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Posts posted by SupraKarma

  1. On 3/21/2019 at 11:20 AM, Torden said:

    In the swap disc function for rocketlauncher it needs to be the exact same file name before (Disc x). It works completely fine with the description after in multi disc, so the way it is in the database, it is not a problem.

    This is a personal preference, so I would like to hear if anyone else of you have more opinions to add regarding this. I can change those too.



    This is incorrect - I tested this with the MSX2 database after manually altering the RetroArch module, since the BlueMSX core supports m3u.

    If you look at the m3u file after RocketLauncher creates it, it will list the files like this: (forgive me if I have Leon and Claire reversed)

    Resident Evil 2 (USA) (Disc 1) (Leon).chd
    Resident Evil 2 (USA) (Disc 2).chd

    If not '.chd,' . cue, .pbp or whatever format you happen to use.

    The first game in the list will be named properly, after the game you loaded, and all subsequent games will be missing any txt after "(Disc #)," and therefore will not load when you attempt to.

    It really sucks because I was looking forward to having disk swap for MSX, but it is imperative that you have those tags, e.g. 'data disk' 'user disk' etc.

    So if you want proper disc swap support with RocketLauncher you should really rename the games.

  2. So I found this one out by accident. This core is not even available via the 'Core Updater' in RetroArch yet, but nevertheless, the changes have been implemented, and if you don't feel like waiting, I compiled the core myself. :) 64 bit only. I think if you need 32 bit, you can get it from the github page already compiled.

    Also for RocketLauncher users, the 'Change Disc' feature in Pause WILL work, with modification to your RetroArch module, and a couple of caveats:

    1. Sega CD+32X games still require the PicoDrive core, and if you alter your module to create m3u files so that you can swap discs, it will cause problems since PicoDrive does not use m3u files. The workaround is to use the 'Alternate Emulators' tab for all of the multidisc 32x games, and set the emulator for RetroArch, but the system for 32x. That way the module will load these games with the PicoDrive core, and not try to create any m3u files.

    2. I personally had a lot of problems getting AHK to work properly with this particular core - eject and close disc would work fine, but 'next disc' and 'previous disc' would get skipped for some reason, unless I used the F1-F12 keys, which I prefer not to do.  I never had any issues like that with Saturn or PSX. The solution I came up with was to add a sleep timer of 1000 ms in between the 'eject disc' and 'close disc' keypresses. So, this means that you'll have to wait an extra two seconds every time you load a new disc. This is a non issue for me, but it's worth mentioning. I don't get why it doesn't work properly since regular keystrokes will work, even when pressed very fast, or why the delay has to be as long as it is, and then magically seems to work. If anyone knows the answer to this, please enlighten me. :)

    I'm including the core and the RetroArch module below. Please note that I hacked the hell out of this module to work with my own setup, with a few oddities that you probably wouldn't understand, nor do I feel like explaining. I also don't much feel like checking to make sure it's 'ok for everyone else' If it doesn't work for you, you can manually compare the differences between my module and yours with notepad++'s 'compare' plugin. But, it should be fine.

    genesis_plus_gx_libretro.dll RetroArch.ahk RetroArch.isd

    • Like 1
    • Upvote 1

  3. I've read elsewhere that attachments aren't working, thought I'd give this a try.

      <game name="SimCity (USA) (Proto)" index="" image="">
        <description>SimCity (USA) (Proto)</description>
        <cloneof />
        <rating>Other - NR (Not Rated)</rating>





    • Like 2

  4. On 3/20/2016 at 11:12 AM, THK said:

    Super Nintendo Entertainment System





    Super Nintendo Entertainment System.zip

    I hate to be critical, because I love 99.9% of your work (and I certainly don't believe I could do any better), but I do not like the way the logos look - the outside edges are too 'square,' if that makes sense (Notably, on the 'S,' 'P,' 'R,' 'D', and 'O'). It looks unnatural. They should be more contoured, like in this logo:


    I'm actually not sure if it's the inside or the outside edges that are a bit off.

    I only bring this up because, a quick Google search for 'Super Nintendo Logo' brings up the logos you've drawn (I notice immediately that they're yours), from multiple sources. Anything different is practically non-existent - you've essentially re-written history. :) 

    I've even seen your logos used on 'official' SNES boxes in the Launchbox community (someone went to great lengths to clean up boxes).


  5. I appreciate the constructive criticism, and if you want to do some A+ quality work, I won't take offense, but I was just sharing what I had. :) I'm not a wheel guy because I just don't have the patience to go 'the extra mile.' (at this stage in my life, for this particular hobby)

    Looking forward to seeing you, or someone else do them proper, but in the meantime,  B grade artwork IMO is much better than nothing. :)

  6.     <game name="Touch Detective Rising 3 - Does Funghi Dream Of Bananas (Japan) (Translated En)" index="" image="">
            <description>Touch Detective Rising 3: Does Funghi Dream Of Bananas? (Japan) (Translated En)</description>
            <manufacturer>Success Corporation</manufacturer>
            <rating>CERO - A (All Ages)</rating>


    Touch Detective Rising 3 - Does Funghi Dream Of Bananas (Japan) (Translated En).png

    • Like 2

  7. It can, but should I really have to set up 90+ systems worth of RocketLauncher media, when it is capable of pulling the media right from your folders? :)

    It's cool that you have tools that can make the job easier, don't get me wrong. But it's still a job, and it's still a hassle. With Launchbox, you drop your 4:3 (I shouldn't even have to call it that) artwork in the folder and you're done. (And RocketLauncher sees it and uses it, with no extra configuration required).

    Just out of curiosity, do your scripts resize swf files in themes as well?

  8. 3 hours ago, dark13 said:

    The only way to "prevent" is creating a 4:3 theme and a 16:9 theme, background really needs 2 different assets as the "logic" of spacing is different :P . The problem is most themes were made before quick methods to support crisp looking 16:9 were discovered (basically you need to have flash to deal with the ratio conversion itself), so theme creators haven't done 16:9 themes.
    Using Adobe flash and my .jsfl scripts it is possible to convert a theme to 16:9 without any knowledge of flash BUT backgrounds need to be redone.

    I understand what you're saying, but to be clear, I was referring to having to open up all of my artwork in photoshop and reduce the width to 75% for everything. It's a serious pain, and once you do it, you can't reuse your artwork for anything else. You open it up in RocketLauncher's Pause, and it looks terrible. You can't sym link the distorted artwork to another front end to save space.

    A lot of the best themes available are not easily fixed. Part of the appeal of alternative frontends is not having to deal with any of that. I personally just leave everything in 4:3, even though the stretch is annoying.

  9. My two cents.

    On the one hand, I completely understand the frustration some people have. My biggest annoyance is the lack of 16:9 support. TBH as soon as the dev(s) got wind of the community taking the time to 'convert' artwork from 4:3 to 16:9, steps should have been taken to add this. Now, as a result, I can almost guarantee you most people's setups are an odd mixture of 16:9 and 4:3 artwork. It's a mess, and it could have been prevented. I love the 4:3 themes way too much to give them up, and NO WAY am I taking the time to 'fix' what could be done by the devs.

    But on the other hand, I didn't pay for HyperSpin. Not one dime. I paid for FTP access, sure, but the program itself was free. It's hard to have too much entitlement with that in mind. And also... if it took most of us 'months and months' to get our personal HyperSpin setups looking good, I can only imagine how long it takes for someone developing a frontend to give us all the ability to make it look and function even better.

    As dated as HyperSpin is, it's still a valid frontend. It is not obsolete. It is still the flashiest frontend I've ever seen. It still impresses people.

    I have a feeling that this is being worked on night and day. They want to blow us away when it's released... and on some level I really respect that.

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    • Super Like 3
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