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Zombeaver

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Everything posted by Zombeaver

  1. The Crash n Burn looping thing is a known issue for RA 4DO FYI. It works correctly in standalone 4DO.
  2. Just in the base LB folder along with the Launchbox.exe etc.
  3. In Launchbox if you go to Help -> About -> Premium it will show you the current status of your premium license.
  4. Are you really trolling my troll right now?
  5. But then I couldn't troll people's typos
  6. Jason, is this the new 3D engine?
  7. Did you try changing the Joy number? It should work if you're using the right one, assuming the button IDs haven't changed between 360 and One controllers.
  8. LB's Controller Automation close function doesn't work with CCS64. I made an AHK script to do it. I have more functions set for navigating CCS64 via a controller in my script - I can paste the whole script when I get home tonight, but this should take care of the exit part. Put this in the AHK script tab for your CCS64 emulator entry in LB. You may need to change the number for the joystick - 1Joy5 - the first number indicates the joystick number. If you have multiple connected at a time it may be a different number. This script will make it exit when you hold down Back + Left Bumper on a 360 controller. #NoEnv 1Joy5:: ;you have to press 1Joy7 first If !GetKeyState("1Joy7") Return SetKeyDelay, -1, 110 send {alt down} send {F4} send {alt up} Return
  9. MICROTRANSACTIONS! Launchbox Horse Armor coming soon!
  10. It's The Midnight - Gloria The Midnight are killer! They've got an EP (Days of Thunder) and an album (Endless Summer) both of which are fantastic.
  11. I don't use RocketLauncher, so there's nothing I could really recommend on that end. Personally, if something external was interfering with my ability to use the emulator that I wanted to use... I wouldn't use whatever's causing said interference. There's nothing saying you have to use RocketLauncher for literally every platform/emulator. I'd consider the benefit of a fade screen to pale in comparison to the minutes and hours of your life saved by not having to sit through the myriad loading screens present in so many C64 games (or at best the hassle of having to manually turn on and off warp features in Vice/Hoxs/etc.) but I know everyone has different priorities. There might be a way to fix those issues with RL, I don't know, but it certainly wouldn't stop me from using CCS64 if there wasn't. I love the hell out of Retroarch, and I use it for almost everything where a core is available, but if there's an external option that's significantly superior, I'll still go with it over Retroarch. I've used the Vice core in RA too. It's cool. Looks good. Shaders are always good. Manual screen adjustment, extensive input options, overrides, and myriad other RA benefits are fantastic. ...................doooooesn't have Maximum 1541 Speed so it's still a big "nop" haha
  12. I know this wasn't the question, but I feel compelled to give my normal PSA that CCS64 is amazing for C64 emulation. The "Maximum 1541 Speed" option alone puts it a step above anything else out there in my opinion - you still get True Drive accuracy but with practically nonexistent load times, all while requiring no input from the user whatsoever. It detects when the game is loading data, automatically engages a warp mode to increase the emulation speed, and when the load is complete it drops the speed back to normal, again automatically. I can't overstate how killer of a feature it is, and I've yet to encounter any other emulator that has an equivalent. WinVice and Hoxs64 are both good emulators though, don't get me wrong. I've used a whole lot of them, including stuff like PC64 (was okay at the time, better options now), Frodo (bad), and micro64 (good but overly convoluted), and I'd still put CCS64 at the top. I'd put WinVice and Hoxs64 basically tied for second though. Both are good emulators, but neither have Maximum 1541 Speed. Sorry, PSA over
  13. I honestly couldn't tell you whether or not that's accurate. Maybe @Nielk1 could chime in here.
  14. Honestly you'd be better off either making a plugin or asking for someone to make a plugin to do it. That's probably going to be a safer bet than AHK in this specific situation. I think you could do it with AHK but it'd likely be complicated and messy.
  15. I'm not aware of any way to do this via some automation other than something like AHK or at least some form of external tool to make your controller send mouse/keyboard inputs.
  16. I've already spoken with Frode about it and he said he was planning to make it apply via the configs automatically for the relevant games. It hasn't happened yet though.
  17. You can already do that with the BSNES cores. If you do them with BSNES cores, you have to use the manifest, if you use SNES9x, you have to use the .sfc. SNES9x is easier between the two because the manifests aren't always right and sometimes they don't come with the games at all. Cool if so, though I'm not sure why that'd be dependent on a Higan core.
  18. This one gets a big "meh" from me. Higan and BSNES share much of their code and BSNES Accuracy is already at 100% compatibility. Hell, even Balanced covers everything except for Air Strike Patrol. If this was the only way to play MSU-1 games or something, I'd be excited, but nope we've already got that too between SNES9x and BSNES cores. I just think we've already been at maximum saturation for SNES cores for a long time - this will make thirteen SNES cores. At this point, I'd be more excited if they implemented platform subfolders in the core list so that, for example, you scroll through and there's one listing for SNES, you enter it and now you have a list of the available SNES cores. They could put all the [this isn't actually an emulator, it's a one-off game] "cores" in a folder too. That would be a more significant improvement, as far as I'm concerned, then adding another SNES core. I know, I know... more options are good. We gotta make sure we've got better than 100% compatibility. We need 101% compatibility for games that don't even exist. Ahh yeeee
  19. You specify the combination button in the "hold this button" field. You click the field, then press the button on your controller. Then you do the same thing for the function you want to use - in this case "close the active window". Then you just hold the "hold this button" button, and then press the other button to do that function. Keep in mind that the controller automation close function doesn't work with some emulators - specifically ones that don't accept simulated keyboard inputs. It's rare, but there are a few. When this happens, you can add the close script you showed above in that emulator's AHK page, and controller automation's close function will work at that point (because it works based on a simulated "ESC" input in the background). $Esc:: { Process, Close, {{{StartupEXE}}} }
  20. Okay, here's one. Source. It didn't loop so I cross-faded it to loop mostly seamlessly. Blending was set to Screen. Epoch Background Test 1 Dust.mp4
  21. That sounds great! I'll go ahead and make a couple mock-up composites with different particle videos to see what you think. I've got several to try.
  22. That should work fine then. Do you happen to know the specific line that needs to be edited?
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