Bedwyr
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Ok, I'll wait.
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Maybe Austin would be willing to have a check. I swear there was a test I did 6+ months ago and the music was there. Now it's not. And I *know* there's no way Quest/Atlus would publish without a remix of that dynamic opening track. This is a mystery.
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Hmm, let me see if I can figure out how to re-rip from my own disc. I don't think it's in the garage, but it's possible. Otherwise, is there a no-intro rip? edit: Nope. It's deep in the garage and I do not want to go digging deep for it.
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Haven't followed it that closely. I'll most likely wait for Austin to say so in the news or for the guys here to throw up a tutorial once it comes time.
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No. But it's a worthy skill to learn how to compile from a repo if you're motivated enough. Commonly googling a tutorial or some Stack Exchange answers will do it. If you're like me and know how, but are just too lazy, waiting's fine. Plus my 3DS is still in excellent working order and I kinda prefer the actual portable format.
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Brad, don't you have a video explaining how to strip questionably associated ware from 2.x versions of Project64? I might have to try tracking that down again. It would be nice to see if I can get Pilotwings working without blacking out textures. And possibly that-other-game-that-doesn't-work-that-I-forgot.
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I mentioned in the other thread Austin's most recent experiments with Citra. It's getting there!
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How about the start screen? There should be a cinematic score, but there's only a sound effect when you switch between start and continue.
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PBP file. It's just that one intro track that's noticeable. Other games appear to be fine and Ogre Battle does the same thing in ePSXe.
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Just a sanity check. I was testing Ogre Battle Limited Edition (PS1) and noticed that the introduction music was not playing and the battle celebration music cut off. Is this behavior at all known for this core/game? I did some googling and came up empty.
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Er, can I get a clarification on your last answer? First, are you talking about the latest version of Retroach, 1.4.1? Second, where is this autoconfig setting you're talking about and where/when is the controller setting done? 1.4.1 changed how things like core and controller settings are used; you just go into the Retroarch menu and set controls from there. However, this only works for in-game controls, not Retroarch menu access. If I want to use the select key as the Retroarch hotkey, how do I bind that only for the detected iBuffalo at user #0?
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Belay that. I just saw how the folder structure now works and simply deleted all the theme videos. That fixed it.
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I recently did a media scraper update of my installation and it appears a number of gameplay capture videos (not all) have been overwritten by hyperspin style theme video intros. While pretty cool, I prefer to stick to the mostly stock wheel display and a small screen of just the gameplay. Is there a way I can restrict the scraper such that it only finds the correct video? I'm guessing that restricting to just EmuMovies 480p should do the trick. Is that correct?
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I'm a platinum member of EmuMovies and have ftp access. I haven't seen anything, but the upload folder is a bit scattered with member names everywhere. EmuMovies has manual sets of most of the other Nintendo consoles of the era, that's what was so odd. Just one big hole in the media. If I get a chance I might see about pulling a set from ReplacementDocs, though again I think the manuals were full color and not BW.
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The pre-existing analog to grid view is Kodi. Several Kodi themes already have poster/album grids that people can page through and that works quite well on the big screen for taking in lots of content and options at once.
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I noticed that neither Emumovies or the games database has manuals for the GB Advance. While minor, I thought it odd. I looked on ReplacementDocs and saw that they had many of the library's manuals, though I'm not sure if the content is supposed to be black and white with color cover (at least for the Advance Wars manual I downloaded). Is there a story there or is the platform just behind in getting fully kitted out within the community?
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Might be worth devoting an LB video to outlining the changes and file locations.
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Still, that doesn't work if you want to split shader settings between GB and GBC games unless you provide a shader override for each game. What's happening right now is that the override does not like having no shaders (shader layers at 0). So it appears that once you set an override, you have to, what, manually delete the override to get the base setting back?
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So in response to this last problem, see the following link: https://retropie.org.uk/forum/topic/6679/how-to-remove-shaders/6 It appears that the shader preset does NOT take well to having a 0 shader count. It will return an error if you try to save with 0. The workaround is to set the single shader to "stock.glsl" which does nothing. The preset will then save and the core will revert to its default appearance. Rather silly, IMO, but it works.
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current working dll core backed up to utilities folder. Cause y'never know. I wrote the issue up on the mupen64plus github page. So at least they know.
- 7 replies
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Ok, this is way too weird. I've set other shader settings per core to my taste, but for some reason, Gambatte is stuck with CRT-easymode. I cannot seem to save the core shader settings with 0 shaders. The text at the bottom indicates "error saving shader preset". The next time I load either a GB or GBC game, it maintains the last shader setting. Really not sure what to make of this. It's not a bad shader. I could live with it, but I'd like to solve the problem.
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After looking at a previous backup folder, I noticed that the Mupen64plus core in the new download was about 5MB while the backup core was about 11MB. I copied over the 5MB core and it now saves correctly. Something happen with the online updater maybe?
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