox folder unless you plan on updating all of the paths in the game entries to something else, which would basically entail editing the xmls in notepad++ which is doable. You will not be able to use your own copy of Retroarch. The bats are setup to use a version of Retroarch that I've setup already that's contained in the folder. Everything is setup with relative paths and is where it is for a reason.
  18. Blue Heat has now been added to Zomb's Lair. Unfortunately, due to technical issues I wasn't able to incorporate Retroarch into this particular release. I have a blog post about it here. Hopefully it'll be resolved in the future at which point I can add it back in. Until then, regular old DOSBox Daum will have to suffice.
  19. If it's your first use of LB you could always just use the included version of LB and update from there rather than trying to import into a fresh install. Either way though should be okay, it's just a little more complicated to pull it over. I'll add Pool of Radiance to my list of stuff to add in the first update. One of my absolute favorites for sure! Bruce Lee was the first game I ever beat.
  20. I believe you can specify the specific controller you want to use (not just all controllers) in the Gamepad/Joystick section.
  21. You're very welcome! Yep, that was me too haha. We literally had like 4 large boxes full of hand-written label disks. There had to have been a couple hundred disks. It was always awesome just digging through that stuff. I kindof feel like this is just that coming full circle. Well, you could select them all (Ctrl+A) and then do a bulk change > platform and just change them to Commodore 64.
  22. No idea, honestly. I don't use RL and the video wasn't made with it in mind. I couldn't tell you what, if anything, you'd need to do extra to make that work.
  23. For the past week or so I've been obsessively working on these again. I basically reworked everything, fixing a ton of stuff and reorganizing so that it's not just a bunch of arbitrary version numbers. Things have now been boiled down to Neuromancer, Snow Crash, Razorgirl, Decker, and a new shader called Ghost. There are several versions of each of these as well as alternate scaling versions. For Neuromancer and Snow Crash there are also alternate "bright" versions that are slightly brighter. I still have all the old stuff included in a folder called "old" if there's something from that that people would still want, though I don't really recommend it. For the most common scenarios, the normal shaders in the base folder are what you will want. The SVGA and Vertical shaders are only for those types of content and won't look right otherwise. The SVGA stuff I don't anticipate most people using as it won't look right on content that's lower than 640x480. The example I use it on in the screenshots is Dark Seed II, which is a Windows 3.1 game. Vertical is obviously for vertically rotated arcade games. The 5X Scaling folder is alternate versions that are specifically for 5X integer scaling. Custom is the same idea but for custom scaling - your mileage will vary on this however, as it's going to depend on the scaling numbers you used. I use it primarily for some PSX games that use somewhat non-standard resolution modes that I've done some custom scaling on. You can download the set here: Zombs Shaders 4-23-19.zip I still need to make the non-vignette versions of these. I will be doing that and posting an update, but my eyes were seriously starting to bleed from working on this, so I wanted to get these out there and come back to it in a few days. I have a screenshot comparison folder available for download here that will give you a more in-depth look, but a few highlights below: No Shader: Ghost: Ghost-Clear: No Shader: Neuromancer: Neuromancer-Sharp1: No Shader: Ghost-Vertical: Neuromancer-Vertical: Snow Crash-Vertical: Razorgirl-Vertical: No Shader: Ghost-SVGA: Neuromancer-SVGA: Snow Crash-SVGA: Razorgirl-SVGA: No Shader: Ghost: Ghost-Clear: Neuromancer-Sharp1: Neuromancer-Clear: Snow Crash-Sharp1: Snow Crash-Clear: Razorgirl-Sharp1: Razorgirl-Clear:
  24. Welcome! Happy to help! I've added it to my list. I can't guarantee when I'll be able to get to it though. I've got a lot of projects on my hands at the moment.
  25. Zomb's Obscura Vol. 1: Mecha Beat Em Ups has been updated to version 2.0. Retroarch is now used for all games, the shaders and bezels have been improved, Genocide 2 (DOS) has been removed as it's basically identical to the x68000 version - saving about 600MB in the process - and ASuite has been added for configuration/management.
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