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Zombeaver

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Everything posted by Zombeaver

  1. I agree. While I appreciate the enthusiasm, I think it would be premature at this point to put you in a moderator position @nikeymikey. I don't think you've been a member long enough or active enough to warrant that at this point. That's not to say that it wouldn't be a good fit eventually, so long as you stick around and are active on the forums for a while.
  2. I can't comment on Android but it works just fine in 64-bit RA.
  3. Well the way it's called is just like a Windows shortcut. You're directing X file to Y .exe and you can inject command line parameters if you wish. If you go to the manage emulators section in Launchbox and edit an entry it'll show you what command line parameters (if any) you're using in either the main emulator tab or the associated platforms (for setting custom command line parameters on a per-platform basis). The end result of a rom in LB directed to an emulator entry with custom command line parameters is indistinguishable from a Windows shortcut with an equivalent custom target path. Emulator: CCS64 Associated Platform: Commodore 64 Default Command Line Parameters: -autoload Rom: Times of Lore Is the same thing as a Windows shortcut with a target path of "Path\To\CCS64\CCS64.exe" -autoload "Path\To\Rom\Times of Lore.d64"
  4. Also... the diehard Trekkie in me would love to see a Big Box version of this!
  5. Nice job! Welcome to the community! You can upload these directly to our server via the "Downloads" tab above and clicking "Submit a file". We have a section specifically for startup videos. Looking forward to seeing more!
  6. It's likely a shader issue like Monkus mentioned. The Mupen/Glupen cores are incompatible with cg shaders and, as result, will be black if you try to use one. You need to use either no shader or a glsl shader (or slang if you're using a Vulkan renderer). You can create a per-core override to set a different shader for that specific core. With content (a game) loaded, go to the quick menu -> shaders -> load shader preset and choose a shaders_glsl preset, then quick menu -> save core override.
  7. I'm not entirely sure I follow. Are you saying you've trying to use one of those multi-game disks (I had quite a few of these on my real C64) and individually select one of the games to run via command line? If so...I'm not sure if that's possible or not. I need a little more context here. Is it actually a multi-game disk? If so, why not just use the separate/individual d64s with separate entries in your library?
  8. So I made an improved version of the CRT Deinterlacing shader earlier today and in the process realized that the one I uploaded previously had absolute (not relative) paths setup so... it wouldn't have worked for anyone other than me anyway. I've updated the original post with it and I went back and updated all the relevant overrides to use it rather than the previous version.
  9. Did you ever upload this anywhere? I'm definitely interested in this.
  10. What, you don't have a bunker and a generator to play all your old video games when the post apocalypse comes? Pffsh...
  11. Well it took a little longer than I intended but the download section has been brought up to date
  12. .ipf is a floppy disk format that was created by the Software Preservation Society (formerly CAPS) for the preservation of original, unaltered (ie non-cracked) Amiga game disks. It's sortof similar to the C64 Preservation Project's .nib files, though unlike those .ipf format is actually supported by emulators (including FS-UAE). However, you might run into instances where the game asks for a password from the manual or something similar because these contain all of the original copy protection. I highly encourage people to try WHDLoad format. These will either be .zip or .iha format. If it's a zip, it will contain a folder with the name of the game and an .info file - these can be imported as-is. If the zip contains an .iha file, the .iha file needs to be extracted and then that file can be imported into FS-UAE. WHDLoad is just a lot more convenient than floppy formats, in my opinion. You no longer need to mess with any disk swapping, the load times are much faster than floppies, and there are no cracktros even though the copy protection has been removed. There are, of course, instances where a game simply hasn't been converted to WHDLoad format yet and you'll have to use a floppy format, but whenever it's available I always use WHDLoad.
  13. Hahaha yeah... we already had a fireproof safe with some physical documents in it so I was like "You know..." and bought a 5TB and dumped a bunch of the important stuff on it and locked it up. I'll definitely feel better when everything is backed up offsite but it's gonna be a good long while. I'm about 1TB down with about 7TB to go... The good news is, Backblaze appears to prioritize the smaller files first (which is a good thing) because that 8TB was comprised of about 1.2 million files and now, with about 7TB left, it's saying I've only got about 8000 files to go... which tells me that basically everything left at this point is big stuff like movies, disc-based roms, etc. which is...basically all the stuff that's replaceable anyway. You can login to your account and actually see everything that it's backed up and the stuff that I'm most concerned with (primarily the project files/masters for my music) are already covered.
  14. Here's a new one for Wii U. A couple people had asked for this one. I'll be updating the download section later tonight. Normal: Scanlines: Normal - Version 2: Scanlines - Version 2: Normal - Version 3: Scanlines - Version 3:
  15. Well there are limits on how much you can map to a controller... you're just not going to be able to account for every single situation with one generic setup for your controller. The handful of mappings I mentioned will get you a long way, but at the end of the day a keyboard is always going to be necessary unless you get into creating individual AHK scripts for specific games (which is certainly an option). Fire, space, enter, escape (runstop), y, and n will take care of a lot of games but there are also going to be instances where you have to use the F-keys/numbers/specific letters, depending on the game. There are only so many buttons on a controller You could use per-game AHK scripts to tailor your bindings to specific games, but obviously that requires some more work.
  16. What was the issue you had with controller setup if I may ask? I might as well make sure it's something I cover in the tutorial. The C64 joystick itself was just one-button so there isn't much to configure there unless you're talking about mapping additional things like space, enter, etc. to buttons on a controller. I actually use AHK for that. In addition to the fire button, I map space, enter, escape, y, n, alt+f4, and the UI display to my controller via AHK. There's also the issue that the joystick port used by each game isn't exactly consistent. Most games use port 2 but some will require you to switch it to port 1 (which can be done quickly via Alt+F10 in CCS64).
  17. Thanks! Glad it was helpful. C64 emulation via CCS64 is the next tutorial I have on the agenda.
  18. You may want to check this out if you haven't already:
  19. As an avid Plex (and former XBMC/Kodi) user, I'm all for this. This was always my go-to view for Kodi and it's just how Plex is normally laid out - I think it's a great way to browse a large collection.
  20. For some reason "Legendary Monkey Man Mod" makes me think of some kind of gigantic monkey transformer. I approve wholeheartedly.
  21. Yep, I do that myself. I use Munt for MT-32 emulation and VirtualMIDISynth + a soundfont (usually FluidR3) for GM. They just have to be set in the .conf in the "midiconfig=#" field, with the number being whatever device you want to use. If you load up DOSBox you can type "mixer /listmidi" to show the available devices on your computer and their corresponding number.
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