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  1. Yesterday
  2. Hello mer-curious, you can contact me on Discord (user zero800) and help me make a soundtrack that's even better than the current sfz3mix samples. I came across this forum by searching on google for a TAS video from SFZ3Mix. I started reading the thread and couldn't believe there were people wanting support for my hack
  3. Ok, zero800 just released the new binary with the sfz3mix support. You can try the sound associations for yourself with this version, I have verified that it's working with sfz3mix. It's in Sound options / sound associations. Mer-curious is the local expert at creating playlists to go with the kof games, he is from Brazil too, there must be something about kof games in Brazil !
  4. Yeah well I finally was convinced to release an update to have sfz3mix, and it was quite a lot of work for what was supposed to be just a hack... ! It's actually the biggest cps2 game so far, using a resolution higher than the original hardware and with such huge rom regions that it had to use quite a few modifications in the emulation to work. You have the links in the forum to the site's project, thanks to zero800 for that. It also obliged me to fix some bugs in the cps2 emulation, so there should be some improvement especially related to line scroll in the background layer which sfz3mix uses a lot. Except that ffman1985 did it again, he added a lot of console scripts, as a reminder the neogeo ones are for aes only, non arcade mode. His new scripts are for at least fatal fury special, fatal fury 2, kof94, kof95, and samsho3. And then quite a lot of small fixes, most of them coming from the gcc sanitizer, really efficient at his work, a lot of minor stuff and some buffer overflow in the line scroll in cps1 and zoom code in the psikyosh driver (sh2). The translations were updated too, mostly the brazilian one. Thanks to mer-curious for the bug reports and the help for the translation. http://raine.1emulation.com/download/latest.html
  5. Yeah well I don't feel like investigating this for now sorry, I'll release what I have so far and we'll see later...
  6. Hello Tux! Thank you so much for accepting those requests! 🙏 Thank you also zero800 for creating this interesting SFZ3 hack! The special effects in the super special moves are beautiful! Congratulations for that! 👏 By the way, how did you know about Raine? It would have been a huge coincidence that you came here right when your project was being added... So, I tested here the KOF'94 Team Edit IPS patches and they seem to be working fine. But I'm seeing some graphical glitches in the character select screen. Here's a video clip showing what I'm seeing: https://drive.google.com/file/d/1Xs4ORKFTtb0g7QLWZk--9O9SOOlMjO5i/view?usp=sharing You can see there's a weird Japanese character blinking in the bottom and some black squares blinking in the top. I could capture a picture too, here: Interestingly it only happens after the first battle and on, so maybe the Japanese winning quotes could be triggering it? Anyway, this doesn't happen in FBNeo loading the same IPS patches, as you see in the next clip: https://drive.google.com/file/d/19ewOUMFTle0Szijv3NOWz_rty6_2Bdew/view?usp=sharing I'm using the *.dat configuration which you suggested in this thread. I've also tried disabling the blend effects but it didn't solve the problem. I also use the blend files in FBNeo anyway and there's nothing wrong there, so I'm guessing it's really something with Raine then... I'll leave a save state file right before the second battle so you can see if you can reproduce it: https://drive.google.com/file/d/1RmEwTA8FtCQXqTc192uvR8l2TGUA6YCF/view?usp=sharing If you can't see nothing wrong with this file maybe you could try winning the first fights and then seeing the next character select screen. The game is a little difficult even in the easy difficulty level, but you can use the Unibios cheats if you need. Thank you so much again for your incredible work lately in fixing all the remaining bugs in the CPS1 and 2 drivers and also for still keeping supporting the emulator! 👍 PS: by looking closely at the picture above I've just noticed the background which has the "The future is now SNK" logo is cut in the right, which is interestingly...
  7. Finally I took a little time to look into these : 1) that's where you see that neocd games which actually pause the cd instead of really stopping it are very rare, in fact I know only this one, and that's why it was unnoticed for so long ! Anyway, there should be a fix in place for all the cases now... 2) ncd_ prefix ok. 3) Can't reproduce, if you mean you can't select the entries in the main menu after dying if you go there before the cd track of the intro has time to play, it seems to work fine for me. Notice that I still have the old translation when it was in beta and the new one, and they are incompatible if you use save states ! I didn't think there were such severe modifications between them... ! And your save state was useful because all my save states were from 2015 or before and so were using only the asm core, but with current debug build you get a lot of early exits from the sanitizer because it doesn't recognize the stack structure because of all this asm in neocd. Only way around it is to use the C core instead of the asm core, but it requires a new save. 4) don't know, probably not worth investigating. I guess you should try to avoid save states if you want to play the way the game was designed, their save system is not that bad (if you forget the **** random events !).
  8. Ok, then I'll wait for your version then ! Yes you can tell a track is looping but from memory it's the whole track in this case, so you should make sure start and end are ok for that.
  9. Thank you for your commitment to supporting this hack. I used 8-bit samples just to make them smaller and take less time to load the game. That was the reason, just to gain a little more performance and reduce the file size. But with the .ogg format you don't need that reduction. I still have the original songs and I can convert them, I just don't have a lot of free time to do it. Is the .ogg loop done manually? If so, it would be even better because most songs have an intro and then I'd loop it.
  10. Ok, finally found the cause of the bad sound, as I suspected, it's because of the unusual size of the pcm rom. The default driver initializes the bank by taking a byte & 0x7f and << 16. Well you just need the whole high byte with sfz3mix, that is & 0xff instead of & 0x7f. The & is still required because it's a 16 bit value and we want only the lowest byte. Well that's the end, I think the support is complete, just have to wait for a few details about these custom samples, and ffman1985 seems very busy with some new scripts now... Also fixed last night some long lasting bugs about alignment of the background layer when it uses some line scroll, I had to fix it here because this game uses that all the time, even in the 1st attract mode screen ! So this probably fixes quite a few other things related to cps2 at the same time...
  11. If you are still around, I had a look at the custom samples, and they seem to be 8 bit wav files... Well qsound is also 8 bits so that doesn't make a big difference, but the songs seem different though, so what are they ? I can recreate some ogg files from these using audacity, but it's the 1st time I use some 8 bit samples to create some mp3 or equivalent...
  12. Last week
  13. Regarding the addressing of the extra audio bank, I put it as if it were a single bank on the z80, only twice as big. I didn't use any tricks in the emulator to access this extra audio bank. In version 0.30 the extra sound bank only has the title announcement, parry, super effect, Dan Gaoh Shokoken. But in the next update 0.31 I plan to put different voices to do Evil Ryu in this bank.
  14. Well the most impressive rom hack I have seen so fa anyway ! I took a quick look at the qsound rom (sz3mx.11m) and indeed it looks like there are 2 $800000 bytes regions inside, but I have no way with the current qsound driver to declare 2 regions for a single chip. The problem is the qsound driver is a quite outdated, but mame now emulates the dsp from the original qsound hardware which seems quite overkill for me, so I'd love to find a workaround for this problem, but it doesn't look easy.
  15. For samples, Raine brings a 1000x more elegant solution than I implemented in brute force. You don't have to run the samples in .wav, I can convert them to .ogg myself and make them available on the site along with the Raine link when supported. I was very frustrated at having nowhere else to put new graphics in CPS1's SF2Mix and came up with this crazy solution to double the graphics in cps2. I know it will never work on a real cps2 but 99% don't have a cps2 and play via emulator anyway. Thanks for the compliment, but this hack is purely a hobby for a Street Fighter and KOF fan.
  16. Cool, thanks ! Well the increase of resolution was the easiest part, the sprites the hardest so far. I'll try to see about this 2nd bank for the qsound, thanks for that. And I have some other bugs to keep me busy, not directly related to sfz3mix... ! Yeah the work on this hack is impressive, biggest cps2 rom ever this info alone is impressive ! For the samples, usually we do that with "sound associations" in raine, cps2 is already supported, it allows to replace a chosen song by an mp3/ogg/flac, etc, so it's probably the easiest way to do that here, except usually it's configured by the user, here it would be by the driver, I'll see that later.
  17. Hi, I'm Zero800, creator of SFZ3Mix. I found it very interesting that another emulator wanted to emulate the new SFZ3MIX, because I spent a long time asking other emulators to accept this challenge. To emulate this hacked rom correctly, you'd have to solve at least these two problems. 1. Increasing the resolution to 416x234 2. Make the emulator use the extra graphics (gfx2.bin) when an unused bit is set. 3. Manage the .wav samples by making them play if there is one with the same ID as the song and mute the original cps2 audio when this happens Regarding the initial audio of the rom that says "Street Fighter Zero 3 Mix", it has been added to an extra audio bank, thus doubling its maximum size. The same was done with the graphics, which were doubled and signaled for the emulator to interpret when a bit not used in the original cps2 was used. Try checking the mame driver on the game's website or how it has been better implemented in FBNeo. SFZ3Mix is based on the sfa3us rom but I've mapped all its pointers to insert new code anywhere in the rom. That's why each version has nothing to do with the other, nor would it be possible to use only .ips applied to the original rom. Even though I'm not much of a programmer, I'll help you with whatever I can answer.
  18. Ok, finally fixed almost all of sfz3mix : - the aspect ratio dipswitch is a fake one. In Raine it's useless since the setting is already in video options. Ok in raine it's just about trying to keep the 4:3 aspect ratio or not, I could instead force to 4:3 or 16:9 like here (there is even an option for these ultra wide screens, I didn't know these could be useful for gaming !). Spent quite some time searching how it was read, didn't find anything... ! - there are quite some hacks for the sprites drawing explaining my bad sprites. It's a huge sprites bank, $4000000 bytes, never seen that in a cps2 game so far. Luckily there was also a modified mame source where it's easier to track the modifications and find everything needed. There was also a change in the output handling which helps a lot to center the screen ! - for the sound it was a blank area in the middle of the rom. At least the intro sound of the game seems broken which is strange since it's the only broken sound apparently. It's among the new sounds added to this... I checked their custom samples, they are about music only, so it's not the cause, so for now I don't know why it's not playing correctly... It's possible the driver uses some fancy recent feature of the qsound driver, the one in raine is actually very old now. The amazing thing about qsound is that their samples are 8 bits and they sound like 16 bits samples... ! - The inputs seem ok, tested only in service mode, can't be sure about the game, I am not an expert in this game but it should work normally. It's in git for now. ffman1985 has been adding quite a few of his hacks/cheats lately too to git...
  19. * Qemu 7.2.12, 8.2.5, 9.0.1 [PC] - https://download.qemu.org/ * SDLMAME 0.266 for Ubuntu - https://sdlmame.wallyweek.org/download/ * Flycast Dojo 6.28 [Arcade] - https://github.com/blueminder/flycast-dojo/releases * Gopher2600 0.32.0 [Atari 2600] - https://github.com/JetSetIlly/Gopher2600/releases/ * Hoxs64 1.1.2.6 [Commodore 64] - https://www.hoxs64.net/ * Pyboy 2.2.0 [Gameboy] - https://github.com/Baekalfen/PyBoy/releases * Sameboy 0.16.6 [Gameboy] - https://sameboy.github.io/downloads/ * Gopher64 0.1.7 [N64] - https://github.com/gopher64/gopher64/releases * Simple64 2024.06.1 [N64] - https://github.com/simple64/simple64/releases * XEMU 0.7.123 [XBOX] - https://github.com/xemu-project/xemu/releases
  20. And ffman1985 understood these folders : That is the portrait in the character screen. https://github.com/city41/kof94te/blob/main/resources/avatars_a94_256.png https://github.com/city41/kof94te/blob/main/resources/avatars_a95.png So, the a94 is the one nearer to the original. So you must either apply a94, or a95, not both. Here is then the a95.dat file, on the same model, it's just a copy and paste of a94.dat with a94 replaced by a95 : 055-c1.bin kof94_a95.055-c1.c1.ips CRC(b96ef460) 055-c2.bin kof94_a95.055-c2.c2.ips CRC(15e096a7) 055-c7.bin kof94_a95.055-c7.c7.ips CRC(62f66888) 055-c8.bin kof94_a95.055-c8.c8.ips CRC(fe0a235d) 055-p1.bin kof94_a95.055-p1.p1.ips CRC(f10a2042) 055-s1.bin kof94_a95.055-s1.s1.ips CRC(825976c1) [en-US] a95 from https://github.com/city41/kof94te Notice that this method has only advantages, you can choose which version of the patch you use : at the top of their git tree is the 1.30 beta, but you can revert to any version to get the one you want, the .dat files will remain the same since the crcs are the crcs of the rom files, not the patches. In linux you can use symlinks for the a94 and a95 files to make them to point to their git directory, and then choose the version you want in this directory... !
  21. I have most of the sounds, it was because this romset was made for mame compatibility and so it includes the gap that mame has for its z80 memory map in the middle of the rom ! 0x8000 bytes wasted, and so I needed to make a memmove to compensate for this... Still a few sounds seem strange, I'll have to make more tests on that, and anyway for now no idea for the broken sprites and there are quite a few !
  22. Yeah you could do it on git, but since you don't compile of course it wouldn't be super convenient... Ok, it reminded me that the finalburn roms are on internet archive too, so I got my update from there, crcs updated and tested, finally... !
  23. kof94te is officially at 1.2.4 (in current FBNEO and next HBMAME), but I'm waiting on 1.3 (not beta) to be released. sfz3mix is interesting in the wide-screen format (in FBNEO and HBMAME). Hopefully you can get it to run in Raine.
  24. For the kof94 hack, it's a very well done one with ips patches, so you can add it by using the ips patches... yeah I know, you need to create the .dat files not to become crazy, but they are not that hard to do, it's pretty straightforward... Now there is still a question : there are 2 directories in the ipsPatches directory : a94, and a95, and both seem to contain very similar file names, so what's the difference between them ? I guess a95 is not just more recent than a94, it would be too easy... ! Well for the a94, you can create a94.dat by copy and pasting this in the a94.dat (and put it in the ips/kof94 directory, with the contents for the a94 directory from the ipsPatch folder in their github site) : 055-c1.bin kof94_a94.055-c1.c1.ips CRC(b96ef460) 055-c2.bin kof94_a94.055-c2.c2.ips CRC(15e096a7) 055-c7.bin kof94_a94.055-c7.c7.ips CRC(62f66888) 055-c8.bin kof94_a94.055-c8.c8.ips CRC(fe0a235d) 055-p1.bin kof94_a94.055-p1.p1.ips CRC(f10a2042) 055-s1.bin kof94_a94.055-s1.s1.ips CRC(825976c1) [en-US] a94 from https://github.com/city41/kof94te I tested with this one alone and you can already make your custom team, so I really wonder what a95 is about... Someone courageous to go to their discord server to ask what it's for ?
  25. Well I had a look at sfz3mix, a hack from Brazil ! You should try to organize a tournament there... ! Yeah I know, Brazil is very big, but you never know... ! Anyway, never seen such a cps2 game, the regions are huge, and that's the only cps2 game using some dipswitches ! So for now the support is very preliminary, the rom loads, but half of the sprites are broken, and there is no sound ! I guess I'll have to spend more time on it if I want to understand how all this works... A really crazy hack indeed, it wins the prize of the craziest hack I have seen so far for an arcade rom ! Because it took me more time than anticipated I didn't look at your kof94 hack, but it should be easier normally, at least this one should be a lot like its parent rom, which is not the case at all for sfz3mix, it's supposed to be based of the phoenix version of sfa3 (sfa3ud), but in fact everything is totally different for all the regions !
  26. Hello Tux! I would like to request support for two interesting ROM hacking projects: Street Fighter Zero 3 Mix and King of Fighters '94 Team Edit Edition. The first one is a very interesting attempt to adapt the K.O.F fighting mechanics to the Street Fighter Zero series. The project has a website with information on the game and where to download it, here: https://sfz3mix.github.io/ The game is available and updated in the FBNeo archive.org romset. The second one is a hack to allow editing the fighting teams in K.O.F '94. It is the only game in the franchise which does not allow that so a hacker had the idea to implement this feature. Apparently he/she fixed other things too. The project also has a website, here: https://neorh.mattgreer.dev/ In the website the author describes most of the issues he/she has fixed in this mod. The project is also on GitHub, here: https://github.com/city41/kof94te The hack has just been updated to version 1.3 beta now, but this version is not yet available in the FBNeo archive.org romset (the version available there is 1.2.2 I guess, it's outdated already). It would be great to be able to play these hacks in Raine! I hope you can consider this request eventually. Thank you so much! PS: SFZ3Mix runs in the resolution of 416x234, I'm not sure if that could have any issues with Raine; and the game comes with the default difficulty set to "expert" and the speed set to "free select 2", I had to change that in order to enjoy it better.
  27. Hello Tux! I know about this work-around, but using the GUI for those functions is more user-friendly when we are playing from the couch and no wire-less keyboard is available. But specifically talking about this very bug, I think it maybe was introduced when you fixed the GUI issue for the arcade ROMs. You simply forgot to extend the fix for the NGCD games... Anyway, I hope you can get some motivation to take a look at these bugs eventually. They are easy to reproduce here, so they should be easily fixable I guess... Raine is still very unique in the sense that it has a full-screen user interface which works quite satisfactorily for a stand-alone emulator. It also features NGCD loading speed control and sound commands associations for many Neo Geo games (and for some other systems too). There is no other emulator out there with those features yet. Thank you again for your time.
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