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Everything posted by Zombeaver
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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.
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Okay, the first batch of Saturn overrides are now available. There is a new tab on the audit sheet for specific details on the Saturn overrides. I did things a little bit differently this time - I made my own custom Saturn overlay to go with it (I've been in the process of working on a full set) and adjusted each game to that size. Press the right thumb-stick button to go to the mapping overlay screen. It should also be noted that, currently, disc swapping via either .m3us or manually appending them in the quick menu doesn't seem to work in RA Mednafen Saturn. It works fine in standalone Mednafen, but it seems to be broken currently in RA. For this reason, for multi-disc games I included multiple .cfgs where necessary to cover each disc individually. Some notes about the core override (Mednafen Saturn.cfg) for reference: -Lines 1-8 must remain in order for everything else to work correctly. Do not change or remove these. -Line 9 is for the shader. You can change this to a different shader or remove it if you so choose. -Lines 10-14 are for the overlay. You can remove or change these if you so choose. *Line 10 enables or disables ("false") the overlay itself *Line 11 specifies which overlay you want to use *Line 12 specifies the opacity of the overlay. If you have one enabled, you want this to be 1 (completely opaque) *Line 13 specifies the hotkey button to change to the next overlay in a sequence. In this case, it corresponds to the right thumb-stick button on a 360 controller. I've setup the overlay to default to the border, but pressing this will change it to a second overlay screen that shows the controller mapping. *Line 14 moves the x position of Retroarch's onscreen messages (like those that indicate a controller has been detected). This specific setting moves it farther right than normal because with an overlay enabled, it will block some of the text in the normal position. I've got a saturated and desaturated border, and two options for the controller mapping. Desaturated and Burning Rangers are the defaults. If you want to change them, just delete "SegaSaturn.png" and "SegaSaturnMapping.png" and copy/rename the one you want to use in their place - name the one that you want to use for the border as "SegaSaturn.png" and the one you want to use for the mapping screen as "SegaSaturnMapping.png"
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I don't recommend RA for Amiga emulation honestly - I highly recommend FS-UAE. I've got a tutorial on it here. I believe you actually can do overlays in FS-UAE as well (it calls them "borders") but I'll admit it's not something I've messed with. I love Retroarch, and I love overlays, and I've made several of them for Retroarch, but Amiga is one platform that I think you're much better served by going with a standalone option (FS-UAE). It's way more of a hassle in RA and it doesn't have anywhere near the feature set of FS-UAE.
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I recommend scanning your CD images into your FS-UAE library and exporting UUIDs for them. The process is the same as any other format. The disc images are matched by checksum - if it matches the checksum it's looking for, it'll be imported automatically. If it's not, you can still add them manually by creating a new config, going to the CD-Rom tab, adding in your disc image, and naming/saving the config - those configs can then be imported into LB as the rom. I'm assuming you've seen my tutorial video? I don't really go into CD32 in that video, but the process is the same - use "update file database" to scan for new games. If it's recognized, test it out and make sure it's working and, if so, export the UUID and import it into LB and associate it with the FS-UAE UUID emulator entry. If it's not recognized, or it's not working for some reason, create your own custom config (though make sure you tell it to use CD32 as the model, not A1200; and make sure it's using the CD32 pad) and import it into LB and associate it with the FS-UAE emulator entry.
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I made it from Albert Odyssey to Policenauts today, which is right at 75% of my Saturn library (60 of 80), so I should be finishing up the initial batch tomorrow. I even made an overlay to go with the set
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All you have to do for this is to setup an additional app, either for the game .exe or the disc image, and set the other as the "rom". If you set the disc image as the "rom", you can then add the game .exe as an additional app, and check the box that says "automatically run after main application". If you set the .exe as the "rom", you can add the disc image as an additional app, and check the box that says "automatically run before main application." So long as the disc image file format has a Windows association of Daemon Tools, what this will do is mount the disc, then start the game .exe. If you don't have the association already, just right-click on it, go to "Open With" -> "Choose Default Program", browse to DT, and check the "Always use the selected program to open this kind of file" checkbox. If you wanted to setup a bat to unmount the drive afterwards, you'd want to do the .exe as the rom, disc image as "before", and the bat as "after". I don't care enough to do that though because if you mount another disc later it replaces the currently mounted one anyway and if you want to unmount it manually you can just go to My Computer, right-click on the drive, and tell it to "eject disc".
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Yep, that's what I've been working on today.
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Yep. I don't have to update anything in LB with that. I don't even update any paths in LB because I always keep my current version of RA in a folder of "Retroarch", then when I need to update to a new version, I make a backup copy in a folder of "Retroarch v1.[whatever]" and just copy (and overwrite) the new .exes into the existing Retroarch folder. That way nothing changes in LB at all whenever I update.
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Yeah it's been like that as of version 1.4.1. That's when I started doing all the PSX overrides. It's much better than a bunch of nonsense with duplicating core .dlls and shit.
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You might not be. If he's just talking about overrides, then yeah that's it. Content-Specific Core Options are a pretty niche thing, so I could be misunderstanding. I use it in a few one-off cases like this.