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  1. Today
  2. "It would be nice to test the opengl "anisotropic filtering", some kind of filtering which is supposed to work better, I am not sure it's good for 2d though, that's the kind of thing which is used in 3d games to make things readable in the 3d world" I remember running MAME with a Radeon HD 3300 enabling anti aliasing. Anti aliasing not is possible for MAME video output , but enabling anti aliasing the colors look better. Trying with a Geforce 600 not has the same result. "And I noticed the display of commands from the command.dat is broken, it's been broken for a few versions actually but nobody noticed" Using Raine 32 current version the menu works. Only is being listed correctly the commands. Have others details not being rendered. Related with https://www.1emulation.com/forums/topic/36571-samurai-shodown-iii-neogeo-cd-soft-dips-glitches/ ? "now the game starts as soon as it's loaded behind the main menu" Thanks very much.
  3. Rex

    ARCADE64 0.238

    Nice, thanks!
  4. Yesterday
  5. Tux

    1st contact with sdl2...

    And forgot something again : the new "game controllers" api as they call it. I thought 1st you got it without doing anything just by linking with sdl2, but no, it's a new api on top of the old joystick api... Meaning I need to test this. Well without it, we have exactly the same joystick handling as with sdl-1.2. With it, it handles joysticks which are added or removed during the emulation, and it's easier to convert dpad to joy movements (because they are standardized to the xbox/playstation model, one dpad, 2 sticks, 4 buttons on the right, plus the triggers and left and right buttons. It doesn't look too complex...
  6. Tux

    1st contact with sdl2...

    It's almost over, probably done tonight or tomorrow. It would be nice to test the opengl "anisotropic filtering", some kind of filtering which is supposed to work better, I am not sure it's good for 2d though, that's the kind of thing which is used in 3d games to make things readable in the 3d world. It's worth a try. Now I am starting to get tired, so not sure I'll test it now. And I noticed the display of commands from the command.dat is broken, it's been broken for a few versions actually but nobody noticed. It's probably not very hard to fix, so I'll try to have a look. The most obvious changes are in the gui, clearly, now the game starts as soon as it's loaded behind the main menu (so that you can change options like dipswitches or anything else, but at the same time the game's demo can play). If you start playing and return to the gui, then it's paused, it's a very bad idea not to pause it here, it might be in the middle of a game ! Otherwise if no game is loaded there is now a simple animation running behind the dialogs... A lot of dialogs didn't really need any title, so only needed titles are displayed now, for those that don't need it it makes more room for the background display. Emudx is fixed, it can be improved with the new sdl2 functions, but I'll probably keep this for later, it's enough to know it's working for now.
  7. StHiryu

    ARCADE64 0.238

    You can delete it safely
  8. Last week
  9. Rex

    ARCADE64 0.238

    It's 82 MBs so is it safe to delete? I'm short on hard drive space so anything counts.
  10. MAME 0.238 was released * Official - https://mamedev.org/release.html * ARCADE64 - https://arcade.mameworld.info/ * HBMAME - https://hbmame.1emulation.com/ * MESS, MESSUI - https://messui.1emulation.com/ * MAMEUI - http://www.mameui.info/ * WolfMame - https://github.com/mahlemiut/wolfmame/releases * MAME for Raspberry Pi - https://stickfreaks.com/mame/ * SDLMAME for Ubuntu - https://sdlmame.wallyweek.org/download/ Other releases * Gopher 0.15.0 [Atari 2600] - https://github.com/JetSetIlly/Gopher2600/releases/ * Yape 1.2.1 [Commodore Plus/4] - http://yape.homeserver.hu/ * XRoar 1.0.2 [Dragon/CoCo] - http://www.6809.org.uk/xroar/ * WinArcadia 28.3 [s2650-based] - https://amigan.yatho.com/ * uCON64 2.2.2 [Front-end] - https://ucon64.sourceforge.io/index.php * JRom Manager 2.5.1 [Rom Manager] - https://github.com/optyfr/JRomManager/releases
  11. Robert

    ARCADE64 0.238

    I guess I included it by accident. Just ignore it. It's used to get dumps when a crash occurs, but that idea doesn't work in the GUI builds.
  12. Thanks for keeping us informed about your progress on the SDL2 update. I hope you get better soon. 🙂
  13. MESS, MESSUI, MAME AND MAMEUI 0.238 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
  14. HBMAME and HBMAMEUI 0.238 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
  15. StHiryu

    ARCADE64 0.238

    ARCADE32 0.238 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
  16. Rex

    ARCADE64 0.238

    What is this new arcade64.sym file in it?
  17. Rex

    ARCADE64 0.237

    Thanks! It does seem to work that way. Though I have a question: Will it also tell me about any redundant files that I may have in my roms folder(which could likely happen in case a rom's name changes)? If not, is there any way to find and remove such files?
  18. Tux

    1st contact with sdl2...

    ... and I got a cold. No kidding, got an electric scooter and the wind was just freezing the other morning, I didn't feel my hands anymore on arrival, and got a cold through my nose ! So finishing this might take more time, and even if the biggest part is done, there are still lots of small things to look into. Some small improvement I noticed in sdl2 : vsync support is better in opengl (and likely in sdl2 native too), now it supports adaptive vsync if your driver supports it (you'll see if it's supported in "video info" after having run something in opengl), and more importantly, I could never fix the tearing in windowed mode before (specially visible in a game like batrider, in the intro after inserting a coin, the super big letters crossing the screens from right to left there is nothing worse than that for tearing), well now no visible tearing anymore even in windowed mode, finally ! For adaptive vsync, it's like vsync but if you've already missed the vertical retrace for a given frame, it swaps buffers immediately, which might be less jarring for the user during occasional framerate drops, which should normaly never happen in raine anyway but it can't hurt to have it. The key configs are now saved in sections ending in config_sdl2 instead of just config before in raine.cfg and games.cfg. That's because too many keys are now different, and it's better to go back to the default keys than having most of the keys not recognized and not responding. Also raine has never been easier to compile than now, especially in windows with mingw, I'll probably update the notes on how to compile, but in a nutshell : you get the msys2 installer, it installs 4 shells, but only 2 of them are interesting for raine, either the 32 bits or the 64 bits one, you choose your flavor, then install gcc, g++, and nasm + the basic environment tools. Then all the libs are available as packages, you just need to install git (to get raine sources, although you can get a zip file from github if you prefer), sdl2, sdl2_image, sdl2_ttf, muParser, and that's all. All this can be installed in just 1 command line using their pacman tool. After that cd to the sources directory, type make, or make -j4 if you have at least 4 cores, and after a few seconds you'll have your new binary... ! If you try that on current git sources, the makefile will build a debug build, you have to edit it to build an optimized binary, but it's explained in comments at the beginning of the file and very easy to do.
  19. WinArcadia 28.3 (Windows XP/Vista/7/8/8.1/10/11): 25 November 2021 AmiArcadia 28.3 (AmigaOS 3): 25 November 2021 AmiArcadia 28.3 (AmigaOS 4): 25 November 2021 AmiArcadia 28.22 (MorphOS): 15 November 2021 Super Bug Advance 1.3 (GBA): 11 September 2009 AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (1982); * Interton VC 4000 console family (Acetronic, Fountain, Interton, Prinztronic, Radofin, Rowtron, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (Electronics Australia 77up2 and 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) 1977-1978); * Signetics Instructor 50 trainer (1978); * Central Data 2650 computer (1977); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * Chaos 2 computer (1983); * Dolphin trainer (1977); * PHUNSY computer (c. 1980); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * MIKIT 2650 trainer (1978); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save states, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, real-time debugger, frame skipping, redefinable keys, save screenshots (7 supported formats), ARexx port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, printer output, artefacting, support for ZIPped games, clipboard support, palette editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, disassembler, CALM support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape deck (3 supported formats). The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V28.22: * >8-bit and >11025 Hz sound support (WinArcadia only). * Miscellaneous improvements and bug fixes. http://amigan.1emu.net/releases/ http://amigan.yatho.com/
  20. @Tux I known your emulator since the begin of 2000's when the screen had the Bubble Bobble. Speaking about old version I remember using your emulator loading Kuri Kinto. I not remember what PCB version if was USA, Japan or world set being that both sets run using japanese language in MAME. I remember using your emulator changing dip switches and not remember exactly if had enabled any game code ... Kuri Kinto had used english language in gameplay. I remember when the bosses messages being in english. After was released Raine new versions and doing the same actions not was possible run the game with english language. That game not have dip switches to change language region in MAME. Only sharing the information above. I use for a long time thus I use for some games MAME and for others your emulator. I had posted in Retroarch about your emulator being accurate and will be good see a Raine libretro port for users wanting use Neo Geo and other machines in Retroarch. Very good see Raine running over WINE. About all above in your topic I not understand if is possible add cubeb in your SDL sound code. Not demanding, but cubeq sounds very good.
  21. Thanks very much for explained because Raine32 is the main release. Now using Raine 32 bits thus not will be possible figure the issue if only happen in 64 bits version.
  22. I really appreciate your help, Mr. @Robert. Finally, I has solved the problem. I owe you one 👍 B. regards.
  23. Tux

    1st contact with sdl2...

    Some unexpected problems in windows, as usual I would say, a solution is in progress but it takes time... I won't have finished before the end of the week ! (for the gory details, for some reason when calling SDL_OpenAudio the callback is never called, and when calling SDL_OpenAudioDevice, SDL_PauseAudio is ignored and I must use SDL_PauseAudioDevice... ! These 2 combined made me search for a long time ! Apparently everything needs to be migrated to the new audio device api in windows, when there's no need like that in linux... ! I'll do more testing later...) after a new session, all this mess was because the default sound driver in windows is something called "wasapi". Clearly it sticks to the device preferred setting and refuses to convert anything, for me that was 48000 Hz, samples in floats of 32 bits ! Simply unthinkable, I would have to rewrite a big part to handle this kind of samples... Forcing the directsound driver goes back to what we had with sdl-1.2, much better. There was also some allergy between direct3d and opengl : start raine in windowed mode with a game like gunbird. Start the game, then go to fullscreen while the game runs using the keyboard shortcut. Call the gui... and bam ! Message CreateTexture(D3DPOOL_DEFAULT): INVALIDCALL and return to desktop... ! There is a solution to that, thanks to people on the net who had the same kind of problem, there is a hint to tell sdl2 to use opengl instead of direct3d for its rendering : problem solved ! Still a few things to look into tomorrow, but it's starting to look good... And I think the new dlls will actually make a bigger archive because the mingw32 libs use all the optional libs, which would be totally useless here, but now they must be present on disk, so there is a ton of useless stuff to add... ! At least it simplifies a lot the installation when programming raine, binary packages are convenient... !
  24. mamesick

    ARCADE64 0.237

    @Rex: "Audit All Games" menu voice should help you. It will analyze your romset and outpout errors if there are any.
  25. Agard

    ARCADE64 0.238

    Thanks Robert for latest build
  26. MESS, MESSUI and MAMEUI 0.238 are released. https://messui.1emulation.com/ https://arcade.mameworld.info/messui
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