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Everything posted by sundogak
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They are custom WADs, user created levels/modifications. https://en.wikipedia.org/wiki/Doom_WAD
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There was another thread, although more related to controller and may be unrelated to this issue. Have you tried changing the RA Input to "Raw"
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Yep, same here using 215. I typically had it set for Phasor if using Mame, but it will only output left speaker if using Mockingboard. Tried same dsk file with AppleWin and works fine. So looks like a glitch.
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For the Atari 5200, check your retroarch-core-options.cfg file and look for this setting to make sure it says "5200" . atari800_system = "5200" Also check you have the required 5200.rom. Lastly, if the above are right, then load the core and while running hit F1. Should come up with a window like this and check System Settings are properly set to 5200. For the Jaguar, not sure on that. I never have seen that boot screen. Do you have the "Bios" option set to "on" in the RA settings? Might toggle if that is the case. Just a guess though. For the 7800, looks to me like maybe not correct firmware. When you go to the Core Information setting in RA, do you show the 7800.BIOS (U).rom as present? Again a guess since haven't seen that unless it is a corrupted ROM.
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Take a look at these threads: This was specific to MAME (not Retroarch):
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I didn’t have the OpenGL switch in my setup. I gave it a whirl when I saw in your file but didn’t notice any difference either way. So at least for me, will go without it. Slowly learning to not fiddle if things are working fine. The wiki notes it may be buggy but “faster” with OpenGL, but hard to say if they were meaning the feature or OpenGL drivers at that time (+10 years now). Plus, not sure what sort of speed needed, not talking 3D emulation with Daphne. If you wanted to have it for all but Cliff Hanger could add the -OpenGL switch to the top command lines individually and leave off for Cliff Hanger if want no bands.
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Glad you got it working. With the fullscreen and ignore aspect switches it makes redundant any resolution settings in -x and -y switches since it will just blow up the screen to fit. Won't hurt anything though. Odd on the Cliff Hanger issue. Only thing is the -opengl switch but tried that and mine still works with that on or off, but maybe different driver. Daphne is always a bit of dark art to get it working and with no improvements in the emulator it is stuck in time on support. Plus, Daphne definitely doesn't like the LB Pause screen feature, which is a bummer. Sadly the Retroarch core is also non-operational (even if jump through the hoops, will get no sound) so that isn't an option either.
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A copy of the former guide is attached, although as noted it isn't accessible anymore (and not sure if this was a complete version). It is a bit of wonky format since it was screen snaps. It would be handy for those that are new to LB to have something similar/linkable/or in the DB topic. Guide LB.pdf
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When you say "not working", clarify what isn't working. Is it not working at the resolution you want or is it not working at all? Did it work before you started adding in the -x and -y parameters? If not working at all then typically that is path setup issue along with framefile problem. One thing I did notice later is your batch command is missing a variable for the dip switch bank settings: In your batch file you should have something like this since otherwise the bank settings are not getting passed when called in the batch. So add this to your last line in your batch file replacing your existing -fastboot entry: -fastboot%bank% Other things to try. When working with Daphne and its goofy setup, you are best to make sure your command line that is being sent is working outside LB. Once you know works, can work backward that the script is working with substitute variables like in the batch file. So open up a command line (easiest to do in text editor and paste in) and insert the command line (with the % variables substituted in) to test it and see if it works. If not it is an error in your setup somewhere. So for example this is what I have in my batch command (attached entire file to this post): daphne.exe %1 vldp -framefile G:\Emulators\Daphne\roms\vldp\%1\%1.txt -blend -blank_searches -min_seek_delay 1000 -seek_frames_per_ms 20 -homedir G:\Emulators\Daphne -fastboot%bank% -fullscreen -nocrc -noissues -noserversend -sound_buffer 2048 -useoverlaysb 1 Note that your paths will differ depending on where the frame files are located. If testing this is what I use in a DOS command, say for Cliffhanger substituting in the variables the batch command will insert. If you do similar for your directories, you should get a working window open up with it stretched (didn't bother with the bank settings here). daphne.exe cliff vldp -framefile G:\Emulators\Daphne\roms\vldp\cliff\cliff.txt -blend -blank_searches -min_seek_delay 1000 -seek_frames_per_ms 20 -homedir G:\Emulators\Daphne -fastboot -fullscreen -nocrc -noissues -noserversend -sound_buffer 2048 -useoverlaysb 1 -vertical_stretch 24 Using non-full screen, at the res you are trying to use and I do the same as above, I get this entry which opens up a window at 800x600 and runs: daphne.exe cliff vldp -framefile G:\Emulators\Daphne\roms\vldp\cliff\cliff.txt -blend -blank_searches -min_seek_delay 1000 -seek_frames_per_ms 20 -homedir G:\Emulators\Daphne -fastboot -nocrc -noissues -noserversend -sound_buffer 2048 -useoverlaysb 1 -vertical_stretch 24 -x 800 -y 600 If all working with the command then something is off with the batch file. This link here helps with what is what on the command lines Lastly, not sure about the comment about the 800x600 resolution. The VLDP files I have are either 512x480, 640x480, or 720x480 (lair, space ace). So I would double check your VLDP file resolutions and confirm 800x600. If your goal is to have no-stretch then wouldn't be the case with that setting. The fullscreen command does okay job managing all that or you can use multiples of whatever resolution you have relative to your monitor. daphnebatch - Copy.bat
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Try moving the command after the bank settings. So for Cliff Hanger try and put stretch mode after the last bank entry and before the ampersand: if "%1"=="cliff" set bank= -bank 0 00000000 -bank 1 01000000 -bank 2 00000000 -bank 3 01111011 -vertical_stretch 24& goto :start The above command will perform the stretch on my setup, but not if placed prior to the "set bank" entries.
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I also posted a complete media pack here as well:
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Version 7.0.0
13,034 downloads
***Updated with new Indiana Jones - The Pinball Adventure table released March 2022.*** ***Volume 6 update includes Williams Pack for Funhouse, Dr. Dude, and Space Station *** ======================================= This includes media for all 96 100 Pinball FX3 tables through Volume 5 released in December 2019 Volume 6 and with Indiana Jones table released in March 2022. This pack includes: Clear Logo Docklet Gameplay Screenshot Full Table Gameplay Screenshot Background Pseudo-Backglass - I use these for Game Title snaps Advertisement - Front and Back (for the recreation tables only) I only made a few of the backglass/background images when no others were available. The rest are credited to others, gathered from Zen site, Steam, www.gameex.info pinballx media site, and around the web. If someone objects to an image they created being in this pack, let me know and I will remove it. For those that have two screen setups, then the images for the background on screen #2, named according to the PXP (Steam) file naming convention (which is not straightforward) are in the "Two-Screen Images - PXP Naming.zip" file. The Pinball FX3 Images.Zip file contains a zip of the Launchbox images folders. Within the folder structure they are as follows: Clear Logo = Clear Logo folder Docklet = Box-Front-Reconstructed folder Gameplay Screenshot = Screenshot-Gameplay Full Table Gameplay Screenshot = Screenshot-Game Select Background = Fanart-Background Pseudo-Backglass = Screenshot-Game Title Advertisement - Front and Back (for the recreation tables only) - Flyers folders If you want video snaps, you can find those here: Lastly this platform XML file contains data for each table, PXP name, year, manufacturer, brief description (usually from Zen site), and base information that would normally be downloaded from LB DB. NOTE: The XML file is now located with rest of image downloads. Just click "DOWNLOAD" button at top right, and it is the last entry.- 17 comments
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Zen Pinball FX3 Image Media Pack - Updated to Volume 7 (March 2022) View File ***Updated with new Indiana Jones - The Pinball Adventure table released March 2022.*** ***Volume 6 update includes Williams Pack for Funhouse, Dr. Dude, and Space Station *** ======================================= This includes media for all 96 100 Pinball FX3 tables through Volume 5 released in December 2019 Volume 6 and with Indiana Jones table released in March 2022. This pack includes: Clear Logo Docklet Gameplay Screenshot Full Table Gameplay Screenshot Background Pseudo-Backglass - I use these for Game Title snaps Advertisement - Front and Back (for the recreation tables only) I only made a few of the backglass/background images when no others were available. The rest are credited to others, gathered from Zen site, Steam, www.gameex.info pinballx media site, and around the web. If someone objects to an image they created being in this pack, let me know and I will remove it. For those that have two screen setups, then the images for the background on screen #2, named according to the PXP (Steam) file naming convention (which is not straightforward) are in the "Two-Screen Images - PXP Naming.zip" file. The Pinball FX3 Images.Zip file contains a zip of the Launchbox images folders. Within the folder structure they are as follows: Clear Logo = Clear Logo folder Docklet = Box-Front-Reconstructed folder Gameplay Screenshot = Screenshot-Gameplay Full Table Gameplay Screenshot = Screenshot-Game Select Background = Fanart-Background Pseudo-Backglass = Screenshot-Game Title Advertisement - Front and Back (for the recreation tables only) - Flyers folders If you want video snaps, you can find those here: Lastly this platform XML file contains data for each table, PXP name, year, manufacturer, brief description (usually from Zen site), and base information that would normally be downloaded from LB DB. NOTE: The XML file is now located with rest of image downloads. Just click "DOWNLOAD" button at top right, and it is the last entry. Submitter sundogak Submitted 10/31/2019 Category Game Media Packs
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Video snaps are here: Generally, there is lots of media here: https://forums.launchbox-app.com/tags/pinball fx3/ Specifically, here are the three you asked about:
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My take when adding is that if it is rated by a ratings board of some country, then generally there can be an equivalency to ESRB. I don't think it HAS to be an ESRB rating. Europe and Japan ratings can (mostly) be equated to ESRB, as an example by looking at their wiki's. To me an 18+ PEGI is easily equatable to a Mature, which can be validated if the game was issued in USA and Europe. Japan ratings can get wonky because they slice the ages in more groupings in earlier years. So the "10+" type ratings can get a bit odd for different countries. But overall the Everyone, Teen, Mature, and "Kids" have comparable levels in all the ratings systems. Even the early ESRB ratings changed from "K-A" to Everyone over time. Additionally, if the game "self rated", which you can see on some Atari 2600 "adult" carts, or particularly the 3DO/CDI adult CD games, then I definitely add that in as well since the developer determined the rating and most assuredly they are "adult" by most people's measures. But earlier than 1990s, then most times it will be "not rated" in my mind. If it was never rated by any independent country level board (or the company), I don't put my "opinion" rating, which is what I see some folks do. If I run across, I will change it. Obviously, we all have the ability to rate or place games in playlists if we want to have our family level ratings for our own setup regardless of what is in the DB. But my take on what is Mature or Teen for a non-rated game my not be the same as another person's take on things (hence the challenges with boards in general). My 2 cents FWIW.
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@HansS You have multiple files that are duplicates (anything with (1) info files). So LB will not prune those out if duplicated if told it to pull in *.info files. LB doesn't have enough information in what is named above to match anything. It either needs the file name or the directory name to match (excepting MAME). So LB will be completely confused on what you have in your screenshot. See #2. It appears the set you have in the screen snap is a WHDLoad game set that was unzipped from the source *.lha files. Those are managed differently and will not import directly. See info at FS-UAE site. FS-UAE uses a matching system to compare the games using checksums (very slick). The screen shot below shows a WHDLoad set I have. Notice they are all still zipped (in *.lha extension). If you look inside the zip you see an Info and Folder. Looks to me like these were all unzipped which is why have a zillion *.info files. FS-UAE manages them in compressed form (think like MAME does). See this LB thread on how to take FS-UAE pointer files generated by its launcher to import into LB. Other emulators will be different..... 3. What is referred to above by Lou is an ADF set. That will look like this (see snap below). So those will import as noted above since typically either the name of directory or the name of the game is enough for LB to match. If for some reason they are not, then you are in for a long slog to rename the files to what the game is by title if not using a checksum method like in #2. Ultimately for any import set (excluding MAME) it needs enough of the name in the file to be able to match. I would try and make sure your emulator your are using (wasn't indicated in post) that you can run the files you have outside LB first and then import after you sure your set is working and in correct directory path. Edit. If have a MAME Software set, then the Amiga files are (mostly) in ADF format (with some IPF) within the zip files.
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So you backed up the file and deleted it like suggested?
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If talking keyboard bindings rather than controller, then go to Launchbox\Data\BigBoxSettings.xml and either manually edit (scroll through and look for key you want to change), or backup file and delete it.
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See here on instructions for Flycast core. For games that need CHD files you need them as well and they need to be in path structure that the core wants to see. Snip from the instructions: How to play NAOMI Games:¶ Run NAOMI games stored in MAME format zip files by following the same process as standard Dreamcast games Run NAOMI GD-ROM format games stored in MAME zip + chd format by running the zip file through RetroArch. The zip file should be stored in your roms folder with the chd file in a subdirectory of the roms folder named after the mame ID. Example (MAME ID=ikaruga) - [ROM FOLDER]/ikaruga.zip - [ROM FOLDER]/ikaruga/gdl-0010.chd
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See attached example. Goes in your MAME\ini directory. Just change any plugins you want to "1" and any you want off to "0". # # PLUGINS OPTIONS # cheat 1 cheatfind 0 console 0 data 1 discord 0 dummy 0 gdbstub 0 hiscore 1 layout 0 portname 1 showcp 0 timer 0 plugin.ini
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See this thread below for attempts to make it work. Highlights: 1) One issue is the RA core is version 1.8 of Hatari and standalone is up to 2.2 2) tos.img file needs to go in the Retroarch\system directory. 1.02 (CRC32 = D3C32283), others may work but that is what have. 3) Some have noted that needs hatari.cfg file in Retroarch\system directory. I have found RA will run regardless as long as tos.img is in system directory. The path to the image directory is driven by RA. But if you do have it in the system directory, doesn't "hurt" anything. Note that the paths are normal Windows path format not the Linux format used in the instructions. See example attached. Note: Hatari loves to stick things (nvram, and autosaves for example) in the Users\###\AppData\Local \Hatari folder by default (for 2.2). The RA core one likes to stick things in Users\####\.hatari So if hit F12 when Hatari is running (as well with RA core) will see where paths are set as well as other emulation settings. If you hit save cfg in the F12 screen it will dump a full CFG file similar to standalone. Haven't played with it enough in RA core to see if it will take all those settings or not. 4) .st extension files seem to work for me. However, I and at least others in the thread below couldn't get the .ipf files to work. Core says it works with them but all games I have tried get stuck at white screen and will not boot. Again, might be some combination of settings but suspect it is just an old version not playing well. 5) End result: Standalone is easier, works relatively quickly out of box, and is updated. I have Steem and Hatari working. I prefer to use RA where possible as well, but when you get to the computer emulation they have lots of issues and the benefit of unified controller is less of an issue since most times you are stuck with hitting the keyboard at some point. YMMV. I hatari.cfg
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I added the new ScummVM as a separate emulator. If use the pointer files in this thread it will get you 90% there. I didn't do for every version/game but you get the idea. I used EpicFails launcher prior but he would also need to update plugin since his DB internal to the program doesn't pull all the codes for the new games. One advantage (like the internal LB method) is that it works with Pause Screens which is what originally sent me down the path since wanted access to manuals in pause. Pause screens, at least on my setup, never worked if using the batch file method. The other is that this will also work with Retroarch with no changes since pointer files have GameID files in the text file as well.
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take a look at this thread as well for MAME setup.
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If using a "common" directory structure the following zip file has the text pointers formatted correctly for RA and LB. If you have different directory naming then won't be as useful but can see what text files look like and/or drag into the appropriate folder. Once they are in the directory you just tell LB to look for any file with *.scummvm in name and import those only. If setup the ScummVM emulator as noted above then it will launch the games using the text file game ID. ScummVM LB Pointer Txt Files in Directory Structure.7z
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The version that comes with LB isn't updated yet to 2.1.0 (after all ScummVM was just finalized today). Additionally, the built in settings within LB will need to be updated to reflect the new codes that are supported in 2.1.0 which is why you don't see them in LB. LB wouldn't know which codes they were or what games were to be supported until ScummVM folks finalized things. Since you are not using batch files you can go another route in the mean time. Basically, you do as follows: 1) Add the new ScummVM emulator EXE path like any other emulator (version 2.1.0 downloaded from ScummVM site). 2) make sure to to check "don't use quotes" and the "use file name only without extension..." 3) In the default command line parameters insert command that points to location of your scummvm.ini which can be anywhere but in my case I keep with the EXE location rather in my User directory so it is portable: ScummVM -c "G:\Emulators\ScummVM\ScummVM\scummvm.ini" --no-console -f the -f just tells it to go to full screen. All other settings are taken from your INI file. 4) Go to the directory with a new game and make a text file with the name of the Game ID. In the case of Blade Runner, it is bladerunner-win. The extension can be anything but I use scummvm since that is also what Retroarch likes. If you open the text file and also insert the game ID (i.e., the same as title without extension) then Retroarch will also work in addition to normal emulator installed above. 5) Then add the "rom" like normal within LB by pointing it to the bladerunner-win.scummvm file. See below example. 5) If you want to find the game IDs for other new games just open up the ScummVM emulator and go to the game after you added it and click "Edit Game" and will see ID on first tab. Setting a dummy text file with the name will allow LB to launch the game with the above settings.