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Zombeaver

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Everything posted by Zombeaver

  1. One isn't any easier or better than the other. They're effectively the same thing. It's creating a .cfg either way, it's just creating one in one folder or another. If you used a content directory override it would create one at config\[core name]\[folder name].cfg. If you used a core override it would create one at config\[core name]\[core name].cfg. The backend is identical, it's just a different name/location depending on what you're using. The only time when content directory overrides aren't really viable is if you're in a situation where all your games are in their own subfolders (because the overide matches, as the name implies, based on the folder that the content is located in), which most people typically only do for disc-based games if anything.
  2. I want to say that it was actually just created specially for the sort of use case you're using it for before content directory overides were a thing. As in it was just split off to provide an alternate core for core overrides for a different platform, not because of any actual differences in the core itself. I know they did that a while back, I don't know if they're still otherwise indistinguishable now (they probably are though).
  3. Status update: I'm currently at 125 configs complete. There have been several improvements so far, including some games that were previously completely broken, so that's exciting. It should be noted though that I've found three regressions so far: 18 Wheeler: American Pro Trucker: bad audio Onimusha 3: graphical bugs Summoner: bad audio (though it should be noted that a visual bug in 1.6.0 which required software rendering for this game has now been fixed) I'm hopeful that all these will be fixed eventually but for the time being I would recommend 1.6.0 for all of these. Everything else so far has either been the same or better than it was previously (sometimes significantly so).
  4. Hey y'all. Long time no post in here. I've recently been checking out PCSX2 1.7.3 and have been extremely encouraged and excited by some of the recent changes they've made. One incredibly significant one being that they have their own internal mechanism for per-game configs now, which streamlines things significantly. Better yet is that it functions in a way that's very similar to things like Retroarch's configs, i.e. they function as only changes-from-base settings, so I don't need to specify things like scaling and anisotropic filtering values, those can be set by the end user as a base value and that will apply to any configs I create, which will essentially just include fixes. They're also much more manageable and easy to work with since they're literally just simple .inis that need to go in the right folder and that's it. Everything is based on CRC checksums so it doesn't require any special file naming either - you just scan the games into PCSX2 and as long as your CRC matches my CRC, my config will apply. This also means that things like the LB plugin will no longer be necessary, which has had its own share of issues with continual maintenance and compatibility over time. You'll just have a single zip to extract, merge with your PCSX2 folder, and you're done. It's only taken literally two decades for PCSX2 to get to a point where this is possible, but I'm not going to let that go to waste. I've knocked out 50 configs in a couple days so it hopefully shouldn't take too long to make it back through them all. Thanks to some improvements, some major issues have been resolved as well, so a few games have moved from yellow status to green (Echo Night: Beyond, Galerians: Ash, and Gregory Horror Show so far), which is a nice added bonus. Anyway, more to come as I progress.
  5. This doesn't really tell me much of anything. Is there audio but no video? Is Retroarch starting? It sounds like either Retroarch isn't starting at all or there's something wrong with the video, likely due to your hardware.
  6. It's still 62% and will stay there for the remainder of v0.60 as the selection process is done. At this point all the games are picked out and sourced, I just have to test them all and make any config changes as needed. I've tested 70 of them so far. Things have kindof slowed down lately though as I changed IRL jobs about a month ago and it's taken some time to become comfortable enough with it that I don't find the workload overwhelming. In fact I still wouldn't say I'm quite there yet. I'm not sure what you're saying/asking here to be honest.
  7. For most 9x stuff I would recommend PCem setup with W98 SE, specifically with a FIC-VA or later motherboard. The reason being is this will allow you to tell the emulated Windows environment to shut down and it will automatically close itself out afterwards - with W95 or even with W98 if using an older mobo when you tell it to shutdown it'll then say "It's now safe to turn off your computer" and you'll have to change to windowed mode and then close the window. I would also highly recommend setting up your virtual hard drives to be dynamically sizing - this means that in the emulated environment you could have say a 32GB HDD, but it wouldn't actually occupy 32GB on your host PC, it will only use as much space as is actually occupied with data on the virtual hard drive which is very useful for avoiding wasted HDD space. You can actually run W95 in DOSBox as well, though this is more complicated. I recommend DOSBox Daum if you decide to go that route as it makes things easier with virtual IDE mounting. DOSBox-X includes that feature as well but 1) I don't like X very much and 2) performance between the two favors Daum heavily in cases where you would want to use DOSBox for 9x games. Those cases would specifically be games that are locked to software rendering like, for example, Rocket Jockey or Lifeforce Tenka. In such cases DOSBox maintains a performance edge over PCem. Anything that is designed for video hardware rendering via something like a Voodoo 2 you would want to use PCem. There are many video and written tutorials about how to setup PCem and DOSBox for W95/W98 so I'm not really going to get into that here. But basically those are your best bet for this kind of thing. There are also video wrappers like DdrawCompat, DgVoodoo 2, and DxWrapper, but your mileage with those may vary (wildly). I used to use those quite a bit but it became more and more clear over time that they're just not reliable on any major scale across different hardware and software environments. I use VMs pretty much exclusively at this point because they "just work". The learning curve is, of course, higher than simply dropping a dll in a folder, but it's worth it in the long run. Otherwise you'll end up troubleshooting the same game over and over every time you switch PCs or in some cases simply do something as simple as updating your video drivers.
  8. Yes. No. At least until post 1.0 any updates will be complete replacements. Maybe someday. It's not really a priority. I'm quite partial to my own presets.
  9. I'm gonna be honest, I have no idea what you're talking about. The only sids I include are the standalone tracks in the separate SID platform. I have no clue what you're talking about as far as 5th Gear. I do include some custom sid tracks for some games that don't normally have music (primarily text adventures), but those tracks aren't accessible from within Launchbox. And again, that would not apply to something like 5th Gear. The specific cases where these are included are listed on the game details spreadsheet on a separate tab. There are about 100 games that include these. It sounds like you've downloaded some music externally from this project (like through emumovies perhaps) and are trying to incorporate it into the collection. That's certainly your prerogative but you're on your own with that. If you're having problems with general Launchbox usage, that's a question you should be asking in the Launchbox troubleshooting forums. I would assume the music tracks would just need to be named something like [library title]-01.mp3, [library title]-02.mp3, etc. to be picked up for the same game, but I really don't know as that's not something I've ever messed with at all. If they're actually .sid files I'm shocked they work at all but I would assume they would need to follow that naming convention as well.
  10. Glad you're enjoying it @dan1981football! That's great to hear. It's no problem at all, I've added those to my to-do list for the next version. While on the subject, to give people a status update, I've finished parsing through all of "M", "N", and "O" in GB64 and am currently making my way through "P". This puts me at 28329 out of 45448 screenshots parsed / 62.3% of the way through GB64. As result, the next version will be 0.60. Between parsing GB64 and user-requests I currently have 489 / 500 games picked out thus far for the update. Some of these will end up getting removed once I get to the testing phase and it turns out that some of them are actually complete trash (this doesn't apply to specific user-requests, just the things that I pick out based on screenshot parsing), but probably not a ton. So the selection/curation process for the next update is almost done at this point. That doesn't mean that the update itself is almost done, as there's a ton of work to be done after that selection process is finished, but it's progress nevertheless. With that said, I don't currently have any plans for any major feature changes / additions this go round unlike the last two updates (manuals and Zzap 64 integration) so the turnaround time should be a fair bit shorter overall with this update.
  11. Nothing specifically, no. You'd just want to use the coverflow view in any given theme for something along the same lines. This is not within the scope of this thread/project. For Big Box assistance you could ask in either the Noobs or Big Box Theme forum sections.
  12. That's the latest one that I've uploaded but it's not the most recent version of Retroarch. It's 1.9.14 and latest is 1.10.1. I can compile the latest version + cg support this weekend.
  13. You'd have to look through the available Big Box themes here on the site for something similar. You'd probably want to look at the coverflow views for them for something along the same lines. You can either A) follow the instructions that are linked in the opening post to merge C64 Dreams with an existing collection or B) add your license.xml file into the C64 Dreams folder (next to Launchbox.exe) and then you'll have access to all the premium features / Big Box there.
  14. Sure, with Big Box. That requires a paid license however, so it's not within the scope of what I can supply with the collection. There are many different themes for Big Box, some of which have views similar to the one you're talking about. I don't know what this means. This is a hardware and/or software issue on your end. The CPU is normally the culprit. There's nothing I can do about this, the default settings are designed to be the least hardware demanding they can be. There's no performance issues with that or any other game on my end, across multiple computers, including an old piece of junk office PC.
  15. The thing about the cropping in Cabal was reported previously and already addressed in the current WIP. Once the next version is released it'll be fixed. You can adjust this yourself in the meantime if you want by pressing NumPad Minus + F1 and going to Quick Menu > Options and adjusting the top and bottom crop values. There's nothing wrong with the colors, it's just a different version as Belgarath mentioned.
  16. I don't know what you're asking. It sounds like a problem with your computer and/or your controller to me. There's no problem with the controls in double dragon or anything else here.
  17. Non sono sicuro di cosa dirti, ho solo ricontrollato per essere sicuro, ma i controlli funzionano come previsto. Basta premere sinistra e destra per andare a sinistra oa destra, in alto per saltare e in basso per accovacciarsi. I'm not sure what to tell you, I just double-checked to make sure, but the controls are working as expected as-is. You just press left and right to go left or right, up to jump, and down to crouch.
  18. There's not much I could tell you there. The default settings are designed to not be hardware punishing (in fact I dialed them back in v0.45 from past releases). It should basically run on a toaster so long as you haven't messed with the default values. About the only other thing you could change is enabling threaded video but it's not recommended (and not on by default) because it negatively impacts input latency. The main things that are going to impact performance are video_hard_sync, video_frame_delay, vrr_runloop_enable, video_threaded, and the shader (the default shader shouldn't have any significant impact on performance, but you can try setting it to color corrections only to test), but that should only really matter if you're using the Esper shader. I'd try messing around with the shader and relevant settings a bit. You can do this quickly via the Configurator.exe in the C64 Dreams\C64 Dreams folder. You can change the shader there and start the config editor shortcut at the bottom to adjust the base config settings. An explanation of each setting and the default values for them are listed there (I think video_hard_sync is actually listed in the notes as enabled by default but it's not, it used to be, the note for that will be updated in the next version). With that said, with your hardware you should have no performance issues whatsoever. I can play them on an old piece of crap work PC without any problems. I'm more inclined to think it's some kind of OS/software issue on your specific PC.
  19. No. There are import instructions linked in the opening post. Follow them. They won't be added to a Commodore 64 platform. It's a separate platform category. C64 Dreams is the platform category, Games (as well as SID, Magazines, etc.) is the platform and there are playlists below that. If you don't want to import the non-games platforms you don't have to. You cannot use your own RetroArch, you cannot change the structure. If you do, it will break everything. If you want to do your own thing and grab a bunch of roms, just get GB64. This is not that.
  20. It's Magic I and II and Planet Golf have the correct display size - they use custom cropping because those games use the border space. You should not change them. If you use the same cropping as other games you'll be cutting off some of those games. I'm not really sure what to tell you about the Competition Pro as I don't have one to test. It's more than likely going to come down to the auto config though. You may need to delete the existing one for that joystick and create a new one. Screenshots are saved to each game's folder, not the screenshot folder.
  21. Just take your .d64/.t64 etc. and put it in C64 Dreams\C64 Dreams\Utilities\Creation Tools and name it Pyjamarama, then drag it onto !Automator - Games.bat. Then take the resultant folder and put it in the C64 Dreams\C64 Dreams\Games folder and start the .vbs within. Whether or not it will need TrueDrive, what joystick port it will use, etc. I wouldn't know until I tested it out for myself. The way the controls are customized depend on the situation. If all you need to do is change the joystick port, you'd just need to press Numpad Minus + F1, then (enter to proceed, LAlt for back) Options > Manage Core Options > Save Game Options then back to the options list, scroll to the bottom, and change the port from 2 to 1. Sometimes things are customized more than that, and not necessarily in Retroarch. Yep, you're right. I have it corrected for the next version. You wouldn't want to set it to off though. You'd want to set it to Zoom Mode: Manual, Crop Top: 9, Crop Bottom: 10, Crop Left: 32, Crop Right: 32.
  22. An arcade stick isn't really going to work for this. You're not going to have access to everything necessary there, even if you were to go out of your way to try to remap things (which wouldn't be a simple affair to begin with). You're not going to have L3, R3, or the right stick. All of which are used. This is designed for a controller, and uses literally every input available there. The plan is to create them from scratch for the project eventually. What few are on emumovies are hot garbage frankly.
  23. I'm not really sure what to suggest. I'm not sure why Retroarch wouldn't be loading when you try to start a game then. The included default settings are about as lean / non-hardware-intensive as I can make them. You could maybe try changing the shader to color corrections only in the Configurator, but there isn't a whole lot else to drop the hardware requirements more (and the default shader isn't very demanding to begin with).
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