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Zombeaver

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Everything posted by Zombeaver

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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).
  16. I'm not sure what to tell you there. Your PC is likely the culprit as I've not had any other similar reports. Can you start Retroarch on its own by going to C64 Dreams\C64 Dreams\Retroarch and starting retroarch.exe?
  17. Something that may help on that front though is enabling the setting to allow all controllers to control Retroarch. I've never needed it before but it might help in this case (I'm not 100% certain that it will, but it might). The problem is, that option was removed quite a while back because it didn't work correctly and was only reimplemented in November 2021, which is newer than the build that's used in v0.45 (RA 1.9.4). Attached below is my compiled version of RA 1.10 (I have to custom compile them to maintain cg shader support) which is what will be used in the next version. Keep in mind that this is not what was used for testing in v0.45 so I can't guarantee that there won't be any unforseen bugs (though there shouldn't be). Retroarch 1.10-cg-al.7z Drop these in and overwrite the files in C64 Dreams\C64 Dreams\Retroarch. Then open retroarch.cfg in a text editor and search for the line all_users_control_menu and change it from "false" to "true". That might fix it. If you decide you want to revert to 1.9.4 later you can find it in the C64 Dreams\C64 Dreams\Retroarch\!Retroarch Versions folder.
  18. That has nothing to do with Retroarch. It's the way that Windows rather arbitrarily assigns controller numbers. Retroarch is only picking up whatever Windows is telling it.
  19. Oh, well glad it's sorted in any case. 🙂 Hmm. I'll have to get back to you on that one. I'll ask sonninnos about it and see what he says. I'm not sure if that's something that would be adjusted in some base Retroarch setting or if there's maybe a core option to accomodate it.
  20. That can't be right, otherwise the other stuff wouldn't work. Did you press enter on it first? To fix the problem you have to determine what Retroarch is calling your back button. It's going to be some number. 7 is what it is for most xinput controllers - I test on 360, XB1, and 8bitdo Pro 2 controllers and it's correct for all three of those. Whatever number Retroarch is calling that button, that's what needs to go in the input_enable_hotkey_btn field, but I have no way of knowing what that will be for your controller as I don't have one.
  21. Okay, so with a game running, press Numpad Minus + F1. You can use arrow keys to navigate, Enter enters a section and LAlt goes back. Go to settings > input > hotkey binds and scroll down to "Enable Hotkeys". You should see the button listed as "7". Press enter and then press the back button on your controller. Make a note of what number it changes to (it should change since it's apparently calling it something other than 7 for your controller). Now press Numpad Minus + Esc to quit. Now go to C64 Dreams\C64 Dreams and start Configurator.exe and double-click on the "Config Editor" shortcut at the bottom. For the line that says input_enable_hotkey_btn change the number from 7 to whatever it said in Retroarch when you changed it.
  22. Okay, so far everything is pointing to my initital suspicion (which is good because that will be easy to fix). Thank you for the info. You can test the music keys in Zork I - The Underground Empire. Let me know how that goes and we'll go from there.
  23. Please provide a list, specifically, of all functions that are working and all that are not. I can't really determine the problem based on the information you've provided. Below is the list of functions. I need to know everything that's working and everything that isn't. It could be something as simple as just needing to change the button assignment for the combo button, but I don't have enough information to determine that.
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