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  1. Yesterday
  2. After looking at that some more, I confirm, no bug here, or at least no other bug than the fact that it saved only changed inputs. I looked at your example with kof97, you look at button 1 & 2 with the joystick, except these 2 are NOT saved in your games.cfg, it's readable, you can check it, you have : kof97:keyconfig] use_custom_keys = 1 Def_P1_Up_joystick = 2049 Def_P1_Down_joystick = 2305 Def_P1_Left_joystick = 1537 Def_P1_Right_joystick = 1793 Def_P1_Button_3_joystick = 262145 Def_P1_Button_4_joystick = 327681 Player1_B1_B2_B3_joystick = 393217 Def_P1_Start_joystick = 655361 Def_Coin_A_joystick = 589825 So nothing specific about button1 or button 2, so they were just overwritten when you changed the default config, normal. It required someone making a heavy use of custom inputs to realize this, and even for you it took you quite some time. I even remember why I chose to do that this way the 1st time : because it was creating smaller config files ! I didn't realize that it would create problems ! Anyway now all the inputs are saved when you use custom inputs, so you won't see that again, you might want to reload all these games so that they update their config in games.cfg and after that you'll be fine. But by looking at that there is a weird config saved for you : [$ascii_controller:keyconfig], this one doesn't make any sense, but I don't know how it came here, nor when. I had something similar in mine, it looked like [$6_buttons_sf2:keyconfig], weird too, normally the 1st part before the : should only contain the short name. So I don't know if it's an old bug which was fixed a long time ago and just left some traces in games.cfg, or if it's a bug which is still somewhere now... I guess we'll need to wait and see for this one. I deleted this weird config in mine. I also had a dipswitches config saved in the middle of a key config, this should never happen too normally. You don't have this in yours, here again it might be something very old, and I even found a part specific to the dos version in mine, so this file was used in dos too... oh well I deleted this part too, I guess I'll have to check it from time to time then...
  3. No, can't reproduce that, when I wrote the passage you are quoting, I did it on the emu at the same time to check, I guarantee that it worked as I said. Anyway it now saves all the inputs when using custom inputs for me which might create some differences, and I won't revert the changes to retest that.
  4. This is also how I expected it to behave, but curiously it did change buttons which were already assigned as custom inputs. Fortunately I had a copy of my good games.cfg file, so I can always try to reproduce the problem. And I did. So I'm providing the file if you'd like to investigate a little more what may have happened: https://drive.google.com/open?id=1LpbYDWrc16tmuQMuY2LSLL3H8cekTkNO The only thing I did was to setup a new installation of Raine, run Sailor Moon and edit the default game inputs. Then you should see that it will also change all the custom inputs which were already saved in the games.cfg file. To illustrate, here's how my good games.cfg file is (pay attention to buttons A and B) Here's how I set up the Sailor Moon game using "edit default game inputs" (pay attention to buttons 1 and 2) And here's how my custom game inputs become after I set up the Sailor Moon game as above (again, pay attention to buttons A and B) As you can see, it inherited the changes done for the previous game by using "edit default game inputs". I suppose it could be related to the differences between the two systems (Cave and NeoGeo), which use different button mappings (one is "button 1", the other is "button A", and so on), no? Anyway, I hope your fix can prevent this from happening. Thanks again for your patience. I really appreciate when you explain to us laymen what's behind the bugs and fixes. PS: durig this testing I found this little glitch in the GUI, the text will not show fully in the box title:
  5. It's not really a bug, it always worked like this, but since nobody is courageous enough to maintain some real documentation, it was lost. Anyway custom inputs inherit inputs from defaults of course and what is saved in custom inputs is only what you changed ! That's why by editing some default inputs you can affect games using the custom ones. I must say it's a little strange to save only what was changed, but it always worked like this since... err no not since the begining, actually it worked like this since the switch to sdl apparently, so since 0.50, it was an error on my part when rewriting the inputs code... So for example if you set custom button 1 to v in sailormn, then set default button 1 in another game to something else, sailormn will keep its v since it was saved in custom, but if you edit any other default input, it will inherit it. And you don't need to setup a new installation folder all the time, I always make sure there is no config file in the archive so it doesn't overwrite them, I can make a mistake of course, but it's extremely rare since I don't run the windows binaries in these folders usually. Ok, I'll remove the test, it's easy to save all the inputs when using custom inputs. But I won't make a new binary just for that, you'll have to wait until something more serious is found !
  6. Hey Tux! The Sailor Moon game is changing the region correctly now. Thanks for that. Except this, I guess I've found a little bug with the configuration handling. When I was playing with the Sailor Moon game I went and clicked in the Inputs menu to configure my gamepad for the game. I then clicked in the option to edit the "default game inputs". So I finished my turn in the game and closed the emu without any problem. When I opened Raine again and went to play another game, such as KOF99, I noticed my inputs had changed to as I had it set for Sailor Moon, even though I had "custom inputs" enabled for this game saved in my games.cfg file. I went and tried several other games which also had custom game inputs enabled and they all inherited the Sailor Moon config. Wasn't Raine supposed to preserve the custom inputs already saved in the config file even if you accidentally edit "default game inputs" when running a new unplayed game for the first time? I had a lot of games with custom game inputs, so it's been a pain to edit them all again because of the different config I set for Sailor Moon. Please leave a comment on this when you have time. Thanks again. PS: I always set up a new installation folder when updating Raine. Then I move all backup files to the new version, except raine.cfg, which I set up for every new version. Maybe this could influence in the results I had.
  7. Last week
  8. * Pantheon 9.520 [multi-system] - http://bostjan-grandovec.si/Content/Download.htm * Emulicious (2020-04-03) [Multi-system] - http://emulicious.net/news/ * Classic99 v399.20 [T.I. 99/4A] - http://www.harmlesslion.com/cgi-bin/onesoft.cgi?1 * Atari++ 1.82 [Atari 8-bit consoles] - http://www.xl-project.com/downloads.html
  9. I ran Arcade and Mame side-by-side with Jet Wave, and in fact Arcade goes slightly faster.
  10. I think i found a problem with Arcade64 compared to the original MAME. If i remember, games running with the source zr107 the emulator will have a massive lag that looks like its frozen but just runs very, very slow during the initializing screens. Games running zr107 are: Jet Wave, Midnight Run: Road Fighter 2 and Winding Heat. Pretty sure it also goes for the clones as well because i also tried some of them.
  11. ok ! merci pour la rĂ©ponse ! đŸ˜‰
  12. Sorry can't help you, I don't use dat files. I guess you should ask at this "dat workshop pro" site then... !
  13. A quick question : I'm trying to create a Clrmame Pro DAT of this new version (0.90.6). I tried to use Dat worhsop pro, with the good option RAINE.. doesn't work .... I have checked www.emulab.it... didn't find anything ..... Where can I get the DAT in order to check my roms ? I'm NOT asking here for roms ..only the DAT file ....
  14. Indeed is not needed, in fact plugin version is better. Still no official mame 220 :/
  15. Ok, finished, fixed also the display of the Region menu when you 1st load a game, it was just displaying Region without anything until the game is run, it was just silly, a misplaced initialization, should have been fixed long ago... It also contains the new limit to 320x200 for the game bitmap for those crazy enough to play with this kind of setup. Anyway 0.90.6 released !
  16. After all I fixed it because it was an interesting bug as a matter of fact, it was because of compiler optimization which changed the address of a variable and I didn't think it would change. So it forced me to change quite a few things so that it doesn't depend on a changing address. I am not making a binary yet, I'll take a little more time to see a few things...
  17. I posted something here, but turns out it was in the wrong section, im moving that to the Arcade64 one. I remember in 1 update when they fixed the Intec Interact consoles because i first saw it from ProJared and i wanted to play them.
  18. with the command line : ./raine -gl|grep Sailor sailormo : Pretty Soldier Sailor Moon sailormn : Pretty Soldier Sailor Moon Ver B So the main appears as "ver b", the so-called clone is actually the 1st version and appears just as "pretty soldier sailor moon", and the file is sailormo, o like old. You have the eye for detail, the region switch was broken probably a very long time ago and nobody noticed till now, which is not a big surprise since the only thing it changes is the copyright screen and nothing else... ! From what I vaguely remember the region is in the eeprom, clearly it was lost somewhere here. I don't guarantee I'll fix it. And of course the company which produces it doesn't communicate about any changes made, so you can't know if there are really differences between the version b and the original, usually the changes are very minor though. And no, clones and regions are totally different, although there are a lot of clones which change only the region (for some games the region can be changed by changing just 1 byte, and it's the case with this one).
  19. Thanks for the fast reply again! I was able to run the game. I was looking for the game in the "S" character because you said it was named just "Sailor Moon", but it's actually named "Pretty Soldier Sailor Moon", lol. Pure lack of attention. By the way, is there a way to change the rom we want to load between the parent and the clones? Also, does the region selection work as "clone loader"? I'm trying to change the region between "Europe", "Japan" and "USA" but I don't see a change in the game, and I have the proper clone roms in the same sailormn.zip file. In FBA if we load the respective clone (for example, Europe, Japan or USA) we see the difference in the warning screen: "This game is for use exclusively in Europe" "This game is for use exclusively in Japan" "This game is for use exclusively in U.S.A." In Raine it is always showing "Japan" no matter the region. Am I doing something wrong? Thank you so much again for your help.
  20. With a sailormn.zip in your roms directories the game appears in "available games", even if it's an empty file, it would take too much time to check the contents of the zip file just to display what is available. So check your setup, something is wrong somewhere, your sailormn.zip is not where it should be.
  21. Hey Tux! Thanks for the fast reply! So I tried to run the Sailor Moon game in Raine but it didn't show up in the available games list. Here's my romset: sailormn.zip bpsm.u46 bpsm.u47 bpsm.u48 bpsm.u53 bpsm.u54 bpsm.u57 bpsm.u58 bpsm.u60 bpsm.u61 bpsm.u62 bpsm.u63 bpsm.u64 bpsm.u65 bpsm.u76 bpsm.u77 bpsm945a.u9 bpsm945a.u45 sailormn_europe.nv Is it good? According to this site, my rom seems ok. But if you go to the "Additional infos" section and click on the "Info" tab you may see that the rom has been renamed sometimes, so maybe this is the problem? Anyway thank you again for your time.
  22. This version of raine (after 0.50) is not designed for these low resolutions, it's designed to lcd screens which don't like this kind of video mode change. It has a minimum allowed resolution of 640x480 for the gui, and 320x240 for the game bitmap, if you go below that it will change all the time, so either use 640x480 minimum, or switch to the dos version which still uses the old blits, but since it's dos you'll miss quite a few things too, no cd music there, no opengl, and the gui is totally different, lacking most of the options we have now. But the dos version has all the vesa modes available and can work in 320x200, it was another era... you hit a coded limitation in resize() in sd/display.c, maybe I should have allowed 320x200 here, but you are the first one to actually hit it, and it's there since before I started using git, so more than 10 years already ! With a mode that low, it will change all the time to 640x480 to be able to display the gui, which makes it almost unusable in fullscreen. Oh well, I'll probably try to put 320x200 for an eventual next build, but I won't make a new build just for that...
  23. Hi, everyone! This is my first time with Raine and I'm trying to configure NEO GEO CD in native resolution. According to some sources, it's 320x224. But no matter what, I always get 320x240. I'm trying with configuration below: [neocd:romversion] Version = 2 [kof96ngc:display] frame_skip = 0 screen_x = 320 stretch = 0 screen_y = 224 scanlines = 0 fps = 59.1856 [kof96ngc:romversion] Version = 2 [neocd:display] frame_skip = 0 screen_x = 320 stretch = 0 screen_y = 224 scanlines = 0 fps = 59.1856 (emulator generated this file automatically the first time I ran the game) What I'm doing wrong? If I try, for example 320x320, the game takes it! It's weird. Well, I hope you can help me. Thanks a lot!
  24. Yeah the missing rasters in cps2 is known, it's tricky to emulate, comparable to the rasters in neogeo which gave me some trouble for quite some time, so since it's not used very much I simply avoided it so far, maybe one day where I am bored with a ton of motivation to fix things ! For your games, sailor moon is already emulated, called "sailor moon" simply, without the "pretty soldier" in front, but it's very probably the same one. For turtles in time, it's konami, usually not easy stuff. And did I mention I wanted to stop here ? It's a good point to stop, and there are even some people working to port raine to some strange new hardware now, so it seems ideal ! Anyway we'll see, I am mostly stuck inside for now because of the covid-19, but I find a lot of ways to keep busy ! See you, and thanks for the comments ! edit : you know you can display the games by category in raine, although the category "fight" is almost never used, and beat'em up is used instead. One of the most original ones if you don't know it, battle k-road, japan only but you don't need to read for this, the fights are very short usually, I never had the patience to play this, but you might find it interesting !
  25. Hey Tux! Everything is working fine with version 0.90.5. Except for that old bug with the rasters in some CPS2 games such as Marvel vs Capcom which you have already aknowledged. You can see this bug in the character select screen where there are some graphical glitches in the form of dark squares. And also in the last stage in which you fight Onslaught (the glitches are in the floor and in the character of Onslaught [its huge second form]). If I'm not incorrect, it also happens with Marvel Super Heroes vs Street Fighter. Finally, I have some game requests which aren't supported yet: Teenage Mutant Ninja Turtles - Turtles in Time (beat 'em up) Sunset Riders (shoot 'em up) Pretty Soldier Sailor Moon (beat 'em up) I suppose they are all based on the Motorola 68k processor, so maybe it's not so difficult to support them? Anyway thank you again for your great work with Raine.
  26. All files are mirrored on my site, many thanks!
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