Can you please supply an image for x86 (for machines that can't do 64-bit)?
Posts made by kimmykaroo
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RE: Testers wanted: major system upgrade (Pi3b+, KODI 17 and much more ...)
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ZDoom (for Brutal Doom support)
Hello, I didn't see a Suggestions forum anywhere so this seemed like the closest thing... move the topic where you see fit.
I would like to see PrBoom replaced with ZDoom. RetroPie is able to support ZDoom and as such they can play Brutal Doom, it makes me jealous even though I love RecalBox way more. (Much better N64/Dreamcast play and better interface)
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[4.1] Dreamcast Time/Date Nag on Every Game Launch
I'm not sure if this is something that can be remedied, but I just thought I'd ask because it's already annoying me.
Every time you launch a game it asks for the date and time. Some games even want to perform a monitor test (and only 50Hz works even though I have a 60Hz television).
Is there any way to have it remember these answers for next time?
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RE: [4.1] Dreamcast not displaying on TV
@rockaddicted Thank you, it's working SO WELL now!
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RE: [4.1] Dreamcast not displaying on TV
@rockaddicted Ah, yes, here's what I got.
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RE: [4.1] Dreamcast not displaying on TV
@rockaddicted when I try tvservice -m in putty it just says 'option requires an argument'
maybe you meant tvservice -M ? I tried that and all it says is
[I] HDMI in HDMI mode
when I launch a Dreamcast game. Nothing else happens. -
[4.1] Dreamcast not displaying on TV
This is strange, I never had an issue like this before. For the record, I have
dc_boot.bin e10c53c2f8b90bab96ead2d368858623
dc_flash.bin 0a93f7940c455905bea6e392dfde92a4
in my BIOS folder.I go to launch the game and then my TV seems to lose signal, and it says 'Not supported mode'. I am very confused on how to proceed.
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Quieter launch video?
I'm on April 27 4.1 and the video that plays when you turn the console on is so incredibly loud. I have to have my TV muted every time so it doesn't wake my housemates up. Is there anything I can do about it?
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RE: Kirby 64 HUD Not Updating
@voljega I see. That's a shame but understandable.
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RE: Kirby 64 HUD Not Updating
@rockaddicted I don't understand. What do you mean by 'b*mping' a 'standalone'?
Do you mean updating mugen64plus by itself and providing a download link? Or will it not be updated until the next unstable build is out?
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RE: Kirby 64 HUD Not Updating
@rockaddicted Thank you, it looks much better in libretro now. Ideally I would like it working in mupen, though, since mupen runs better.
I'm getting ALMOST full performance out of libretro, but it doe[censored]ch at times.
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Kirby 64 HUD Not Updating
I'm having a problem with Kirby 64 on the Mupen64Plus emulator. On all cores, the HUD does not properly display health and powers until you advance a screen. And even then it is glitchy.
However based on a lot of google searches I have reason to believe that the default core, GLideN64, fixed the Kirby 64 issues a long time ago, and surely 4.1 April 27 Recalbox is not using a Mupen64Plus build that is that more than 2 years old. So I started looking into why it might not be working right for Recalbox and I think I may have found a lead.
/recalbox/share/system/configs/mupen64/mupen64plus.cfg
[Video-GLideN64] # Settings version. Don't touch it. configVersion = 5
This is an incredibly, incredibly old config and it's missing a lot of options. Posts as old as two years ago were using config version 12. So I'm thinking maybe there's an option that can be changed for Kirby 64's hud texture problems.
As an aside, libretro's core for N64, which I've read is based on glide, is rendering the HUD properly. The graphics look noticably worse however, probably because it doesn't have the nice sharpening and blurring filters that mupen64 is applying (I would love to know how to do that for libretro if anyone could tell me).
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RE: X-Arcade Dual Stick Button 8 for both Player 1 & 2 only sends any input on release
@Substring Are there any other buttons that behave this way, or is it just button 8?
I don't use the standard configuration as is... I really don't see the logic in handling the buttons this way.
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RE: X-Arcade Dual Stick Button 8 for both Player 1 & 2 only sends any input on release
@Substring I don't even know what 'combos' are... button macros or something?