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Everything posted by Zombeaver
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This is true (I'm a Steam Link user myself) but the difference here is that this would work on different types of devices (like tablets and phones) and platforms (Mac, Linux, etc.) not just a few specific devices (Steam Link, PC with Steam installed, etc.). With that said, if someone just wants to stream from one PC to another (Steam In-Home Streaming) or from one PC to a small box hooked up to your TV (Steam Link), yeah, there are definitely good options that are already available.
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So after some more digging and some back and forth it would appear that the issue with Part 2 is the specific WHDLoad version that it's using (13.0) which is really old. 18.3 is the newest, and as of 18.2 (which is from 12/23/2015) it no longer requires a WHDLoad.key file, which is something you used to get when you paid/registered with WHDLoad. Prior to that point, you needed the key file otherwise it would come up with that message. You could still play the game, but it's basically a "nag" screen. Based on some random testing, it seems like everything I have in my library is using 18.2; this is the first case that I've run into of a WHDLoad version that's using an older version. I guess it's just never been updated. If you do have a WHDLoad.key, the screen doesn't appear, but there's not even a way to register with WHDLoad even if you wanted to at this point
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Frode got back with me this morning: ----- Frode: Confirmed, slave name is BackToTheFuturePart2.slave, Launcher expected BackToTheFuture2.slave (without Part) Likewise, BackToTheFuturePart3.Slave vs BackToTheFutureIII.Slave I'll need to check the archives the configs are generated from (Retroplay) Also, fixed the error message so it gives more details: "Amiga Launch Task failed with Exception: "Did not find the specified WHDLoad slave 'BackToTheFutureIII.Slave'. Check the WHDLoad arguments" Problem found: the WHDLoad args were manually overridden in the online database long ago - probably to fix a problem where the slave in the archive (e.g. an older KillerGorilla install) did not match the name in the .info file But now, when recreating variant configs from Retroplays reinstalls, the file list got corrected, but the overridden WHDLoad args did not. So, I cleared the old whdload_args in the database and re-ran the importer for those archives. whdload_args should be correct now This could very well have happened for other slaves as well (but should be quite rare). Maybe I'll have to create a program to verify all configs. Or if not, just let me know if there are rumors about other variants having the same problem. Me: Sweet! So just update the game database in the Launcher and it should work? Frode: Yes Me: Alright cool, I'll let you know if I run into any others. Thanks! ----- I tested them out and Part III v1.3 seems to be working fine now. Part II v1.2 seems to have an issue but I don't think it has anything to do with FS-UAE, I think it's an issue with the WHDLoad version of the game itself. When you start it, it shows this: It won't let me move the mouse unless I Alt at which point I can [EDIT: Based on some testing, this issue seems to be specific to FS-UAE 2.9.5dev]. You can then select "cancel" and it'll show this message: The message will go away after a few seconds and then the game starts. Based on the WHDLoad bugtracker I think this might just be an issue with this game that's yet to be addressed. I brought it to Frode's attention though in case there's anything else that can be done.
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Like I said, Steam Link. Very very little latency.
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P.S. as a protip: Don't dump packets of soy sauce onto your N64 controller. jkjkjkjk
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As far as SNES, I use one of these and have been very happy with it. It feels right (immediately switching between this and an original SNES controller doesn't feel all that noticeably different - buttons are good, it's the right dimensions, and the d-pad is good) and works great with Retroarch. Outside of that, I've got several different controllers that I use, depending on what I'm playing. A wireless 360 controller is my normal catchall/daily-driver that I use for most things. I've got a PS4 controller, but I prefer the layout of the 360 controller. The d-pad is obviously better on the PS4 controller though. I use a Mayflash F300 for pretty much all my arcade stuff. I use a Mayflash Mega Drive/Genesis USB adapter to use my Tac-2 joysticks for C64 and Atari stuff (they share the same port as a Genesis and Master System). I've not actually used it with a Genesis controller, but it works fine for the Tac-2 so I wouldn't anticipate any problems if I did. I also have a Logitech Extreme 3D Pro for... well... Elite: Dangerous basically
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It should be noted that these can be saved on a per-game basis as well - since you might not necessarily want this for all your Jaguar games. You have to enable "content specific core options" and then save them for the game on the core options screen. I've got more detailed instructions here. Jaguar emulation in general isn't too great. There's a lot of cross-platform stuff though and you're basically always better off using a different version (like PSX). Unfortunately, there are several exclusives that don't seem to work at all or very well.
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New Mega Drive album! This guy does some really great heavy Synthwave (sometimes referred to as Darksynth). Good stuff. https://megadrive.bandcamp.com/album/seas-of-infinity
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I just use a Steam Link + Wireless 360 controller + Logitech K400
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It should be able to be used like that too, it's just that there's no way to do that in my specific scenario. If I only needed it to be directed to a single file I think that would work. One thing to keep in mind is that when you add anything into a specific game's custom command line parameters field, it overrides anything that you have set as custom command line parameters in the emulator entry itself. I asked for an append command line parameters checkbox to be added to game entries so that you could either treat it like it works now or check that box and have it add anything you put in a game's custom command line parameters field to whatever you have specified at the emulator entry level. It hasn't happened yet though.
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I went ahead and contacted Frode on Discord and told him what's going on. He said he'd take a look at them tonight. I checked and the slave names match between FS-UAE and the WHDLoad versions for both 1.1 and 1.3 so I'm not sure what the issue is. In any case, version 1.1 will work in the interim for Back to the Future Part III. I'd try an ADF version for Part II. To be fair, there is something unusual going on in this specific case. But yes, in my experience this is just good practice in general; when it comes to some platforms at least. It's absolutely necessary for things like C64 (if you're dealing with TOSEC anyway) - when one version doesn't work, try another. I will say, FS-UAE+WHDLoad is usually pretty good on that point.
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Interesting. I just grabbed Back to the Future Part III and I'm getting the same error with WHDLoad version 1.3. I looked at the log but couldn't make much out from it. Version 1.1, however, works. It looks like the only WHDLoad version available for Part II is version 1.2 though, so you may be stuck with an ADF version for the time being. This is probably something that should be reported to Frode, as it seems like a bug. You can contact him on the EAB section for FS-UAE or, more recently and probably easier, via their Discord channel. If you click the "connect" button at the right of the FS-UAE Homepage you can join it.
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You shouldn't have to rename anything. FS-UAE recognizes games based on their checksum, not their name, so the filename itself doesn't actually matter. When you look in the game list in FS-UAE itself do you see those two listed? If you click on the version drop-down list (bottom left) do you see those versions listed?
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I don't have an issue with that in principle, but you have to understand from my perspective - the video's got 10,000 views and literally a couple hundred comments between youtube and the forums, and among those you're the only one that's reporting this issue. To me that says that something isn't being followed that's covered in the video, but I don't know what that would be because I don't know what you have and haven't done and you don't know what you've done wrong because you haven't watched the whole video. That doesn't leave me with a whole lot of options for assistance. I can only guess. It's a multi-step process and if something is skipped or isn't done correctly it's going to break down. The whole process is basically: 1. Import your kickstarts 2. Connect to the OAGD (OpenRetro now) 3. Direct FS-UAE to your WHDLoad files and import them 4. Run Eirulan's exporter, directing it to the launcher.sqlite file and to a folder where you'll be exporting the UUIDs 5. Add FS-UAE and FS-UAE UUID emulator entries in Launchbox, configuring each appropriately 6. Import the UUIDs and associating them with the FS-UAE UUID emulator entry 7. Import any custom configs that you create and associating them with the FS-UAE emulator entry The only one that can say if it's worth the time and effort invested to get it working is you. If it's not worth it to you, that's okay. That's your prerogative.
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Not to be a jerk, but I'm not going to spend time trying to help you if you can't take time to watch and follow the (entire) tutorial. I took a week of my time to write the script, record and edit the video, so I'm sure you can take the hour to watch it. Based on the error it sounds like you've done something wrong either in the export or import process and LB is being directed to non-existent files. I don't know for certain because I don't know what you've done. What I can tell you is that if you follow the process in the tutorial from beginning to end, you shouldn't encounter that.
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MS-DOS Game Installation Wizard - Game Troubleshooting
Zombeaver replied to Jason Carr's topic in Troubleshooting
That all sounds like a huge amount of overkill. Have you tried just dumping all of the floppies to a single directory and doing the install from there? In general, most DOS games don't actually care whether or not you're on disc/disk [#] of [#] in order to install the corresponding data, it just cares whether or not the files it's looking for are in the directory it's using at the time. -
Been jammin' out on some Disasterpeace. This is the guy that did the OSTs for Fez, Hyper Light Drifter, and several other games as well as the the film It Follows. Really great stuff.
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I love London Grammar! And I've gushed over Chvrches many times already haha. They're probably my favorite band in the Synth Pop genre. I'm hoping to try to see them live at some point, the next time they tour in the US.
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[Solved] Cannot launch RetroArch from newest version of LaunchBox
Zombeaver replied to Quartz's topic in Troubleshooting
No problem! Official C64 nut here -
[Solved] Cannot launch RetroArch from newest version of LaunchBox
Zombeaver replied to Quartz's topic in Troubleshooting
Technically there is a C64 core for RA now, but I don't recommend it. It doesn't have some of the really nice quality of life features that you can find elsewhere. There are several good C64 emulators - Hoxs64, WinVice, and CCS64 are all good. My personal recommendation is CCS64. If you use Windows 10, you'll probably need to download the Visual Studio 2015 recompile and replace the .exe as it apparently fixes some issues that people were reporting with W10. Links below for both. CCS64 Download CCS64 Visual Studio 2015 Recompile I'm long overdue for making a CCS64 video tutorial, but here are some basic setup instructions. You'll want to set the following in the emulator: Special -> Maximum 1541 Speed -> On - Quiet Options -> 1541 Emulation -> Saving -> Continuously Options -> System -> PAL (63 x 312) [this might be the default, I can't remember] Options -> Video -> Screen Mode -> 1280x800x32 (I actually use 1600x1000x32 but this is a non-standard resolution for Windows so it's not in the list by default - I had to add it to my usable resolution list in the nvidia control panel) You'll want to use a resolution that's a whole-number integer of the C64's native resolution (320x200) otherwise it won't scale completely and you'll get some blank space as a border. Options -> Video -> Update Mode -> Automatic Options -> Video -> Palette -> Palette Mode -> Use PAL Palette Options -> Input -> Control Port 1 -> Joystick and set the Mode to PC Gameport 1 (I use a wireless 360 controller) If you have a second controller connected, do the same thing for control port 2 but set it to PC Gameport 2. Otherwise, leave it blank and press Alt+F10 while playing if you need to switch control ports. Some games used port 1, others used port 2 - if you start a game and pressing the button doesn't do anything or you can't move your character or something similar, try switching the control ports with Alt+F10. No special command line parameters are necessary in LB, but you'll want to enable "attempt to hide console window at startup" in the emulator entry. Recommended file formats are D64, T64, and G64. These are disk image formats and will allow you to take advantage of the awesome Maximum 1541 Speed feature, which is essentially an auto-warp that activates when it detects that the game is loading data and then drops it back down to normal once the load is complete. It only works for disk image formats though so it doesn't do anything for CRT (cartridge) or TAP (tape) formats. Avoid PP (.nib) files entirely - these are from the C64 Preservation Project and won't work in nearly any C64 emulator (except for micro64, which I don't recommend) without using Nibtools to convert them to a usable format (and even after conversion many of them still won't work due to copy protection). .nib files are 1-to-1 dumps of original, official C64 disks, including all of the original copy protection. The intended purpose of these files is to have a backup of the original game disks which can be duplicated onto new physical diskettes via transfer tools that were simultaneously released for that purpose. I've never understood why these are so commonly distributed on a number of emulation sites - they're effectively useless in that setting. One final note on your game files - you have to be particularly careful about special characters in the filename. They'll work fine within CCS64 itself regardless, but when directing them to CCS64 via LB they won't work if there's anything particularly weird in the filename - even commas. Hope this helps! -
Skimming through the screenshots the only thing that I'm noticing is the special character in the path from your name, as Monkus said. That sort of thing has been known to cause problems. I would try moving your RA folder to another location that doesn't contain any special characters and changing your path in LB. As far as it causing an issue with RA by itself, no it wouldn't necessarily. For example, special characters like that work just fine within CCS64 by itself, but when directing the exact same files to CCS64 via LB and they contain special characters, it doesn't work.
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New Low Roar album! Recommended; especially if you like Radiohead (or, in my case, like a lot of bands that sound like Radiohead more than I actually like Radiohead). I don't like it quite as much as 0, their second album, but it's good.