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Zombeaver

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Everything posted by Zombeaver

  1. 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):
  2. You don't need to specify the extension, just type "install"
  3. 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.
  4. 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.
  5. 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.
  6. Each overlay needs to have its own config, yes.
  7. 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.
  8. 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.
  9. 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:
  10. 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.
  11. 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.
  12. 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.
  13. 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!
  14. 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".
  15. 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):
  16. 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:
  17. 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:
  18. 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.
  19. 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.
  20. No problem! One other thing, if you want to try out VirtualMIDISynth for General Midi (and I really recommend that you do), I suggest doing so sooner rather than later, because installing it shuffles the midi device numbers in DOSBox around a bit. I'm not sure if this is an issue for D-Fend, but the numbers shifted around which caused issues for existing .confs that had the device number specified. I ended up having to go back and change some that I'd done previously, with only Munt installed. In my experience, they were: (nothing installed) 0 - GS Wavetable (built into Windows) (just Munt installed) 0 - GS Wavetable 1 - Munt (Munt and then VirtualMIDISynth installed) 0 - VirtualMIDISynth 1 - GS Wavetable 2 - Munt Also, several of the soundfonts that are available for download are in sfArk format, which is a compression format specifically for soundfont files - they have to be decompressed before you can use them in VirtualMIDISynth. There's a standalone program that you can use to decompress them, but a simpler option is to just use cloudconvert. You just upload the sfArk file and then download it as an sf2 (which VirtualMIDISynth can then use).
  21. First of all, I'd ditch D-Fend, you don't need that for anything. You can achieve the same functionality directly through LB. If you're really stuck on using it, that's your prerogative, but I can't offer any support as I haven't used it in years. Secondly, you're going to need to edit your DOSBox .conf file. You can (and should) create .confs on a per-game basis, but for the time being you can start by editing your base .conf for DOSBox - you can do this through LB or simply by editing the file in Notepad (or preferably Notepad++). Editing the base .conf through Launchbox is a little bit stripped down and doesn't include every field that's in the .conf, so I recommend editing the file directly. It should be located in your Launchbox\DOSBox\ folder and be named dosbox.conf. Before you change anything, load up DOSBox.exe. In the command prompt, type: mixer /listmidi If you've installed Munt, you should see 0, followed by a description, and 1, followed by a description. One of these should be named something like Munt MT-32 Emulator. Make note of which number this is. Now go back to dosbox.conf. Under the [midi] section, you'll see a line that says midiconfig=. By default, it's left blank. Whichever number corresponds to Munt, that's what you need to enter in the midiconfig line, so midiconfig=1 for example. Now you're good to go as far as setting up DOSBox itself. Understand, however, that all this is doing is setting up DOSBox to be able to use Munt, it's not enabling it within each game. You'll still need to setup the games themselves to use MT-32 audio, just like you would if you wanted to specify Soundblaster or any other audio device. Not all games support MT-32, and not all games that support MT-32 necessarily sound best with it (some were designed specifically with MT-32 sound in mind, and others weren't). I'd recommend starting with some early Sierra games (Police Quest 2, Space Quest 3, etc.) as those are about as clear an example of good MT-32 usage as any - if you've got everything setup right, you'll definitely know one way or the other. Most DOS games come with a separate setup.exe/install.exe/sound.exe/setsound.exe that'll let you choose the audio device (Soundblaster, Ultrasound, MT-32, etc.) so you'll need to use them and set the audio device to MT-32. Launchbox normally does a pretty good job of picking out which .exe to use for this, but you can double-check by editing the library entry, and in the Launcher tab the top .exe should be for the game itself, and the bottom one should be for the setup .exe. You can start it by clicking on the "Configure" option in the right-click menu for a game. To get across-the-board coverage, I'd also recommend using VirtualMidiSynth for GM audio, as GM basically replaced MT-32 and equivalent devices in later years. VirtualMidiSynth is a soundfont injector, that functions as a midi device just like Munt, so when you have it installed, mixer /listmidi will show devices 0, 1, and 2. For games that you want to use MT-32, midiconfig= will need to be set to the Munt number, and for games that you want to use GM, midiconfig= will need to be set to the VirtualMidiSynth number, and you'll need to configure the game's setup.exe (or whatever) to use MT-32 or GM music. You can set the midiconfig= value on a per-game basis by creating .confs for the games individually - when you edit a game entry in your LB library, in the DOSBox tab there's a field for specifying a custom dosbox.conf and a button for creating one if one isn't specified - you can just click the create button, and then change the midiconfig= value and be good to go. You have to install a soundfont into VirtualMidiSynth and there are several good ones listed for download on the VirtualMidiSynth site. FluidR3 is a good option, as is OmegaGMGS2 which isn't listed on VirtualMidiSynth's site. Here's a comparison of several different soundfonts: And here's one specifically for OmegaGMGS2 as it's not in that video:
  22. I use 7 and don't have any performance problems. How it directly compares to 10, I don't know, but it'd be comparing good vs also good haha; it definitely works well under 7 regardless.
  23. As far as I know, the newer versions do actually use 4.7. @Jason Carr can confirm though. I remember this being an issue for a couple people that used Vista - they had to request a previous build because they couldn't upgrade any further.
  24. So you can't just install .NET Framework 4.7 by itself? You have to do feature updates to do that? https://www.microsoft.com/en-us/download/details.aspx?id=55170 Newer LB/BB versions do use newer versions of .NET, so your options are going to be updating Windows sufficiently so that you can install .NET 4.7 or use an older version of LB/BB which use 4.6.1. I'm not sure what version that would be, specifically.
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