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Zombeaver

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Everything posted by Zombeaver

  1. Stillllll messing with this thing haha There was a slight red boost in the previous version that made certain colors look browner/redder than they should, so that's been fixed. Contrast in low-light content is also slightly better now. I also made a second version (199X-MAIN-Zomb-V2) that's brighter, more color-neutral, and does not have the vignette effect. I prefer the normal version personally, but it's a slightly less-stylized look that some may prefer. 199X-MAIN-Zomb.cgp 199X-MAIN-Zomb-V2.cgp No Shader: 199X-MAIN-Zomb: 199X-MAIN-Zomb-V2: I've also got a ton of comparison screenshots between no shader and the current 199X-MAIN-Zomb shader over on Imgur but flipping through them in a dedicated image-viewer in fullscreen is a better means of comparison, so I've included a zip of them as well. 199X Shader Comparison 5.zip
  2. I've not tried Blade Runner in ScummVM as I just run it natively, but the process should be the same as I mentioned in the other post earlier. Make a shortcut to ScummVM, edit the target path with the relevant switches and folder path and the game's shortname, then import that like you would any Windows shortcut (drag it into the LB UI and select the third option - "none of the above" - in the Wizard). I don't know what to tell you there, it's working fine through Launchbox here. Simply starting an .exe shouldn't function any differently between LB and outside LB. Basically all LB is is a visually-appealing, easily organizable collection of Windows shortcuts, that you can add custom command-line injections to if you so choose (which you can again do purely through a Windows shortcut, via editing the target path). It lets you have some nice media and metadata to go with them, but basically they're just shortcuts - if something works just by starting it in Windows, it should work in Launcbox. I did use an external installer for Blade Runner, but I don't think it was that one.
  3. The version that Launchbox uses can be replaced. It's located in Launchbox\ScummVM. You can overwrite it with a newer version just like you would with any other copy of ScummVM. Keep in mind, however, that this will not actually update the drop-down list of games in the ScummVM tab when you're editing a game in your library. You can, however, still start games that aren't in the list. 1) Create a shortcut to ScummVM.exe 2) Right-click on the shortcut and go to properties 3) Go to the target path, and add the following at the end of it: -f -p "path\to\game\folder" [shortname for game title] You can find the shortnames for each game listed here: https://www.scummvm.org/compatibility/ Example: "X:\Emulation\Launchbox\ScummVM\scummvm.exe" -f -p "X\Emulation\ScummVM\Leisure Suit Larry" lsl1 4) Rename the shortcut to "Leisure Suit Larry" or whatever you want. 5) Import the shortcut into Launchbox and uncheck the use ScummVM box and uncheck "use an emulator" if they're checked
  4. If you're planning on setting up any remotely large number of PS2 games in your library, I highly recommend doing yourself a favor and getting the PCSX2 Configurator plugin. This allows you to create configs for each game separately, which is important because the settings that work best for one game aren't necessarily best for another. In addition to this, I've created individual configs for 200 PS2 games (and growing) that can be downloaded and applied automatically directly through the plugin - you press a button in LB, if it recognizes the title as one I've created a config for it downloads and applies it automatically. The configs are designed for PCSX2 1.5.0, not 1.4.0. 1.4.0 is the "stable" version but it's way out of date at this point - it's more than a year old, and there are tons of fixes that have been implemented in the meantime. You can find the newest builds here: https://pcsx2.net/download/development.html
  5. Think I might have gone a touch too far there. Mid to low-brightness content was just a little bit too dark. This is just a little bit brighter. It's kindof crazy how little the numbers have to be adjusted to make a noticeable difference. 199X-MAIN-Zomb.cgp
  6. I've updated my alternate version of 199X-MAIN. In low to mid-brightness scenes it looked pretty good, but in high-brightness scenes or where lots of shades of white/gray were present it was way too bright and would blow out all the shades, so I made some adjustments to brightness and gamma and it looks better now: 199X-MAIN-Zomb.cgp Comparison 4.zip No Shader: 199X-MAIN: 199X-MAIN-Zomb (old): 199X-MAIN-Zomb (new): No Shader: 199X-MAIN: 199X-MAIN-Zomb (old): 199X-MAIN-Zomb (new): No Shader: 199X-MAIN: 199X-MAIN-Zomb (old): 199X-MAIN-Zomb (new): No Shader: 199X-MAIN: 199X-MAIN-Zomb (old): 199X-MAIN-Zomb (new):
  7. No problem! Happy to help.
  8. You don't need to specify the extension, just type "install"
  9. Yep, using a switch of -freesize 1024 took care of it. 1) Start DOSbox (you can right-click on a DOS game in Launchbox and click on "Open DOSbox..." or open DOSBox via Launchbox\DOSBox\DOSBox.exe) 2) Type the following (obviously using the actual path you want to use): mount c "path\where\you\want\to\install\" -freesize 1024 imgmount d "path\to\fallout.iso" -t iso D: dir /p install I'll use my own paths as an example: mount c "X:\Emulation\DOS\Fallout" imgmount d "X:\Emulation\DOS\Fallout\Disc Image\Fallout.cue" -t iso D: dir /p install 3) Complete the setup process through the installer note: since I created a Fallout folder in my DOS folder prior to installing, and specify it in the intitial mount c path, I backed the install path up to just "\" because this will install it directly into that Fallout folder: 4) Exit DOSBox 5) Import Fallout into Launchbox Make sure "Fallout.exe" is set as the start .exe in Launchbox and that the disc image is listed in the mounts tab.
  10. It's really not that bad once you get the hang of it, I promise. Coming to grips with how mounting works and knowledge of literally a handful of DOSBox commands and you're pretty much good to go. Take a look at this post and the video in it to see an example of what I mean. The only difference would be that in the part with "mount c blahblahblah" you'd add something like -freesize 1024 at the end of that line. I'm going to install Fallout to confirm, but that should take care of it.
  11. You'll probably need to use the -freesize switch. I actually don't have the original Fallout in my library so I'll install it and get back to you. I generally recommend installing games through DOSBox prior to importing them into LB. Generally you don't have to do that, but it can help avoid some hiccups.
  12. Each overlay needs to have its own config, yes.
  13. It does have more random encounters, but honestly that never bothered me. That might be different if I didn't enjoy the combat in the game, but thankfully that's not the case - I really like the combat in Skies of Arcadia. The way I look at it is that the music is present literally every second of the game, so that aspect is worse literally all the time in the GC version, which makes it a no-go for me. It has a great OST - I don't want to hear it downsampled to hell. If I had never played the DC version, the GC version's music might be more tolerable but I got the DC version when it originally released; I didn't play the GC version until many years later, but even then as soon as I heard the music I was like "What is going on here?" because it sounded so much worse. I actually thought there was something wrong with my Gamecube or the disc.
  14. You don't. They're just images. The only way to alter the size would be to alter the images themselves. I made the Sega Saturn and SNES ones above, which you can find here: And the others are in Nyny77's pack here: If you're on a 1080p display, setting Aspect Ratio to Custom, X Pos to 240, Width to 1440, Height to 1080, and Integer Scaling to Off will give you the right size for the overlays.
  15. Aperture is a good one too. Hyllian-Multipass has been my go-to shader for a long time now though. I've really been enjoying 199X though, especially after tweaking it a bit. I've converted over to using it for just about everything except for 8-bit era stuff, I think I generally still prefer Hyllian-Multipass for those. 199X looks pretty amazing for most of the later stuff though. I've been on the lookout for a good NTSC shader for a long time, but I didn't like any of the ones that came with RA. Take a look at the trees, grass, and tree trunks here: Hyllian-Multipass - this is sortof how we've come to expect emulators to look, super sharp pixels, just with some nice scanlines on top. The imagery in many games, however, was actually designed with color distortion produced by composite cables in mind. They basically used the technology's flaws to their advantage - the output image was blurrier than the source, but this also had the effect of smoothing out those sharp pixels, and producing a wider ranger of color than the hardware was actually capable of (dithering). Take a look at the trees, grass, and tree trunks again here. The dithering brings out a much wider range of gradation in color, and gives it an almost three-dimensional appearance, which was their intention. I think Birm's shader is already really good, I just didn't like how it kindof flattened some colors (more or less noticeable depending on the scene), so I made a few adjustments to the brightness, gamma, saturation, and reduced the strength of the aperture grille slightly. 199X-MAIN: 199X-MAIN-Zomb:
  16. I don't know, I don't use Null DC - it's pretty terrible. You'd probably be lucky to emulate DC at all, let alone well, with that hardware.
  17. It is, but it's a little different on Gamecube. The GC one has some minor extra content added, has a little bit of censorship from the DC version, and it has much lower quality music. I actually prefer the DC version purely because the music is much better in that version.
  18. Shenmue Shenmue 2 Skies of Arcadia Phantasy Star Online Virtual On: Oratario Tangram Tech Romancer Blue Stinger D2 Draconus Cult of the Wyrm Bangai-O Cannon Spike EGG: Elemental Gimmick Gear Gundam Side Story 0079 Heavy Metal Geomatrix Illbleed Maken X Outrigger Plasma Sword Power Stone Power Stone 2 Project Justice Psychic Force 2012 Record of Lodoss War Seaman Star Wars: Episode 1 Racer Super Magnetic Neo Sword of the Berserk Virtua Tennis Wild Metal Zombie Revenge ...there's plenty of stuff worth emulating on DC.
  19. New configs: Dr. Muto Killer7 Ring of Red Robotech: Battlecry State of Emergency Tekken Tag Tournament Viewtiful Joe We're up to 200 configs now!
  20. You can sortof do that, but it's kindof complicated. The simple method is to just copy whatever shader presets you want to flip between into your base shaders folder and then press the next/previous shader key, but this can kindof create a mess since 1) you'll also have a retroarch.glslp/retroarch.cgp shader and possibly other stuff in there that you probably don't want to include and 2) you might want to just do a couple specific shaders for a specific core as opposed to just all the shaders you like (what looks good for one situation doesn't necessarily look good for another). A better, but more complicated way, is to copy the shader presets you want to alternate between into a new folder, and set that folder as your "video_shader_dir" folder, either in an override or in your base config. I would recommend doing it via an override if you want to try it. You'd need to make a subdirectory in your shaders folder, and name it something like "SNES Favorites" or whatever. Copy whatever shader presets into it that you want to switch between. Then, in a core (or game) override add in lines with: video_shader_dir = ":\shaders\SNES Favorites" video_shader = ":\shaders\SNES Favorites\name-of-shader.glslp" Whichever shader you specify will be what it defaults to when you load that core. Then, pressing the next/previous shader key will only flip between whatever shaders you've copied into that folder. ...I don't recommend doing any of this unless you know what you're doing. As far as just toggling them on and off via hotkey, specifically, no. But you can go into the quick menu -> shaders and then scroll to "Passes", press left until it's at 0, then go to the top and select "apply changes". This will turn a shader "off".
  21. I ended up making a customized version of this preset. I found that it had a tendency to flatten similar nearby colors which I wasn't too fond of. If anyone wants to use it, you can drop it right in the same folder as the rest of the 199X shaders. 199X-MAIN-Zomb.cgp Comparison 3.zip Chrono Trigger (normal): Chrono Trigger (custom): Metal Slug 3 (normal): Metal Slug 3 (custom): Resident Evil 3 (normal): Resident Evil 3 (custom): Dungeons and Dragons: Shadow Over Mystara (normal): Dungeons and Dragons: Shadow Over Mystara (custom): Vagrant Story (normal): Vagrant Story (custom):
  22. It actually looks quite nice elsewhere as well. 199X Comparison 2.zip Albert Odyssey - 199X: Albert Odyssey - CRT-Hyllian-Multipass: Legend of Oasis - 199X: Legend of Oasis - CRT-Hyllian-Multipass: Blackthorne - 199X: Blackthorne - CRT-Hyllian-Multipass: Chrono Trigger - 199X: Chrono Trigger - CRT-Hyllian-Multipass: Comix Zone - 199X: Comix Zone - CRT-Hyllian-Multipass: Contra Hard Corps - 199X: Contra Hard Corps - CRT-Hyllian-Multipass:
  23. Been messing around with the 199X shader by "Birm" (199X-MAIN.cgp specifically). CRT-Hyllian-Multipass has been my go-to shader for quite a while now, and I think I still prefer it for some platforms, but I quite like 199X for Atari 800 and PSX so far. It requires the Analog Shader Pack Volume 3 as a prerequisite. Both the 199X shader folder and the Analog Shader Pack Volume 3 folder have to be placed in the base Retroarch\shaders\ folder (and not say Retroarch\shaders\shaders_cg\ for example). These all have to be viewed fullscreen of course. And here's a zip of all the below for quick comparison: 199X Comparison.zip Alundra - 199X: Alundra - CRT-Hyllian-Multipass: Crash Bandicoot - 199X: Crash Bandicoot - CRT-Hyllian-Multipass: Dino Crisis - 199X: Dino Crisis - CRT-Hyllian-Multipass: Fear Effect - 199X: Fear Effect - CRT-Hyllian-Multipass: Gex - 199X: Gex - CRT-Hyllian-Multipass: Silent Hill - 199X: Silent Hill - CRT-Hyllian-Multipass: Spyro - 199X: Spyro - CRT-Hyllian-Multipass: Vagrant Story - 199X: Vagrant Story - CRT-Hyllian-Multipass: Vagrant Story (2) - 199X: Vagrant Story (2) - CRT-Hyllian-Multipass:
  24. Think of it like an instrument - you could have the most beautiful violin arrangement in the world, but if you take that same composition and throw it on a banjo it's not necessarily going to sound too good. Now apply that concept to an entire orchestra, which is essentially what the MT-32 is. It has banks of different instruments, arranged in a specific way which MIDI composers could tap into to create the music. At the time, each device had their own arrangements for where each instrument was located, which means you couldn't just take a composition for one device (one orchestra) and throw it onto another, because they were arranged differently. Now, suddenly your piano section has the violin's sheet music and vice versa. This is why you have to specifically choose MT-32, SC-55, or whatever other devices are supported - because the MIDI tracks had to be altered to match the instrument arrangement for each device. This is where General Midi came in - General Midi is (among other things) a standardization of the instrument numbering which allowed the same compositions to be used across different devices, because the instrument locations were pre-defined, across the board - now the individual instruments (midi device) might be replaced, but the location of each instrument in the orchestra stayed the same (instrument numbering), so the same sheet music (MIDI track) could still be used. This is why you can have one "device" - VirtualMIDISynth - that you plug different soundfonts into, but they all sound right, because they're just replacing one version of specific instruments with a different version of the same instruments; you're replacing a Bösendorfer with a Steinway as opposed to a Bechstein with a Zildjian Generally it's more an issue of, if it wasn't designed for it, it won't support it period. My point about some games that support it not sounding better was just that there are certain games where you can tell they put in support for it, but the compositions themselves aren't necessarily a good fit for the device. Take Descent, for example: Adlib vs SC-55 (different device, but same idea). Obviously it's subjective, but I think the mechanical/artificial sound of the Adlib is a much better fit for the style of music. A lot of early Sierra titles were composed specifically for the MT-32, and you can really tell because they sound phenomenally better on it than with Adlib (the Police Quest 2 intro I linked in the other thread is a great example of this). In most cases where MT-32 is supported though, it'll sound better.
  25. So does Launchbox. By default it uses whatever you specify in your base .conf, and if you want to create one for an individual game you literally click one button (create .conf) which duplicates the settings in your base .conf, but you can then edit them for that game if you so choose. As I said, not all games support MT-32; and among those that do, not all of them necessarily sound better with MT-32 audio (though the vast majority do). This is why you really want to use something like VirtualMidiSynth in addition to Munt, because General Midi became the standard and basically replaced MT-32 and other similar devices in later years.
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