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Showing results for tags 'emulation'.
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during the psycho mantis fight, can he move my phone by vibrating it violently? i haven't gotten to him yet, so i'm asking if the emulator/psycho mantis can make my phone vibrate. (i'm using ePSXe)
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Ola Retrogamers, A month ago I finished my second prototype of a cool little mini-arcade, powered by a Raspberry Pi, housed in a reimagined 1980's tabletop, with fullsized arcade buttons and joystick: the STAR FORCE PI. I'm currently exploring the possibility to bring this system to a crowdfunding platform, and could use some feedback from some old-school gaming enthusiasts. Check out the attached picture of the finished Star Force Pi prototype, dubbed 'Stormtrooper', and read on: WHY I MADE THIS: I was tired of playing emulated games on the PC with a inappropriate controller, and I was disappointed with options like the NeoGeoX. If you get an arcade mod bartop, they're usually 9inch screen models, expensive, pretty bulky and not portable at all, and a full-sized arcade is just not an option for me. Those iCade's are crap, and handhelds don't quite deliver the same experience. So, I bought a 1984 GrandStand Star Force game, and I stared at it for a month before I decided to go ahead and build my own mini-arcade. I bought an Arcade Kit from hdhardsoft.de, added fullsized arcade controls to it, and it worked! Very well actually. To finish it, I made a video, a poster, a box and a quickguide for good measure and put it onto Facebook and people seem to love it. Originally I was going to make an how-to instructable, but it would mean sacrificing perfectly good tabletop machines for the shell, and that seems such a shame. So, I thought maybe I can build it into something that people could buy via Kickstarter. WHAT'S MY PLAN: I first made a prototype to see if I could do it, then I made a second one to see if I could make it more functional and desirable, and I just finished a third one to send off to the engineer (Hartmut @ hdhardsoft.de) of the internal arcade kit I used so he can develop a custom shield to sit onto the Raspberry Pi inside the mini-arcade (he's on-board, getit). This production piece will be the model for eventual tooling. I've also asked a 3D animator to make some mock-ups of custom housing and started emailing with a production company to get a per-unit-price estimate, so I can have all the elements ready before I go to Kickstarter and detail the plan: a modular mini-arcade that's portable, easy to use and easy to develop for. It's focused on emulation classic systems first of all, but if it gains a decent-sized backing, I want to extend into gamedevelopment (not personally, but in support of developers): The first focus is a solid device, with off-the-shelf components, built into a customizable shell, with full microswitch arcade feedback, good video and stereo sound. The second focus will be to regain the cartridge culture, by approaching developers (NV-DEV:TEAM specifically) and asking if they'd like to bring their game to the Star Force Pi in SD-card form. Of course, this will include cases, manuals, decals etc, in much the same spirit of the TurboGrafX HuCard. The third focus would be on connecting two Star Force Pi's together and play two player games on two devices. Street Fighter II. Head-to-Head. Awesome. WHAT WILL IT DO: Anything it is able to do on the current Raspberry Pi really, we just add the peripherals, put it into an attractive package and at the very least allow you to make your own magic. Actually, that's a bit simplistic, we'll be discussing with the engineer and the creator of PiPlay for a Star Force Pi specific emulator package, who's already providing support for Hartmut's arcade kits. The nice thing is that software is entirely on the SDcard, which means developers control their own content and upgrades, as do you. We'd just be supplying templates for the casing and artwork. Additionally, there's HDMI-out and USB-in on there as well, so for multiplayer, or ScummVM games that need a larger screen sometimes, you can connect it to a monitor and use any USB controller/mouse/keyboard on it. PRICE: I think a fully functional Star Force Pi with power adapter, in packaging, pretty box and fun manual should not exceed 199 euro. It's a psychological pricepoint, anything beyond that would just feel like a rip-off. I spent between 250 - 300 euro on the build, but this can be brought down with a production series. YOUR FEEDBACK: So that's why I'm here! I'm a guy that grew up with Sega, wishing he had a NeoGeo, and am now at the age I can afford one, but can't have 12 systems hooked up and hijack the TV or PC everytime I want a quick game of Splatterhouse! With the Star Force Pi I have my own little desk unit to game directly: no fuss. What do you think? Would you want one? What could we do better? What should I look out for and take care off? I'm just a guy with a screwdriver that wanted to play Metal Slug with proper arcade controls and was small enough to carry around - how can I best share this with other retrogamers? Check out the first video I made showing the 'Stormtrooper' prototype: Cheers!
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MAME 0.200 Todays MAME release has two consecutive zeros in the version number! The only other time that happened was over twelve years ago! Although MAME version numbers are are just an incrementing number, by a series of coincidences, MAME 0.200 delivers several major changes. First of all, if youre building MAME with Microsoft Visual Studio (MSVC), youll need Visual Studio 2017. Weve dropped support for Visual Studio 2015. Starting this month, were building the official Windows binaries with GCC 7.3 this probably wont affect you (we still support building with GCC 5 and up). Were mirroring tagged releases at GitLab (source only) and SourceForge (source and binaries), so if for some reason youre unable to access GitHub, youll still be able to download official MAME releases. MAME 0.200 includes replacements for the memory system and callback API. This will enable new functionality and make MAME development more straightforward. The artwork layout system has also had an overhaul which opens new possibilities. Weve tried our best not to break things, but if you do find something wrong, let us know at MAME Testers, or on our IRC channel #mame on the freenode network. In arcade emulation this month, we have a number of new versions of supported titles, including a very rare prototype of Led Storm Rally 2011 and three more Street Fighter II': Champion Edition bootlegs. Dreamcast/NAOMI colours are greatly improved thanks to snickerbockers, and cam900 fixed some graphical effects in Gals Panic 3 and Billiard Academy Real Break. Enik Land improved emulation of the Sega Master System, Game Gear and Mega Drive VDPs, covering more corner cases. The really exciting emulation improvements this month are on the computer side. There are lots of improvements for UK home computers, including better Camputers Lynx tape support (with lots of additions to the software list), re-worked Acorn System emulation, and support for Acorn Bus slot devices. Weve got a brand-new modernised Apple IIgs driver, with improvements in just about every area. Also, Wayder updated the Sharp 68000 software list, correcting and organising the entries and adding the latest clean dumps. But even more exciting is the fact that, thanks to Patrick Mackinlays gargantuan effort and persistence, the CLIPPER-based InterPro 2000 workstation now works well enough to install and run CLIX (a UNIX operating system). As far as we know, this is a first for MAME. The improvements to SCSI, CD-ROM, and serial emulation also benefit other emulated computer systems. Instructions are on the MAMEdev wiki if you want to try it out. As usual, you can get source and Windows binaries from the download page.
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EmuParadise Roms Are GONE?! Plus MMF Channel News!
MegaManFan posted a blog entry in MegaManFan's Blog
A sad day for retro but a happy day for my channel - 728 subscribers and counting! -
Does anyone have the Classic99 disk images for the "Teach Yourself Basic" TI-99/4A disks? If memory serves there were two different disks with a total of 10 different parts to the "Teach Yourself Basic" series of programs. Thanks!
- 16 replies
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- Classic99
- TeachYourselfBasic
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I don't know if I'll have more MAME debugger examples, but if I do, then I'll post them here. Over the last few days, I've been disassembling the 4K ROM of Bally Pin (aka Astrocade Pinball). Today while disassembling Bally Pin, I found the table that holds the six "scores" (sound effects) that are called by BMUSIC (a subroutine that you can read about in the "Nutting Manual"). Here is the source code for that table that I created (note that L stand for Label here, so L2F7A means that a score is at $2F7A on the cartridge): ; Music Score Table ?? L2F6E: DW L2F7A DW L2FE6 DW L2FA3 DW L2FB8 DW L2FC2 DW L2FCA Each score is called by the BMUSIC routine, which resides at ROM location $2F67 on the Bally Pin cartridge. I set a MAME debugger breakpoint at $2F67. This allowed me to check what was going on with various registers when BMUSIC is called. I needed to know the values of HL, A and IX. This worked okay, but was a little clumsy. I wondered how to set a breakpoint only when HL was a certain value. I looked online, but I couldn't find exactly what I was looking for exactly. Through trial and error, I discovered that I could stop Bally Pin's execution when the BMUSIC routine was called and one certain score was called. Here's how I did this in MAME's debugger: BPSET $2F67,HL == $2FC2 This allowed me to figure-out that the "score" at $2FC2 is the one of the two sounds that the spinner makes as it goes round and round. MAME's debugger is sweet! It's too bad that the documentation for it is sparse. You sort of need to know how to use it before you start using it, which is intimidating. Adam
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Hey there guys and gals. I've been really enjoying my New 3DS XL but I sure wish I could play some of the older games that aren't in the eShop on it. Specifically I'd like to emulate Game Boy, Game Boy Color, Game Gear, and possibly Game Boy Advance if the New 3DS XL would be up to the task without lag. The problem I've been encountering though is that I can't seem to find much in the way of information on what emulators are available for the 3DS and how to run them off a flash cart without hacking the system in some way. All the popular methods of getting emulation running on the 3DS that I've stumbled across on GBATemp and similar sites seem to require some really complicated system hacking that's above my skill and understanding level to get running, and I sure don't want to risk getting banned from the 3DS eShop and online play by hacking my system. I've bought quite a few games from the eShop and there are a lot more eShop exclusives I'd like to purchase at some point, so I definitely wouldn't want to risk losing my eShop access due to system hacking. So what I was wondering is if there are any flash carts out there for the 3DS that are simple to set up and use and would let me emulate some older systems on my handheld of choice without any system hacking involved? I remember it being really easy to get emulation running off a flash cart on the old DS Lite and DSi so I was wondering if there was any similar option available for the 3DS? Any advice would be greatly appreciated!
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I know we've had some topics discussing this off and on, but let's get some numbers up on the board. I know I left out SECAM; sorry, it would have made for a bewildering combination of choices. My personal path was as follows: 1. Real hardware only, BITD 2. Emulation only, once emulation was good enough to make it worth while. For me, that meant Atari800WinPLus in around 2004/2005. I didn't own any real hardware until about 2008. 3. Mostly emulation, with some real hardware, since 2008 until now. My real hardware setup is right next to me when I'm at my PC. They share the same audio connection via a compact Behringer mixing board (which sounds fantastic), and my SIO2PC is always ready to go. I use real hardware quite a bit at times, but I always have and most likely always will use emulation more because of the speed and convenience of having it on my PC. I spend a lot of time using my PC, mainly for Atari-related activities also (aside from emulation). So most of my computing is directed towards Atari 8-bit computer related use and production. I love my real hardware and CRT though. I consider them a necessity for testing. Emulation -- as good as it is -- still isn't there in areas that I consider important. I'll get on kicks of using it almost exclusively for a day or so. Gaming is great on it, and there's nothing like it. My real setup is also fast and convenient, just not as fast and convenient as emulation.
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- Atari 8-Bit Computer
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Well, the title
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- 2600
- Atari Jaguar
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So by now there are tones of adapters and USB type controllers that can replace the joystick controller, are there any controllers or adapters for the paddle controllers? What is the best know Computer equivalent to the paddle controllers? If there aren't is anyone aware of any projects that make use of GPIO on the raspberry pi to allow the paddle controller to work? Mind you I am not looking to emulate any games I don't own and am not endorsing others doing so as well. I mainly want to have a portable system I can load my games up and play hook up easily to a modern TV.
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I'm working on a 2600 emulator. (Written in Haskell, a language for which large amounts of mutable state are the worst case scenario, but challenges are fun: https://github.com/dpiponi/Stellarator).At this point a lot of games seem to run reasonably well. But I'm having trouble understanding how the radar scope at the top of the Battlezone screen is rendered. It uses a nice trick where the two halves of the scope are a normal and reversed version of a doubled player 0 sprite giving a double width symmetric sprite. What I'm having trouble with is that in the real thing, the sprites start rendering at around column 146 even though RESP0 is written before column 130. Has anyone looked at this code and do they know what I'm missing? Is there some other delay in the system I should know about? I can get the scope to look better by putting a massive delay into the RESP0 register, but that messes up just about everything else. I can post disassemblies and traces if anyone might find them useful. Every time a weird quirk pops up in rendering there's always a neat story hidden in the disassembly. Yesterday I discovered the trick where Pole Position whacks three registers in three clock cycles using the BRK instruction. It revealed a bug in the timing of my BRK emulation. Thanks
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From the album: Dan's Images
Tracking every single bit of RAM while playing Defender for Atari VCS/2600© No
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From the album: Dan's Images
Tracking every single bit of RAM while playing Empire Strikes Back for ATari VCS/2600© No
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Ten years ago, I had a decent understanding of emulators and what specs were required to run them. Times have changed and I haven't kept up with new technology very well. So, I'd like to ask for help from some of the current emulator users. I have some consoles I'd like to emulate and I have a few different computers availible, but I'm not sure if any of them can do everything I'm interested in. What I'll do is list the consoles I want to emulate, so you can get an idea of what I'm trying to accomplish. 2600 7800 NES SNES Genesis GBA TG16 PS1 PS2 I know that PS2 is the one that will require the most to run effectively, so if you have a suggestion on what emulator works the best for PS2 and if possible, a rundown of the minimum specs for it, that would be awesome. I have a desktop computer that I'm sure will run any of them, but I'd like to keep it more portable. So, I'm hoping one of my laptops will do the job. I also have a tablet, which I'd love to use, but it's very doubtful it has the muscle to do anything newer than the 16 bit consoles. I don't have the specs for everything availible right now, but If it will help, I can see what they are and post them tomorrow. Thanks in advance for any help. Edit: I just found the specs for what seems to be the most popular PS2 emulator and it's even beyond what my desktop computer could handle. Unless there is one out there that doesn't need as much as PCSx2, I'll just have to forget about emulating anything above PS1. I'd still like recommendations on what people think works the best for the other systems, on Windows and Android. Like I said, I haven't kept up with emulation in a long time, so I'm guessing a lot has changed. Also, I'm fairly new to Android, so I can use all the help I can get if I'm going to try and use my tablet for anything.
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OK, I've made a raft of improvements since last week's release. All this is now available in the 2018-01-08 release. NEW: Add _EXPMAC keyword, to force macros to expand in both the taken and not-taken branches of an IF. This is needed for IF-statements inside a RPT block, whose taken/not-taken behavior varies across loop iterations. NEW: Increase resolution of release_date to include hours, minutes, seconds, and timezone. NEW: Add build_date and version CFGVARs. build_date takes the same format as release_date. version is an arbitrary format string. Both tags can appear an arbitrary number of times. NEW: Add %z specifier to TODAY_xxx. Reports timezone as +HHMM in TODAY_STR_xxx. Reports timezone as minutes relative to UTC in TODAY_VAL_xxx. NEW: Add _ROTL16, _ROTL32, _ROTR16, _ROTR32 operators.Same precedence as SHL, SHR, SHRU. Internal: Increase IF-ELSE-ENDI stack depth from 32 to 256. Internal: Additional infrastructure for normalizing metadata between different object file types. BUGFIX: Add missing __FEATURE.TODAY for the TODAY_xxx feature. This was supposed to be in the last release, but a fatfingered edit fail deleted it. BUGFIX: Fix some nested RPT cases. Multiple RPTs inside a nested RPT now work. RPT guarded by an IF also now works. BUGFIX: Fix some metadata tag behavior when loading ROMs w/ tags. Misc: Start marking stuff 2018. Misc: Update documentation for new features.
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- intellivision
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Hello all, Not sure if this is just old news, but the LAKKA OS seems, to me, to be the best way to view/manipulate Atari roms. Meaning, the roms aspect ratio can be changed to almost anything you want. Being able to play any Atari 2600 Rom, in a 16:9 aspect ratio in full true HD, gives you the best modern viewing experience for these games. I play the roms, thru the Lakka OS, which is installed on a modern Intel PC as the sole dedicated operating system. Although the latest Atari Flashback 8 HD does a good job as well, the aspect ratio of the games is not great as they don't fill the screen. With this emulator, you can even view box art while flipping thru your list of games. If you like to experiment you can install the OS on a Rasberry Pi, or eqivalent, and fit it inside the original case of an Atari 2600. For more information see the site below. http://www.lakka.tv/ Enjoy!
- 4 replies
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- Atari 2600
- Roms
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Hi guys. I'm Orionsangel. I'm a life long gamer. I grew up with Atari and have had almost every console imaginable. I hung out in Arcades in the 80's. I still play games to this day even modern games. So last year I started making bezels for retro games on Mame. My idea was to bring the arcade experience at home without owning the arcade machines. Check them out. https://www.youtube.com/orionsangel Playlist - http://bit.ly/2u1Yl42 Here are some examples.
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Version 2.90 of my emulator Altirra is now officially released: http://www.virtualdub.org/altirra.html As usual, thanks to everyone for feedback and encouragement. This release is functionally the same as the last test release, but here are the highlights: 5200: Built-in database now provides mapper types for the popular cartridges, reducing the need to guess between 16K one-chip and two-chip. Cassette: Improved randomization, more boot options, improved acceleration support. Development: Many fixes to coprocessor debugging on Veronica or disk drives, export profiling data, capture debugger logs. Devices: Attach multiple SCSI devices to the emulated BlackBox or MIO, change the PBI device ID on your IDE+2. Accuracy fixes for VBXE and modems. Disk drives: Full emulation of popular disk drives, including: 810, 1050, US Doubler, Happy 810/1050, 1050 Turbo, Speedy 1050, XF551, Indus GT, and ATR8000. Run the original firmware and utilities for the drives, even ones that upload custom code; see track buffering, LED displays, and even boot CP/M on the drive. Emulate multiple drives at once and reenact a multi-copy between them. Firmware: More fixes to the built-in firmware, and a new command to export the internal ROM sets for use on your real hardware or other emulators. Hardware: CTIA emulation, change 65C816 speed on the fly without restarting, ANTIC and POKEY accuracy fixes. UI: Borderless mode, improved NTSC artifacting and default palettes, hold keys on reset, take screenshots with correct aspect ratio, confirm before reset or exit, improved XEP80 display support, resizable disk dialog with drag-and-drop support. And, now, time to start the next set of test releases: http://www.virtualdub.org/beta/Altirra-2.99-test1.zip http://www.virtualdub.org/beta/Altirra-2.99-test1-src.zip C++ compiler updated from VS2015.3 to VS2017.2. System requirements change: SSE2 support is now required; 2.90 will be the last version supporting Athlon XP and Pentium III CPUs. Minimum OS is still Windows XP SP2 for now. Cassette tape revamp: OSD shows %age position, current tape is saved along with other mounted images, raw FSK decoder improved, turbo decoding options added. New analysis mode writes out a multichannel audio file that can be viewed in a sound editor to compare the raw audio against the FSK and turbo decoder outputs to check where and why errors are occurring. Debugger history can now label instruction execution with tape position. Debugger history window upgraded with more powerful loop detector, supporting larger loops, nested loops, and subroutine calls within loops. ATBasic updated to 1.55: now compatible with programs that directly peek at the internal variable for current DATA line. VideoBoard XE revamp: core version is now selectable between FX1.20, FX1.24, and FX1.26. Pre-FX1.26 cores show the VBXE-specific GR.11 emulation bug, and FX1.26 enables the new priority bit scheme. Attribute map and overlay collision detection is implemented, attribute map cells narrower than 8 pixels work now. Blits can now start and stop mid-scanline and blitter speed has been adjusted to be more accurate. SCSI devices now support fast and slow timing. The browser (B:) device is now supported for launching the web browser from within the emulation. PS4 controllers are now detected and appear in the input UI with button and axis names. Saved ATX disks now use a unique creator ID. Improved high DPI support in the UI: dialogs now automatically adjust to per-monitor DPI, and the new per-monitor V2 support in Windows 10 Creator's Update is now also supported.
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hello guys. I'm selling my projects to fund the improvements for my house. I do this kind of projects to repair my house. I live in a old house made by my grandfather, it need some repairs and this is the way I got funding. I had made the Nintoaster (with original hardware) the Atari 2600 with windows 7 system autoboot directly to emulation. (no need to click a mouse or keyboard. ) please see the ebay links thank you for your support. Regards Nintoaster https://www.ebay.com...984.m1558.l2649 Atari 2600 https://www.ebay.com...984.m1558.l2649
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Stella has an option which emulates color loss on PAL CRT TVs. This color loss, where only grays instead of colors are displayed, happens in Stella when the scanline count is an odd number and a PAL mode is selected. This has always been assumed to be correct. But there exist a number of ROMs, which produce an odd number of scanlines and are clearly meant to be PAL. This finally made me wonder. And therefore I wrote a simple test program and tested it on my own PAL CRT (14" Sony Trinitron KV-14LT1E), attached to my composite modded console. And no matter what number of scanlines I try, there is no color loss at all! Now I wonder if this is special for my TV/console combination (most likely) or if color loss doesn't work like we assumed for 20 years now. If you own a PAL CRT, please give the attached program a try. Use joystick up and down to change the number of scanlines. Do you get a colored picture for odd scanlines too? When you report back, please provide some details about the TV and the input (antenna, composite, RGB...) you have used too. Thanks in advance! ColorLoss.bin
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I found most emulators have sound that is accurate to the hardware, and the TIA involves two channels with a 9-bit polynomial counter each. The TIA involves 16 waveshape selections, with most of them duplicated and some silent. These range from pure squares, to buzzy tones, to white noise. But the problem is, every doc I found on the internet does not provide the exact timbral or feedback taps that give the sounds their accuracy. If any TIA emulator developer knows of these, let me know immediately!
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- tia
- atari 2600
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Hello all, I am modding a Wii for my kids for Christmas. We have an Atari 2600 set up in the play room and it has been a hit. One just turned 5 and the other 3 and I think we can safely broaden the exposure to NES games, so... If anyone can direct me a to a good set of NES ROMs it would be much appreciated. Not interested in hacks, mods, homebrew or obscure famicom-type stuff. A solid compilation of officially released US games would be rad. I can curate from there. Thanks!
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The focus here would be getting input about a Front End for an Emulation Box. I've opted to do a small PC rather than a RaspPi 3. I managed to find one pretty cheap and plan to do either Windows (if working on it) or installing Lakka (RetroArch OS basically). That being said... I wouldn't mind some input on possible Front Ends to use. I have only used RetroArch, and it does pretty well and gets the job done. However it's not always my favorite and sometimes controllers can be a fit if you want to change up which controller you use. I've heard of EmulationStation and used it briefly with the RaspPi 3. It looks pretty nice on the outside, but I ran into issues getting some covers and the controller setup for it didn't always feel great. Granted the main problem I had with my RaspPi was getting the controller to work right. I heard about LaunchBox from MetalJesusRocks, and that one looks pretty great overall. Seems to have a wide variety of support... but it also costs if you want the full feature set. It's free to use , so I'll try it but wondered if anyone here had direct experience with it. https://www.launchbox-app.com/ I'll also probably give EmulationStation another try and see if it works better on top of Windows. http://emulationstation.org/ I also found a couple of random ones (top results when I searched). They all vary in type and quality, but I'm gonna link them with short descriptions of what they look like. I'll definitely be trying them when I get my setup in though. Will post up what I think of some of them. So far I've found... https://www.gameex.com/ - (GameEx)This one looks... kinda plain. It almost makes me think of Kodi but for games? Granted Kodi works great, so this could be a winner in an unflattering dress. http://www.mgalaxy.com/ - (MGalaxy) Looks pretty close to LaunchBox but a bit less detailed. They offer a lot of the same features and is free unless you want their databases. Premium is yearly or forever. http://quickplay.sourceforge.net/ - (QuickPlay)This reminds me of MAME a lot. Not quite what I'm looking for a Front End. This one does have quite a bit of details though, so might be good if you aren't looking for fluff. http://lusspace.free.fr/modules/news/ - (LusSpace) looks to be even more like MAME. I'm assuming this is where someone informs me it's one of the same people working on it. This has more details than and fancy screenshots than QuickPlay does. http://scottrice.github.io/Ice/ - (ICE) Okay I actually recognize this one. I have a friend who uses it. It looks pretty nice overall, but it looks like it's going to piggyback on Steam. I got mixed feeling about that. http://www.hyperspin-fe.com/ - (HyperSpin) This one is very colorful and just almost feels like too much. It also costs money which I was hoping to avoid... so gonna hard pass this one. http://feelfrontend.altervista.org/ - (FEEL) This looks to be another big contender. It doesn't look too over the top but just enough to work as a nice frontend. Might come down to what my emulator box (nothing fancy) can handle. http://emuloader.mameworld.info/emucon/ - (Emucon) This uses a weird, simplistic database that seems to feature more picture than details. I can't describe it any better. http://attractmode.org/index.html - Another one focused for more of a media/game center look. Probably another one that I'll be more interested in since that's my focus. At the end of the day, they all seem to do the same thing, so I'll just have to run through them all and find what works best. I'll be sure to post up after I try things out. My main focus is a front end that displays well on a TV and interface that allows for multiple, different controllers. Ease of use as well as games supported will play decent parts as well. Again, if anybody has any inputs on any of these, please let me know!
- 20 replies
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- emulation
- emulator front end
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Today I happened to stop into my local game store, and found among other fun new hardware a second dreamcast light gun. I was thinking about DC light gun games when it occurred to me that, thanks to my also having a Saturn racing wheel, and a saturn to dreamcast adapter which supports it, that I in fact had two light guns and a racing wheel. It also occurred to me that Dreamcast could run MAME, and had various ports to it through homebrew efforts. So my question is, can Lucky & Wild be played on a Dreamcast, using the system's own light guns and driving wheels? Given that the only machine I know for it is a 2 hour drive away from me (and needed repairs when I was last around), it would be swell to have it more easily played. I have a PC hooked up to my TV as well that should run it, but I figure I should ask here about the DC since I have all the requisite hardware (I would need to buy some PC light guns). I suppose I could also play on a Wii, but that's not quite the same as a real light gun for me. Thanks for reading, and I look forward to hearing back.
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- Lucky & Wild
- Dreamcast
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