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Everything posted by Zombeaver
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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!
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That should work fine then. Do you happen to know the specific line that needs to be edited?
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I love the theme so far! I was messing around with it last night. I've got a couple suggestions. I think these definitely need to go. They look really amateurish and don't really fit with the rest of the theme in my opinion. Since the one face is built into the background image, I thought perhaps this was just the only version for this screen that you had available. In case that's true, I went ahead and did my own quick edit of it. Secondly, I think both this screen and the one with the TV are begging to have some dust particles composited in. Something like this. If adding it as a separate layer isn't doable (I know absolutely zero about XAML mind you), I'd be happy to do a composite render that I assume could be used in place of the static image. Lastly, and this isn't a big deal, but would it be possible for the TV view to use gameplay videos without the requirement that background videos be enabled? I was a little confused why they were just screenshots at first as I normally don't have background videos enabled. Anyway, awesome job so far!
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I'm having a weird issue in Big Box where if I'm on a game that has a video, it plays fine, but if I then move to an adjacent game that doesn't have a video, the video from the previous game just continues to play. EDIT: I was on beta-19, but updating to beta-21 seems to have fixed it so ¯\_(ツ)_/¯
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Mine are unzipped in .adf format. You might be able to have them (single-disks) zipped, I'm honestly not sure. But I don't think you'd want to (or likely be able to) have multi-disk games in a single zip, even if it can accept zipped .adfs normally. I don't know for certain but I'd doubt that would work. I just have all of mine unzipped whether single or multi-disk anyway. But I can say for certain that unzipped .adf format can be scanned into your FS-UAE library and exported via UUID just like WHDLoad games. If they're not recognized automatically in the scan, you can also add them manually, save a config for them, and import the config into LB. I go over ADFs at 37:30 in the video and importing custom configs at 52:27 in the video.
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Hey, I do what I can. I take payments in 90's Big Box PC games.
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Working perfectly here. I just tested it. On the disc image, also check the "Wait for exit" box. This ensures that it doesn't start the "main application" until the mount is complete.
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I've added the below games to my library, several of which required overrides. The download has been updated and the audit sheet has been updated with specific details. I also realized that the previous upload had the remaps in the wrong folder - it should be Retroarch\config\remap\Mednafen Saturn\[file].rmp and I was missing the Mednafen Saturn folder in the previous version. I also added some extra options to the overlay folder including a Panzer Dragoon Saga mapping overlay, and scanline versions of the previous mapping overlays. If you want to use one of these rather than the ones I have as the default, just copy them and replace the ones in the overlays\Zombs\ folder. The border image needs to be named SegaSaturn.png and the mapping image needs to be named SegaSaturnMapping.png. Bug! Bug Too! Christmas Nights Into Dreams G Vector Galaxy Force II Heir of Zendor Hissatsu! Hyper Reverthion Manx TT Superbike Prikura: Princess Clara Daisakusen Princess Crown Sega Rally Championship Sonic Jam Sonic R Stellar Assault SS
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Well, as I said that's not something I've ever felt the need to do. But... since I'm such a swell guy I looked up some command line parameters and made a .bat (attached below). This is what it contains: "C:\Program Files (x86)\Daemon Tools Lite\DTLite.exe" -unmount_all If your path to DT is different, you'll need to edit the bat in a text editor and change it to the appropriate path. You should be able to add this as an additional app and tell it to launch "after main application". Disc image "before main...", .exe as the "rom", Unmount All.bat "after main...". Umount All.bat
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Yep, thur's yer problem' haha. That's actually not even an option in the version that I'm using.
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What do you mean you'd need to every time? I'm not talking about unmounting a drive, I'm talking about removing it. There's nothing you should have to do every time. You only need one drive. I have one drive. If I mount an image - it puts it in drive H. If I mount another image, it replaces the image in drive H.
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I'm using an older version, but are you able to right-click on the tray icon, go to virtual devices, and remove any additional drives? You should only have one.
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You should keep the .opt files too. Those are core option overrides. These are enabled via "Content Specific Core Options: On" in the RA UI or via the line "game_specific_options: true" which is part of the base core override I've included. Basically these are the same thing as overrides but specifically for core options. These are for specific (and fairly rare) use scenarios. As an example, Codename Tenka won't start if you have two memory cards inserted (which is the default). You can disable the second card in the core options, but I didn't want to do that for all games, just that specific one. A core option file (.opt) let's you do that on a one-off case.
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Thanks @fromlostdays! I can confirm that that config for Chrono Cross is not mine. Yours: aspect_ratio_index = "21" Mine: video_scale_integer = "true" game_specific_options = "true" aspect_ratio_index = "22" input_libretro_device_p1 = "517" input_player1_analog_dpad_mode = "0" I don't actually see one for Galerians in there though.
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One other thing I forgot to mention regarding the Saturn overrides (and just overlays in general) - I would advise adding the following to the AutoHotkey Script section for Retroarch in Launchbox: MouseMove, 1920, 1080 What this will do is move the mouse cursor to the bottom right of the screen (if your resolution is 1920 x 1080; you can adjust the numbers if using a different resolution) so that it's no longer visible. The reason this is useful is that using overlays makes the mouse visible in Retroarch. This is because overlays are supposed to/can be interactive by clicking (even though nobody uses them for that) - source here. Using MouseMove ensures that it's out of sight regardless.
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I can't help you there. I don't use RocketLauncher. I'm going to delete all these posts because they're kindof clogging up the thread and I'm of the impression there's either something bizarre with your setup causing the issue (i.e. something with RocketLauncher) or the game is simply working as intended and you're not realizing it. It sounds normal to me based on what you were describing. Clock Tower is supposed to have space at the top and bottom of the screen during gameplay, and it does cutoff the top of the screen on the initial loading screen.
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Can I ask why you have multiple virtual disc drives in the first place? If you just have one, mounting a new image just replaces the existing one.