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Everything posted by Zombeaver
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Okay, so major update this time. Beyond adding quite a few games to my library (many of which needed overrides), I also went back and tweaked quite a few things. First, nearly all of the custom AR/Resolution/Viewport overrides for PSX have been updated (the ones with a blue highlight in the AR Settings fields on the override sheet). Previously, I'd done these partially just by eyeball, finding the exact height that they needed to be and then adjusting the width until it "looked right" but it occurred to me that I really should be doing them pixel-exact to ensure that the aspect ratio wasn't getting altered at all. So I went back through all of them and since I'd already figured out the correct height, all I had to do was calculate the corresponding width necessary to maintain the exact ratio. So, for example, I might have had a game that had an adjusted height of 1120 - previously I might have used an adjusted width of say 1520 which isn't off by a crazy amount, but it's not pixel-exact, which would actually be 1493 (when you start with dimensions of 1600 x 1200). So basically all of those have been adjusted (and the only ones that weren't, were already correct). I also went the extra step of creating a guide overlay to make sure everything was correctly centered (also done purely by eyeball previously). The games specifically affected by this are as follows: Alone in the Dark: The New Nightmare Azure Dreams Battle Arena Toshinden 4 Beyond The Beyond Blazing Dragons Chronicles of the Sword Circuit Breakers Darkstone Devil Dice Doom Evil Dead: Hail to the King Expendable Fade to Black Grudge Warriors Heart of Darkness Hexen Hot Shots Golf In Cold Blood Iron Soldier 3 The Italian Job Legend of Legaia Lunar: Silver Star Story Complete Lunar 2: Eternal Blue Complete Metal Gear Solid Metal Gear Solid: VR Missions Nightmare Creatures II The Note Overblood 2 Pong: The Next Level Project: Horned Owl Psychic Force 2 R4: Ridge Racer Type 4 (Bonus Disc) The Raven Project Resident Evil Survivor Riven Sentinel Returns Shadow Master Silverload Space Hulk: Vengeance of the Blood Angels Star Ixiom Star Wars: Dark Forces Super Puzzle Fighter II Turbo Team Buddies Tekken Threads of Fate Thunder Truck Rally Time Commando Tunnel B1 Vagrant Story Secondly, I reworked my CRT Deinterlacing shader preset, which I wasn't quite happy with before. I've created two shader presets, each with 3 versions. CRT-Deinterlacing-Soft is similar to the one I'd uploaded previously, but is improved and not quite as blurry as before. It has zero interlacing jitter and is smoothed slightly. CRT-Deinterlacing uses the more traditional bob-and-ghost-deinterlace.glsl shader pass, which is sharper than the "Soft" version, but does have a very slight amount of jitter (more or less noticeable depending on the game). Each of these have 3 versions - 2X, 3X, and 4X. These numbers correspond to the scale of the first shader pass, which impacts how the scanlines look based on the resolution of the game (which varies). I've updated all of the relevant configs to use the best shader for each game. This impacts both PSX and Saturn. The preset used is listed in a new column on the sheet - "Deinterlacing Shader". If you do decide to change a shader from CRT-Deinterlacing to CRT-Deinterlacing-Soft or vice versa, be sure to use the same #X when doing so otherwise the scanlines will be wrong. The shader presets, as before, just need to be placed in the base Retroarch\shaders\ folder. You can delete the previous preset (CRT Deinterlacing v4.glslp) none of the configs use it at this point. New games added to my library (override details on the sheet) are listed below. These are primarily Japanese titles, most of which are pretty playable without any Japanese comprehension. There's a great video showing short clips of 200 Japan-exclusive PSX games available here that I'd recommend if anyone's curious. PSX games: Disney's Donald Duck: Goin Quackers Gex: Enter The Gecko (PAL) [has different voice acting] Gex 3: Deep Cover Gecko (PAL) [has different voice acting] Titan Wars X-Men: Mutant Academy X-Men: Mutant Academy 2 70's Robot Anime: Geppy-X: The Super Boosted Armor Aconcagua Airgrave Captain Tsubasa J: Get In The Tomorrow Detana Twinbee Yahoo! Deluxe Pack Fantastic Pinball Kyutenkai The Firemen 2: Pete & Danny Front Mission 2 (English translation) Gamera 2000 Ganbare Goemon: Ooedo Daikaiten Gegege no Kitarou: Gyakushuu Youma Daikessen Groove Jigoku V Gunbare! Game Tengoku 2 Harmful Park Internal Section (English translation) Jingle Cats Jumping Flash 3: Robbit mon Dieu Langrisser IV Love & Destroy Love Love Truck Macross VF X2 Mad Panic Coaster Milano no Arubaito Collection Oh No! Paranoia Scape Pepsiman Pop'n Tanks! Racing Lagoon Rakugaki Showtime Salamander Deluxe Pack Plus Samurai Deeper Kyo Shaman King: Spirit of Shamans Slap Happy Rhythm Busters Stray Sheep: The Adventure Of Poe & Merry Tear Ring Saga (English translation) Time Bokan Series: Bokan To Ippatsu! Doronboo Time Bokan Series: Bokan Desuyo Wizardry - New Age Of Llylgamyn Saturn games: From TV Animation Slam Dunk I Love Basketball Game Tengoku Gebockers Hi-Octane Layer Section 2 Linkle Liver Story Ninku - Tsuyokina Yatsura no Daigekitotsu! Pro Pinball Sega Worldwide Soccer '98 Shinobi Legions Sonic 3D Blast Steamgear Mash True Pinball Tyrush Deppy Willy Wombat Some additional adjustments: Switched Chrono Cross from AR Setting 2 to custom because of slight vertical offset when using AR Setting 2 which led to a small gap at the bottom of the screen and some garbage graphics in that area while in menus Switched Final Fantasy 7, 8, 9, and Tactics from AR Setting 2 to custom because of slight vertical cutoff when using AR Setting 2 Whelp, there goes most of the weekend! Totally worth it though. Enjoy!
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The Crash n Burn looping thing is a known issue for RA 4DO FYI. It works correctly in standalone 4DO.
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Just in the base LB folder along with the Launchbox.exe etc.
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In Launchbox if you go to Help -> About -> Premium it will show you the current status of your premium license.
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Are you really trolling my troll right now?
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Jason, is this the new 3D engine?
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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.
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Big Box II Turbo
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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
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MICROTRANSACTIONS! Launchbox Horse Armor coming soon!
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WinVice fullscreen problem through Rocket Launcher
Zombeaver replied to AnonymousMOS's topic in Emulation
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 -
WinVice fullscreen problem through Rocket Launcher
Zombeaver replied to AnonymousMOS's topic in Emulation
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 -
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.
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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
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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}}} }
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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
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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.
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Perfect, thanks!