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Everything posted by Zombeaver
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Not at all! It's much appreciated! Atari 8-bit stuff is in need of some serious love in the db.
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Hmm, that's a good question. I've never actually tried doing that. If removing the file and rescanning doesn't remove it (that's what I would have tried) then I'm not sure. That might be a question for Frode.
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You're in good company round these parts haha. I'm OCD to the max about that stuff. I ended up grabbing a bunch of covers and screenshots off of Atarimania for mine, but I haven't had the chance to submit them to the db yet.
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Yeah there's ton of missing stuff for Atari 8-bit. Just login to the DB (I think you have to create a separate account if I recall - you login with an email address rather than a username for the DB) and either edit an entry (if it already exists) to add images, descriptions, etc. or create a new entry and add those if it doesn't exist. It then goes through a moderation queue.
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I just tested it out in Atari 800 and it's working fine for me. I destroyed the mother ship on the first level and it kept on truckin' to the next level. It's a cartridge version of it.
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I prefer Atari 800 (the emulator) for Atari 8-bit/5200 emulation. You can do the same process that Monkus mentions in that thread with Atari 800 or just create a save state file (and use it as the "rom") for bypassing the mapper prompt - either one works. I don't know how to remap the start and option keys though, either on Altirra or Atari 800 for that matter
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In the meantime, changing the Options -> Views -> Wheel Minimum Speed from the default of 400ms to 100-200ms seems to alleviate the issue somewhat.
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I'm getting poor scrolling performance in Big Box in certain views (again) - seemingly tied to scrolling notes. Previously I had been able to fix this by editing the GameDetailsView.xml in CityHunter to change line 66 from "scrollingnotesmod" to just "scrollingnotes", but now the performance issue is present even with that edit. It's like it hitches every time I switch to another game for a half second or so.
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Aaaand Arcade is now done. One other handy use-case for overrides that I forgot to mention - there are some arcade games that I've found are abnormally quiet; now for some games you can go into the test menu (F2) and adjust/increase the audio level (games like Killer Instinct, Primal Rage, and Mortal Kombat let you do this) but in other cases there's no such option. You can, however, pull up the RA menu, go to Settings -> Audio -> Audio volume level (db) and increase it from the default (3.0 in my case) to a maximum of 12 db and then go to the quick menu and save it as a game override. Problem solved.
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Because the entire purpose of overrides is to make it so you don't have to do that. The only current shortcoming is when you're dealing with something like say FBA - if you have CPS-1, CPS-2, and Neo Geo all setup in LB to use a single FBA core and you want them to all do something differently, a core override that you save will apply to all three (because RA doesn't care that you've got them divided into separate platforms in LB, only that they're directed to the same core dll). That's one instance where splitting them out like that is still useful. Outside of that though, there's no reason to do it - overrides are the internal solution (and are really quick and easy for anyone to use). They also make really niche per-game things much easier to do.
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It should be noted though that for controls specifically (IE Quick Menu -> Controls -> changing stuff around) you want to do those as "remaps" which are also saved/loaded on a per-core/per-game basis. They're independent of overrides but can work in conjunction (and in the same way, just that it's specifically for controls). Overrides are for things like shaders, video settings, etc. You could do an override for controls but it would be via the Input menu, not the Quick Menu -> Controls section.
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If you save it as a game-override yes. You go into the quick menu and then save either a core override (to work as a default for everything you load with that core) or a game override (which will override settings for that game only).
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Are they using the same core or no? If it's not the same core you wouldn't need to do that. If they are, it would require some additional work, yes. You could do that, or you could just edit the override file to remove the line for the shader. The overrides are in RA's config folder, divided out into folders named after the cores (if you've saved a core override for them).
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Can I mix and match theme views?
Zombeaver replied to angelobodetti's topic in Big Box Custom Themes
Currently, there isn't a way to do this, no; although Jason mentioned the possibility of implementing this in one of the live streams the other day. -
Some stuff will cross over, some stuff won't, it kindof depends on how you did it. I used to split things out into separate emulator entries in LB, like I mention in the below post, duplicating core dlls so that I could basically use the same core but have different settings for common-use things. 1.4.1 didn't seem to like that method too much though. Thankfully, overrides have completely eliminated the need to do this since you can just override things on a per-core/per-game basis as needed without these kinds of shenanigans. You may want to just test out your stuff and see how it goes. Ultimately I just decided to convert things over as that should help smooth things over going forward. It has seriously been a week+ process though (that's still ongoing) haha. My current audit chart (games in each platform that start with specific letters - the ones in green are done): PSX Saturn N64 Arcade CPS-1 CPS-2 NeoGeo # # # # # # # A A A A A A A B B B B B B B C C C C C C C D D D D D D D E E E E E E E F F F F F F F G G G G G G G H H H H H H H I I I I I I I J J J J J J J K K K K K K K L L L L L L L M M M M M M M N N N N N N N O O O O O O O P P P P P P P Q Q Q Q Q Q Q R R R R R R R S S S S S S S T T T T T T T U U U U U U U V V V V V V V W W W W W W W X X X X X X X Y Y Y Y Y Y Y Z Z Z Z Z Z Z For the arcade systems I'm basically verifying that everything is still working (typically using RA's MAME core, mixed in with some FBA and some MAMEUI) and remapping controls. For N64 I'm converting stuff over to Glupen64 (will be mupen64plus once they get it sorted out - it's kinda buggy at the moment) and remapping controls for some games. For Saturn I'm converting/testing from Mednafen standalone to RA Mednafen Saturn. For PSX I'm customizing the AR settings for every game so that it properly scales - the resolution/overscan varies from one game to another so what scales completely for one game might leave space at the top and bottom of another; and if the reverse settings were used for all games some would scale completely and others would have parts of the top and bottom cut off. What seems to work best is one of two setups - either 1) an AR of "core provided" with integer scaling "off" or 2) an AR of "custom" with integer scaling "on" and the width and height set to 5x; the former is what I use as a base and the latter is what I switch it to/save as a game-override if there's space at the top and bottom. I also did a few other things via overrides (that I previously had as separate emulator entries in LB) like Super Scope and SNES Mouse games. I do use a controller yes. I use a 360 controller most of the time (and that's what my controls are customized for). I've considered sharing them, I'm just not sure if everyone would like the same controls as me haha. For shmups X is always fire, A is always bomb, B is always "other 1" and Y is always "other 2". For fighters X is always light punch, A is always light kick, Y is always heavy punch, B is always heavy kick - for 6 button fighters it's the same except left bumper is for medium punch and right bumper is for medium kick. For beat em ups, X is always punch, A is always jump, B is always "other 1" and Y is always "other 2". In the case of RA MAME games this is accomplished via the tab menu, in the case of FBA it's done via remaps. I'm not entirely sure where RA MAME's tab menu changes are saved - they're not saved into the normal RA remap folder. I'm guessing they're saved in the same folder as the games since that's how it typically deals with MAME stuff, but I'm not sure what files would need to be shared - the .nv ones I guess? They don't use typical .rmp files. I also don't have like "every arcade game ever" haha. I hand pick my stuff - so my "arcade" platform is about 350 games, my Neo Geo is about 80, and CPS-1 and CPS-2 are around 30 each.
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Shaders are also part of overrides, which are saved at the core/game level. They're loaded by priority, going Game override > Core override > base. You can, for example, set a shader (or whatever) as a base, and then decide that you want to do an override for an entire core that uses a different shader - when you save that as a core override anything you load with that core will now use that override by default - you can then further refine that with per-game overrides where you customize the shader and save it as a game override, at which point those settings will only be loaded for that specific game. If you want all your Gameboy games to have a Gameboy specific shader, load the core, set the Gameboy shader, and save it as a core override. The core dll duplication thing is no longer necessary. I used to do that extensively. I've spent the last week or so converting my stuff to overrides and custom remaps, doing things like customizing all arcade games to use the same button layout across the board - one button is always fire, one is always bomb, one is always "other" for shmups for example (despite the fact that the games themselves didn't actually use the same buttons to do this) and all fighting games use uniform controls for light punch/heavy punch/light kick/heavy kick etc. Overrides and remaps are actually great once you get used to them.
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I love Joe Bonamassa. He tends to be a little boring to watch, but he's super talented.
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I don't know if the person that made the video or the band is responsible, but one of them (more than likely the former) needs to learn how to use a friggin' limiter. They're getting so much clipping it's insane.
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Yeah I was testing the mupen64plus core last night... went back to glupen64 pretty quick haha. The mupen64plus one definitely seems to be having some issues in its current state - I was getting crashes on save states and slightly worse performance with identical settings to glupen64.
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Having saved preferences for the import wizard is a good idea. Currently the options just have default settings which you can change if need be. Feel free to submit this as a feature request on Bitbucket via the "Issues/Requests" link at the top.
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I've made a new intro for MUGEN which can be found, along with all the previous videos, in the downloads section. That's where any new videos will be added going forward, though if anyone has any requests or comments they're still welcome to post them here.
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I don't have my playlists mixed in with platforms, so maybe that's the difference - I haven't tried them mixed like that.
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Very strange. I've deleted a few things from mine without issue - it comes up with a message box asking if you want to also remove it from your collection in addition to removing it from your playlist, which you should select "no" to unless you want it to delete it from your library. Worked fine for me. I will say that when I did this, I had the thought that it would probably be best if it didn't even suggest to do that unless it's enabled in the options - that unless it's specifically enabled it will never delete (or even offer to delete) a game from your collection. I just think this would keep people from making mistakes. Personally, I will never delete anything from my collection using this method - I wouldn't have added it to a playlist in the first place if I intended on deleting it from my collection.
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Just got out of the theater a few minutes ago. Suuuuper great movie. Loved it.
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Most computers do, yes. Well, a gpu and cpu anyway. Not too sure about cups. There's a cup holder though. Just press the eject button next to the disc drive.