Bedwyr
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Ah got it. 1.3.6 was a new download and I hadn't turned off the "filter file type" option when loading content. I think it's working ok after some BIOS shenanigans (I had 1001 in the folder rather than 5501) and a re-download of the core. Now I'll muck around with the input settings. Will ask for direction if I get stuck on something again. This looks like it should work quite well.
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Agreed, yep. That's the funny thing about jargon. It can be completely obvious to a person brought up with it early(er). I sometimes catch myself talking about things I think are obvious like "approach" or "instrument" while withholding what I thought was obvious jargon like "ILS" or "V-speeds". All are aviation terms but occasionally I'll be talking to people who ask me what "instrument approach" means and I have to back up and reframe what I'm saying for their experience. That level of self-awareness is a skill that teachers and instructors definitely need to have and is sometimes difficult to practice (occasionally see smoke coming out my ears as the gears start chunking into reverse).
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I'd argue that "attract mode" sounds like marketing/arcade jargon, honestly. I might be able to suss out its meaning after a bit, but I don't think it's obvious.
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It was the silly theme. I switched to classic and generated an eboot.pbp inside a fresh FFIX folder. So how does one cause Retroarch to read said file without a .cue? Which core; any other settings?
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Trying to use psx2psp 1.4 and oddly I can only select up to three discs (testing out FFIX). The fourth and fifth slots refuse to be selectable.
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Ah, so for Hyperspin it's the "random spinny" part. Never knew there was technical jargon for that.
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Thanks. I'm a bit confused, although intrigued, by the pbp method. I googled around a bit and mostly came up references to an "eboot.pbp" file and PSP which confused me. Are you compiling multiple iso files into a pbp and loading it on a PSP emulator?
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I saw a few old topics on this here and elsewhere, but nothing definitive. If I'm using BigBox and a controller, is there a decent best practice for changing discs without needing to pick up a keyboard or is that just too complex a problem to solve?
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I'm going to tag this out of interest. N64 has long been the redheaded stepchild in its quirkiness. I thought about trying to clean up a copy of Project64 2.x and using it, but finally decided it wasn't worth the hassle. This intrigues me.
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Nintendo to release NES Classic Edition Console in November!
Bedwyr replied to CadetStimpy's topic in Monkeys
Saw the lid into an actual operating lid, replace guts with Pi, add SD slot behind lid, make NES cartridge sticker art for SD-cards... What's the electrical signal for the Wii ports? If it's standard USB pinout, you could easily get the right gamepad input onto a Pi. -
I should add that up to now I haven't bothered with save states. I'm just getting curious about whether it could be possible now.
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I've been poking around the Dolphin hotkey screen and documentation for a little bit today. I see that Dolphin uses a direct key input based save state system (press F1 for slot 1, F2 for slot 2, etc). Retroarch uses a convenient increment-decrement input method where you can cycle through save states. This is very easy to map to a controller. In most cases I can simply hold down the right stick to shift input and then press any button on the D-pad. So for most emulators I set it up so that R-stick + down is "save", R-stick + up is "load", R-stick + right is "increment save slot", and R-stick + left is "decrement save slot. Super convenient, super easy. I'm trying to brainstorm a way to do similar mapping for Dolphin, but the direct key method makes it difficult. Any thoughts? I use Controller Companion for keyboard mapping, btw. At first glance, it looks like there's no way to do that as the emulator or controller companion would have to maintain some knowledge of current slot state and send key inputs accordingly (like get_current_slot variable so I can increment or decrement and also to save and load current slot).
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How do you close emulators without a keyboard?
Bedwyr replied to nealosis's topic in Troubleshooting
Tagging for later on the video. Currently what I do is use Retroarch's "shift" button. Forget what it's called, but I click down on the right stick of my 360. So RS+start goes into Retroarch, RS+dpad for savestate functionality (down save, up load, left and right for change state). Then for other emulators I use Controller Companion shortcuts to do the same thing. -
I think I get it. How does that work if I launch Dolphin/Wii? Do I still need to switch back to mode 4 or will the emulator properly detect the wiimote?
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Which one is joystick mode? And is that naturally compatible with Dolphin?
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Can any of you also confirm whether mode 1 interferes with control? I noticed running a Retroarch NES game that I was getting ghost inputs and lags (like let go of the controller and have the cursor move uncontrollably). Clicked mode 2 and it seemed to be ok, but who knows? Mode 1 is keyboard-mouse mode with bindings for mouse and arrow key controls.
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I made a backup of the 4.x folder and installed 5.0 to a fresh directory. Can't be entirely sure but it looked like some custom controller settings made it through indicating that Dolphin normally stores settings in a separate user data directory. Do as I did and you should be fine. As for performance I was testing out Prime Corruption (how do people get used to those fps controls?) and performance was fine. I have to limit internal res to 1.5x and final res to 720p though. Even 2.x on 720p was causing slowdowns with busy scenes in Mario Galaxy. YMMV. My rig is a low watt Haswell i5 with gtx660 and 16gb ram in a small HTPC configuration.
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Ack. Worse, it seems that the gamepad assignment is first-come first-serve so the 360 controller is jumping around between all five positions. I could switch the sensor bar to mode 1 in the interim to disable the wiimote input detection, but it sure would be nice not to have to get up to do that every time.
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I have the dolphin bar connected for Wii gaming now. Unfortunately it appears Retroarch detects this (the bar is in mode 4) and assigns four input slots to mayflash/wii device. Is there a way to disable this while leaving the sensor bar attached as it is? Also, the keyboard commands oddly seem to not work with the usual configs loaded. At least the only input that works via a config/game launch is alt-f4. f1, x, arrows don't appear to work. They're fine if I launch RA separately, just not with a normal game config launch.
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Jason Carr said So this is a pretty hairy issue that we need to somehow come up with a solution for, and/or take a stance on. Any thoughts? Be gracious, modest, and upfront about this as you go forward just like you've been doing so far? Make sure you cultivate collegial relationships with the other frontends and communities? Mostly just regular good 'ol professionalism. I mean you're already on a good footing worrying about it. That's a good sign. For specifics: - I'd think about when you need to consider a formal policy. Like writing up what the plan will be when someone issues a grievance of some kind. - Open up lines of communication with the other communities and frontends. You're competitors, yes, but there ought to be a way to keep misunderstandings turning into worse. - Be open about other communities' cultures. If a group has a problem with you replicating particular art sets, maybe that needs to be ironed out. You could comply with their wishes or maybe even negotiate a third way (like some kind of partnership regarding the database?). Dunno. I'm just opening up possibilities that allow you to stay ahead of potential issues.
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To clarify, the Hyperspin image sets are on FTP with a fair number of people having paid for access (including me). It's a good service and I agree that imagery should be handled honestly and openly. A sudden appearance of, say, logos from the full library of the NES that just happen to match the checksum of images on the HS FTP site would not be good.
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Two different versions of Minecraft how do display both?
Bedwyr replied to Tatts4Life's topic in Noobs
There is a way to make a batch (.bat) file from the shortcut and turn it into an executable, but it can be a bit dodgy. -
Sort of. The best sources are the ftp sites for both Hyperspin and EmuMovies. I've gotten a lifetime/platinum membership with both and have to say it's worth the price just for the aggravation saved to have imagery for full libraries in one place. Let alone the video and manual support of EmuMovies.
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I'll be darned. Did not know that. Should a control scheme need to be customized (not that I need to right now), do you suggest a particular workflow to keep things straight?
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That did it, thanks. I'm probably getting turned around but I've been using this as a visual reference: https://github.com/retropie/retropie-setup/wiki/retroarch-configuration That indicates that the shoulder button of the retropad (L1, http://www.libretro.com/index.php/getting-started-with-retroarch/) is mapped to the Z trigger, not the 360's trigger. Are those illustations out of date? I did switch the primary buttons (A/B) back to A/X as it makes more intuitive sense.