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LogicalEgo

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Posts posted by LogicalEgo

  1. 10 minutes ago, shinra358 said:

    can you post how it was referenced in epoch? I don't feel like downloading a whole pack just to see that :P

    Take a look at the fontfamily below

    Example:

    <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
                 xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
                 xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
                 xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
                 xmlns:transitions="clr-namespace:Unbroken.LaunchBox.Wpf.Transitions;assembly=Unbroken.LaunchBox.Wpf"
                 xmlns:coverFlow="clr-namespace:Unbroken.LaunchBox.Wpf.Controls.CoverFlow;assembly=Unbroken.LaunchBox.Wpf"
                 xmlns:aop="clr-namespace:Ao.Bigbox.Plugins;assembly=Ao.Bigbox.Themer"
    			 xmlns:cal="http://www.caliburnproject.org"
                 xmlns:i="http://schemas.microsoft.com/expression/2010/interactivity"
                 mc:Ignorable="d"
                 d:DesignHeight="1080" d:DesignWidth="1920" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Style="{DynamicResource UserControlStyle}">
        
    	
    	<!-- USER CONTROL START -->
    	<UserControl.Resources>
            <FontFamily x:Key="FontHead">/CityHunter.Resources;Component/Fonts/#Streamster</FontFamily>
            <FontFamily x:Key="FontBody">/CityHunter.Resources;Component/Fonts/#Arcade</FontFamily>
        
    	
    	<!-- STORYBOARDS START -->
    		<Storyboard x:Key="DetailsFade">
    	    <DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="FlowControl">
                    <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="1"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.0" Value="1"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.5" Value="0"/>
                </DoubleAnimationUsingKeyFrames>
    			<DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="WheelBG">
                    <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="1"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.0" Value="1"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.5" Value="0"/>
                </DoubleAnimationUsingKeyFrames>
    			<DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="WheelSelectedBG">
                    <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="0.8"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.0" Value="0.8"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.5" Value="0"/>
                </DoubleAnimationUsingKeyFrames>
    			<DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="WheelSelectedInfoBG">
                    <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="0.8"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.0" Value="0.8"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.5" Value="0"/>
                </DoubleAnimationUsingKeyFrames>
    			<DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="GameLogo">
                    <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="1"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.0" Value="1"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.5" Value="0"/>
                </DoubleAnimationUsingKeyFrames>
    			<DoubleAnimationUsingKeyFrames Storyboard.TargetProperty="(UIElement.Opacity)" Storyboard.TargetName="Icons">
                    <EasingDoubleKeyFrame KeyTime="0:0:0.2" Value="1"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.0" Value="1"/>
                    <EasingDoubleKeyFrame KeyTime="0:0:4.5" Value="0"/>
                </DoubleAnimationUsingKeyFrames>
    		</Storyboard>
    		</UserControl.Resources>
    	<!-- STORYBOARDS END -->
    	
    	
    	<!-- CANVAS START -->
    	<Canvas Name="Canvas">
            
    		<!-- VIDEO BACKGROUND START -->
    		<Grid Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}">
    			<aop:AutopathVideoLooper Autopath="Context" AllowMultipleVideos="true" AllowFallbackParent="false" FallbackPath="pack://siteoforigin:,,,/Themes/Blade Runner/Videos/Backgrounds/Default/" Fallback="StopAfterTry3" Mute="True" Crossfade="0:0:5" Speed="1" Shuffle="True" Stretch="Fill" />
    	        </Grid>
    		<!-- VIDEO BACKGROUND END -->
    		
    		
    		<!-- GRID START -->
            <Grid Height="{Binding ElementName=Canvas, Path=ActualHeight}" Width="{Binding ElementName=Canvas, Path=ActualWidth}">
                <Grid.Background>
                    <SolidColorBrush Color="Black" Opacity="{Binding BackgroundFade}" />
                </Grid.Background>
                <Grid.ColumnDefinitions>
                    <ColumnDefinition Width="30*" />
                    <ColumnDefinition Width="390*" />
                    <ColumnDefinition Width="330*" />
                    <ColumnDefinition Width="30*" />
                    <ColumnDefinition Width="360*" />
                    <ColumnDefinition Width="30*" />
                    <ColumnDefinition Width="330*" />
                    <ColumnDefinition Width="420*" />
                </Grid.ColumnDefinitions>
                <Grid.RowDefinitions>
                    <RowDefinition Height="125*" />
                    <RowDefinition Height="40*" />
                    <RowDefinition Height="90*" />
                    <RowDefinition Height="90*" />
                    <RowDefinition Height="30*" />
                    <RowDefinition Height="345*" />
                    <RowDefinition Height="75*" />
                    <RowDefinition Height="235*" />
                    <RowDefinition Height="50*" />
                </Grid.RowDefinitions>
                
    			
    			<!-- HORIZONTAL WHEEL START -->
                <coverFlow:FlowControl x:Name="FlowControl" Grid.Column="0" Grid.Row="5" Grid.ColumnSpan="8" HorizontalAlignment="Stretch" VerticalAlignment="Stretch" ImageType="Boxes"
                    CurveAmount="0.0" CameraZPosition="6.0" VisibleCount="14" PageSize="6" Spacing="2.4" ItemZPosition="1.0" SelectedItemZPosition="1.0" Panel.ZIndex="100">
                    <coverFlow:FlowControl.CoverFactory>
                        <coverFlow:HorizontalWheelCoverFactory />
                    </coverFlow:FlowControl.CoverFactory>
                </coverFlow:FlowControl>
                <!-- HORIZONTAL WHEEL END -->
                
    			
    			<!-- SCANLINE OVERLAY START -->
                <Image x:Name="Scanline" Grid.Column="0" Grid.Row="0" Grid.ColumnSpan="8" Grid.RowSpan="9" Source="pack://siteoforigin:,,,/Themes/Blade Runner/Images/Theme/scanline.png" RenderOptions.BitmapScalingMode="HighQuality" 
                       Opacity="0.2" Panel.ZIndex="0"/>
                <!-- SCANLINE OVERLAY END -->
                
    			
    			<!-- TOP BAR BG START -->
                <Border x:Name="TopBarBG" Grid.Column="0" Grid.Row="0" Grid.ColumnSpan="8" Opacity="0.8" Background="Black" SnapsToDevicePixels="True" Panel.ZIndex="1" />
                <!-- TOP BAR BG END -->
                
    			
    			<!-- BOTTOM BAR BG START -->
                <Border x:Name="BottomBarBG" Grid.Column="0" Grid.Row="8" Grid.ColumnSpan="8" Opacity="0.8" Background="Black" SnapsToDevicePixels="True" Panel.ZIndex="1" />
                <!-- BOTTOM BAR BG END -->
                
    			
    			<!-- WHEEL BG START -->
                <Border x:Name="WheelBG" Grid.Column="0" Grid.Row="5" Grid.ColumnSpan="8" SnapsToDevicePixels="True" Panel.ZIndex="1" >
                    <Border.Background>
                        <LinearGradientBrush EndPoint="0,1" StartPoint="1,0">
                            <GradientStop Color="#1A000000" Offset="0.5"/>
                            <GradientStop Color="#A6000000" Offset="0"/>
                            <GradientStop Color="#A6000000" Offset="1"/>
                        </LinearGradientBrush>
                    </Border.Background>
                </Border>
                <!-- WHEEL BG END -->
                
    			
    			<!-- WHEEL SELECTED BG START -->
                <Border x:Name="WheelSelectedBG" Grid.Column="3" Grid.Row="4" Grid.ColumnSpan="3" Grid.RowSpan="2" Opacity="0.8" Background="#FF3737" SnapsToDevicePixels="True" CornerRadius="35,35,0,0" Panel.ZIndex="2"/>
                <!-- WHEEL SELECTED BG END -->
                
    			
    			<!-- WHEEL SELECTED INFO BG START -->
                <Border x:Name="WheelSelectedInfoBG" Grid.Column="3" Grid.Row="6" Grid.ColumnSpan="3" Opacity="0.8" Background="#FE1C1C" SnapsToDevicePixels="True" CornerRadius="0,0,35,35" Panel.ZIndex="2"/>
                <!-- WHEEL SELECTED INFO BG END -->
                
    			
    			<!-- SELECTED TITLE BG START -->
                <Border x:Name="SelectedTitleBG" Grid.Column="2" Grid.Row="2" Grid.ColumnSpan="5" Opacity="0.6" Background="#000000" SnapsToDevicePixels="True" CornerRadius="20" Panel.ZIndex="2" />
                <!-- SELECTED TITLE BG END -->
                
    			
    			<!-- PLATFORM LOGO START -->
                <Image x:Name="PlatformLogo" Source="{Binding Path=ActiveGame.PlatformClearLogoImagePath}" Grid.Row="0" Grid.Column="1" Grid.ColumnSpan="2" Margin="0,10,0,15" HorizontalAlignment="Left" VerticalAlignment="Center" RenderOptions.BitmapScalingMode="HighQuality" Panel.ZIndex="99"  />
                <!-- PLATFORM LOGO END -->
    			
    			
    			<!-- TIME START -->	
    				<TextBlock x:Name="Clock" Text="{Binding CurrentTime}" TextAlignment="Right" FontFamily="{StaticResource FontBody}" FontSize="49" TextWrapping="Wrap" Grid.Column="1" Grid.Row="0" Grid.ColumnSpan="7" Opacity="1" Panel.ZIndex="3" Margin="0,2,20,0" VerticalAlignment="Center" >
    					<TextBlock.Foreground>
    						<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
    							<GradientStop Color="#FE1C1C" Offset="1"/>
    						    <GradientStop Color="#FF3737"/>
    						</LinearGradientBrush>
    					</TextBlock.Foreground>
    				</TextBlock>
    			<!--TIME END-->
                
    			
    			<!-- GAME LOGO START -->
                <Image x:Name="GameLogo" Grid.Column="4" Grid.Row="7" Source="{Binding Path=ActiveGame.ClearLogoImagePath}" Margin="0,10" RenderOptions.BitmapScalingMode="HighQuality" Panel.ZIndex="3" />
                <!-- GAME LOGO END-->
                
    			
    			<!-- STATIC CUSTOM HEADER TEXT -->
                <TextBlock x:Name="GameStaticText" Grid.Column="2" Grid.Row="0" Grid.ColumnSpan="5" Text="" FontFamily="{StaticResource FontHead}" FontSize="60" HorizontalAlignment="Center"
                          VerticalAlignment="Center" Panel.ZIndex="3" >
    				<TextBlock.Foreground>
    					<LinearGradientBrush EndPoint="0.5,1" StartPoint="0.5,0">
    						<GradientStop Color="#FE1C1C" Offset="1"/>
    						<GradientStop Color="#FF3737"/>
    					</LinearGradientBrush>
    				</TextBlock.Foreground>
    			</TextBlock>	
                <!-- STATIC CUSTOM HEADER TEXT END -->
    			
    			
    			<!-- SELECTED TITLE START -->
                <Viewbox x:Name="SelectedTitle" Grid.Column="2" Grid.Row="2" Grid.ColumnSpan="5" StretchDirection="DownOnly" Margin="10" Panel.ZIndex="3">
                    <TextBlock Text="{Binding ActiveGame.Title}" Foreground="#FFFFFF" FontFamily="{StaticResource FontBody}" FontSize="60" Margin="0,6,0,0" />
                </Viewbox>
                <!-- SELECTED TITLE END -->
    			
    			
    			<!-- STORYBOARD TRIGGER START -->
                <TextBlock x:Name="Trigger" Text="{Binding Path=SelectedGame.Name, NotifyOnTargetUpdated=True}" Visibility="Hidden" ><!-- binds to the SELECTED platform name and notifies the trigger everytime it updates -->
                    <TextBlock.Triggers>
                        <EventTrigger RoutedEvent="Binding.TargetUpdated"><!-- trigger that plays the storyboard and when it plays it, in this case everytime the SelectedPlatform.Name of the TextBlock changes -->
                            <BeginStoryboard Storyboard="{StaticResource DetailsFade}"/><!-- specifies which storyboard the trigger will play -->
                        </EventTrigger>
                    </TextBlock.Triggers>
                </TextBlock>
                <!-- STORY BOARD TRIGGER END -->			
                
    			
    			<!-- SELECTED ICONS START -->
                <DockPanel x:Name="Icons" Grid.Column="4" Grid.Row="6" HorizontalAlignment="Center" VerticalAlignment="Center" Panel.ZIndex="3">
                    <Image Source="pack://siteoforigin:,,,/Themes/Blade Runner/Images/Theme/favorite.png" RenderOptions.BitmapScalingMode="HighQuality" >
                        <Image.Style>
                            <Style TargetType="Image">
                                <Setter Property="Visibility" Value="Collapsed" />
                                <Style.Triggers>
                                    <DataTrigger Binding="{Binding ActiveGame.Favorite}" Value="True">
                                        <Setter Property="Visibility" Value="Visible" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding ActiveGame.Favorite}" Value="False">
                                        <Setter Property="Visibility" Value="Collapsed" />
                                    </DataTrigger>
                                </Style.Triggers>
                            </Style>
                        </Image.Style>
                    </Image>
                    <Image Source="pack://siteoforigin:,,,/Themes/Blade Runner/Images/Theme/completed.png" RenderOptions.BitmapScalingMode="HighQuality" >
                        <Image.Style>
                            <Style TargetType="Image">
                                <Setter Property="Visibility" Value="Collapsed" />
                                <Style.Triggers>
                                    <DataTrigger Binding="{Binding ActiveGame.Completed}" Value="True">
                                        <Setter Property="Visibility" Value="Visible" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding ActiveGame.Completed}" Value="False">
                                        <Setter Property="Visibility" Value="Collapsed" />
                                    </DataTrigger>
                                </Style.Triggers>
                            </Style>
                        </Image.Style>
                    </Image>
                    <Image Source="pack://siteoforigin:,,,/Themes/Blade Runner/Images/Theme/broken.png" RenderOptions.BitmapScalingMode="HighQuality" >
                        <Image.Style>
                            <Style TargetType="Image">
                                <Setter Property="Visibility" Value="Collapsed" />
                                <Style.Triggers>
                                    <DataTrigger Binding="{Binding ActiveGame.Broken}" Value="True">
                                        <Setter Property="Visibility" Value="Visible" />
                                    </DataTrigger>
                                    <DataTrigger Binding="{Binding ActiveGame.Broken}" Value="False">
                                        <Setter Property="Visibility" Value="Collapsed" />
                                    </DataTrigger>
                                </Style.Triggers>
                            </Style>
                        </Image.Style>
                    </Image>
                </DockPanel>
                <!-- SELECTED ICONS END -->
                
    			
    			<!-- GAME CONTROLS START -->
                <Image x:Name="GameControls" Grid.Column="2" Grid.Row="8" Grid.ColumnSpan="5" Source="pack://siteoforigin:,,,/Themes/Blade Runner/Images/Theme/game_controls_ps4.png" RenderOptions.BitmapScalingMode="HighQuality" Panel.ZIndex="3" />
                <!-- GAME CONTROLS END -->
                
    			
    			<!-- QUICK JUMP START -->
                <ListBox Name="Index" Grid.Column="0" Grid.Row="7" Grid.ColumnSpan="8" Style="{DynamicResource HorizontalListBoxStyle}" Visibility="{Binding IndexVisibility}" Panel.ZIndex="100" VerticalAlignment="Bottom">
                    <i:Interaction.Triggers>
                        <i:EventTrigger EventName="MouseDoubleClick">
                            <cal:ActionMessage MethodName="OnEnter" />
                        </i:EventTrigger>
                    </i:Interaction.Triggers>
                </ListBox>
                <!-- QUICK JUMP END -->
            
    		
    		<!-- GRID END -->
    		</Grid>
        
    	
    	<!-- CANVAS END -->    
    	</Canvas>
    
    	
    	<!-- USER CONTROL END -->
    </UserControl>

     

    • Like 1
  2. Uploaded my assorted wheel set (WIP) CHCL.zip. I am positive their will be missing systems/platforms since it is built around my set up. If you want a system/platform covered just put in a request and I will try my best.

    clear logos.png

  3. On 9/11/2017 at 9:50 PM, Zombeaver said:

    Okay, the first batch of Saturn overrides are now available. There is a new tab on the audit sheet for specific details on the Saturn overrides.

    I did things a little bit differently this time - I made my own custom Saturn overlay to go with it (I've been in the process of working on a full set) and adjusted each game to that size. Press the right thumb-stick button to go to the mapping overlay screen.

    It should also be noted that, currently, disc swapping via either .m3us or manually appending them in the quick menu doesn't seem to work in RA Mednafen Saturn. It works fine in standalone Mednafen, but it seems to be broken currently in RA. For this reason, for multi-disc games I included multiple .cfgs where necessary to cover each disc individually.

    Some notes about the core override (Mednafen Saturn.cfg) for reference:

    -Lines 1-8 must remain in order for everything else to work correctly. Do not change or remove these.
    -Line 9 is for the shader. You can change this to a different shader or remove it if you so choose.
    -Lines 10-14 are for the overlay. You can remove or change these if you so choose.
         *Line 10 enables or disables ("false") the overlay itself
         *Line 11 specifies which overlay you want to use
         *Line 12 specifies the opacity of the overlay. If you have one enabled, you want this to be 1 (completely opaque)
         *Line 13 specifies the hotkey button to change to the next overlay in a sequence. In this case, it corresponds to the right thumb-stick button on a 360 controller. I've setup the overlay to default to the border, but pressing this will change it to a second overlay screen that shows the controller mapping.
         *Line 14 moves the x position of Retroarch's onscreen messages (like those that indicate a controller has been detected). This specific setting moves it farther right than normal because with an overlay enabled, it will block some of the text in the normal position.

    59b737bb6f0cb_MednafenSaturnOverride.thumb.JPG.5ee62d8a4665a6833c92748ab94b4290.JPGI've got a saturated and desaturated border, and two options for the controller mapping. Desaturated and Burning Rangers are the defaults. If you want to change them, just delete "SegaSaturn.png" and "SegaSaturnMapping.png" and copy/rename the one you want to use in their place - name the one that you want to use for the border as "SegaSaturn.png" and the one you want to use for the mapping screen as "SegaSaturnMapping.png"

    SegaSaturnPDSDesaturated.thumb.png.892ad00afebff20ebb7e5098f99c662f.pngSegaSaturnPDS.thumb.png.426a5af4f3e87224b0977b91254bf7c1.pngSegaSaturnMappingBurningRangers.thumb.png.2b205f9b6016f590a614836153e6bd2d.pngSegaSaturnMappingPolicenauts.thumb.png.fa2eaf6a2ff847206752f5e04b24e43e.png

    I personally love this approach for controller layout ui, never even thought about doing something like this. If you plan to cover more systems could you make an alt of PS4 controller?

  4. 18 hours ago, Grila said:

    Yes I agree and it was something I was on the fence about as it was starting to come together. I'll comment it out as default but leave it there for anyone who wishes to utilize it. Thanks for the input, appreciated :)

    You could always clone the views offering both dark and light back grounds. I did something similar with vikings big couch theme. I just took the views I liked and reversed the colors, offering both day and night views.

    • Like 1
  5. 3 hours ago, Mute64 said:

    Dude...... literally just came online to post this. 

     

    Need to have an option like, hide games with no " clear logo" or Front box art sort of option would be great.

    It's honestly the only feature and I mean ONLY feature from Hyperspin that I miss.

  6. 14 hours ago, ckp said:

    Just adding my two cents...

    If I set/checkmark 'check for updates on startup' and 'automatically download updates in the background' and 'update to beta releases', I would expect LB to download an update that is available, but never install the update as long as it asked me yes/no. So, if I tell it "no" to install the update, it should never take the liberty to install unless I say yes.

    You can set Window to download and install automatically, or download and not install until you say so, or just notify that there is an update download available and you say when to d/l and install. I think this is the correct behavior. Yes, even Win 10 has this ability (can be set in group policy editor or registry in win 10 pro anyway).

    In any case for Launchbox, I simply have it set only with 'check for updates on startup'. That way I choose when to download and install any update. If I want to get a Beta, then I go and enable that checkbox only when I want the Beta, and then uncheck it again if I don't want Betas anymore. You can have it your way with this method. I don't have any interest at all in the download in background feature. 

    Good points

  7. 2 hours ago, Grila said:

    I actually made the original Minimal theme for and arcade cabinet that was 4:3 (and re-wrote it for 16:9 after much demand). It wasn't a CRT, but I'm sure it could be adapted very easily if it didn't scale right. Let me try to find my original file, I know I have it stored somewhere...

    This! The Minimal theme would be great for a cab.

    • Like 1
  8. 8 minutes ago, shinra358 said:

    I've already stated that I had it on ever since the release and these past 2 weeks are the only times I see it auto install. Just because ppl don't say anything about a certain thing, doesn't mean it's not bothering them. There are many chances that they have it off or are just focused on features inside of the program. Pretty much I'm usually the only person that notices something whereas someone else will come along and say something about it months after I already have so...  And this happens alot. With this, steam games, emus, whatever. So whether only 1 person says something at the time or not doesn't make it not an issue.

    Ive already said I was going to so I don't know why you have to say it again for a 4th time :P  I have no idea how you could possibly know what ppl want lol. The controller connectivity thing, not a single person ever said anything about. Yet I did. And it was fixed. Was that not still a problem because I was the only person that said something about it? of course it was. Because no one wants to keep turning off the program just to get their controllers to work for it over and over again.

    The beta update box is not the option that controls the auto install. It's the background option that controls it and I've already gave 2 examples of how and why a person would like not to do it atm xD

     

    The ONLY other program to do it this way is origin and steam and that is because of online purposes only. because of ppl have mismatching files, then their online play will keep desyncing. Every other program known to man, keeps showing the prompts on every launch.

    Except Windows 10 :p, j/p

    • Haha 1
  9. 1 minute ago, lordmonkus said:

    I would suggest porting the default theme if you could.

    I can tackle that. I do have some older 4:3 monitors at work and I might even fire up an older Windows XP machine just to make this and get the full effect. I might have to bug @CriticalCid's inbox along the way. I still have a very large queue of updates ahead of me but if patience is a virtue I can work on a little at a time. Updating art assets might be the tricky part but I do have experience with things like this back in the Hyperspin days.

    • Thanks 1
  10. Normally I do the same, but wanted to test the newest version of RA and its features since I was far behind. Happy to say I was able to bring over all my configs files and everything works. Moving forward I will be doing the same of backing up and updating .exe's in the future.

  11. On 9/2/2017 at 9:29 AM, Zombeaver said:

    There's no reason to duplicate the entire RA folder, that's total overkill. As I said in the other thread, I've got instructions on how to do this here (click on the "Zombeaver replied to" part to go to the right comment):

    Since then I've expanded this to cover Genesis Plus GX and FBA too.

    59aab2d7a769c_RetroarchPlatformsNew.thumb.jpg.ffb4f2827043304951218e4ccac52d2d.jpg

    This is actually a really awesome work around and solution since you can literally drag and drop your configs every time you update RA.

  12. 2 minutes ago, trellos said:

    Hello,I don't know if somebody else asked this before ( my search didn't bring any results) ,is there a theme in low resolution for those who use old crt tv's for emulation?

    And if not ,is it possible to make any?

    As far as I know there is not a special theme for older resolutions or 4:3, most are made for 16:9, 16:10 with stretch. I think it would be a cool idea to make a 4:3 just for stand ups and crt's but a lot of those these days are also adapting to flat screen 16:9. I think the main problem and I can certainly account for this is not having a 4:3 source to test a theme on. I have some sony PVM's but not a connection for vga, just scart break outs.

  13. Just downloaded the latest RA build after being 2 versions behind and I noticed that I can not find the per core config option in the options even after turning on advanced options. Is my eye sight just awful, am I completely missing something? Also noticed that my shader config will stick to every core I launch now.

    @Zombeaver RA guru can you shed some light?

  14. Just a quick update. I am working on the changes that Cid implemented recently into CZV2. Its almost a complete rebuild but once done it should be the last time we have to do something like this. The reason being is that a lot of the properties have changed and will finally squash that nasty DPI scaling issue BigBox themes have. CityHunter 2 should play nice on large screens with DPI scaling higher than 100%.

    With all that said, this is a slow process and current real life events has me tied up atm but the update is being worked on. I also wanted to finish Blade Runner (Theme) before diving in head first.

    • Thanks 1
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