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Zombeaver

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Everything posted by Zombeaver

  1. Try adding this to the autohotkey tab of your emulator entry for ScummVM in Launchbox: $Esc:: { Process, Close, {{{StartupEXE}}} }
  2. Are you starting the game from the game details page (pressing A on a 360 controller when hovered over a title in your game list, then selecting "Play Game") or directly from your game list (pressing X on a 360 controller when hovered over a title in your game list). Attract mode definitely starts within the game list - I'm not sure if it does if you're in game details, I've not tried that.
  3. It won't automatically use different emulators within the same platform - it'll use, by default, whatever you have assigned as the default emulator (Manage Emulator -> Associated Platforms -> default emulator checkbox). You can, however, assign different emulators on a per-game basis (and that can be done in bulk) within the same platform. One way to do that quickly would be to import everything that you want to use the non-default emulator for that platform - let's assume FBA - and assign FBA as the emulator either during the import wizard or after the import by selecting them all (either CTRL + A to select all or CTRL/SHIFT + click to select several at a time) and then right-clicking and doing a bulk-edit to change the emulator to FBA; you could then import the remainder (MAME) and let it use the emulator you have assigned as the default for the platform - let's assume MAME. You could also just do them as separate platforms like Monkus mentioned. My point is simply that, while it's not going to automatically assign different emulators within one platform, you're not restricted to one emulator per platform. My own "Arcade" platform is a mix of RA MAME, RA FBA, and MAMEUI.
  4. No problem! Yeah, Atari800 is a great emulator but it can seem a little overwhelming at first. There are a lot of great (and weird) Atari 8-bit games; and as a C64 nut I found it interesting comparing cross-platform games between them.
  5. You shouldn't have to do any of that. As I said in the video, you have to tell it to use folder names when you go through the import wizard, not the filenames. I only import one version per game but I think auto consolidation should allow you to do multiple and it should auto-merge them. I haven't tried doing an auto consolidate though - they way I always did it was exporting all of them into a temp folder, and then picking and choosing the versions that I wanted to import into LB, moving those to a permanent folder and then importing them and tell it to use folder names.
  6. Yeah I think there's some confusion here - LB/BB doesn't have the kind of interaction with the emulators that I get the impression you think it does. LB/BB doesn't have any relation to the individual emulator controller configuration. It has Controller Automation that has some additional functions that can be placed on top of the emulators (like closing the emulator) but setting up your actual controls is done on a per-emulator basis, within the emulators themselves. LB is essentially a visually pleasing, easily manageable, organized collection of Windows shortcuts... that's about it. There's some additional functionality on top of that that's designed to take care of some common issues that you'll encounter with some emulators, but basically that's all it is - you're using it to organize a collection of shortcuts which are essentially indicating that you want to direct one file (rom) at another file (emulator exe) and possibly injecting additional parameters via command line if you so choose. It's not going to configure the emulators themselves for you; controls or otherwise. You have to setup controls for Retroarch, Mednafen, Demul, etc. within the settings for each of those emulators. Controller Automation is just on top of that.
  7. So I just discovered Kate Boy today. Jesus Christ, "One" is a great album... listened to it from start to finish; some incredibly solid Synthpop with a very funky, groovy side and some Depeche Mode touches (When I Was Young, particularly) while still retaining their own distinct style. Comparisons to The Knife seem to be pretty commonplace but I've yet to hear anything from The Knife that I actually liked; though I love Chvrches and Purity Ring which were also repeatedly compared to The Knife, so what the hell do I know. In any case, I found it thoroughly enjoyable from start to finish. I'll definitely be keeping an eye on these guys in the future. A few of my favorites (in addition to Northern Lights, above):
  8. They do appear in RA, they're just not setup as a shader preset. They're individual shader files. With content loaded, you can go to Quick Menu -> Shaders -> increase shader passes to 1 -> go to "Shader #0" and press whatever your accept button is assigned to, navigate to shaders_glsl -> misc and then select either bob-deinterlace.glsl or bob-and-ghost-deinterlace.glsl. Then go to the top of the shader menu and select "apply changes". The way the rendering engines work are completely different between ePSXe and Mednafen, so yes. Mednafen is much more accurate to the original hardware. If you hook up a real PSX to an LCD TV and play Tekken 3 you'll get the exact same interlacing.
  9. Understood. It's admittedly not a big deal at all, but I thought since it was of some relation to something you were already working on, might be a good time
  10. Any idea if you'll be able to re-work how startup vids are implemented, now that you're working on startup time? The minimum startup time implementation never seems to work quite right, probably due to startup vids typically not being of second-exact length, but in my experience no matter what you set it to it's either a little bit too long or a little bit too short.
  11. @The_Keeper86 I do have have some for playlists, but not those specifically. I'll add those and Naomi 2/Model 3 to my to-do list.
  12. It's in Quick Menu -> Core Options -> renderer Tekken 3 is interlaced, I'm not sure if that's what you're referring to. It causes a distinctive type of artifacting during motion: Tekken 2 isn't interlaced though. In any case, it's not exactly an uncommon occurrence to run into visual oddities with the hardware renderers, especially once you start messing with the PGXP options. If the issue goes away when you switch to the non-HW core, I'm assuming it's a renderer issue. Software is, generally speaking, pretty flawless, so long as you understand you won't be able to do much in the way of upscaling (I don't upscale at all on PSX).
  13. With what renderer? You shouldn't have to change cores - you can set the HW core to use the software renderer (which is what I actually do) as opposed to GL or Vulkan.
  14. Hey, I'll have you know I'm a veritable Adonis okay?
  15. It does look slightly blurry, that's intentional and unavoidable if you really want to get rid of the interlacing artifacts. It's either blurry with no artifacting or clear with artifacting To my knowledge, deinterlacing can only be accomplished via shader in RA. Standalone Mednafen does have a couple deinterlace switches (weave, bob, and bob_offset) but I'll go ahead and tell you that they're all pretty awful. I'll take slightly blurry over those any day. There are a couple of deinterlacing shaders that come with RA that you can try out - bob-deinterlace.glsl and bob-and-ghost-deinterlace.glsl - they're in the "misc" folder in shaders. They're less blurry but they don't completely eliminate the artifacting and, depending on which one you use and the game you use them with, you might get vertical jitter - usually on overlay elements like health bars and options menus.
  16. You're talking about several separate things there. Disc images (iso, bin+cue, etc.) need to be extracted if they're in an archive. WHDLoad versions of CD32 games (which are not disc images) follow the same rules as any other WHDLoad game - if you open a zip and you see a folder and a .info file, it can be imported as-is. If you open it and see an .lha, the .lha needs to be extracted and then it can be imported into FS-UAE. FS-UAE does not support importing an archive within an archive (an .lha in a .zip).
  17. Exporting from FS-UAE and importing into LB is the same as non-CD32 games. If you've got CD32 games that are recognized and imported into your FS-UAE library automatically via scan (and it can scan/recognize disc images just like anything else), they can be exported via UUID and imported into LB just like any other format. If they're not recognized in FS-UAE automatically, you can create a config for them in FS-UAE and import the config for them into LB, again like any other format. The only difference is that rather than directing the config to floppy images (like ADF) or WHDLoad archives (ZIP or IHA) you'll be directing it to a disc image, via the CD tab in FS-UAE, rather than the floppy or hard drive tabs. I mention how to do this in the video. I believe a disc image + uncompressed audio format (like .wav) is supported, but a disc image + compressed audio format (like .mp3) is not. I haven't actually tried that though - mine have all been .bin+.cue or .img+.cue or .iso. Frode has indicated that the behavior I mentioned regarding the controller is "working as intended" as there are WHDLoad *versions* of CD32 games that were designed to be played on non-CD32 Amiga models like the A1200 (and *typically* use a standard controller rather than a CD32 pad as result). In some cases (like Gloom as I mentioned in the video) some manual intervention may be necessary.
  18. m3u is for multidisc games, allowing you to swap discs in-game via hotkeys (open tray -> next or previous disk -> close tray) rather than having to exit the emulator and restart it with a different disc. There are further details if you click the link in the original post above where I mention .m3us.
  19. It does have dependencies on some other shaders - the glsl versions of crt-easymode, 4xsoft, and stock specifically. Go to Online Updater -> Update GLSL Shaders CRT Deinterlacing v4.glslp needs to be placed in Retroarch -> shaders (the base, not one of the subfolders) Load up a core, start a game, and then go to Quick Menu -> Shaders -> Load Shader Preset and then you should see CRT Deinterlacing v4.glslp which you should select. I use Mednafen PSX HW (Beetle PSX HW now), specifically, but it's not core-dependent. I use it with some Saturn games and Mednafen Saturn (Beetle Saturn) as well.
  20. Yeah it's not really that it skips it so much as there's no difference between the two, and I show how to do it on the first one. I get what you're saying though, maybe I didn't make that clear enough. They both just need to be associated with whatever your platform for Amiga is named in LB. As far as "default" being checked or not, that's just personal preference - whichever one you think you'll be using more frequently when you import new stuff. Because that's the only way to launch them with the associated built-in config from OpenRetro (formerly OAGD). If you don't do that, you're just throwing the game at FS-UAE and hoping for the best. Now admittedly this has been improved by recent changes in the dev version, which makes it pull the launch arguments from the archive that you direct to FS-UAE, but that's still not as ideal as using the OpenRetro config, because that doesn't impact stuff like which Amiga model to use - I give an example of the significance of that when I talk about Hostages. Frode fixed the built-in config for that one after seeing the video
  21. The tutorial does explain what goes in the associated platform tab. It should just be whatever your Amiga platform in LB is named. The only reason it would be associated with "Amiga UUID" and "Commodore Amiga" is if you had separate platforms in your library named "Amiga UUID" and "Commodore Amiga" and I'm not sure why you'd have them separated like that. The tutorial definitely does not instruct you to do that.
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