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Beastachu

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  1. I don't understand why that's important From what I've gathered from using LaunchBox's database search function, it goes by name and not the header data of the ROM file. I could understand why have them segregated would be an issue if it boiled down to the header since not all patches change the data on the file. But, I've had to manipulate the way LB reads ROM titles as most ROM files for GBA games have their number in the title file and that has to be edited out in order for LBDB to figure out the metadata involved. Likewise, I've told LB the title for Simon's Quest Redacted was just Simon's Quest, then changed the box art and title after everything had been tagged to the file.
  2. Why do they need to be differentiated if they have cited sources? That's what I'm not understanding.
  3. I mean, I got the whole inappropriate images thing on some, but I mean there are dozens that have well documented information on the hack's creation, fairly well known box art, & in general is a well known game as far as emulation goes. I don't understand why they need to be partitioned from other games when they themselves are games that are a predominant feature in emulation. I tried for my first ever submission to the DB the game Super Mario Bros. 3mix. It's a hack that's gained a bit of a following and has box art made for it that's commonly distributed by dealers of fan game cartridges. I also included information on the hack and the developer from it's ROMhacking.net page, screen shots from personal gameplay, a banner I modified from some fan art, and a fan art background. But I was rejected with the message: "Hacks not allowed. Too much bad data or inappropriate images. Rom hacks not accepting. How many times we need to say NO HACKS on database until we have some special markers or section for them? romhacks not allowed." I was unaware of such a NO HACKS rule when I submitted (as I said, this was a dry run to see how long the process took.) I don't understand if each submission has to be reviewed regardless of if it's a hack or not, why hacks are automatically discarded. Why is AM2R in the database, but Kaizo Mario World not? Kaizo has a huge following (not to mention is probably in quite a few LB user's collections); is more well known than AM2R to general gamers; and even has it's own Wikipedia entry (https://en.wikipedia.org/wiki/Kaizo_Mario_World). There are unofficial cartridge releases of Kaizo you can find in gaming stores, but AM2R has been kinda pushed into sketchy areas to download because of Nintendo's DMCA take down. One's a hack, one's a fan game. Aren't those pretty similar? The only difference being the engine the game is based off of. Personally, I have every intention to add as many prominent ROM hacks into the database as possible with their publish dates, hack developers, screen shots, and fan box art/ backgrounds. IMHO, ROM hacking is a vital part of the emulation experience, and the bit about "How many times we need to say NO HACKS on database until we have some special markers or section for them?" tells me that this is a common problem.
  4. I can tell you it removes the Windows10 supportedOS GUID line from the XML manifest. Apparently, builds after 1.3.6 started relying pretty heavily on OpenGL, but Intel drivers work weird on 10. You don't get any GL acceleration if the driver is able to detect an OS it isn't explicitly programmed to support. If you don't have the Windows 10 stuff in your application manifest, all of your GetVersionEx() calls are supposed to return Windows 8.1--this was done by Microsoft for purposes of compatibility with apps that have poorly implemented version checks. Unfortunately, it seems that Intel's driver for this GPU contains one of these version checks, leaving users of this GPU in a bit of a predicament as far as running apps that have actually been updated for Windows 10 are concerned. Intel has already stated that they aren't supporting the HD3000 under 10, so it's unlikely this will ever be fixed unless someone patches the driver to bypass the check in whatever the last compatible driver Intel released was.
  5. 2: Great it loads, but how do we customize it RetroArch 1.3.6 worked with the custom config that is frequently talked about in early installments of the LaunchBox YouTube tutorials, however, they don't work as well with 1.5.0, but 1.5.0 has a new feature in overrides so configs automatically load when different platforms load. Personally, I have a dedicated folder for screenshots in general in My Pictures directory on my computer, and folders for each platform's save states, system saves, and cheats. I noticed with the overrides it would keep changes made to my cheat folder, and to my screenshots, but not my save folders and on some occasions customized controller configs as well. Thanx to the sexy beasts that are Zombeaver & LordMonkus on Discord the other day, I figured out how to edit the cfg file for overrides, located in retrorch/config/EMULATOR YOU ARE CUSTOMIZING. To add a custom save location, you need to add these: savefile_directory = "[disk drive letter]:\DIRECTORY\WHERE\YOUR\SAVES\GO" savestate_directory = "[disk drive letter]:\DIRECTORY\WHERE\YOUR\SAVE\STATES\GO" Likewise, to ensure custom configs for controllers, you need to add some variation of this: input_player1_b = input_player1_b_btn = input_player1_b_axis = input_player1_y = input_player1_y_btn = input_player1_y_axis = input_player1_select = input_player1_select_btn = input_player1_select_axis = input_player1_start = input_player1_start_btn = input_player1_start_axis = input_player1_up = input_player1_up_btn = input_player1_up_axis = input_player1_down = input_player1_down_btn = input_player1_down_axis = input_player1_left = input_player1_left_btn = input_player1_left_axis = input_player1_right = input_player1_right_btn = input_player1_right_axis = input_player1_a = input_player1_a_btn = input_player1_a_axis = input_player1_x = input_player1_x_btn = input_player1_x_axis = input_player1_l = input_player1_l_btn = input_player1_l_axis = input_player1_r = input_player1_r_btn = input_player1_r_axis = input_player1_l2 = input_player1_l2_btn = input_player1_l2_axis = input_player1_r2 = input_player1_r2_btn = input_player1_r2_axis = input_player1_l3 = input_player1_l3_btn = input_player1_l3_axis = input_player1_r3 = input_player1_r3_btn = input_player1_r3_axis = input_player1_l_x_plus = input_player1_l_x_plus_btn = input_player1_l_x_plus_axis = input_player1_l_x_minus = input_player1_l_x_minus_btn = input_player1_l_x_minus_axis = input_player1_l_y_plus = input_player1_l_y_plus_btn = input_player1_l_y_plus_axis = input_player1_l_y_minus = input_player1_l_y_minus_btn = input_player1_l_y_minus_axis = input_player1_r_x_plus = input_player1_r_x_plus_btn = input_player1_r_x_plus_axis = input_player1_r_x_minus = input_player1_r_x_minus_btn = input_player1_r_x_minus_axis = input_player1_r_y_plus = input_player1_r_y_plus_btn = input_player1_r_y_plus_axis = input_player1_r_y_minus = input_player1_r_y_minus_btn = input_player1_r_y_minus_axis = input_player1_turbo = input_player1_turbo_btn = input_player1_turbo_axis = A set of an input is made of three parts: a base (a key on your keyboard), a btn (a button on your controller), & an axis (a joystick, or in the case of a 360 controller, a trigger). Inputs need to put in quotations, and "nul" tells the system there is no input for that part. So, if you're like me and you want your d-pad mapped on the left joystick of a 360 controller it would look like this: input_player1_up = "up" input_player1_up_btn = "nul" input_player1_up_axis = "+1" input_player1_down = "down" input_player1_down_btn = "nul" input_player1_down_axis = "-1" input_player1_left = "left" input_player1_left_btn = "nul" input_player1_left_axis = "-0" input_player1_right = "right" input_player1_right_btn = "nul" input_player1_right_axis = "+0"
  6. K, a little over a month ago I came across a nifty emulation service called Retro Achievements that adds fan-made achievements to games from sega MS - 32X, the Gameboy family (GB, GBC, & GBA), NES, SNES, & Turbo 16 games and ROM hacks. It seemed great, and it caused me to load ROMs on my computer of games I had previously beaten relentlessly, as well as the games I hadn't touched yet that were already there. Retro Achievements provides altered versions of some of the more common stand-alone emulators (SNES9X, Fceux, & VBA-M to name a few) with a built-in overlay so you can check the achievement list for the game you have loaded, also RetroArch provides syncing with the service, so that you can still log whatever you have accomplished. Normally, I would have preferred the stand-alones, however, this isn't possible with LaunchBox as the Retro Achievement emulators require the emulator to be loaded prior to the ROM file in order to connect to the server. The emulator would still work, but the main purpose wouldn't. Also, I am running a copy of most of these games on my ThinkPad X220T laptop, which only has Intel HD 3000 graphics, so every build fresh off the download page of RetroArch crashed immediately when first loading. This post is to cover the difficulties I came across trying to make this service work with LaunchBox, and fixes I found to numerous problems associated with RetroArch 1.5.0. 1: Getting the damn thing to work Since I couldn't get the stand-alone to work with LauchBox I had to either give up LaunchBox entirely or suck it up and install RetroArch. After some digging in the forums here, I found someone else who had a similar problem & had given me a link to the Libretro forums where they discussed the same thing. Their solution was to open the cfg file, look for video_driver & change gl to D3D. Yes, this worked, however, this was a hideous black window with harsh yellow text. BG image couldn't be changed, and none of the graphical adaptions would work. I also heard you can change menu_driver to rgui. I will warn, that's a much older interface skin, and I would only recommend it if you're running a really low-end computer. One other thing I noticed in the Libretro post, was the initial poster had no problem prior to the 1.4.1 update - 1.3.6 worked fine on their Intel HD 3000 graphics card, so I went to the archived downloads and tried that build, sure enough, it loaded without a problem. However, RetroArch 1.3.6 still hadn't quite gotten down support for Retro Achievements: Achievements were constantly set to unlock, so I never knew what I needed to do still, and NES achievements weren't even available. So, back to the drawing board. About 2 weeks later (at this point I was spending more time looking up ways to be able to load games rather than play games, and a friend thought I might have an obsessive problem) I stumbled across a thread from the Duke4 forums on a similar issue here . And decided to try their work around. SUCCESS!!!!!! 1.5.0 is now working on my computer. Apparently, there is a line in the XML file of RetroArch that points toward Windows 10 graphics drivers. Since Intel hasn't made official drivers for that card on 10, it causes RetroArch to crash upon loading. This tool edits the XML file and removes that line. Just download it from here, double click the file, and point it at RetroArch.exe. A CMD window will open and will tell you to hit any key a couple of times, and that's all. It loads everything like it was never an issue to begin with.
  7. I finally (after a month) got RetroArch 1.5.0 to run on my computer after realizing 1.3.6 didn't offer all the features I needed. However, now that I'm trying to set up my custom configs I've noticed a major issue and none of their forums are really helping (most end in just "I'll add it to things that need to get fixed", and these posts date back as far as 2015). I have each of my emulators save to specific folders, for example my main folder for NES emulation has a folder for ROMs, ROM hacks (ips/bps + box art), Game Genie (cheat save folder) & Battery (which has 2 folders, 1 for system save data, the other for save states). After turning off save after exit, setting up my directory paths for each core and hitting "Save New Configuration", when I restart RA & load said config my save directories are reset to default. I tried just going and manually putting them into the .cfg, but the file itself shows that it saved the custom save directory. What's weirder still is each config still maintains the path for my custom cheat directory. I'm following the same steps I did when I was trying out 1.3.6, and it worked fine on that build. Does anyone know how to remedy this?
  8. OK, I've got the RetroArch-msvc2010-8e6df5f file off the thread working & replaced it and the retroarch.cfg file in the nightly build folder, so everything's working fine so far. I'm going to try to figure out how to config this myself first, but I will probably be back at some point if there's a quirk in the time-space continuum. Thanx DOS for that find & thanx monkus
  9. that isn't in the RetroArch cfg. It just has: dpi_override_value = "160" input_joypad_driver = "xinput" input_osk_overlay_enable = "false" load_dummy_on_core_shutdown = "false" menu_collapse_subgroups_enable = "true" video_driver = "gl" system_directory = ":\system" savefile_directory = ":\saves" savestate_directory = ":\states"
  10. as much as I can, since this is a 2nd gen intel board
  11. I downloaded this when you mentioned troubleshooting RetroArch earlier, tried both the x84 & the x64 and I just tried running from the root directory on my hard drive, and it's still the same.
  12. I have a default gaming folder ( C:\Users\Fat Stephen\Saved Games\RetroArch ), uninstalled, reinstalled & updated my 2015 Visual c++, and tried running it on admin. same
  13. On load up I'm greeted with a generic Stopped Working message
  14. Windows 10 x64 It starts to load, but once a window opens I get an error message. I can't tell you what the error window says right now bc I haven't gotten it installed yet. In the middle of downloading atm
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