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Headrush69

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Everything posted by Headrush69

  1. You may want to download ClrMamePRo and using it you can go into the set information and see all the systems MAME supports. There are lots and many that don't work with MAME yet. Attached is a sample. Outside of Neo-Geo, a lot of the more popular other systems are usually better supported by other emulators. There are some scripts on the forums to grab the roms for those systems from your MAME set and place in a different folder. From here there are several options on how you want to important them. You can import has separate platforms. You can import them as Arcade platform but set to use a different emulator. Afterward you can use auto-populated playlist to create those systems for you. (Using Platform category view) Here is my set up, all arcade roms in Arcade platform, but playlists that are auto populated for specific systems.
  2. If you have access to these machines already, your best bet is to install and try a few of the more demanding emulators and try a rom or two and see how hard you can push it. The issue is there is not a simple answer as each emulator and system is and can be quite different. For MAME, single core CPU speed is most important. My 2 core i3 @ 3900Mhz played many games better than my 4 core i5-6600K @ 3500Mhz using the same video card. For games that upscale or offload to the GPU (like PS2), obviously a dedicated GPU will be dramatically better than an integrated GPU. Only you can decide what shaders you might use, how much you want to upscale and what is acceptable performance wise. Maybe as a baseline, you could tell us what 2 platforms are your most important to emulate. I don't have much experience using portables for emulation but others might be able to tell you what is realistic for those specs.
  3. This is what I started with essentially and still use. The system had an i3 @ 3900Mhz and I added a Geforce GTX 970 I had. I play up to PS2 games upscaled, mostly without issues. There are a few high end titles for some platforms that have a few slow downs, but it's not the norm and it's a tradeoff between $$$ and power. Sure I could upgrade to an i7-7700 at $400, but really it's not worth it to make a couple more newer games playable in MAME and a few more fps in those troublesome PS2 games. I don't think that PC you posted would be good for PS2. CPU speed is huge in emulation and that integrated video GPU isn't powerful enough either.
  4. It appears to be an bug introduced in one of the latest updates. There is a check for making sure there are different command line options per associated platform, but this shouldn't be compared for different cores. The functionality of launching using different cores still works OK, you just can't edit and close the associated platforms window now. (I suppose a temporary work around is editing the xml manually with LB closed)
  5. Yes, the only reason he is using the override option is to force use of a game specific artwork instead of the system artwork. He/she posted some verbose output in another thread and it indeed looks like it is reading the pegasus.zip artwork file correctly. It's not the artwork as using an exact copy as a game override does work. Something isn't right and not making sense with the info we have. As a test, running any Apple2 game with MAME, I get the apple2e.zip system artwork. If I use an override, (doesn't matter which, tron for example), it loads the apple2 floppy with the arcade tron artwork. I'm sure the system shouldn't matter as the artwork system is abstracted from emulation parts. Building on what spycat said, by chance do you have zoom to screen area on?
  6. I’ll double check when I get home. I tested last night but using apple2e system and it worked. You should also had the -v option to get verbose output which might have some clues as what files MAME is trying to read.
  7. That's normal behavior. When using a system like that, it would read the system artwork if it existed. So in this case a pegasus.zip artwork file. So use the -override_artwork option and if it doesn't exist for that specific rom it will fall back to the system one. (pegasus.zip artwork)
  8. Make sure Launchbox\Games is an empty folder Open Disk Management Selection the partition you want to mount into the Launchbox directory Right click and select Change Drive Letter and Paths Click Add in the window that opens Select Mount in the following empty NTFS folder Hit browse and pick your Launchbox/Games folder
  9. It's a tiny little bit of work (just moving, not copying folders), but what I do is have all my platform rom folder in the root of my E drive, than I also mount this drive onto my Launchbox\Games folder. I can access files through E drive or Launchbox\Games and this means i can leave platform file locations as default and use relative file paths. This should work for you as your current paths are within the Launchbox folder, so your entries in your platform.xml files should be the same. I'm sure there are other options as well, just how I have mine and works great.
  10. The same folder as the Dolphin.exe is the only place it will be. If it's not there you are used the shared global location. Explained here. Just the first line, Once you open the editor you should see that gameID already in the User Config area on the bottom. You add your control information there. Dolphin will create the ini for you automatically. See the picture I posted above. (My example is a Gamecube example, but Wii game is same method.)
  11. It's just an empty text file exactly named portable.txt. That tells Dolphin to save files in that folder rather than a system shared location.
  12. Do you have the file portable.txt in the Dolphin folder? If not it saves in system wide save location and why they would be using the same profiles.
  13. Do your profiles work using Dolphin directly? Selecting one in controller options and clicking load should work. Note that the profile also includes the native device it is mapped to, so that has to be right as well.) Right click on a game in the Dolphin gamelist and select properties. Click the Editor tab. In the User Config section, you set your custom controller settings. Attached is a sample I have for setting a Gamecube game to use my Xbox 360 wireless controllers. Note: My Xbox 360 profile is mapped to device Xinput/0/Gamepad The Wii controllers work the same, just use the WiimoteSource and WiimoteProfile instead.
  14. Glad you got it working. Nothing like an illuminated track ball.
  15. Sure, you just need to make a gameini file for games that need custom controller settings. Dolphin docs about GAMEINI
  16. Is the input within MAME mapped to the track ball? If you enable debugging in LEDBlinky and start missile command and than post the debug log (minus your emial), we can probably see where the issue is. You can try running the LEDBlinky Troubleshooter as well, it can find many issues.
  17. Check the Supermodel.log file after a failed launch and check what parameters are being passed to the emulator. You should see something like this: This will tell us where the issue might be.
  18. There's no single simple answer as every emulator is different and how well they do digital to analog conversion can very greatly. One thing you can try is turning off or down the auto repeat key speed in windows, so your not sending the same key repeatedly when held down longer.
  19. Sure, but I don't think the default colors.ini and controls.ini included with LEDBlinky includes an entry for Missile Command. (I don't use the stock files, everything is custom.) You'll have to start LEDBlinkControlsEditor.exe and make an entry for missile in the MAME section. Within there set the colors for your controls including your trackball. The LEDBlinky documentation is quite good if you need more detailed explanation. Just remember you have to restart LEDBlinky for changes to be seen.
  20. If you can write a text file with the roms you want, (You can echo a directory listing into a text file as well), you can use that file to filter rom sets in ClrMamePro and do exactly what you want very easily. Each MAME update you can use that same text file and it will pick up any rom changes within sets and fix as needed.
  21. Yes and no. LEDBlinky uses the control.ini file for finding the primary controls before checking your custom mapping set using LEDBlinkyControlsEditor. This file only contains some games. You also have to remember that depending on how you imported into LB, region based roms may not have an entry in controls.ini. So for example, if you imported the MAME game 1941, but you have the North America version, 1941u, that isn't in controls.ini and LEDBLinky doesn't search the child-parent tree like MAME roms do. If you enable the LEDBLinky debug option, the debug log is very informative and easy to read, you'll be able to tell if a specific rom is finding an entry for a rom and whether the issue is LEDBlinky itself, or just a missing mapping.
  22. Even though it works, just be aware that when you include the ! character, you are sending ALT + F12
  23. Change to the following line:
  24. Yes, thanks. I was hoping the app had a true native launch option. Do you use SSF as your go to Saturn emulator? I generally use the mednafen core in Retroarch but I'm always open to other options that improve the end user experience as much as possible.
  25. Do you have it starting full screen without using 3rd party tools? I can't seem to get it trying all the "old" posts about how it should work.
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