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Zombeaver

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Everything posted by Zombeaver

  1. 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++
  2. While not a tutorial, you might want to check this out: It's likely to contain most of what you'd want already.
  3. 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
  4. Death Gate has now been added to Zomb's Lair.
  5. 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.
  6. 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.
  7. 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).
  8. 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.
  9. 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.
  10. 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.
  11. I believe you can specify the specific controller you want to use (not just all controllers) in the Gamepad/Joystick section.
  12. 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.
  13. 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.
  14. 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:
  15. 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.
  16. 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.
  17. Definitive Edition Patcher: Riven: The Sequel to Myst is now available on Zomb's Lair. This was supposed to be a quick project but ended up absorbing most of the weekend... I haven't really talked about this before, but I generally end up tweaking the shaders for these packages to some degree to better suit the needs of the game in question. That said, I ended up having to rework them significantly for Riven and I'm happy to say I think they turned out very well. Limited technology being what it was, compression and dithering were essential in order to fit everything on CDs - five in the case of Riven. The result of this is that a lot of the game takes a bit of a beating once viewed on high definition displays. The otherwise fantastic art design suffers because of it... but with the help of shaders we can give it a facelift! Now we can turn this into this. You can find the full gallery here. I added in quite a few extras as well. Included are: -The soundtrack -Making of and behind the scenes videos -From Myst to Riven: The Creations & Inspirations (art/documentary book) -Strategy Guide (Brady Games) -Strategy Guide (Prima) It includes controller support as usual and I added in a right-click to skip animations function. Read the included readme for more info. As with the last one, this patcher does not include the game. You must have the game downloaded first. It will work with either the GOG Galaxy version or the offline backup version. I believe it should work with the Steam version as well (it's supposed to be the same version), that's untested though. If anyone would like to test and let me know, that'd be much appreciated. The only requirement, like the last time, is that the folder be dropped parallel to the installed one, and the installed one needs to be named "Riven - The Sequel to Myst". So, as an example: C:\Games\Riven - The Sequel to Myst C:\Games\Riven - The Sequel to Myst (Definitive Edition) Then just go into Riven - The Sequel to Myst (Definitive Edition) and start PATCH.bat and you'll be all set! Be aware that this patch is currently English only - it's actually about half the size of the GOG install once it's done because it doesn't contain all the additional language audio/data. It should be possible to allow specific language data to be pulled for the patch but that's not implemented yet, it will only use the English data at the moment. Anyway, that's it for now. I should have the updated version of Zomb's Obscura Vol. 1 out later today and then I'm back at it for new releases.
  18. A quick demonstration of the entire import process from beginning to end once everything's setup:
  19. I tried something a little bit different this time... There are a lot of games on GOG that I adore and it kindof annoys me I'm not able to give this sortof treatment to. So I got to thinking... what if I made a patcher that doesn't include the game itself but can take the necessary files from the GOG version and pipe them into my own version, with shaders, bezels, soundfonts, controller support, the whole nine yards... And voila, we have the Betrayal at Krondor: Definitive Edition patcher. As I said, you have to install the GOG version beforehand - the game is not included. I should be able to do this with the Steam version as well, but I'd need to see specific files/folders, as some of the files in the GOG version are specific to GOG. I don't own Betrayal at Krondor on Steam currently. You can find the patch and a lot more info in my post here.
  20. Abuse has been updated to version 2.0. Details are in the "Special Notes" section of that page. The plan at this point is to finish up work on the updated version of Zomb's Obscura Vol. 1 and then go back to work on new packages for a bit. I have several basically ready to go, so I'll likely do a couple new releases, do a couple updates to prior packages, and just continue to flip back and forth like that.
  21. Both of these are external software (a virtual midi device and a video wrapper) that hook into other external software (DOSBox and old PC games). That's not something that's going to be added to Launchbox, because Launchbox has no direct interaction with such things. Launchbox is essentially a collection of fancy windows shortcuts with images and metadata attached to them. It doesn't hook into anything as directly as what you're suggesting. I do have a tutorial on Munt and VirtualMidiSynth for anyone that wants to use them. dgVoodoo2 is pretty straightforward, though I generally prefer DDraw Compat personally. It's as simple as it gets - drop a file in the game folder and go. No setup/configuration whatsoever, and in some cases works where dgVoodoo2 wouldn't (or works better).
  22. Alien Legacy has been updated to version 2.0. Details are in the "Special Notes" section of that page. I also added in an option to disable Antimicro in the Launcher this time. I can't imagine most people would need/want this, but it's there for those that do. The primary rationale for this is just in case someone had their own controller mapper software that they wanted to use instead. I also added in a control swap function with the controller implementation - the left and right sticks control the mouse cursor and the dpad controls the arrow keys. When you press right bumper it will swap the left stick controls with the dpad. Press it again and it swaps back. I changed the screenshot comparison option too - now instead of simply dropping you into the folder where the screenshots are located, it opens a fullscreen slideshow of the images via IrfanView Portable which you can flip between with the scroll wheel or arrow keys - pressing escape exits.
  23. Sortof - if you consider playlists a subcategory. You can go three layers deep, if you include playlists, which is what this collection does. Platform category |_ Platform |_ Playlist In this case that's: C64 Dreams |_ Games |_ Best of Vol. 1 |_ Best of Vol. 2 |_ Magazines |_ Zzap!64 etc.
  24. Dreamweb has been updated to version 2.0. Details are in the "Special Notes" section of that page. I've also added a blog section to the website, where I'll talk about what I'm working on or updates to existing packages.
  25. You'd have to rename the "Games" platform to Commodore 64 in LB and then change its parent to Computers instead of C64 Dreams. I didn't really want this interfering with people's existing C64 libraries because it functions pretty differently.
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