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phasermaniac

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phasermaniac last won the day on August 21 2019

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About phasermaniac

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  1. Shootout at Old Tucson

    Seems American Laser Games p1 was right gun and p2 left one, so swapping ports should do the trick. Configuration not saving seems a Nvram issue. I found this option: NVRAM Storage [opera_nvram_storage] (per game|shared) I don't know how to hide the crosshair in this core
  2. Teknoparrot Loader | Arcade PC

    Whats up with police trainer 2 or pointblank x? Any new?
  3. Shootout at Old Tucson

    Hi! anyone tried second player in Retroarch Opera core? I can run the game, and p1 gun is working, but cant get p2 to work. I have dual guns working in another cores but I don't get this one. Thanks!
  4. [Emu] Yuzu: Premier émulateur de Nintendo Switch

    Thanks for the answer Benclau, Maybe gfx related. When I launch a game, It remains some seconds on yuzu's loading screen and crashes. I tired enablin/disabling multicore, shader cache and most off the options but nothing changed.
  5. [Emu] Yuzu: Premier émulateur de Nintendo Switch

    Hi! Maybe someobe can help, I'm having this problem for months: I use yuzu in an arcade cab, with a crt 15khz with crt emudriver. Ati hd6900 2gb Gpu, i5 Cpu, 16gb Ram. I know it's a pretty old system, but I pretended to use Yuzu for some Switch exclusive retro games: Ninja warriors again, Tonight we riot, Kemono heroes and 80s overdrive. Like a year ago, just before the multicore addition, all them worked, but slow. But after multicore adittion, I have tested different versions and I'm having a strange problem: All the games crashes at startup but 80s overdrive. This one works fine and at a correct speed. It's strange because if it were a compability problem from my gpu none of them would work, I guess... It may seem a Ram problem, but I have 16gb and created a pagefile and tested adding form 10 to 50gb and nothing works. Any idea please? I'm pretty interested in Ninja warriors again as features improved graphics and animations compared to the snes version and 2p! I need some help, I'm stuck with this. And as one game runs, I suppose it can be fixed. Thanks!
  6. Maybe try to launch joytokey with admin privileges?
  7. Like 10 years ago, I made an arcade like version of zorton brothers with flash cs6 I think, using the videos from the msdos version. For the hitzones, with flash I could make transparent movies with the lenght of the video secuences, and contained moving hitboxes which supperposed to the film. So when a new video secuence was loaded, the hitbox sequence with same name loaded automatically. It had more "graphic work" as I had to adjust all hitboxes position size and movement manually, using interpolations.
  8. Alg games need the new main.singe too? I ask because they are way different to the rest.
  9. Teknoparrot Loader | Arcade PC

    Hi! I remember having problems with Elevator Action Dp using an Ati card ( it crashed in the "Now loading" screen), but solved installing Nvidia PhysX.
  10. yes thanks, but I I suppose these values in globals.singe links to controls.cfg in some way, true? The question is how? is it defined somewhere? Anyway, I got it
  11. Hi! I'm modifing Crime Patrol to prepare it as Argon will need to add rawinput, I already done for Action Max, that although it didn't support 2 simultaeous players, the code was smaller and easier to me for testing. I want to use this input in controls.cfg: INPUT_ACTION_4 = { SCANCODE.RSHIFT, GAMEPAD_0.BUTTON_Y, MOUSE_0.BUTTON_X1 } but in globals.singe I have this: SWITCH_UP = 0 SWITCH_LEFT = 1 SWITCH_DOWN = 2 SWITCH_RIGHT = 3 SWITCH_START1 = 4 SWITCH_START2 = 5 SWITCH_BUTTON1 = 6 SWITCH_BUTTON2 = 7 SWITCH_BUTTON3 = 8 SWITCH_COIN1 = 9 SWITCH_COIN2 = 10 SWITCH_SKILL1 = 11 SWITCH_SKILL2 = 12 SWITCH_SKILL3 = 13 SWITCH_SERVICE = 14 SWITCH_TEST = 15 SWITCH_RESET = 16 SWITCH_SCREENSHOT = 17 SWITCH_QUIT = 18 SWITCH_PAUSE = 19 SWITCH_CONSOLE = 20 so the question is, how can I add SWITCH_BUTTON4 and link to INPUT_ACTION_4? Thanks
  12. Hi Karis! I asked Argon and he say this: So to make it quick, the minimum feature I'd need is a game handling separate coordinates for players.Even if they are mapped to the same device by default (like Demul is doing with the mouse), they have to be 2 different things in the code/engine/game/program I'll look myself, but do you think singe2 have any limitation with this? In some file I have seens references to Mouse 1, mouse2, mouse3... Because singe2 engine works with dinput, or I'm wrong? Do you know? Thanks!
  13. I just made a test, and asked Argon what would he need to add Rawinput. I added functions and graphics for p2, not finished, but maybe he can this way say what he need. If you want to take a look, I have been testing with Crime Patrol 1, just overwrite: Crime_Patrol_Singe_2_2p.zip
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