27 July 2020, 17:24 | #21 | |
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However, mine has additional conversion steps so they can be turned back into the original files, if this isn't done, there is no way to get matching iso and wavs back from the files. Not really important I guess, but just firing the original cue's into chdman won't produce the original iso again from my testing anyway. |
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27 July 2020, 17:45 | #22 |
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Yeah, these are for chd conversion only.
I don't need to revert as I always keep the original TOSEC/Redump archives. |
27 July 2020, 17:59 | #23 | |
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90% of the games will be played on PC I reckon, so an emu only format should really be considered in my opinion. |
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29 July 2020, 00:49 | #24 | |
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Not sure I agree Ian, about it being a valid reason not to use them, since you can get 100% back to the original disk, shipping the collection with a small extraction script is probably all that's required? (Or not sure my opinion really matters!) Having it take up 30-50% of it's original footprint vastly outweighs the negative of having to do a single extraction whenever someone needs it. I mean, while disk burning software will never support CHD files, they don't really need to. No one is ever going to burn their entire collection in one go. I think it's perfectly acceptable to have an extraction process. I mean, I even use a script to extract the .chd to a bin/cue, and then run mednafen to play PS1/PC Engine/Saturn disks, or extract to the original files, mount the file using daemon tools, run the emu (in SSF's case), then dismount when the emu closes, and delete the .bin/.cue. If you wanted to be really crazy (and I am, at times! ) you could even extract the .chd to a ramdisk as a .bin/cue, and use daemon tools to mount the image, and run your emulator or even disk burning software. That way, you get rid of the "but it's using up valuable disk writes to my hardware" argument people too. (I've done this, and it works fine. Use your burning software to make a 1:1 copy. Some will even let you start that via the CMD Line) For the handful of people who want to burn an exact original disk, the TOSEC collection isn't really good enough anyhow. That aside, for people who want an original exact copy, but in .bin/.cue get the smaller .chd files, and extract them all. The hosting site is happy, since you have smaller downloads, less traffic, the vast majority of users are happy, since it now takes up less space, and the rest can extract and delete the .CHDs. It makes more sense, the more files you have. A .chd collection for just the CD32 saves a nice bit of space, but for PS1, it saves hundreds of GB. Then add PC Engine, etc etc. The saving add up very quickly. I wonder, would a quick poll to explain the .chd, the fact that WinUAE can use them and if people would prefer the smaller size be useful?? |
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29 July 2020, 00:56 | #25 |
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Don't know if it would garner any attention to be honest. Hopefully tomse, who is the tosec iso guy sees the thread and agrees then I guess it will happen.
Your post though has motivated me to try and get the batch file to automate properly as much as possible and leave zips that couldn't be converted so these can be manually done after the script does the bulk. Reverting is easy as filenames remain consistent. If I had spotted the errors prior to some of the last couple of days I did I would've submitted corrections. I think this only reallly interests those posting in the thread though at the moment, I guess if it was added to TOSEC though, many more would be interested. I have converted these mainly for Retroarch/launchbox, Started with redump sets which are a doddle as launchbox likes to unzip stuff for megadrive CD and leave it on my system SSD as most of the cores and obviosuly WinUAE work directly with the CHD it made sense just to convert everything. Still got the PS1 dat to convert, just waiting for a 5 or 6 USA images to become available and then convert the set as is at the moment "complete" Last edited by Ian; 29 July 2020 at 01:02. |
29 July 2020, 12:44 | #26 |
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Fair enough!
Just if anyone wants it: Code:
REM Path to CHD hardcoded to prevent problems REM Path to Mednafen also hardcoded to prevent problems REM Converts .chd to .cue/bin, runs emu, deletes .cue/bin afterwards M:\Arcade\MAME\MAMEx64\chdman.exe extractcd -i "%1" -o "%1".cue -ob "%1".bin M:\Emulatio\NEC_PC_Engine\Mednafen\x64\mednafen.exe -force_module ss "%1".cue del "%1".cue del "%1".bin REM pause It just decompresses them, runs mednafen in Sega Saturn mode, then deletes. To run it in PC Engine, change -force_module ss to -force_module pce or pce_fast and for PS1 use -force_module psx You can let it autodetect, but I prefer to set it by hand. and for SSF: Code:
REM Path to CHDMan hardcoded to prevent problems REM Path to SSF also hardcoded to prevent problems REM Path to Daemon Tools uses shot file name, to prevent problems REM Converts .chd to .cue/bin, mounts with DaemonTools, runs emu, deletes .cue/bin afterwards M:\Arcade\MAME\MAMEx64\chdman.exe extractcd -i "%1" -o "%1".cue -ob "%1".bin M:\Emulatio\NEC_PC_Engine\Mednafen\x64\mednafen.exe -force_module ss %1.cue C:\Progra~1\DAEMON~1\DTAgent.exe -mount dt, 0, "%1" M:\Emulatio\Sega_Saturn\SSF\SSF.exe C:\Progra~1\DAEMON~1\DTAgent.exe -unmount 0 del "%1".cue del "%1".bin REM pause Last edited by Mikerochip; 29 July 2020 at 13:02. Reason: Extra info! |
29 July 2020, 13:15 | #27 | |
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tomse left the TOSEC team many, many months ago. At the beginning of the year, from memory. |
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29 July 2020, 14:29 | #28 | |
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29 July 2020, 14:33 | #29 | |
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Same with Flycast core for Dreamcast, gdi images converted to chd works too (I recently completed Soul Reaver this way, haven't played that game in 20 years, still a bloody good game worth a revisit). A few examples: PlayStation: retroarch.exe -L cores\mednafen_psx_libretro.dll "[path to chd]" Saturn: retroarch.exe -L cores\mednafen_saturn_libretro.dll "[path to chd]" Dreamcast: retroarch.exe -L cores\flycast_libretro.dll "[path to chd]" |
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29 July 2020, 14:42 | #30 |
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I know, but, Retroarch has some weird laggy frame skips at times.
The PCE core almost never suffers from them now, but the SS definitely does. And the PSX one does, the odd times. Nothing to do with FPS / CPU either, mine sits idly at around 20% or something. There's more than a few people complaining, but it drops off over time, as people get used to it. I like retroarch for lots of things, but if often doesn't feel right, playing a given system. Neither of those cores, nor the PSX one, feel as responsive as Mednafen. |
29 July 2020, 15:49 | #31 |
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must be some option somewhere screwing it up. never noticed any stuttering when playing, but have never use mednafen to notice any difference between them.
The only one that says it will cause issues is threaded video, is that enable on your setup? I guess all the latancy stuff will also cause this too. |
29 July 2020, 18:10 | #32 |
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No, standard blank install, out of the box, Sega Saturn sometimes used to stutter playing just the intro video.
It doesn't any more, but, it still doesn't feel as responsive, most of the time. They also eventually fixed the Dreamcast stuttering. Anyhow: Things like these: https://forums.libretro.com/t/mednaf...-video/2556/20 and https://github.com/libretro/RetroArch/issues/9668 I have about 30 different set ups of Retroarch, and config file combinations, just for messing about. (ie, using GL driver, Vulcan, older GL, D3D9, D3D12, different kinds of shaders, run ahead on/off, threaded video on/off, hard sync video, sync on audio, sync on video, etc etc. There's a lot of options, and I like to test them all) Some people were complaining that they had stuttering if they didn't precache the disk image (which I do, take a few seconds, but then the entire disk is in memory.) Anyhow. Off topic. Retroarch is fine, but it has some major problems in places. It's only recently it finally fixed it's god awful controller config handling. And Mame on there is, well, bad is an understatement. |
31 July 2020, 08:04 | #33 |
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I already have these, if theres an interest i can always share..
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