Wutex Posted September 14, 2016 Share Posted September 14, 2016 My zips contained the Lha files when I optained them. Inside the Lha they have the same Amiga file structure as your zips. So extracting the zips to folder and then compress them to Lha kinda works, but a few games will fail. I suggest you try it out with one file. Just make sure it looks identical inside the lha to your zip (info file in root). Then test if you can start the file from the fs-uae-launcher gui. Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 Do they have to be lha format for them to be recognized in the FS-UAE UI though? A simple zip with the correct amiga files/folder doesn't work? That just seems kinda retarded to me. What I have now will boot and work if they're simply passed from LB to Launcher.exe so I don't understand why they couldn't be recognized. Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 I just tested and they're recognized and work just fine. I just added a subfolder in FS-UAE called roms, dumped my Agony zip in there, did a scan, and it shows up and is launchable/playable. It's using all the appropriate custom config parameters as well. Quote Link to comment Share on other sites More sharing options...
Wutex Posted September 14, 2016 Share Posted September 14, 2016 I just converted mine to zip and tried it, too. Mabye you hadn't scanned your file database in the launcher before and that was the problem? Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 1 minute ago, Wutex said: I just converted mine to zip and tried it, too. Mabye you hadn't scanned your file database in the launcher before and that was the problem? 1 hour ago, Zombeaver said: This is what I was asking. I've never actually scanned anything into FS-UAE. 23 minutes ago, Zombeaver said: I've never actually scanned/imported any of my games into FS-UAE itself, I've just downloaded the databases, so I don't know whether or not what I have would be recognized (because I haven't tried yet) Yep... The only reason I brought it up was because Eirulan said that they weren't working. I'd never scanned anything into FS-UAE previously. Quote Link to comment Share on other sites More sharing options...
Eirulan Posted September 14, 2016 Author Share Posted September 14, 2016 (edited) AHHHHHH!!! I works - EVEN with the ZIP files!!! I am so dumb - you have to do a re-scan in FS-UAE, that's all I still have all my files as "zip". What you have to do is re-scan all your directories to re-build the database, that's all Edit. Ah I see we found out the same thing simultaneously haha! I thought FS-UAE scans automatically in the background. Edited September 14, 2016 by Eirulan Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 Yep haha. We're all on the same page now Quote Link to comment Share on other sites More sharing options...
Eirulan Posted September 14, 2016 Author Share Posted September 14, 2016 well well, cool... so this should work now for all files. I still prefer ADFs, because of the nice intros, cheatability, the click-clack of the floppy drives, stable save-state-function... it's just much more appealing to me. And you can still press the warp-button if the loading times are too long To each his own I guess. Btw. what is this preload thing you two mentioned? Quote Link to comment Share on other sites More sharing options...
Wutex Posted September 14, 2016 Share Posted September 14, 2016 "preload" is a WHDload argument you can set in the launcher, but not in command line. It preloads the whole disk/image so there is no graphic disruption during disc accesses. For example the Thalion logo won't flicker when loading Lionheart. Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 It's a WHDLoad argument switch. For some WHDload games you'll encounter screen flickering when the game is loading something. The PRELOAD argument normally gets rid of it. It's included in FS-UAE's configs for WHD games when necessary: 9 minutes ago, Eirulan said: And you can still press the warp-button if the loading times are too long Is there a way to assign that to a specific button (as in, on a controller) by the way? I know it's F12+W by default. Quote Link to comment Share on other sites More sharing options...
Eirulan Posted September 14, 2016 Author Share Posted September 14, 2016 (edited) One more argument to stay with ADFs. There's no flickering and so on... Thank you for the explanation. 3 minutes ago, Zombeaver said: Is there a way to assign that to a specific button by the way? I know it's F12+W by default. Yes of course. I set mine like this: Xinput_Controller_button_13 = action_warp On my Dualshock 4 this is the triangle button. Edited September 14, 2016 by Eirulan 1 Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 Ah, okay awesome. I really wish there was a good way to change that stuff in the UI... you're just adding that line to the advanced section I take it? Is there a list of what 360 buttons correspond to what "Xinput_Controller_" parameters? I'd want it to be on the right trigger. Quote Link to comment Share on other sites More sharing options...
Eirulan Posted September 14, 2016 Author Share Posted September 14, 2016 (edited) There has to be a list somewhere on fs-uae.net I don't know exactly. In my example Xinput_Controller_button_13 is button 3 of controller 1. Edited September 14, 2016 by Eirulan Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 I thought maybe this was it but I don't think that's specific to Xinput. I think I'm gonna need an actual Xinput map for a 360 controller. I can't seem to find one though... Seems like it would be something really common... Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 Firstly, I've just tested this out and it's working beautifully! I think I'll probably make a tutorial video for setting everything up and including using your app if that's okay with you. Secondly, I'm a complete moron - I didn't realize you could just double-click on a controller in the joystick list in FS-UAE to see/reassign the inputs. DERP! I've got it working great now with Xinput_Controller_axis_5_pos = action_warp Yay! 1 Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 One thing that I'm noticing is that if I allow it to include the variant name in the folders during export, it's including it in the name of the imported game, even with "use folder names" selected. Any ideas? Quote Link to comment Share on other sites More sharing options...
Eirulan Posted September 14, 2016 Author Share Posted September 14, 2016 (edited) 50 minutes ago, Zombeaver said: Firstly, I've just tested this out and it's working beautifully! I think I'll probably make a tutorial video for setting everything up and including using your app if that's okay with you. Secondly, I'm a complete moron - I didn't realize you could just double-click on a controller in the joystick list in FS-UAE to see/reassign the inputs. DERP! I've got it working great now with Xinput_Controller_axis_5_pos = action_warp Yay! Sure, you can use my tool in a video no problem :-) Haha - now that you say it - I forgot about the doubleclick too^^ 7 minutes ago, Zombeaver said: One thing that I'm noticing is that if I allow it to include the variant name in the folders during export, it's including it in the name of the imported game, even with "use folder names" selected. Any ideas? Hm, it doesn't do this for me (see screenshots above), but I'm on an older version (6.8). Maybe @Jason Carr changed sth in the 6.9 Beta? I deliberatly chose the [] chars to seperate game name and variant name because I was aware LB would ignore anything after "special chars". Has this changed? The only idea would be to use other characters to seperate game and variant - but I should know which one to use then. Edited September 14, 2016 by Eirulan Quote Link to comment Share on other sites More sharing options...
Zombeaver Posted September 14, 2016 Share Posted September 14, 2016 I'm honestly not sure. I am on the latest beta. Hopefully Jason can answer that. For the time being I just exported to two separate temp folders - one including the variant (for verification purposes) and one without (for importing purposes) and then for any games where I have multiple variants I just double-check that I'm using the correct UUID based on the folders that have the variant names included. Quote Link to comment Share on other sites More sharing options...
Eirulan Posted September 14, 2016 Author Share Posted September 14, 2016 (edited) I'm also working with two folders - folder 1 I exported everything I have with all variants and folder 2 is my actual linked folder in LB. I see no sense in importing >5.000 games into LB which I will never play (it's the same for all other systems, why do people import 10.000 MAME games?! They'll never play them and it only makes LB slow) and only move those game folders from 1 to 2 which I tried and tested and really wanna play... Edited September 14, 2016 by Eirulan Quote Link to comment Share on other sites More sharing options...
Jason Carr Posted September 14, 2016 Share Posted September 14, 2016 Hi guys, stuff in brackets should still be ignored in the 6.9 betas. Not sure what might be going on though... Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.