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Zombeaver

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Everything posted by Zombeaver

  1. It's not really, though. Not necessarily, anyway. You can specify parameters on openretro independently from what's in the .lha / .zip. What's on openretro should generally be more accurate (which is why doing a proper import and exporting the UUIDs is still a better option, overall), but there are exceptions (I show a couple in my video). That said, throwing a WHDLoad archive directly at FS-UAE is a lot better now than it was at the time, because in the past it didn't pull anything, so things like PRELOAD weren't used, even if they were specified in the archive's .info. No you don't; not if you're using the latest dev version and those arguments are used in the .lha's .info file (PRELOAD is basically always be included in them, as far as I've seen). They're now populated automatically in FS-UAE just by directing the .lha / .zip to it (in past versions, it didn't do this).
  2. Please read the readme. It should cover just about everything. That shouldn't happen with this one. That's one of the things I didn't like about the Windows version of CCS64. I love the first game. The second one is okay but it's not nearly as good, in my opinion. It's a very different game from the first, and it's fairly difficult to control. I love the Last Ninja games. The first one is the only one that I had as a kid, so it's the one I'm most nostalgic for, but 2 and 3 are very good too; quite difficult though (like most games on C64 haha). Let me know how it goes!
  3. I made one quick little change here - swapping between the 360 and Xbone mappings is now easier. I created .bats which copy out and overwrite the mappings and added these as "games" at the very bottom of the list. You can swap between them simply by starting one or the other - you start one and it's then setup for a 360 controller; you start the other and now you're setup for an Xbone controller. The only difference between the two is the hotkey for Enter/Return (Right Trigger). The label for this input is different between the two controllers, so you'll want to use the correct one based on the type of controller you're using. The Xbone mapping is used by default. The readme has been updated and the mapping reference image has been added. The link above has been updated with the new version.
  4. Here's a controls reference sheet:
  5. Okay, a metric buttload of work later... here's the new import version of C64 Dreams. I'm considering this the release candidate. If anybody has any issues, please let me know; otherwise I'll be working on finishing up work on the standalone version. The install process is the same - just take the contents of the Launchbox folder and put them in your own Launchbox folder. The Readme has been updated. Some things have changed and a number of things have been added. Please read it. Download Link (newer version available) EDIT: Oh, and the "honorable mentions" aren't in this yet. The only thing in there currently is IO because I swapped in GI Joe in its place. I decided that I had quite a few shmups already, and IO was my least favorite of the bunch because of the extremely punishing difficulty; and I felt weird not putting GI Joe in there.
  6. Stuff like that happens. When it does, you'll typically want to create your own config as I show in the video. It's less of an issue now with the newest dev versions - it now reads from the info file in the archive so it'll fill in the parameters that it finds there (in the past it didn't read/fill in anything), but sometimes some manual intervention is still required. When it is, you'll need to create your own config and then import the config into LB.
  7. You do. That's what I did. Then you just import that shortcut into LB.
  8. It would appear that LB is incorrectly calling this "Access" in ScummVM which is likely the problem - that gets added to the list when you try to start it using LB. Using the shortcut method is working just fine though. Create a shortcut with: Target: [path\to\scummvm\scummvm.exe] -f -p "[path\to\game]" -[game shortname] Start in: [path\to\scummvm] So in my case this is: Target: X:\Emulation\LaunchBox\ScummVM\scummvm.exe -f -p "X:\Emulation\ScummVM\Roms\Amazon - Guardians of Eden" amazon Start in: X:\Emulation\LaunchBox\ScummVM
  9. You should probably uncheck "use an emulator" box. Instructions for importing scummvm games are here: The shortcut method definitely works, but it's really only necessary for games that aren't in LB's scummvm drop-down games list.
  10. So after all this work with the C64 thing, with some more fiddling last night and this morning I think I may rework it to use the DOS version of CCS64 instead. The current version should mostly work, but I think converting to the DOS version would be an improvement. The Windows version has some... quirks... that have always kindof annoyed me. It has some oddities when running on modern versions of Windows. Most of the time it's fine, but other times, seemingly randomly, it just does weird stuff like launching minimized or unfocused. You can exit and start it again and it can be fine and then some time later it'll do the same thing; again, randomly. It's strange. Sound syncing has always been sortof irksome for me as well - you can sync it to your monitor rate which will pretty much invariably make it run way too fast as the C64 ran at 50.125hz (so if it's running at a speed of 60hz it's super fast) or you can set it to either "auto" or forced 50hz (both of which are basically the same thing) but while that's close it's not perfect because as I said the C64 ran at 50.125hz, not 50hz, and you get some occasional pops as result. Neither of these issues seem to be present running the DOS version in DOSBox. Doing so requires a significant amount of rework since I have to: 1) Create DOSBox .confs for each game, directed to the appropriate rom 2) Rename my roms to 8 characters or less because of DOS character limits 3) Alter my ahk scripts to be directed to the .conf rather than the rom 4) Create new .exe conversions of those ahk scripts Another concern is that the hotkeys for changing to the next and previous disks aren't present in the DOS version, but I've come up with a way to mostly get around that. What will happen is you press the combo that I've used previously for "next disk", it will then send an Alt+8 input, then a Ctrl+[letter that the game name starts with], then down the appropriate number of times to go to the next disk, then F4 to select it. Pressing the previous disk button will do the same thing but down the appropriate number of times for the previous disk. This will only work for games that are 2 disks, however, as I don't know how to make it know if you've pressed the next/previous disk hotkey previously, so it'll just go up and down a set number of times for the first and second disk. Luckily only 2 games in the set are over 3 disks, and I can still have the next disk function pull up the selector, and go to the appropriate spot for the first disk - you'd just need to press up or down arrow to get to whatever disk you want and then press F4. Obviously doing this requires a lot more manual work since I have to custom-tailor the AHK scripts for the multi-disk games to move to the appropriate slot for that game... I must be mental...
  11. No problem man! Happy to help.
  12. Yep, that was actually something that I thought of working on this. I probably shouldn't even go there, but I kept thinking "Well maybe I'll just tentatively call this 'volume 1'..."
  13. I dig it! It's really snappy and looks nice. LB has always been fine too, but this does feel even smoother, so that's a definite plus. Some initial thoughts: I think the auto-colored boxes are pretty neat, but I hope there's an option to turn this off later on. I hope there's going to be a way to turn off the developer names under the titles. I would definitely want that off. I'm assuming this is mostly just a holdover from MusicBox though. Double-clicking doesn't start the game currently, which left me scratching my head for a second haha Will there be any differences in the details bar once implemented?
  14. Okay, so I'm gonna call this a beta version of the LB Import package. I'll be doing a standalone version that uses Launchbox, but I'd like to hear how well this works out for others first. There's a README.rtf file included that you need to read - you don't need to read the entire thing, but you do need to read the first section (CCS64 Notes) at least as you do need to do one thing before starting. You should also read about the control binds as well, at least. Installation should be fairly straightforward - you just extract the contents of the "Launchbox" folder in the zip into your Launchbox folder. It will then appear as a new platform named "C64 Dreams". The final version is also going to include some "Honorable Mentions" that aren't included in the default list but can be added in if you so choose. Don't worry @neil9000, you'll get your Dizzy Download Link It's 128 of my favorite C64 games. It was not easy to narrow it down to that, let me tell you I ended up swapping things in and out multiple times. I'm pretty happy with it in the end. Anyway, I'm curious to hear how this goes for people and what you think! Let me know!
  15. Yep. Like I said, it's the correct aspect ratio. You could try running the game with the compatibility setting of 640x480 resolution. That's the game's native resolution. I'm not using it and it's correct for me though.
  16. DxWnd is okay, I've used it before. Blade Runner has a normal (non-stretched) aspect ratio in fullscreen for me though...
  17. Crap, I meant to post about it in here as well but forgot. But yes, you have to have a disc drive visible in order for it to work. You actually don't have to have a disc mounted, it just needs to be able to see a drive. I use DaemonTools myself, but you could also use something like VirtualCloneDrive (or other options). If you're on Windows 10 and you don't have any dedicated virtual drive software, you can use the built-in mounting functionality; the drive disappears once it's unmounted, but you can mount a disc image - literally any disc image, it doesn't have to be from Blade Runner - and it will work. If you have virtual drive software like DT or VCD the drive can be visible at all times, even unmounted, and that will work as well. I have some notes about this in the Zomb's Lair thread, on the archive page, and on my website. I forgot about it in here though
  18. If you're using the newest development version of FS-UAE, it auto-inserts WHDLoad parameters that it detects from the .zip/.lha archive, so you could just import the WHDLoad files into LB and hope for the best. This isn't as good as using the OAGD configs, but it's better than it used to be (it didn't used to insert any parameters). It means that there's a newer WHDLoad version of that specific game. Google "Retroplay's WHD uploads". Those are the most up-to-date ones I've found. That said, if you have an older set like Killer Gorilla's, it doesn't mean they won't work. Newer versions just make some adjustments and sometimes fix some bugs.
  19. Yes. At this point I can make text files to attach on archive but I won't be remaking all my packages just to include info that's already in them, and listed multiple other places. EDIT: And to be clear, I don't mind including that same info in a readme that gets installed by the packages going forward, that's not a problem. I'm just not going to remake all of the previously made ones for that
  20. I'll add it to my list. I played that one years ago.
  21. There is a readme in all the installers. It's usually called the license section, though it depends on which program I'm using to make the package. They all have them though. They have the same "Please note" info I have on the archive.org description. If you want them in their own text file, you could just copy the text on each archive page. Again though, the installers themselves have this - you just have to not skip over them haha
  22. That note isn't by me, that's from one of the patches I had to use. I have a special note on Blade Runner on my site, on archive, and here. Long story short is you have to have some type of disc drive visible - it can be physical or virtual, mounted or not - when you start Blade Runner or it will crash. I use DaemonTools but something like VirtualCloneDrive would work as well - there are a lot of options. If you're on Windows 10, it has its own built in disc mounting feature but the drive disappears when unmounted. If you don't have any dedicated disc mounting software and you're on 10, you can mount an image - any disc image - and it will work. The point is that the game needs to see some type of drive, and then it'll work. As far as Dark Seed 2, try messing with the cycles in the .conf. Try setting a fixed value of say 40,000 cycles and then using Ctrl+F12 and Ctrl+F11 to increase and decrease them respectively while the game is running. Hit Alt+Enter after starting the game when you want to adjust the cycles so that you can see the current cycle rate - it has the number at the top of the window. Once you find a good number, put it in the .conf. The settings I used work well for me but everybody has different hardware.
  23. It should be done in a day or two at the most. I'm about half-way done. I can confirm it is not related to a gay parade
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