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Headrush69

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Posts posted by Headrush69

  1. Expect to get some varied answers, but both are great emulators. 

    They have different goals and if your use case is just playing games than either will work.

    A few points:

    • MAME supports more games
    • MAME supports outputs (if that is important to you.)
    • FBNeo supports Retroachievements in some games
    • FBNeo supports Retroarch's shaders
    • If you have lots of input devices, MAME is probably easier to deal with them.
    • FBNeo supports end user improvements while MAME maintains absolute accuracy, (including faults and problems)
    • FBNeo supports some hacked roms
    • FBNEO supports alternate control devices, sound output, colors for various games

    Some will suggest that MAME is more accurate but that can be debated and likely not that important to the average gamer.

    Why not use both IF needed, Easy enough to set roms to use either emulator. No need to use one for all roms.

     

    • Like 1
  2. On 12/22/2023 at 2:44 PM, duerra said:

    Still having this issue in December.  It's not actually related to my dual-monitor setup though, I don't think.  LaunchBox just seems to get into a state where I can't actually get it to regain focus unless I kill it from the task manager and restart it.  I don't know how to actively reproduce it, but it has been happening for a number of months now. 

    I haven't had time to really investigate but since a couple versions ago I have the same consistent issues.

    It seems the GUI stalls yet everything is functioning otherwise. If I click around the screen, I can hear LB playing the preview video for whatever game I may be clicking on. The GUI elements don't highlight. The only way to fix is to close LB and restart.

    Edit: Ypu should ask a mod to move this to the troubleshooting forum where it will likely get more attention. This one is for website/forum problems.

  3. No Launchbox doesn't have anything to do with emulator settings changing unless you have passed some command line options to the emulator.

    Teknoparrot is a constantly changing emulator. Have you recently updated it and have you checked that the custom resolution option is still set in the Teknoparrot UI?

    Just tested with MKDX1.18 and custom reolution @ 1920x1080 and still working OK.

  4. 2 hours ago, damageinc86 said:

    I only have Launchbox's startup screen for teknoparrot I think.

    That's interesting.

    I still use RL mostly just for Teknoparrot for it's loading screens. Some Teknoparrot games take so long to start (Mario, Buck Hunter, etc) , so the having support for actively waiting for the game window over just timed start up screens is perfect. Of course if LB added startup screen longer than 30 seconds and it wouldn't be needed.

  5. 8 hours ago, paulitix said:

    Is this list still accurate?

    For the most part yes, but some people will suggest standalone emus over the RA cores of the same emulation engines.

    Some notable changes are:

    1. BigP emu for Atari Jaguar 
    2. Ryujinx and Yuzu are both excellent for Nintendo Switch
    3. Retroarch has a separate a5200 core now that works well for many games (based on same atari800 core)

     

  6. 23 hours ago, Drakkorcia said:

    Does anyone play Naomi games with a racing wheel and have it integrated into Launchbox or other frontend? I would like it if Retroarch supported wheels but up to now have never seen it done.

    I have a Logitech MOMO steering wheel and pedals working fine with both Retroarch flycast core and standalone Flycast.

    Your wheel will be mapped to a virtual XBOX layout and you will most likely need to go into the game service menu and calibrate the controls.

  7. 8 minutes ago, EvoluZion3 said:

    I wonder just for completeness is it possible to pass the filename of this .opt file from LB to RA, just to "formalise" it (I much prefer LB to run the show and spoon-feed RA what it needs to do, rather than letting RA recognise the incoming game filename and look for the .opt file itself).

    You can but it might ackward and have the same issues you might be looking to avoid using the builtin Retroarch override system.

    I don't use them anymore, but you can pass Retroarch the location of the Retroarch config file and at the very least have that config put the to a different location for the options file.

    Retroarch doc is here.

    12 minutes ago, EvoluZion3 said:

    Even better would be if LB could override the specific parameter atari800_system = "400/800 (OS B)" just for this game but I doubt you can pass this low level of override to RA.

    Not that I know of.  You could also use a prelaunch command to copy/modify the options file manually  which wouldn't tie it to the name. I have use this in the past but it's cumbersome to maintain (easier using Joe's bulk editors), but I find it was easier just to use the built in options for my sanity rather than trying to remember what hacks/routines I used for specific games. :)

    • Like 1
  8. I'm not sure where the error is.

    The first code is the old deprecated format, and the second one is the new format.

    Other than that they look functionally the same. (I haven't had my morning coffee though :) )

    The default bezel will apply to all games. If you want seperate ones for vertical and horizontal you need a vertical.zip and a horizont.zip 

  9. You can use MAME stable controller IDs to help with the issue: MAME stable controller IDs

    One problem is the IDs between the same Xbox controllers aren't unique (unless the situation has improved), so you could set up 2 xbox controller to specific IDs, but you can't make sure a specific xbox controller is the first or second xbox controller .

    For example you can map 2 xbox controller to MAME joystick 7 and one to MAME joystick 8. Which ever one is scanned or attached first will be assigned to MAME joystick 7 and the next one as MAME joystick 8. So within MAME you can map controls to joystick 7 and 8 for  player 1 and player 2, but you don't know for sure which Xbox controller will be which.

     

  10. On 7/8/2023 at 10:50 PM, whbinder said:

    Well, there is a new version. I wouldn't call it fixed. Pitfall still doesn't start and now displays random ascii text. The sound is off on all games and the controls are more sluggish.

    Just to clarify, I was referring to a fixed Pitfall rom. Starts and plays perfectly for me with the a5200 core.

  11. On 10/27/2023 at 10:56 AM, St_Eddie said:

    It was indeed the analogue settings which were the problem. I disabled the binding for increase/decrease speed and then adjusted the speed of the X and Y trackball movement.  It's a little hard to pin down what the correct speed should be, but around 200 or so seems to be the sweet spot.  Thank you for your help!

    Are you using an actual trackball? What values did you end up with for sensitivity?

    I have a Hi-Rez encoder wheels on my trackball, so my values are different than most people, but I never played Marble Madness on a real cabinet, so I don't know exactly how it should feel.

    • Like 1
  12. WOW those are some tight controls in that video.

    Have you adjusted the analog controls within MAME? Every once in a while MAME devs makes corrections and adjustments to control values if better information becomes avaliable.

    Whenever I have a random issue with MAME for a game that previously worked perfectly, I extract a clean MAME folder and run the game there as well. Helps narrow down whether it was a MAME change or possibly a faulty or corrupt older cfg, ini, etc.

    • Like 1
  13. 3 hours ago, ChickenGeorge said:

    Did you get this to work for model 2 what about supermodel(model 3) Teknoparrot? Were able to find game specific bezels? Or just a generic system bezel. 

    Still working fine for both. (I used ReshadeManager)

    I switched to using better lua scripts for widescreen support so don't use bezels for most m2 games now.

    I did have per game bezels, but if I remember correctly, finding the model 2 games bezels was tough. It wasn't a complete pack and I got them individually all over. I take a look and see if I still have them.

     

  14. 8 hours ago, Robdot1968 said:

    I have tried Melon and it doesn't seem to work for me., any suggestions?

    What exactly was the issue? (Also what are your machine specs and were you using standalone or Retroarch core)

    Maybe it's just a configuration issue. I use both Melon and Desmume  in Retroarch and both work well.

  15. Maybe I'm missing what your looking for, but you won't get the collapsable part until you add another item that has the upper category set as a parent.

    If you highlight a category and choose new category, it should preset the new items parent as the currently highlighted category,

  16. 4 hours ago, zugswang said:

    Doesn't work for me using these settings.

    Is this for the nightly builds of PCSX2 or the normal stable version ? (I am using the latest QT version v1.7.4933 64bit)

    Thanks

    I'm on version 1.7.4721 and it works, so I don;t know.

    1 hour ago, Suhrvivor said:

    Does this apply to SSX3? that's the only one I have on my LaunchBox.

    Just SSX1 and Tricky apparently.

    • Like 1
  17. On 7/21/2023 at 8:13 PM, Hamburglin said:

    Ok, yet another issue while messing with the settings above, specifically the scaling aspect ratio.

    If I use "core provided", the black tv bezel that mega bezel creates fits and is in the right place. If I select "full" then the mega bezel tv bezel is nowhere to be seen.

    20230721_200653.jpg

    20230721_200712.jpg

    It looks like you might have got your answers on the Retroarch forum, but you are mixing overlays and full screen Mega shaders. These shaders HAVE to be in full screen scaling, not core provided.

    If you want to use some overlays, you have to add them and manually override them in a slang override. 

    For example, I use Duimon's shader, but prefer my overlay images, so for the bsnes ocre I have a core slang override that has the following:

    Quote

    #reference ":/shaders/Mega_Bezel_Packs/Duimon-Mega-Bezel/Presets/Advanced/Nintendo_SNES/SNES-[ADV]-[Guest]-[Bezel].slangp"
    BackgroundImage = ":/overlays/Console Bezel Pack/Super-Nintendo-Entertainment-System_noframe.png"
    HSM_USE_IMAGE_FOR_PLACEMENT = "1.000000"
    HSM_BZL_WIDTH = "64.000000"
    HSM_BZL_HEIGHT = "64.000000"
    HSM_FRM_THICKNESS = "0.000000"
    HSM_DECAL_OPACITY = "0.000000"
    HSM_INTRO_WHEN_TO_SHOW = "0.000000"

    Basically all that does is use my image and make the frame a bit smaller.

    The result looks like this:

    image.thumb.png.cd2d16c24bfca3aee412fca7bc8f4f8e.png

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