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Everything posted by Zombeaver
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The keyboard enable hotkeys key is Numpad Minus. C64 Dreams doesn't use Launchbox's pause menu at all. You're on your own for that as it's not an intended part of the functionality here. Everything is done externally or via Retroarch. Swapping to the controls screen is done via overlays in Retroarch. Swapping to manuals is done via additional third party software, external to Launchbox. It's not designed to use Launchbox's pause menu to do anything. Pretty much the only thing you could change it to is Select + LB. You'd need to open the Retroarch folder and edit retroarch.cfg and search for the "input_overlay_next_btn" parameter and change it from "6" (Start) to "4" (LB) and then change the "input_exit_emulator_btn" parameter from "4" to "nul"
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Ci sarà un post una volta uscito il prossimo aggiornamento, come al solito. Spero di farlo entro Natale, ma nessuna promessa. Fino al rilascio della versione 1.0, tutti gli aggiornamenti saranno sostituzioni complete della raccolta. Al momento non esiste un metodo di aggiornamento, dovrai solo eliminare i vecchi file ed estrarre quelli nuovi.
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Not too bad I suppose, most of the work has just been tweaking values in presets, which is still ongoing. I've made several more improvements since the last screenshots. I've added additional options to the configurator for adjusting the settings via Shaders > HSM Mega Bezel. You can enable it (it's mutually exclusive from the other included shader presets because it needs to use Vulkan instead of GL) or disable it, choose from the included presets, and enable or disable the intro (the animation where the TV turns on in the beginning). And if you're using one of the generic ones you can swap out the overlays via the Overlay section. These basically just run different bats to change values, overwrite files, etc. in accordance with whatever you choose.
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I spent pretty much all day yesterday working on some HSM presets for C64 Dreams. The default values aren't the correct aspect ratio, colors, etc. so took quite a bit of tweaking to get it the way I wanted, with no doubt more to come before release. I have a generic one and two from Namec's pack, each with an additional curvature preset. The generic one can be combined with any of the existing bezel overlays, changeable in the Configurator.
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Actually yeah I just did 1.11 the other day. I've attached it below. retroarch-1.11-cg.7z
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This is theoretically possible. You wouldn't actually change anything in C64 Dreams itself as it's self-contained, it can be run from any location. You would just need to update Launchbox's xmls to refer to the altered location for starting the games. i.e. the normal relative path for Bruce Lee for example would be .\C64 Dreams\Games\Bruce Lee\Bruce Lee.vbs (this would be with the C64 Dreams subfolder located in the Launchbox folder as it's designed by default) and you would need to change it to say X:\Emulation\C64 Dreams\Games\Bruce Lee\Bruce Lee.vbs (or whatever the new path is going to be). You should be able to do that fairly easily en masse with something like Notepad++
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Sì, i controller 360 e XB1 dovrebbero funzionare automaticamente.
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No problem! Happy to help.
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Alright @hoderer I think I've got the issue straightened out. Merge the below with the Retroarch folder and you should be good. You may want to backup your retroarch.cfg just in case but there shouldn't be any issues. I played some 2 player and 4 player games, in various combinations of the two Speedlink joysticks + two XB1 controllers and everything was working fine. The controls I've assigned are large left button = fire, large right button = spacebar, small left button = virtual keyboard (you can then choose a key with the joystick and select with the left large button), small right button = Runstop. You can change these if you wish. If you do, make sure you change them in the autoconfig file itself. That's the file that's going to be located in Retroarch\autoconfig\dinput and is named "Game Controller for Android .cfg" (this is what Retroarch/Windows calls the Speedlink joysticks). Retroarch refers to each button via the below numbers: Large left button = "3" Large right button = "0" Small left button = "4" Small right button = "1" Speedlink Fix.zip
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Glad to hear it!
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@opeth2112 thanks! I really do appreciate that.
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So the plan is to eventually release the collection, in modified form, for RetroPie. I have an RG351V that I've got the collection setup for, for example, but it's still a WIP. At this point though I've kindof shelved that until 1.0 since 1) the collection will still be changing over time up to that point so I'd like to avoid double work and 2) it's not exactly a quick switch from one to the other / entails a not-insignificant time investment. Keep in mind that even once this is done it will not be 1:1 with the Windows version because I'm using additional third party software to accomplish things in that setting that can't be replicated on a Pi - AHK scripts, PDF readers in tandem with the game for manual browsing, etc. There's just no way to replicate some of the those things on RetroPie. Basically it would be all the games, configured as needed, with media and metadata. You'd still have most of the in-game functionality like disk swapping, saving and loading states, etc. but some of the fancier bells and whistles like manual swapping are out.
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I'm going to try to take a look at this this weekend. I've got the controllers you sent me. Chances are this is something that shouldn't be too hard to fix assuming that Retroarch identifies them with some kind of unique signifier. You should just need to figure out what Retroarch is calling those specific controllers and then edit the autoconfig for it (or create one if it doesn't exist already - there are quite a few included with Retroarch by default but of course there are a huge range of different controllers out there so there will be exceptions). I don't know if you looked at the autoconfig link I posted previously or had any luck on your own, but if not I should have some time this weekend to look at it.
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Congratulations. You're using a multiple year old version (which had more demanding settings by default, such as hard sync). 0.17 is literally from 2019. The current version is 0.45. I deleted the rest of your rambling inane horse shit in your post because this is literally the only sentence that means anything in the entire rant. Get 0.45. It will probably just work out of the box. If it doesn't, do what you've been told to do. Or dont. Fine by me either way. One more tirade and you're banned. I'm being nice and warning you beforehand.
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Then it's a collection issue that only affects you and your hardware (and software). Do you actually believe that the literally thousands of people that use this, spanning multiple years, 35+ thread pages, and about 200,000 views experience what you're describing and mysteriously choose to ignore it or that, just perhaps, it's something on your end? The issue doesn't follow the collection across diverse hardware. It follows the collection across your hardware. It doesn't matter if you've tested it on a dozen of your computers. I can turn around and say that I have thousands of people that have tested it on theirs and don't have the issue. I have no idea what sort of software you're running in the background or any number of other extenuating factors you have at play that can affect your performance - the same sort of factors that I've seen cause people over the years to convince themselves, for example, that Launchbox is "literally unusable", when in reality there's some miscellaneous element in their setup that they don't consider relevant that ends up being the culprit. What I can tell you is that what you are describing is a hardware performance issue. The audio problem you're describing occurs when Retroarch is struggling to maintain 100% speed, period. That is what you're hearing. Now what specifically is causing that issue is variable, but the number one culprit is the CPU, followed by the GPU. There are a number of settings that can contribute to increasing or decreasing hardware demands, nearly all of which are noted in the config editor and nearly all of which are in their least-demanding position by default. I've already told you what to do to attempt to resolve it. Turn on threaded video in the config editor. It decreases hardware demands but increases input latency which is why it's off by default - it's really just there as a last resort. Go to C64 Dreams\C64 Dreams and start Configurator.exe. Double click the config editor button at the bottom. Change the config. Feel free to do this or not. Use the collection or not. You can keep arguing or you could just do what's been suggested. Godspeed to you. You can also try changing the video_driver= field to say vulkan or d3d12 since it sounds like you're using AMD which has the tendency to not play nicely with gl. This will break the included shaders though. This isn't necessarily true. It's dependent on a number of factors, like shaders for example. Esper, one of the included shaders, would most likely make an HD6990 have a stroke. ReSID-FP didn't exist in the 90s. It's a very accurate and, perhaps surprisingly, fairly demanding emulation of the SID chip, which is used here. C64 emulation itself, has existed for a very long time, yes. I know, I was there, using them in the 90s. C64 Dreams is not analogous to using CCS64 or alternative in the 90s. If it was, I wouldn't have dumped the thousands of hours of my life into it that I have. It's not analogous to other C64 collections either. There are a lot of moving parts that do not exist anywhere else. And those moving parts have a cumulative demand on hardware.
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You can't just dump the contents of a CD in like that. You would have to have the CD mounted as an actual disc using the imgmount function in DOSBox (in drive D for example), install it in the OS, and then direct the run field to the installed .exe.
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Get a better CPU. Or enable threaded video in the config editor. Or stop changing any of the other hardware-punishing settings from default. Or some combination thereof. I have multiple potato office PCs that it works fine on. Your issue is not typical, but points to insufficient hardware, typically in the form of CPU speed, or potentially GPU if you're using shaders.
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You would have to create/update an autoconfig for that specific controller. When you connect a controller in Retroarch it will say something like [Controller Name] Connected for Player 1. You can specify controls for a specific controller as indicated by that name. In Retroarch terms these are called autoconfigs. You can find more info on them here: https://www.retroarch.com/index.php?page=controller-autoconfig
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I'll have to double check but I want to say that you would want to not include the path i.e. just Launcher.exe [UUID] All the UUIDs are doing are telling FS-UAE which game - which will already be imported into the FS-UAE library at that point - to start. FS-UAE already knows the path to the game associated with the UUID, you're just telling it which game you're starting, like a title, except that it's specifying the specific version of that game that you're starting.
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Virtual Nightclub is now available on Zomb's Lair. Special thanks to Elphive, one of the users on my Discord server for creating a brand new play guide / walkthrough which is included as well.
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You just add the path to the .exe that you want to start in the run= field of WIN.INI (located in C:\Windows): Whatever .exe you specify will run on startup.
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Ah yep, good point there too.