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Zombeaver

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Everything posted by Zombeaver

  1. I'm not sure about the EasyFlash stuff as I don't have any of those and I'm not sure where you got them, but I just tested out carts of Adventure 1, Adventure 3, Batman - The Movie, and The Last Ninja Remix and all of them worked fine. Adventure 1 and 3 and The Last Ninja I had to remove commas from the filenames.
  2. If you're directing a specific .adf to FS-UAE via Launchbox you shouldn't be. You need to create a config with all the disks inserted, save it, and then import the config into Launchbox. The config tells FS-UAE to load whatever disk(s) you specify.
  3. Well that escalated quickly... Adieu, auf wiedersehen, gesundheit, fare well!
  4. You should be using 1Joy# in the script I posted then. My joystick test script shows it's #2, which is why I have to use 2Joy#. I couldn't tell you why it's not showing anything when you move the joystick. Does it show anything when you press a button? The joysticks, triggers, and d-pad are all treated differently than standard buttons, because the sticks and triggers are analog and the d-pad is seen as POV/Hat switches. NoMousy is not required. You'd need to update your paths in the script to where you have NoMousy located if you want to use it. It turns on when the emulator starts and ends when you exit. If you don't want to use it, just remove the two lines for it.
  5. Just paste it into the AHK tab for your CCS64 emulator entry in LB: The link I posted above has a script you can run to determine the controller number. If you only have on controller connected it's probably 1.
  6. Sorry, but there's really no substitute for ol' Frank. Plenty have tried, some have come close, none have quite done it.
  7. It's specifically for disk formats (d64 or g64). T64s are tape format, and it won't work on them. There's generally a D64 version available for just about everything though.
  8. This is why I use Maximum 1541 Speed in CCS64, it's the single greatest QOL improvement in any C64 emulator out there, and no other emulator really has an equivalent. The load times aren't quite instantaneous, but they're pretty damn close most of the time, while requiring nothing from the user in the meantime. It automatically turns on when a game is loading data and automatically turns off when the load is complete. And you don't lose True Drive compatibility because it's speeding up the emulation speed, rather than performing a fastload. If you don't have Maximum 1541 Speed enabled, you need to ASAP. It's in Special -> Maximum 1541 Speed: On - Quiet (On is the same thing as On - Quiet except it shows a message box on screen when the feature activates). WHDLoad games in FS-UAE also dramatically cut down on load times for Amiga.
  9. No problem! Just remember that you'll likely need to change the "2Joy" references to "1Joy", it's just based on how AHK sees them numbered. If you have AHK installed on your computer, you can use a simple test script to check to see what yours is numbered (along with the AHK names of each button as your press them). It can be found here. I'm kindof interested in the C64 mini but I was very underwhelmed by the game list. Granted, when you're dealing with a library of 25000+ games you're gonna have a very hard time narrowing that down to a list that everyone will love, but I just found the mini's game list to be fairly bleh; very few of my favorites. I'm much more interested in the full-size version that's supposed to be releasing next year, that's basically a fully functioning C64 with HDMI out and USB in place of the 1541 drive.
  10. I just realized there are next disk and previous disk shortcuts in CCS64 (Alt+F5 and Alt+F6). I've always done it by going into the menu (F10), going to drive 8, navigating to the next/previous disk, and pressing select disk (F4). I just tested the next disk function with The Movie Monster Game which has you swap disks pretty much immediately, and it worked perfectly. I'm assuming it works based off filenames and it changes them in order. Since I don't have the d-pad mapped to arrow keys there's no way to navigate the CCS64 UI with the controller with my script but the only thing I ever used the UI for at this point was swapping disks anyway... so I replaced the CCS64 menu and Enter assignments with next disk and previous disk functions. A = Fire (natively in CCS64) B = Esc (which translates to RunStop in-game) Start = Space Left thumb stick button = n Right thumb stick button = y Back + Y = Next Disk Back + X = Previous Disk Back + Left Bumper = Exit CCS64 Back + Right Bumper = Swap joystick ports ___________________AHK Script Below___________________ #NoEnv Run, X:\Emulation\LaunchBox\Nomousy\nomousy.exe /hide SetKeyDelay, -1, 110 2Joy8::Send {Space} 2Joy2::Send {Esc} 2Joy9::Send {n} 2Joy10::Send {y} ;Next Disk 2Joy4:: ;you have to press 2Joy7 first If !GetKeyState("2Joy7") Return send !{F5} Return ;Previous Disk 2Joy3:: ;you have to press 2Joy7 first If !GetKeyState("2Joy7") Return send !{F6} Return ;Swap ports 2Joy6:: ;you have to press 2Joy7 first If !GetKeyState("2Joy7") Return send !{F10} Return ;Exit 2Joy5:: ;you have to press 2Joy7 first If !GetKeyState("2Joy7") Return Run, X:\Emulation\LaunchBox\Nomousy\nomousy.exe send {alt down} send {F4} send {alt up} Return
  11. Okay, so I reworked this script a bit to include port swapping. You'd need to remove (or change the path accordingly) for NoMousy. Also note that in my case the controller I'm using for this is recognized as "2" in AHK so be aware that any instances that say "2Joy4", "2Joy8", etc. may need to be changed in your case (probably to 1Joy#). These enable the following controls on a 360 controller: Y = CCS64 menu Start = Space X = Enter B = Esc Left thumb stick button = n Right thumb stick button = y Back + Left Bumper = Exit CCS64 Back + Right Bumper = Swap joystick ports A = fire (natively in CCS64) I could make this better if I could manage to figure out how to map the d-pad (or triggers) in AHK, but I haven't managed that one yet ___________________AHK Script Below___________________ #NoEnv Run, X:\Emulation\LaunchBox\Nomousy\nomousy.exe /hide SetKeyDelay, -1, 110 2Joy4::Send {F10} 2Joy8::Send {Space} 2Joy3::Send {Enter} 2Joy2::Send {Esc} 2Joy9::Send {n} 2Joy10::Send {y} ;Swap ports 2Joy6:: ;you have to press 2Joy7 first If !GetKeyState("2Joy7") Return send !{F10} Return ;Exit 2Joy5:: ;you have to press 2Joy7 first If !GetKeyState("2Joy7") Return Run, X:\Emulation\LaunchBox\Nomousy\nomousy.exe send {alt down} send {F4} send {alt up} Return
  12. Don't insert it in CCS64 manually. Go into CCS64 and turn Cartridge emulation off (so that it'll eject it), then exit CCS64. They should just work normally afterwards when launched through LB. I just did a test with windows shortcuts to replicate the behavior of LB. Shortcut 1: Target path: "C:\CCS64\CCS64.exe" "C:\CCS64\Super Games - 3-in-1 (1988)(Commodore).crt" Shortcut 2: Target path: "C:\CCS64\CCS64.exe" "C:\CCS64\Arcade Classic Pak (1984)(HesWare).crt" Start shortcut 1 and it starts that cartridge. Start shortcut 2 and it starts that cartridge. This is no different than what LB is doing - just sending one file to another via command-line. Start CCS64 up by itself afterwards, no cartridge is inserted.
  13. I don't have LB here at work but I just tested a .crt and it started up just fine simply by dragging it onto CCS64. As far as I know, they should just work like any other type, but I can double-check in LB later.
  14. I recommend setting the resolution in CCS64 to 1280 x 800 or, better, adding a custom resolution (you can do this in the Nvidia control panel if you're using an Nvidia card, I think there's a way to do it with ATI cards too) of 1600 x 1000. The reason for this is that using an integer of native - 320 x 200 - will crop all of the overscan space in CCS64. If you use a non-integer, there will be some amount of overscan space still. 1280 x 800 is 4x of native, and a standard resolution. 1600 x 1000 is 5x of native, but a non-standard resolution. The resolution list in CCS64 is based on whatever resolutions are available in your usable resolution list in Windows, so you'll have to add one for 1600 x 1000. If you've got a higher than 1080p monitor you could also try 1920 x 1200 (6x). I use 1600 x 1000 as I'm using a 1080p monitor. I can double-check tonight, but you shouldn't have to do anything special. One thing I will say is that you have to be careful with roms that have special characters in the name. For some reason they cause issues when directed via LB to CCS64 - even though they work normally when started within CCS64 itself. If you've got a rom name with some weird characters (plus or minus signs, brackets, or multiple parentheses), try renaming it to something simpler.
  15. VICE is a good emulator, but it doesn't have Maximum 1541 Speed. The m3u and joystick thing are neat, but every game requires some amount of loading, only some games are multi-disk or require joystick swapping. Most games use port 2. The ones that require port 1 take less than a second to switch. Neither one of those are as much of a QOL improvement as Maximum 1541 Speed imo. I think the statement that "only a handful" of games require True Drive emulation is overselling it frankly. It's more common than you might think. And the beauty of Maximum 1541 Speed is that you're getting the speed benefit without losing True Drive emulation.
  16. CCS64 doesn't need anything special in the command line. Any special settings (like Maximum 1541 Speed) are defined in CCS64 beforehand. Afterwards you're just throwing a rom at it through LB. You can enable Maximum 1541 Speed by going to Special -> Maximum 1541 Speed: On - Quiet (On does the same thing except it shows a message box on screen when the feature activates).
  17. You should be able to just change the conf. The line for mounting C needs to be replaced with the one I have above. Based on your DOSBox screenshot, the DFCD folder hasn't moved so the D mount line would be the same.
  18. You moved it into your LB directory on import. I told you not to do that. The C mount line would now need to be: mount c "E:\Emulatoti\Launchbox\Games\MS-DOS\Daggerfall\Dagger\" When you import DOS games into LB you should always use the "use in current location" option in the importer.
  19. Send me a screenshot of the contents of your Dagger folder.
  20. It looks like in my case I'm actually using a disc image (.iso) so it's not quite the same scenario. There doesn't appear to be a way to specify the label in the mounts tab. So, go ahead and remove anything the mounts tab: Go the launcher tab and clear out the paths: Go to the DOSBox tab, and click the "create..." button and save dosbox.conf into your Daggerfall folder. Then click the "Open in notepad" button. Scroll down to the very bottom, and you'll see the line: [autoexec] # This is run at startup, but ONLY IF the Application Path is not set. Underneath that line, add in the following: mount c "L:\MS-DOS\Dagger" mount d "L:\MS-DOS\Dagger\DFCD\" -t cdrom -label Daggerfall C: Dagger Save and close it. Start the game.
  21. Drag the entire Daggerfall folder into LB, indicate that it's a DOS game, select "Use the files in their current location", scrape for metadata, etc. and once it's done edit the game entry and go to the mounting tab - there's a section to add either a disc image (like an iso or bin+cue) or a folder and you can indicate that it's the CD and the drive letter for it (we want D:\ in this case). I can't recall from memory if you can actually specify the label for the disc though - 99% of the time the label doesn't actually matter, but it does for Daggerfall. Unless the disc (the DFCD folder in this case) is labeled via -label Daggerfall in DOSBox, it will think you're using the wrong disc. I'll actually be home in about 10 minutes so I can double check Daggerfall in my library. Worst case scenario, if you can't specify the label in the mount tab, it can be specified by making a custom .conf for the game and then specifying the necessary start commands. You can do this by removing anything that's in the path fields of the launcher tab when you edit your Daggerfall entry, removing anything that's in the mounts tab, then going to the DOSBox tab, clicking the "create..." button, scrolling to the bottom and below the Autoexec line entering (in your case) the following: mount c "L:\MS-DOS\Dagger" mount d "L:\MS-DOS\Dagger\DFCD\" -t cdrom -label Daggerfall C: Dagger
  22. As it says in your screenshot, the Autoexec portion of a conf is only used if the application path is not set. Also, for the love of god, never mount C as your actual C drive. That is a very bad idea that can lead to deleting/changing files that you do not want to be deleted/changed. Open up DOSBox by itself. You can do this by right-clicking on a DOS game in your library and selecting "Open DOSBox" or by navigating into your LB folder, going to the DOSBox folder, and starting DOSBox.exe. mount c "L:\MS-DOS\" -freesize 1024 mount d "L:\MS-DOS\Dagger\DFCD\" -t cdrom -label Daggerfall D: Install Select "Continue, I agree to the terms" "Install the game to your hard drive" "Change the install size" "Huge installation" "Yes, this installation size is fine" "Yes, I want to install the game here" "Go ahead and install the game" Let it complete, setup your sound card options, and then import it into LB. Dagger.exe should be the startup exe and setup.exe in the setup field. Make sure the DFCD folder is setup as the mounted CD (D:\) in the mounts tab. The -label Daggerfall bit is important otherwise it'll think it's the wrong CD. EDIT: I can't remember if you can indicate the label in the mountings tab in LB or not (not at home to check currently). If not, worst case scenario we can just create a .conf that has the proper autoexec text once you've installed the game. You would do that by removing anything in the paths fields of the Launcher tab, removing any mounts in the mounts tab, then going to the DOSBox tab, clicking the "create..." button, scroll down to the bottom of the .conf to the autoexec portion, and adding te following: mount c "L:\MS-DOS\Dagger" mount d "L:\MS-DOS\Dagger\DFCD\" -t cdrom -label Daggerfall C: Dagger
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