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Support for Samurai Shodown 5 Special Final Edition and Perfect romsets
Tux replied to mer-curious's topic in Raine
Oh finally for perfect the roms look mostly different so it's probably a worthy clone after all : most sprites are in common (except the 2 last roms), the sound is identical to what's used by fe (for the samples but not for the z80 code !), except that the 68k & z80 have totally different roms, plus the text layer has a different rom too. So it really doesn't look like a tiny clone, now you'll tell me if it's worth playing it ! Neogeo id : $273, not used until now, that's why it isn't recognized by unibios for the cheats. Added to git too (samsh5pf). -
Support for Samurai Shodown 5 Special Final Edition and Perfect romsets
Tux replied to mer-curious's topic in Raine
Well thanks for the info. I am afraid I won't be able to tell much about the interesting points of this rom, but I can at least tell after looking that for fe (final edition) it's an entirely new game, no rom is in common with any other neogeo game contrary to most clones usually. And it's not encrypted, logical if it was made by the community. For the cheats, unibios recognizes the game because it has exactly the same rom id as samsh5sp (special edition), that is $272. The ram usage might be the same, but the rom is very probably different, anyway there are probably only ram cheats in unibios because it deals with real roms most of the time so they are really read only for it. And by the way fbneo has some source on github too, and it's quite different from mame source actually, which is a surprise because originally it was made for afterburner before it was integrated to mame, and it was something like a showcase, just to demonstrate the game worked well. So I assumed it was based on mame source, I was wrong apparently ! But it's very readable, and this part is easy to understand since there is no crazy encryption like what the special edition has. It seems to be Japan only, it ignores the region. I'll check this perfect thing later, it sounds less interesting, this one seems to be just a hack on top of this final edition. But if it has no cheats in unibios it means they changed the id of the rom, so maybe there are some heavy changes there too... Anyway samsh5fe is added in git. -
Hello Tux! I'd like to know if you would be interested in adding support for Samurai Shodown 5 Special Final Edition and Samurai Shodown 5 Special Perfect romsets. As far as I know, the Final Edition version of the game is a hack made by SNK/Yuki themselves and released in the Samurai Shodown Collection game in 2020 for modern consoles. Then some people were able to take it from the game and release it for MAME-based emulators such as FBNeo. This is how the game looks in the official collection (in Japanese): It looks like this version was also sold in home cartridge format in limited quantity by a company called NCI. I found a video of a French collector which apparently got two copies of it. He also explains a little about the game's history, here: Then it seems that some people in the emulation community created a pack of IPS patches to rename the game to "Perfect" as originally advertised by SNK for the NG collection release, then this new patched game became a new clone romset, which looks like this: Interestingly the Perfect edition is not recognized by Unibios, so there are no cheats for it, as you see below: But Unibios does recognize the "Final Edition" as clone of 5 Special and shows cheats for it. Maybe the "Final Edition" is an authentic "bootleg" and the "Perfect" edition is just a modded version? I don't know... Anyway, I'm not sure if we can use the IPS patches solely to turn the Final Edition into the "Perfect" one because the forum requires registration to download the patches and I didn't want to register just for it. So I looked for the Perfect romset and found it in RetroRoms. It is also available at the internet archive, here: https://archive.org/download/fbnarcade-fullnonmerged/arcade/ So currently FBNeo has the following clones for the Samurai Shodown 5 Special game: I believe Raine supports all of them, except these new bootleg ones. If you think it's a good idea, maybe Raine could also support these remaining sets too, though I'm not sure whether they really add something good to the official 5 Special game. It seems that the Perfect edition is worse? Check this video: Then there is the following website which says the Perfect patch "restores the overkills", which I believe are the uncensored deaths? https://www.emuline.org/topic/1954-samurai-shodown-v-special-final-edition-from-perfect/ So the guy in the video was testing another (unpatched) version? Anyway, there are some things I'm still confused about with this game, maybe because it's a hack in the end. Thank you so much in advance for your time. PS: you can see in the Emuline link above that there's also a screen capture of the Japanese game logo with a different logo than the "Perfect"... EDIT: there seems to be another modded version by Exa-Arcadia, which even introduces a "Exa-Arcadia" logo screen after the SNK logo.
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Hello Tux! Thank you for this explanation. I'm not sure if I understood it correctly, but I still think Raine could let us decide which default region to use for NGCD games. However, I only felt the need for such a setting when playing Samurai Shodown 3 with the region set to Japan and found it strange that the emulator showed the English loading screen at the game start. So I'm not sure if such a setting would be really useful for any other game in the NGCD library or for anyone else playing NGCD games in Raine. So if you think it's really unnecessary and/or not doable for now, just leave it for another time maybe. Thank you again. Very weird indeed! Anyway, I'm glad you could reproduce it at last. Thank you so much again for your time and work. 👍
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One of the devs has included code that won't compile for GCC 10.1 (what MAMEUI needs). He's not interested in fixing it, so we'll see what happens.
- Yesterday
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* XRoar 1.4.1 [Dragon/Coco] - http://www.6809.org.uk/xroar/ * RPCS3 0.0.28 [PS3] - https://github.com/RPCS3/rpcs3/releases * Q-emuLator 3.5.1 [Sinclair QL] - http://www.terdina.net/ql/winql.html * XEMU 0.7.92 [Xbox] - https://github.com/xemu-project/xemu/releases * Cheat Collection for MAME 0.255 - http://cheat.retrogames.com/
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Yeah we know about it. Workaround: https://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=395980&page=0&view=collapsed
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Okay, I'm digging the improved responsiveness, compared to what was left of .248, when suddenly, it hit me: I'm on a 4K screen and this app's missing DPI awareness! The text mostly looks like it's written by mosquitoes! Visual proof: https://ibb.co/nL6npZs
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JFD62780 joined the community
- Last week
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For the 1, no having a setting for default region would be overkill, the default region is set to Europe for neocd games because raine is made in Europe. I guess I could detect the current locale and use japan instead if the locale is japenese, but even that would be quite overkill. It's not a problem of correct or not, it's just the game is not recognized before the 1st part is loaded. Once it's loaded if you reset the name doesn't change, so it knows how to take the right settings. So if you really want to see this animation, there's just a rest for you. It's not an emulation bug neither, the neocd console has a fixed region so it always plays all games using the same region. Here we choose to allow the player to set the region independently for each game. So that produces a difference, but my goal is once again not to emulate precisely the console itself, but just to support neocd games as well as we can, that's all. The games are good, but the console itself is not interesting. For the 2, I'll try later without any configuration file although I doubt it will make any difference, but it's annoying, it's always longer to retrieve the files needed in this case. I reproduce it very easily with last blade 2, but not samsho3, go figure... ! Anyway, it was probably here since the beginning of the sdl2 version, so quite some time ago already, but it's right we played less neocd games with that version, and it was the kind of thing which could happen. Anyway the fix is just 1 line, very easy to fix. It affects the games with a width of 320 (although for some reason it's not so obvious for me in samsho3, there might be some other parameters there). Anyway it's fixed... thanks for the report !
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Hello Tux! Thank you so much for taking the time to test those issues. So, for the adapted loading animation, I already have the game region set to Japan, so much so that if I hard reset the game it correctly shows the first loading animation in Japanese. But if I open the program and load the game it will show the "Samurai Shodown 3" animation instead of the "Samurai Spirits" one, even if I had already set the game to the "Japan" region before. Perhaps if you added an option to "NG/NGCD options" to set the default NGCD region even before the game was loaded would fix this? I'm not sure if this is doable though, but you see in the video that the real console does load the first loading animation correctly as far as I can tell. As for the wrong picture width, I always set a new raine32_sdl.cfg file for every version I try, so everything is set to default here, except for the NGCDZ BIOS for NGCD and the Unibios 4.0 for NG games. Then I load The Last Blade 2 CUE file and have the issue with the picture width. It's a very weird bug indeed, but I can reproduce it very consistently. I have recorded a video clip showing that, here: https://drive.google.com/file/d/1_wY1hJ-z5eguoJ7OBNr4jPqH_-6MyMXs/view?usp=sharing You see in the video that even if I maximize the window the width won't be corrected, only if I ever show the GUI. Hopefully you'll be able to reproduce this eventually and tell what could be happening. But these are minor issues nevertheless. Thank you so much again for your time. 👍
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For your 1 you could have guessed the reason : when you load a neocd game the emulator doesn't know which game it is before it loads at least the 1st part, and so it does not know which region to apply 1st, so you have the default region 1st, that's all. Then once the game is identified, it gets the last region used for that game or its default region. For your 2 I can't reproduce it for now, launched smasho3 with the us region in windowed mode (in linux), started the game, the picture is not cut on its right side, and displaying the gui doesn't change anything to it. If the bug is just because you are using a 640x480 window, just forget it ! I am not sure for now. edit : and after testing in wine, I still can't reproduce this. No idea how you did that. edit2 : and even in win10, and even with a 640x480 window, no cut on the right. Oh well... !
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Hello Tux! Thank you so much for considering my suggestion and bringing back the version number for NGCD games! I really hope it helps someone besides me with the testings. By the way, I have been playing a little more with some NGCD games and I think I've found two issues to discuss: 1- The first loading animation for Samurai Shodown 3 is not adapted to the Japanese region the first time you load the game, as you see here: But if you hard reset the game, it is finally adapted: Surprisingly I have found a video of someone playing Samurais Spirits 3 in the real hardware and the first loading animation is indeed adapted to the Japanese language, as you see in the following video: Please notice that he is using a CD drive emulator and loading the game from an SD card, but we can see that the first loading screen is in Japanese as well. Perhaps there's something not detecting correctly the region we set when loading the game? Anyway, I'll wait your comments on that. 2- The picture in some NGCD games is not being drawn correctly the first time you load the game. To correct the picture you have to display the GUI and then return to the game. I've noticed this happening with two games so far, Samurai Shodown 3 and The Last Blade 2. Please take a look at the pictures below. The first is taken before the GUI is shown, and the second, after visiting the GUI: Samurai Spirits 3: The Last Blade 2: I'm not sure if you could do anything to improve this as soon as the game is loaded, but I'm reporting it anyway. Thank you so much in advance for your time and work. 👍 PS: I've created a pull to suggest a new default setting to the NGCD loading speed + some minor text revisions.
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Teenage Mutant Ninja Turtles: Turtles in Time The Arcade Game
fumanchu replied to fumanchu's topic in XBOX Hacks [/xbox]
reuploaded link [code]https://1fichier.com/?htv1vdi0p5vb5s1oi439[/code] mirror [code]https://anonfiles.com/Uaj5v4v9zb[/code] -
Teenage Mutant Ninja Turtles: The Arcade Game
fumanchu replied to fumanchu's topic in XBOX Hacks [/xbox]
reuploaded link [code]https://1fichier.com/?8ehnkxsgbyu56ovtvj8g[/code] mirror [code]https://anonfiles.com/u0R8u7vcza[/code] -
Actually this version number was displayed for neocd in the title bar until may 29th 2021, commit 90761c9f7afc679394d550c4eb4f5e6ef3b42358. The commit was not specifically about that but to fix an incompatibility between 2 games, I guess I probably took it off because I found it made too long titles which is probably true for a lot of games there. Oh well since you are the most efficient bug finder around here I can put it back... !
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Hello again, Tux! Thank you for the details on the fixing job. They are really interesting for laymen in programming like me. Yes, it's been a while since I played some NGCD game, so only recently I came across this bug. I was trying to see whether SNK applied sprites cut in the CD version of this Samurai Shodown game too, but it's hard for me to detect it since I don't play this game much, so the combo NG ROM + sound associations may work better for me for a while. But anyway, thanks again for fixing it! Yes, I know the About dialog has the version number and a super cool rainbow effect. But the information in the window title is also useful in case you want to reproduce an issue in (many) different versions of the program. I generally keep some old versions in my emulators folder before safely ditching them for the newer ones, like I have in my laptop now: I delete them when I feel everything is OK with the current version. But sometimes I may have even more Raine versions than that depending on the issue I'm testing (for example, when I was investigating the sound device issue discussed in the other thread). So if I'm easily seeing the version number there in the window title my test job is much quicker/easier too. I also thought this would be a good idea to suggest because we already have the version number showing for when playing ROM games, so it would be consistent to display it for NGCD games too, I guess. Anyway, just a detail in the interface that may possibly help someone in some cases. Feel free to let if for another time if you think so. Thank you again for your continuing work in the program.
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MAME, WOLFMAME AND MAMEUI 0.255 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
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Ok it's fixed, ironic find, it's a specific cue file which creates the crash, and from internet archive, I hadn't even noticed they had neocd files. I won't put auto-download from there though because such a format is really a waste of space ! Anyway the indexes are taken into account that's why there was a crash here, that's indeed the index which crashed simply because it tried to seek in the file before loading it... !!! At least the fix was short. I don't plan to release a binary just now for that, this bug has been here for years ! For info to reproduce it, I had an iso + wav files dump and I hadn't even converted the wav to mp3 (lazy... !). So I just adapted my cue file to look like yours. Then I made a savegame during the demo just before the highscore screen appears. For me it crashed just after the hiscore screen. This way it was very fast to get to the crash, these neocd saves are super efficient ! And finally converting my cue file was not even necessary it would have crashed even with the one I had originally, it's just that nobody left the demo running until now, and for some reason this kind of crash doesn't seem to happen during normal play... !!! Quite crazy ! But at least it was easy to fix. It's a super old bug here again, from neoraine time, you are super efficient to find bugs currently !
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Well I'll look into this eventually when the temperature will go down a little, not for now. Yes you can simplify a lot this cue file, I am not sure but I think the index lines are simply ignored for the mp3 files I'll have to double check that, and the flags lines are ignored for sure. Version is not really important in the window title, there is the nice about dialog for that with its superb color cycling despite what sdl-image did lately ! Yeah I am not sure either it's really the windows version, it's you who proposed the idea and until now I just thought it had been fixed in sdl, not even in the graphics driver. Whatever the issue, it's on your side though. You can forget it for now if you want since we can live with a white cross in windows, but it's definitely a problem on your setup.
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Thank you Tux for the information, Tux. I'm not sure if I should reinstall my whole system with the latest version of Windows just to check this little issue with Raine. I don't even know if this is really the reason, so I'm holding back a little longer. But you said that your Windows 10 upgraded to version 22H2 in March 2023... this doesn't match with the time you noticed the color issue was gone, does it? So maybe it was fixed before this update, or maybe it's not really related to a Windows version... Anyway, I have a friend with Windows 10 installed in his laptop. I'll see if I can reach him eventually and try Raine there. I'm not sure which version he has though, but it will be worth trying it. As a side-note, I have found a crash in Raine while playing Samurai Spirits 3 for NGCD. If you let the demo game run for once or twice, the emulator should crash before showing the introduction sequence for a third time. I don't know if this helps, but I downloaded the game from the Internet Archive, here: https://archive.org/details/rr-snk-neo-geo-cd Then I converted the tracks to mp3 and edited the CUE file like this: FILE "Samurai Shodown 3 - Track 01.bin" BINARY TRACK 01 MODE1/2352 FLAGS DCP INDEX 01 00:00:00 INDEX 02 00:04:00 INDEX 03 00:08:00 INDEX 04 00:12:00 INDEX 05 00:16:00 INDEX 06 00:20:00 INDEX 07 00:24:00 INDEX 08 00:28:00 INDEX 09 00:32:00 INDEX 10 00:36:00 INDEX 11 00:40:00 INDEX 12 00:44:00 INDEX 13 00:48:00 INDEX 14 00:52:00 INDEX 15 00:56:00 INDEX 16 01:00:00 INDEX 17 01:04:00 INDEX 18 01:08:00 INDEX 19 01:12:00 INDEX 20 01:16:00 INDEX 21 01:20:00 INDEX 22 01:24:00 INDEX 23 01:28:00 INDEX 24 01:32:00 INDEX 25 01:36:00 INDEX 26 01:40:00 INDEX 27 01:44:00 INDEX 28 01:48:00 INDEX 29 01:52:00 INDEX 30 01:56:00 INDEX 31 02:00:00 INDEX 32 02:04:00 INDEX 33 02:08:00 INDEX 34 02:12:00 INDEX 35 02:16:00 INDEX 36 02:20:00 INDEX 37 02:24:00 INDEX 38 02:28:00 INDEX 39 02:32:00 INDEX 40 02:36:00 INDEX 41 02:40:00 INDEX 42 02:44:00 INDEX 43 02:48:00 INDEX 44 02:52:00 INDEX 45 02:56:00 INDEX 46 03:00:00 INDEX 47 03:04:00 INDEX 48 03:08:00 INDEX 49 03:12:00 INDEX 50 03:16:00 INDEX 51 03:20:00 INDEX 52 03:24:00 INDEX 53 03:28:00 INDEX 54 03:32:00 INDEX 55 03:36:00 INDEX 56 03:40:00 INDEX 57 03:44:00 INDEX 58 03:48:00 INDEX 59 03:52:00 INDEX 60 03:56:00 INDEX 61 04:00:00 INDEX 62 04:04:00 INDEX 63 04:08:00 INDEX 64 04:12:00 INDEX 65 04:16:00 INDEX 66 04:20:00 INDEX 67 04:24:00 INDEX 68 04:28:00 FILE "Samurai Shodown 3 - Track 02.mp3" MP3 TRACK 02 AUDIO FLAGS DCP INDEX 00 00:00:00 INDEX 01 00:03:00 FILE "Samurai Shodown 3 - Track 03.mp3" MP3 TRACK 03 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 04.mp3" MP3 TRACK 04 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 05.mp3" MP3 TRACK 05 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 06.mp3" MP3 TRACK 06 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 07.mp3" MP3 TRACK 07 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 08.mp3" MP3 TRACK 08 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 09.mp3" MP3 TRACK 09 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 10.mp3" MP3 TRACK 10 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 11.mp3" MP3 TRACK 11 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 12.mp3" MP3 TRACK 12 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 13.mp3" MP3 TRACK 13 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 14.mp3" MP3 TRACK 14 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 15.mp3" MP3 TRACK 15 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 16.mp3" MP3 TRACK 16 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 17.mp3" MP3 TRACK 17 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 18.mp3" MP3 TRACK 18 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 19.mp3" MP3 TRACK 19 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 20.mp3" MP3 TRACK 20 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 21.mp3" MP3 TRACK 21 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 22.mp3" MP3 TRACK 22 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 23.mp3" MP3 TRACK 23 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 24.mp3" MP3 TRACK 24 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 25.mp3" MP3 TRACK 25 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 26.mp3" MP3 TRACK 26 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 27.mp3" MP3 TRACK 27 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 28.mp3" MP3 TRACK 28 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 29.mp3" MP3 TRACK 29 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 30.mp3" MP3 TRACK 30 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 31.mp3" MP3 TRACK 31 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 32.mp3" MP3 TRACK 32 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 33.mp3" MP3 TRACK 33 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 34.mp3" MP3 TRACK 34 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 35.mp3" MP3 TRACK 35 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 36.mp3" MP3 TRACK 36 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 37.mp3" MP3 TRACK 37 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 38.mp3" MP3 TRACK 38 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 39.mp3" MP3 TRACK 39 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 40.mp3" MP3 TRACK 40 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 41.mp3" MP3 TRACK 41 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 42.mp3" MP3 TRACK 42 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 43.mp3" MP3 TRACK 43 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 44.mp3" MP3 TRACK 44 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 45.mp3" MP3 TRACK 45 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 46.mp3" MP3 TRACK 46 AUDIO FLAGS DCP INDEX 01 00:00:00 I suspect the issue is with the index information in the CUE file for track 2, which is the track for the opening sequence. If I remove the index 00 line it no longer crashes. Also, I need to remove the 3 seconds pre-gap in this track so it synchronizes with the opening sequence. So I have it like this now: FILE "Samurai Shodown 3 - Track 02.mp3" MP3 TRACK 02 AUDIO FLAGS DCP INDEX 01 00:00:00 I'm not sure if there is really something you can do to avoid the crash in Raine or if it is just an unavoidable issue with converting these BIN/WAV tracks to MP3 and having to manually remove the limitations left in the CUE file. Thanks a lot in advance for your time. PS: 1- can I also delete all these FLAGS DCP lines from the CUE? 2- I've noticed you forgot to add the emulator version in the window title for when a NGCD game is running. It's currently only showing for the ROMs loaded, not for NGCD games.