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Zombeaver

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Everything posted by Zombeaver

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Please refer to the video. This is covered there.
  8. Glad you got it sorted. Have fun!
  9. 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).
  10. 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?
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. That's really great to hear! I love hearing stories like this, and you've pretty perfectly encapsulated why I do this. I think that a lot of people fall in this camp and I totally get it. There's a very real barrier for entry for many people and there shouldn't be, which is why I think this project is important. I actually plan to do exactly that with an Amiga Dreams project in the future. That's likely several years off though as I don't want to get too distracted from C64 Dreams until v1.0 is released. Thanks guys! If you're interested in donating, there's a link to do that in the navigation bar on my website.
  19. The manuals are toggleable in-game. They're not in Launchbox. Please watch the section of the video talking about using manuals.
  20. The video is now done and has been added to the opening post. You can also find it below. I'd encourage people to check it out even if you've been using C64 Dreams for a while as there may be some functions/features that you weren't aware of. The collection has also been added to Archive.org now as well. Links have been added to the opening post. Have fun! Written Guide / Video Script
  21. Okay, links to download the complete collection have been updated to include all the post-release fixes. Just to re-iterate, if you downloaded prior to 2/1/22 you'll need to apply them. Details/Links for the fixes are available in the blog post here if anyone needs them. Back to work on the video now!
  22. No problem. That one was really giving me some anxiety because I'd had one previous report on Discord that I was under the impression was basically a fluke but after it came up a second time today I wanted to take a closer look and, sure enough, it wasn't behaving as intended. I can only assume that either most people that are using C64 Dreams either A) already have AHK installed on their PCs (in which case it'll work anyway) or B) aren't using the local magazine module (or maybe a combination of the two). I'm currently uploading the updated collection to Mediafire, and will post in here once that's complete. Future downloads at that point will already have the 1-31 hotfix and review fix baked in, but anyone that downloaded them previously will need to grab those. Once that's done, I'm going back to finishing up the video, which will probably be a couple more days, then I'll put the collection up on Archive.org, and then I'll finally take that nap I've been talking about lol
  23. Thanks to a couple users on my Discord I realized there was a problem with the code for the local Zzap reviews such that, if you didn't have AHK installed already, they weren't working correctly (and it would prompt you to choose a program to use with an .ahk file). The collection will be updated to include the previous hotfix and to address this as well, but for users that downloaded it already simply grab the below, put it in C64 Dreams\C64 Dreams\Games and start Review Fixer.bat and it'll take care of the rest. Sorry about that y'all. I guess either most people already have AHK installed or they haven't messed with them lol Review Fixer.7z
  24. I'm still finishing up work on the video but wanted to put out a combined hotfix for a couple things. I've made a new bezel designed specifically to accommodate 16:10 aspect ratios as this is something I've seen come up a couple times. It's accessible in the updated Configurator. I've also added "Icons Only" bezels as well as improved a couple manuals. The main collection download will be updated with these changes soon, but for existing users just grab the below and merge/overwrite. Once the video is finished I'll be uploading the collection to Archive.org as well. https://www.mediafire.com/file/t63puiwb1qrbpia/1-31-22_Hotfix.7z/file Update notes: -Fixed missing custom controller mappings for Aquaplane and Spellbound Dizzy -Improved the "Color Corrections Only" shader -Improved manuals for 10th Frame and Fire King -Added a new bezel option for 16:10 aspect ratio monitors -Added a new "Icons Only" bezel for both 16:9 and 16:10 which only displays the note/keyboard icons where relevant but is otherwise transparent/blank
  25. I'm currently working on a video about C64 Dreams that's meant to serve as a project overview, feature demonstration, tutorial, etc. You can find the current script/written guide here. I did notice while working on it that somehow the custom controller mapping for Aquaplane and Spellbound Dizzy were missing in their .bats. I'm not sure how/why that's the case but the below fixes them. I'll be reuploading the whole collection to Mediafire including the fix once I upload it to Archive.org, but that will be after the video is complete. 1-29-22 Hotfix.7z
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