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Zombeaver

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Everything posted by Zombeaver

  1. You don't always have to do that, sometimes it can be a pretty much drag and drop affair, depending on what it is. Most abandonware sites out there will give you a bunch of pre-installed files which you can generally just dump right into LB as-is. That said, personally I always install stuff beforehand and then drop the installed files into LB afterwards. That's primarily because typically I just start with a disc image, by itself, beforehand. I use some external stuff like Munt and VirtualMidiSynth so I always need to setup my stuff by hand anyway to use those, so I just use a lone disc image and start from scratch. If you don't care about such things, you could typically go to MyAbandonware or somesuch and just dump the files in and be set in most cases.
  2. Please read what I say correctly. You are mistaken. They're literally there to give you something in addition to the base game, in tandem or without. Period. It's not some secret life hack.
  3. This is incorrect. You can put literally anything you want in there - it doesn't have to be launched in tandem with the game. I have, for example, stuff like this as an additional app for games where relevant (in this case for Neuromancer): http://www.classicgaming.cc/pc/neuromancer/codewheel You can literally just paste a URL in there and it'll work (in the above case it just pulls it up in my browser). You can put anything in there. All "additional" means is... in addition to the base game. Doesn't necessarily mean with the base game (although it can be that too). Unless you tell it to "launch before/after main application" it's literally just treating it like any other shortcut on your computer. I will admit that I wouldn't want a startup/shutdown for something like that codewheel. It's not exactly an emergency though either. Jason's already answered this - it's something that'll need to be done but probably won't be for this release.
  4. You can choose the setup/install file in LB by editing the game in your library (right-click and edit, or pressing ctrl+e) and then in he launcher tab (the first tab) changing the .exe that the setup is directed to - it'll have one at the top for the game .exe and another one below it for the setup. You can also change it on the next-to-last page of the importer when you're importing the game. Once changed just right-click on the game and select "Configure".
  5. Thanks for the lists. Not actually a huge number there, so that's not too bad. It should be noted, however, that saying those are the only ones that need to have configs created assumes that the ones that are in the database are actually correct, and while that is true for the vast majority of them, it's not always the case - as I demonstrated in a couple cases in the tutorial video. .lha files work just fine in FS-UAE, I have quite a few. Retroplay's WHDLoad set (they're on EAB, just google "EAB Retroplay WHDLoad") is the most up-to-date set out there and those are all in .lha format. FS-UAE can read compression one layer deep. .lha files are their own compressed format. You can have a .zip that has a game folder/info file or you can have a .lha file - you cannot have an .lha in a .zip (compression within compression). I'm not sure what you're talking about as far as "always keeping your save games". My save games work just fine. The "whole launch problem" really isn't a big deal - it literally takes about two minutes (as demonstrated in the video above) to import to FS-UAE -> export UUIDs -> import UUIDs, and you can do that with thousands of games at a time if you so choose. It takes even less time (as long as it takes you to press Ctrl+A and then drag files into LB) for configs since you're literally just dumping them all in. If that's too much work for people I don't know what to tell them. The vast majority of the actual time spent working on FS-UAE is in the initial setup. Once that's done, everything after that is simple and quick.
  6. That's usually something you can fix with A) half-pixel offset B) manual offsets C) Alpha hack or D) skipdraw (and I'd recommend going in that order). Headhunter: Redemption is on my to-do list.
  7. You'd just have to go through them by hand/eye. While there are more configs now than there were at the time, the likelihood that there are configs for all the games is slim to none. Most, yes. All? No.
  8. If you're going to do game-specific please be sure to make it something that's changeable via bulk-edit.
  9. Can this be added as a global option (in the Options -> Startup panel)? The stuff where they're being problematic for me are ones that aren't actually using an emulator to begin with. An optional disable specifically for games that aren't using an emulator would be even better, but short of that a global disable would still work.
  10. Is there (or will there be) a way to disable the shutdown screen outright? I've found that some stuff (like stuff launched with .bats using "start blah blah") don't really work well with them because it thinks it's shutting down immediately after it starts. I'm also getting crashes with every Steam game launch: At this point I have no mouse cursor and have to navigate to control panel -> mouse -> pointers and change it to something else and then back to default... without a cursor This goes away when I disable the startup screens.
  11. That's actually not something that has anything to do with the start screen - that's an intermittent bug with the Windows version of CCS64 in general.
  12. Either way on the version - I'm using the dev build but the latest stable will work as well. For WHDLoad savestates you'll want to add the following into the advanced section in FS-UAE: unsafe_save_states = 1 relative_temp_feature = 1
  13. The tutorial is still correct, the only thing really relevant that's changed is that you don't need the custom launcher anymore - you still need two separate emulator entries because they use different checkboxes, but both of them are directed to the normal Launcher.exe. The rest of the process is unchanged. Export -> Import process: Obviously you can do this in bulk, it doesn't make any difference how many you do at once, but I just pick out one new game to add as an example.
  14. No problem! Happy to help.
  15. Drag a shortcut into the LB UI, then choose the bottom option in the first screen of the import wizard (none of the above): Then just continue as normal.
  16. Just import the shortcut for the game into LB, it'll work fine. Just use "none of the above" when you import it. Or if you've already imported it as DOS, just edit the game in your library and uncheck the use DOSBox box. You basically just want to import them just like regular PC games. Import the shortcut, don't use DOSBox (in LB, because the shortcut itself is already going to be setup to direct it to DOSBox), and it'll take care of the rest.
  17. FYI for anyone wondering what the above is doing - "SetTitleMatchMode, 2" changes it to a "contains" title search rather than an exact/complete match. I had to figure this out a little while back when I was working on a script for Retroarch and discovered that it calls the window "Retroarch [core name] [version number]" which will break a script any time you update the core (if you're using an exact name) because the version number will change. With SetTitleMatchMode, 2 I can use, for example "WinWait, Retroarch VICE" instead of "WinWait, Retroarch VICE x64 3.0 ce4524d"; that's if I wanted it to only affect the VICE core - if I wanted it for everything just using "Retroarch" would work. Pretty handy.
  18. You might be able to do something with a high absolute resolution/scale specified in the shader preset, but some brief testing didn't yield anything good. I think typically your only reliable option would be to do something like a scanline overlay and not an actual shader. Those do exist. You can find some in the overlays\effects\scanlines folder. None of them look all that great though because they're just extremely basic - because it's literally just putting the image of scanlines on top; but this also means it doesn't care what the scaling is of the content underneath.
  19. No, you're correct. The launcher is obsolete, the exporter is not. The exporter is still available however. It's in the first post in this thread at the bottom. Just click on FSUAE_Exporter.zip
  20. Sorry dude. The same is true for pretty much any CRT shader. The scanlines/aperture grills have scaling values, and those are based on native resolution. They don't really work on anything above that. Typically you're just making the choice between a CRT aesthetic or an HD (upscaled) one when it comes to things like PSX and N64, not an "HD CRT" if that makes sense. If I'm actually upscaling something, typically I just throw an AA shader in top, if anything. I just prefer native (plus CRT shader) overall for this generation (and earlier) of games.
  21. Because software rendering is the most accurate of the bunch (though admittedly more resource-intensive), and there's no reason not to use the HW core regardless of what you're wanting to use. It gives you the option to mess around with the other renderers/options if you so choose (you can even do this on a game by game basis if you want, with "content-specific core options") but is also functionally identical to the non-HW core if you just set it to use the software renderer. If you're running at native resolution, which you have to be in order for any of these to work correctly anyway, you should be using software rendering to do that. If you want to use a hardware renderer and upscale, they wouldn't work correctly regardless of whether they're CG or GLSL, because nothing would scale correctly either way.
  22. I'm not sure what you mean by it not using "the cg interface". cg shaders definitely work just fine in Beetle PSX HW as that's what I use. None of these shaders (nor most CRT shaders in general) will work correctly if you're doing upscaling, if that's what you mean - they're designed for native resolution. As far as converting them to glsl, no that's not possible. They depend on some shader passes that don't exist in glsl form. As I said though, the shaders work in Beetle PSX HW. If you need me to send some screenshots, I can. All of the screens I've posted in here of PSX games are using Beetle PSX HW.
  23. I love bezels but if you're limited to only apps that have borderless/windowed fullscreen that knocks out most of the stuff where the feature would be useful in my opinion. Retroarch and MAME already support bezels natively which covers a lot of ground, but most of the stuff that doesn't are things that don't have borderless fullscreen. Things like DOSBox, various C64 emulators, etc. I don't care about fades at all - most of the time it takes longer for them to finish displaying (since they're typically animated) than it would take for the game to just start, which isn't something I'm particularly fond of - it ends up seeming kinda counter-productive. The main draw of a pause screen for me would be access to manuals. That would be really nice. Things like an image viewer and maybe even a jukebox of music for the game would be neat, but everything falls well below the manuals. It could be cool to have some kind of linking to gamefaqs for quick reference too, if you want something else a bit fancy.
  24. You can try D3D11, though forewarning most of the configs that use GL do so for a reason - I normally start testing in D3D and then switch to GL if there are problems. GL is more accurate, but doesn't have access to MSAA. In some cases there are visual errors/inaccuracies present in D3D that don't exist in GL, and most of the time that GL is used in the configs it's for this reason; that or just because D3D performs particularly poorly for specific games.
  25. My PC is over 4 years old at this point. It's certainly not top of the line by any stretch of the imagination. If the configs aren't working well I have steps for improving performance in the opening post, you should follow them.
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