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mothergoose729

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Everything posted by mothergoose729

  1. That CRC check bit is really exciting! Thank you LB team for continuing to improve on an already great product :).
  2. CPU core 1 is dual core, CPU core 0 is single core. I have removed from the controller section from all my wii games, because I haven't figured out how to set them in the config yet. Whatever your global settings are, they should apply if you use my config. You mentioned you are using the dolphin bar, so make sure to hit refresh in the controller menu next to devices. You will feel the wii mote buzz saying that dolphin and it are synced up.
  3. Ok, here is my game config. I have done my best to include every setting I could find for a game ini in the file, so that all my settings are set manually per game, rather than some being set in menus. I would recommend setting the efbscale = 7 from efbscale = 9 for 1080p gaming. If you need to squeeze out more performance, you can disable GPU sync and virtual XFB and set efbscale = 2 for native resolution. SX4E01.ini
  4. To elaborate further, the issue with linux and android is really just the availability of good software, and issues with the linux binaries being out of sync or lacking a lot of features available in the windows version. Performance is usually similar though because most emulators are so dependent on opengl. I haven't experimented with Ryzen CPUs, my last enthusiast AMD cpu was a thuban six core back in the 2011. Until recently AMD has always generally lagged in performance., but Ryzen looks to be very usable for emulation. Based on the dolphin benchmarks I have seen, intel CPUs are substantially faster still, but it is not like Ryzen will hold you back much. The worst experiences I have had is with AMD GPUS. Performance and stability are a real problem, because for years and years ATI and AMD have just not put the time and development into their opengl drivers that they need too. AMD graphics cards for me, in everything but AAA pc games, have consistently and massively underperformed and often have had bugs not present on Nvidia GPUs... to the point that I have now sworn of ATI graphics cards for good. I'll likely never buy from the red team ever gain, and for emulation in particular, I don't recommend anyone else does either.
  5. I spent a lot of time fighting the good fight, using AMD CPUs, ATI graphics, and a linux OS. After banging my head against the wall a ton, I now use intel CPUs, nvidia GPUs, and windows exclusively. I don't think there is much of a comparison really, that is THE platform for accurate and fast emulation.
  6. If you have a lot of ECM files then you can convert them with free tools. Otherwise cue files are largely copy past, change the name of the file, and you are done. If you have a modern PC, mednafen is really the go to playstation emulator, and retroarch has a great front end for it. You can also experiment with the hardware accelerated core for better performance, and additional features like perspective correction.
  7. My hardware is very similar to yours. I'll post my game ini later today and you can try tweaking off that. It might be a configuration issue. If there is anything you can do to rule out the iso rip, then you should do that too. I would recommend using OpenGL as the back end, if you aren't already. Vulkan and DX12 are less mature on nvidia cards in particular.
  8. You would probably get some better advice on the dolphin forums. Those guys are awesome over there. I have xenoblade chronicles running on the 5.0 stable release. What are your specs and what version of dolphin are you using?
  9. If you have the space for all the media, it is totally worth it. You don't just get game movies. Lots of games come with manuals, music tracks, more box art and screenshots, and other goodies. Some of my favorite stuff has been the arcade schematics and owner's manuals. For me, a big part of emulating is getting to experience and learn about old systems and old games. Emumovies is fantastic. If you do get a subscription, I recommend taking the time to get the FTP client set up too. The API for launchbox does a good job finding content on emumovies most of the time, but sometimes little things in the names don't quite line up. If you can find a file for your game on the ftp server, then you can get hints about how to rename it in LB so you can sync up better. Another tip: Pokémon games need the accent on the é, and all zelda titles begin with "Legend of Zelda, The" in emumovies
  10. That is very interesting, and I really hope you guys succeed. I'm just curious is all. Thank you for sharing your insight :).
  11. Not a dev here: Don't the nvidia graphics use a similar shader pipeline and all that to modern graphic too ? I was reading about CXBX on the (original) website. The system calls are all done though a D3D API I think, although I guess there are some custom bits that need to be emulated.
  12. Yeah that video leaves a lot to be desired. I am not familiar with that particular emulator, but it doesn't seem much more advanced then the other XBOX simulators out there. I do hope they keep at it though and get it really working. I would love to replay some of my favorite XBOX games. There are still a lot of titles for the system that were exclusive and never made it to another console or the PC. A real shame too. AFAIK it uses essentially off the shelf PC hardware for the time. There is a lot of potential to really accurately and efficiently emulate the system with standard PCs, because the architecture is so similar.
  13. That bit felt oddly personal. You don't have to nitpick the differences if you don't want to, but it is relevant and useful to the thread topic. You can definitely say that standalone emulators have more options and customization, because some of them do. I pointed out several examples. Retroarch brings features to every core that are not always available in the standalone, so that is true too. We can both be right. I sometimes use different emulators for different games in launchbox. Retroarch is as good or sometimes better than standalone for a lot of systems in a lot of cases. Use retroarch where it makes sense and use standalone where it doesn't.
  14. Unified shaders, save states, and controller input are definitely one of the highlight features of retroarch. Retroarch has all great low level customizations with config files, so you can get around needing to change drivers or flip the screen around or whatever for particular games. Here is where I have found retroarch lacking: MAME: Tons and tons of features missing. I won't list them all. DOSBOX: Retroarch has a DOSBOX cores, but frankly nobody should use it. That goes for all the PC emulators in retroarch. N64: You have a choice between the parallelie core and the mupegen with glide64. You often need multiple plugin setups and configs to run a good spectrum of the n64 library. There are also problems with using a real n64 controller as input. VBA-M: A lot of the input link emulation stuff you might want to do for pokemon , or for hooking up to an emulated gamecube, don't work. Light Gun emulation: Retroarch only supports one mouse input device, and there are a lot of emulators that should support light gun emulation but don't in retroarch. In general, any input device that isn't the standard controller for that system probably won't work. For example, I don't think retroarch supports the analog controller for the master system. Cheat Files: Very spotty. For most cores they don't work. PPSSPP and Desume have some niche features not supported by the retroarch cores. PPSSPP in particular really benefits from some intense, low level customization on a per game basis. In general, for any emulator that is still be actively developed, the retroarch cores is usually one or two major releases behind, which can lead to you running into problems that have already been fixed in the stand alone. For example, mednafen's saturn support is all bleeding edge, with compatibility and accuracy getting better by the day. And I could go on. As I have gotten deeper and deeper into emulation, I have uncovered a lot of edge cases that retroarch doesn't account for. The majority of the work has been done to increase compatibility and features for standalone. Retroarch includes everything you really need to get games running (mostly), but it doesn't include everything that is out there.
  15. Yeah warp speed isn't bad thing. Hitting alt w isn't that hard I suspose :p. Thanks. Totally going to try that. Most of my stuff is in disc format so this will help a lot. I'll have to look and see if some of my tape games are abondonware, and also available in disk format. Some of them I have only been able to find in tape. It would be great if there was a utility to convert tape or disk to cart, at the file level. None of my games are cart :(.
  16. The standalone emulators almost always offer more features and more robust customization than the retroarch cores. The main advantage of retroarch is the unified UI. Sometimes, the retroarch version of an emulator has additional features or tweaks that are not always readily available in the stand alone. Having used retroarch for a long time though, I am finding that I generally prefer stand alone emulators. In particular, the way input is handled in retroarch is both a blessing and a curse. I find that stand alone emulators usually have more rigid button assignments (to a particular controller or xinput device index that is always player one, ect), that ultimately makes them more predictable than retroarch, which often guesses wrong or gets confused by the existance of other input devices (the dolphin bar flubbing things up being a great example). It has been my experience, based on where I see the work going and what some of the devs say, that retroarch is really focused on ARM devices and to a lesser extent hacked consoles. Retroarch with a front end launcher is perfect for things like the rasberry pi's. For windows you have a lot more options. Using something like launchbox, I now prefer emulators that let me do more low level customization and tweaking than retroarch usually offers. For my purposes, I use retroarch for atari 2600, atari 7800, NES, master system, SNES, genesis, playstation, sega saturn, MAME, Neo Geo (through MVS roms), gameboy handhelds, and PSP. I am planning on replacing half of those in the near future with standalone for various reasons, and I think eventually I might like to replace all of them with standalone emulator at some point. The majority of the emulators I use now are standalone, and customization, features, and automation are the main reason (in addition to retroarch not supporting all systems yet). So retroarch is great for a lot of reasons, and especially good for people emulating 8bit and 16bit systems who don't want to fuss about very much. Power users like myself should definitely use standalones most of the time.
  17. Hi there, I am starting to mess around with the commodore 64 using VICE. My biggest complaint is that most of my games are all floppy drive images, or worse yet, tape images, and they take something like 1000 years to load. I know that is how it was on the real c64... and yay for accuracy and authenticity and all that. I live in the fast pace "it's 2017 and I need it yesterday world", so I was wondering if there are settings in VICE, or another emulator that can load tape and disk drives much faster. Maybe instantly. It seems like something somebody should have done. Oh and before you mention it, I know that VICE already speeds it up quite a bit. I want it faster than even that. Thanks :)
  18. Launchbox is awesome, and the built in controller mapping for the UI really great most of the time. I am one of those weirdos who likes to use different controllers for emulating different systems. Right now LB can configure one set of button mappings and apply it to whatever controller I happen to have plugged in. I think this is done based on a button index, using button 0 and button 1 by default. This can lead to some weird assignments, like "A" being back and "X" being click/accept on a gamecube controller with a mayflash adapter, to partially broken, like where a n64 controller has no way to select a platform, but can back out or launch a game. It would be really great to be able to set up a mapping for a controller in a similar way how retroarch handles it. I have a set of button mappings for a certain type of controller, and LB knows what type of controller I have plugged in and loads the correct configuration. If I use a controller LB has never seen before, I can go in and set the default configuration manually. Thank you LB team for the work you do and the great support you provide!
  19. Ok, well I spent some time on this, and here is what I learned. Based on my experience, the Glide64 plugin for project 64 (2.2 version) has a lot less *noticeable problems then the mupen64 plugin used in retroarch (at least for the games I am most interested in). I attribute this to the project 64 teams willingness to insert more game specific hacks and tweaks. For example, the glide64 plugin for project 64 doesn't have the multiplayer speed problem in mario kart. This is a bug where multiplayer pass two players, or certain maps, will play twice as fast as they should, because of a hack nitendo introduced to compensate for input lag. Project 64 used a cheat force the game to run at correct speeds, while mupen64 in retroarch didn't.. The retroarch can play hard to emulate games like Pokemon Snap, because by default it comes with much stricter frame buffer emulation, but unfortunately it still has some very agridious rendering errors that make it far from perfect (the virtual console version is the best I have tried so far). Project 64 with glide 64 can't play it all, and I haven't been able to find a working plugin that fixes these problems. In terms of accuracy they are both pretty close, but the parrellel core is much more accurate. It uses as a base angrylions pixel-accurate plugin, with some vulkan to speed it up and some additional tweaks (although I am not sure what all of those are, it does fix some bugs in some hard to emulate games). It also let's you use cx4 RSP plugin, and I am not sure what is used for sound, but in my experience with a couple of games it sounds really, really good. You are forced to run it in native res and you get some of the graphical oddities of the n64 also, like 3 point bi linear filtering. So if you want fancy graphics for the well supported titles that run well with glide (like Zelda), the glide plugin has more features, if less accuracy. If you are intent on using a real n64 controller with a mayflash adapter, then unfortunately retroarch is totally out. The analog setup is wrong for n64 and there is no way to fix it in the software, you have to rely on third party apps that set the stick globally. The problem with this is that retroarch is actually the odd man out. Between the mupen core and the parrellel core there are still games that don't work properly (like pokemon snap), which means to get good coverage you have to use the virtual console in dolphin and/or some combination of project 64 or mupen standalone with different plugins and settings not supported by retroarch. If you adjust the stick to work with retroarch, it will be totally off for these other programs. Not good. Even in the programs that do support the stick properly, there are differences in accuracy between them. For example, the virtual console in dolphin doesn't register input directly along the axis correctly. In Yoshi's island, in order to do a butt stomp, I have to push down on the controller slightly off axis. Directly down doesn't input correctly. The input on the outer radius of the controller also feel a tad bit off... I think this is because the gamecube is calibrated for a circle radius on the analog, while the n64 is calibrated in a square. The input plugin for project 64 is much better though. Set the input range from default 66% to 100%, and make the the "real n64" check box is ticked, and it is off to the races. For me, I have managed to get all the games I want to play working, with acceptable amounts of emulation error, using project 64 and the virtual console in dolphin. I think if I can tract down some high quality plugins, I could eventually replace all the dolphin titles with different configurations of project 64.
  20. I am messing around with the parrallel core, and its accuracy is really great. Digging around in the quick menu I found options to set the RSP core to cx4 and to use angrylions gfx for the plugin, which for me have been impossible to find as plugins for project 64. Unfortunately, retoach has improperly configured the analog on my real n64 controller. I am looking for ways to fix this. In terms of controller input, project 64 is the most accurate by far. If I have my druthers, I would really like to get something working with project 64 that is as close to what retoarch has as I can.
  21. So n64 emulation kind of sucks. I have project 64 and I am using the glide64 plugin and it works pretty well for a lot of games, but it is far from perfect. I am also using the virtual console in dolphin to get some of the really hard to work stuff working and it is acceptable. I have done a lot of research online. I know that there are a lot of plugins out there for mupen64 and project 64, but all the information surrounding them is very outdated. Some of the have undergone regressions. Lot of forks and links to github. I am not much farther along then when I stared. Does anybody know where to find the good stuff and how to get it working? Is near perfect emulation of n64 possible?
  22. Looks like this is fixed now, at least it works for me.
  23. I went to their forums, and I guess they recently made an updated to the server. It is supposed to be back up online now, but there are still problems. So it is on their end. Just have to wait for a fix.
  24. I opened up launchbox today, and it failed to connect to my account on emuMovies. I entered my name and password... and it still failed to login. I want to emumovies and logged into the website. Seemed fine. I used the same email and password I used to log in to the website, to try and login through launchbox. I still get an error. This happens if I use my email or my username to login.
  25. I have been looking for months but I haven't been able to find a trackball controller, compatible with the PC, that registers input as a controller (so dinput or xinput ideally), not as a mouse. Does anyone know where I can find something like that? The closest thing I have found is an atari 2600 trackball with an adapter. It will work, but I would prefer something a bit newer and less expensive. In a perfect world it would also have three hardware buttons.
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