Jump to content

All Activity

This stream auto-updates

  1. Yesterday
  2. 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.
  3. 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 The problem is the qsound driver is a quite outdated, but mame now emulates the dsp from the original qsound hardware which seems quite overkill for me, so I'd love to find a workaround for this problem, but it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.
  4. 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.
  5. 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.
  6. 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.
  7. Last week
  8. 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...
  9. * 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
  10. 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... !
  11. 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 !
  12. 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... !
  13. 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.
  14. 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 ?
  15. 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 !
  16. 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.
  17. 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.
  18. Hello Tux! There are always some Raine users out there to make a new party eventually! If you may allow me, here is the link to the new CRC files for version 2.0 of samsho2pe: https://github.com/finalburnneo/FBNeo/commit/2de30f6da250a0dcea8c8b85293daeeab108207e And as expected it is updated in the FBNeo full romset in archive.org: If you may decide to update the romset in the code it will avoid the "wrong CRC" warning I reported in the other thread some months ago. Thank you so much for considering this request.
  19. WinArcadia 32.6 (Windows XP/Vista/7/8/10/11): 11 June 2024 DroidArcadia 3.0 (Android): 2 June 2024 AmiArcadia 32.6 (AmigaOS 3): 11 June 2024 AmiArcadia 32.6 (AmigaOS 4): 11 June 2024 AmiArcadia 32.52 (MorphOS): 2 June 2024 Super Bug Advance 1.3 (Game Boy Advance): 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.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, 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); * Signetics TWIN minicomputer (1976); * Central Data 2650 microcomputer (1977); * PHUNSY microcomputer (c. 1980); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * Hofacker MIKIT 2650 trainer (1978); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); 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), REXX 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 decks (4 supported formats), RetroAchievements support, floppy disk drive emulation, screen editor. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V32.52: Summary: * Arcadia and CD2650: added "Tools|Screen editor" mode. * Miscellaneous improvements and bug fixes. Details: aa: now opens a console window when executing an ARexx command (to support eg. ARexx SAY command). aa: fixed: it wasn't handling arexx messages while paused (nor afterwards). STARTUP CLI argument no longer sets the script path. aa: STARTUP CLI argument is now relative to PROGDIR:, a la wa. aa: improved showhelp.rexx example script. removed pointless SpriteMakerEA/TextMakerEA (EAL/EAP) support. wa: arcadia: sprite editor: revised gadget layout slightly. arcadia,cd2650: added "tools|screen editor" command. arcadia: fixed incorrect comment for GFXMODE. arcadia: changed lowercase ASCII aliases of graphics characters. malzak: added help grid (ctrl+shift) support. wa: fixed some bugs in host qualifier key handling. twin: printer subwin: localized title. wa: twin: fixed: Home key did not work. http://amigan.1emu.net/releases/ http://amigan.yatho.com
  20. Earlier
  21. * NegaMAME 0.266-1 - http://babelsoft.net/products/negamame.htm * WinArcadia 32.52 / DroidArcadia 3.0 [s2650-based] - https://amigan.yatho.com/ * WolfMAME 0.266 - https://github.com/mahlemiut/wolfmame/releases * WinUAE 5.3.0 [Commodore Amiga] - https://www.winuae.net/download/ * ZEsarUX 11.0 [Multi-system] - https://github.com/chernandezba/zesarux/releases * JGenesis 0.7.2 [Multi-system] - https://github.com/jsgroth/jgenesis/releases * Emulicious (2024-05-31) [Multi-system] - https://emulicious.net/downloads/ * Erockus 12.0 [Front-end] - http://erockus.elementfx.com/arcade.html * Retroarch 1.19.1 [Front-end] - https://www.libretro.com/
  22. Thanks Robert. Your MameUI releases are always appreciated.
  23. Robert

    MAMEUI64 0.266.0

    New things for next month (0.267): 1. The compiler version used will be GCC 13.2, unless some last-minute bug shows up. 2. I'm going to include software lists of my loose roms. These lists will be in a new /hash/more folder. The roms listed will have been tested to work in mame, but not included in any current software list. The lists are machine-generated so there's no year or publisher, and some details are guesswork. You might need to manipulate the lists to get mame to recognise them. I won't be supplying any roms so you'll have to find them yourself.
  24. StHiryu

    MAMEUI64 0.266.0

    MAME, WOLFMAME AND MAMEUI 0.266 32bit available (Xp compatible). Download from: RETRODANUART MAME XP
  25. WinArcadia 32.52 (Windows XP/Vista/7/8/10/11): 2 June 2024 DroidArcadia 3.0 (Android): 2 June 2024 AmiArcadia 32.52 (AmigaOS 3): 2 June 2024 AmiArcadia 32.52 (AmigaOS 4): 2 June 2024 AmiArcadia 32.51 (MorphOS): 22 May 2024 Super Bug Advance 1.3 (Game Boy Advance): 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.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, 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); * Signetics TWIN minicomputer (1976); * Central Data 2650 microcomputer (1977); * PHUNSY microcomputer (c. 1980); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * Hofacker MIKIT 2650 trainer (1978); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); 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), REXX 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 decks (4 supported formats), RetroAchievements support, floppy disk drive emulation. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V32.51: Summary: * Miscellaneous improvements and bug fixes. Details: fixed various buffer overflows. aa: fixed all GCC warnings. twin: debugger: fixed: EXTRACT command did not always correctly calculate the file size. high scores subwin: fixed: "played for" value was not always shown correctly. elektor: re-added support for aggressor game. arcadia: re-added support for jtron 1.0 and 1.1. various code-level improvements. -------------------------------------------------------------------------- DroidArcadia 3.0 is a port of a subset of the AmiArcadia/WinArcadia 32.52 emulator to the Android platform. The following machines are emulated: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); and * Malzak 1 and 2 coin-ops by Kitronix (c. 1981). Features include: artefacting, autofire, force feedback, frame skipping, game help, gamepad support, high score management, horizon dejittering, locale support, save screenshots, saved states, sprite demultiplexing, tone retuning, trainers, support for ZIPped games. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish and Spanish. Changes since V2.6: Summary: * Added emulation of 6 coin-ops. * Miscellaneous improvements and bug fixes. Details: interton,elektor: now disallows changing to NTSC. added "machine" option. added coin-op emulation. elektor: re-added support for aggressor game. arcadia: added support for jtron 1.0 and 1.1. interton,elektor: fixed: wrong banger sample was being used. removed mentions of inapplicable host keys from overlays. http://amigan.1emu.net/releases/ http://amigan.yatho.com/
  26. * Pyboy 2.1.0 [Gameboy] - https://github.com/Baekalfen/PyBoy/releases * Sameboy 0.16.5 [Gameboy] - https://sameboy.github.io/downloads/ * Pantheon 14.062 [Multi-system] - http://bostjan-grandovec.si/Content/Download.htm * Gopher64 0.1.6 [N64] - https://github.com/gopher64/gopher64/releases * Simple64 v2024.05.3 [N64] - https://github.com/gopher64/gopher64/releases * MAME 0.266 - https://www.mamedev.org/release.html * MAMEUI64 0.266.0 - https://messui.1emulation.com/ or http://www.mameui.info/ * ARCADE64 0.266.0 - https://arcade.mameworld.info/ * Retroarch 1.19.0 [Front-end] - https://www.libretro.com/
  27. Robert

    MAMEUI64 0.266.0

    MAMEUI64 0.266.0 has been released. Available at https://messui.1emulation.com
  28. Yeah well I don't know where the 2.0 rom is, and I don't even want to look for it anyway for now, it's very late after the party here. About the author's name it would probably have been better to have strings but we have int constants here, I guess antiriad chose this to optimize space thinking that since raine started mainly as a taito emulator there wouldn't be much change in the company name... it made sense at the time, raine grew a lot since then !
  1. Load more activity
×
×
  • Create New...