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  1. I think this time it should work, I have a working test program for the gui (even if it's basic) and I am making good progress for the rest, even if it's awfully long to do... A patch of almost 900 kb so far, and it's not over, still quite a lot to do ! Things to expect : - no more normal blits ! This sdl2 is really different, there is almost no way to have direct access to the screen pixels like before, it's possible but not accelerated, so advised against. I'll keep the code, might be useful later to combine a scaler with something else, but for now they are gone. Those still in love with normal blits after all this time will have to stay with an old version... ! - the yuv overlays are gone too. For them it's because they have become useless : they were 1st done as a 1st approach to scaling to fullscreen in any resolution without opengl. Well today it's very hard to find a computer without opengl, and the picture with yuv overlays is not so good, so for now they are leaving too, but they are still supported in sdl2 if they are needed one day... So the only 2 rendering methods for now are opengl like before, and sdl2 native which uses either opengl or direct3d behind the scene, but is a lot easier to handle than native 3d programming. What's better then ? Well small things mainly, except in windows where the gui had become unusable without opengl blits, at least it will fix this mess for sure. Except that yes the gui can be rotated when rotating the screen, very easily, even if it's not done yet. Detects when a joystick is plugged or unplugged without relaunching, and it should be easier to assign a joystick to some specific inputs (will test that later). SDL_sound doesn't require any external lib anymore which means less dlls in the archive, good thing. Since everyting is 3d now, we have real hardware transparency, so it's easy to have some animation working in the background instead of a static picture like before. This is already done in the gui test program, just for fun ! There might be some better ways to render emudx games too since flip and rotation are supported in hardware now, will have to experiment. One of the biggest reason to upgrade for non windows users is simply the fact that this sdl2 is actively maintained contrary to sdl-1.2... Ah also it might allow to make an android version... well it would be a non asm version of course, but it should work. Also I hope to still be able to build the sdl-1.2 version at the end, just in case it's needed. I did this kind of update once when moving from allegro, but it was not so violent at the time, sdl-1.2 like allegro was using bitmaps to access the screen. It's not the case anymore in sdl2, and it changes a ton of things. For the gui, it can't update just a portion of the screen, so the whole thng needs to be redrawn all the time, it's very fast so it's working well, but it completely changes the way it works internally. Anyway I hope to see the end of it soon, since there should be bad weather in the following days, I hope to finish it then !
    2 points
  2. Sorry not sure to finish today finally, underestimated the amount of work for that again. The api is quite simple, but it obliges to make big changes to handle it, plus there is a lot of testing to be done, I plugged again my old sidewinder joystick to have something which is not a gamepad, and it was a good idea, some functions like player indexes are not supported with this kind of joystick ! Also I forgot the inputs are recognized by name now, instead of button 0, you have A for xbox pads, etc... Simple changes, but which take time. And there are 3 indexes for joysticks now, the base index which is the order in which they are opened, the player index which is the index of the joystick for raine (which finally allows that a joystick stays in its position and doesn't change if something else is plugged), and the instance index which is the number used to identify it in events, and it changes everytime it's plugged/unplugged. So all that creates quite a mess, but I am starting to see the end of it... Also if you wonder why it wasn't easy to automatically map the cross, or digital pad on the left of a game pad to the left joystick, it's because there are no standard in the way these gamepads are built. For my old ps3 gamepad, this cross is just 4 buttons (!). For the xbox compatible game pad, it's a "hat" + some axis movement which is not related to the left stick ! So it was quite risky to try to map an input to some other input in these conditions. What they did in sdl2 is they added something to map and recognize the controls of all these gamepads, now you know exactly where an input comes from when you receive it, and so you can link it easily to some other input... !
    2 points
  3. no cps1 & cps2 share the same driver there are very little differences between the 2 actually... Ok, I could reproduce the problem even if I can't do it 100% of the time on the left, I am also at 0% on the right, which is very puzzling ! No idea for now... What I did to test that : a 2 player game with shuma gorath against himself, so I switch the gamepad to test 1 or another, and I have the cheat "infinite timer" if I need more time... And very strangely at a time every tlme I loaded my savegame the left shuma did this famous move as soon as it was loaded when I am sure I did the savegame with nobody moving ! I overwrote the save in frustration, but maybe I should have kept it to understand what happens here... (actually it was not in frustration, it was because for some reason the change in commands had made that one of the joystick buttons was also a button to create a new savegame... ! Normally there is no joystick button mapped there, so no idea how it happened to be here, but my save was destroyed anyway!) something very strange for sure, but it's not easy to track these special moves ! It's not the speed hack neither...
    1 point
  4. It was epic, with 2 months where I simply gave up about this before returning to it finally, anyway... ! What to say about it ? It's huge, it's probably the version with the most changes inside even if there are almost no changes on the emulation side, except for the bug fixes I made while testing things. The 1st goal was to get rid of the opengl blits in windows while having a usable gui even in fullscreen, it's done. By the way it's a "desktop fullscreen" meaning it's just an invisible window using the whole desktop place, so it behaves exactly like a normal fullscreen and normally you don't see any difference. Also the games using rasters and the emudx games work correctly (didn't test all the emudx games, just 2, but the rest should be ok). The keys configuration has changed, because keys constants have changed in sdl2, so even if it still reads its configuration from the same file, it reads the keys from a new section, with -sdl2 at the end of the name of the section. Sorry for those who had a lot of custom inputs, but there were too many incompatible changes, it's better to restart from scratch here. New "game controllers" interface, so that you can plug or unplug a joystick during game play without problem, don't abuse this though, I tested it a little, but not sure I tested all the possible cases. And joystick 1 in raine won't become joystick 2 just because you plugged a new joystick. There is also a new command in the inputs menu "joysticks indexes" to change these joysticks positions if you have at least 2 joysticks plugged. There's a lot less changes in the configuration saved for the joysticks, maybe a few buttons will be different in configs which use more than 4 buttons though, just check and adapt... Also if you use a gamepad recognized by sdl2, the digital cross on the left should be automatically mapped to the left stick, so it can be used for movement without doing anything. The sound has a new 48 Khz option which is almost useless, just added that for testing. Opengl has the adaptive vsync now, check in "video info" after playing something to see if it works for you. Better vsync in windowed mode, but I double checked you can disable vsync if you want in "renderer options", yeah it works, but it didn't last night ! There is no video driver selection for windows anymore, useless normally. A new video renderer "sdl2 native", mainly for testing, not spectacular, and no specific options for now. Notice the opengl rendering is not super optimized yet, all the games are rendered in 32 bits, the simplest solution, but not the fastest one. It's enough for current hardware... Same thing for emudx, it could be remade using new functions for better performance... The gui has the most obvious changes, a simple animation now runs behind the transparent menus, if you load a game it starts in the background behind the menus, but if you start to play it's paused when you return to the gui, like before. While testing things the most obvious bugs fixed were : - all the cps1 games using 6 buttons had lost their 3 1st buttons ! It's due to the code to include inputs from another game, went too fast on this one, this time it should be fixed for good. - and bubble bobble has been broken in the 64 bits version since version 0.91.14, which was released about 9 months ago ! At least it's not a generic bug, it's something very specific to this driver, it's an old thing with non portable ideas inside which created a black screen on boot here, it's fixed anyway. - commands displayed from the command.dat file (like the buttons of 1941 in the "controls" section) were bad for quite some time, it's fixed too. There is a new index_roms file with this binary, it's to get the sizes of the roms from the internet archive so that the dialog is not inert while it's downloading since their server doesn't send the size of the file before the download starts. The 2 vera fonts have been replaced by DejaVu versions, which look about the same but contain more utf8 characters inside to be able to display more things without problems. they don't contain Japanese characters though. There might be a few other things I forgot. Well it's so huge that I can't be sure there won't be any problem anyway, we'll see... ! Don't forget to grab the dlls32-0.92 or dlls-0.92 file depending on the version you are using, it's bigger with plenty of useless stuff inside, but it's the price of using precompiled packages in mingw32 and mingw64, it simplifies things and allows fast updates, but it's bigger on disk. http://raine.1emulation.com/download/latest.html
    1 point
  5. Alright finally taking a serious look at your sonic boom mer-curious... Just for info there is no "sonic boom" in the moves in the command.dat, bad start... ! And even on the right side I have some trouble to do it, it worked well previously, then I reloaded and can't redo it ! Oh well, I can already tell it's no buffer overflow, investigating the speed hack but I'll have to stop for now, more later... For the keyboard sorry, the whole key sections will be reset again in the next version : I switch all key codes to scancodes, that's because your idea of using qsd as default buttons changes with international mappings. To avoid that we need the scancodes. Which changes all the key codes again !
    1 point
  6. Not so fast for me, it was long, but yeah it was time to slow down and to get some feed back... missed it ok... You can also lower the transparency for the background color, or increase the min font size (I should increase the default value here). I have an idea of another presentation for the game selection dialog, but I didn't want to do it now, I wanted a 1st release as fast as possible, and it was long enough... How did you learn to identify "bi-linear filtering" ? And where do you see it exactly, behind the main menu or after that using play ? It was supposed to be alt+return, something went wrong in the encoding of default keys, I'll have a look... I think it's more probably a timing issue, there is no way an emulator would change how the inputs are from the left side or the right side... I didn't map everything, just started with button 1 on ctrl, then mapped some buttons where it seemed logical. Stopped around caps lock which I used as a test. v, b, n were really not convenient as default button inputs, but you can't map 6 buttons starting on ctrl clearly. The current mapping is fine for 3 buttons configs or less. I am open for suggestions here... ?! What's wrong with that ? I mean if you don't want to use the dpad, just don't use it. Did you use for something else ? As it is now you can't remap it anyway. I'll need more details on that one. I didn't test the analog inputs, they should be redone differently anyway. I don't see if you noticed, but the window handling changed a little too, it should keep the size and position of the window better, even quiting the emulator in fullscreen, in sdl-1.2 you had to use a hack for the window postion and it was done only for windows, now there is a real function for that and it's done for everyone... Thanks for the quite lengthy report already anyway ! I have noticed another problem with the merged inputs, in popbounc again, I am on it, but more slowly... ! EDIT : ok, fixed the mousewheel, it has a separate event now to be able to handle horizontal scroll wheels... ! I just ignore that, I only handle the vertical one, avoiding all the fancy stuff. By the way the reason I didn't notice that is that I don't use the mouse wheel and almost never use the mouse in raine, it's really more efficient to use it with the keyboard, just type the 1st characters of a game to go to it in the game selection dialog, and the 1st characters of any menu item anywhere in the interface, blazingly fast... ! That's also why I use the english version of the gui (too many menu items start with the same letters in french !) and why the menu item to change controls in english is called "inputs" and not "controls" ! Also fixed the modifiers for the emulator keys, and at the same time the handling of scancodes - the keys which don't have a symbol and just a scancode, the left gui or windows key is in this case but since it opens the windows menu by default it's harder to use !). If you want to have the right default keys for the emulators you'll have to delete the section in your config file or restart with a new one. The number of keys with only a symbol has been dramatically reduced in sdl2, the gui keys, the menu one on the right if you have it, + the multimedia keys, but everything standard has a symbol (a sym code) now. And fixed again the problem about merged inputs for popbounc, is it the last time ? Actually this thing was a trap from mame, that's something I wouldn't have used in the inputs because too many possibilities of errors, but they used that in mame in their inputs and since I imported quite a few definitions from them, I thought it was a good idea at the time, without thinking too much about it... ! Oh well, now I think I have rounded it quite well, but it took me some time for sure, it looks innocent, but it's more complex than what it seems... ! And in the end, it's not a bad idea, just a dangerous one !
    1 point
  7. ARCADE64 0.238 is released. Download location: https://arcade.mameworld.info/ Changes: - none
    1 point
  8. 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...
    1 point
  9. 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.
    1 point
  10. HBMAME and HBMAMEUI 0.238 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    1 point
  11. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2021-11-24 0.238 New Games --------------------------------- - [dkongdu] Donkey Kong Duel - [ffightaert] Final Fight 30th Anniversary Edition Real Threat 2021-11-01 - [sailormndc] Pretty Soldier Sailor Moon (Director's Cut) - [sailormnrt] Pretty Soldier Sailor Moon (Real Threat)
    1 point
  12. ARCADE32 0.238 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    1 point
  13. ... 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.
    1 point
  14. @Rex: "Audit All Games" menu voice should help you. It will analyze your romset and outpout errors if there are any.
    1 point
  15. Starting without a disk gives me the locomotive basic screen with Ready prompt. You might need to delete your cfg and ini files for that system. You can do so by right-clicking on cpc6128 in MESSUI, and choosing the "Delete game settings" option.
    1 point
  16. Bad day for those who have some complex key configs, most of the key configs have changed, which means you need to update almost everything ! More keys are handled though... The joystick buttons seem to be the same though... Except that most of the work is done, opengl works fine (got a lot of trouble with DrawPixels and the overlay text in opengl which conflict with the sdl2 renderer), as expected the emulation of neogeo rasters is back to normal. Didn't test emudx yet. Still a few obvious fixes to make in the gui, and the console is totally broken, so it's not over, but most of the hard work is probably done now !
    1 point
  17. 1st successful link, lot of things broken inside of course... sdl_sound was merged into raine for sdl2, that's what the authors seem to want, and it was impossible to get a 32 bits package out of their build system (+ no package in mingw32/mingw64 !).
    1 point
  18. Tsss, shortly after 0.91.20, but big fixes again... The biggest one is about the 32 bits asm functions which suddenly started to crash in windows. I didn't know because I test in linux and wine doesn't care about the memory regions protections ! What probably happened is that this new protection came with the update of gcc, like what happened in linux. The difference is there is no /proc in windows, making things more messy. If someone knows how to get the base address of the region containing a given function, tell me ! For now I just used some rough approximation... Anyway normally all this asm code works again, assuming I didn't miss anything. The other big one is that I broke the init of all the neocd games in 0.91.20, sorry, it was easy to fix, but it made a lot of games unloadable ! And the last one is the return of the opengl blits : to fix the asm code I needed to test this in the real windows, and the gui is becoming almost unusable without this feature. So it's back, but this time it's optional, you can disable it in video options / Renderer options / Opengl blits. Like last time, it breaks emudx games and neogeo games using rasters, so it's not an ideal solution, but it's better than nothing, especially if you want fullscreen ! The real fix to that would be sdl2... ! They are enabled by default in windows, and it's saved in the configuration of course. And I also added some test before saving the neogeo backup ram because mine was probably saved at a bad time and it corrupted it. You'll see a warning if it detects it can't save the backup ram. Afaik, it happens only from the test mode. http://raine.1emulation.com/download/latest.html
    1 point
  19. I suggest you try it to see the effect anyway, quite impressive. Try with dimahoo, which looks really "slim" on a horizontal screen, then rotate the screen and behold ! By the way most of the vertical games are shoot'em up that's right, but not all of them. I just added an option to be able to add -rol and -ror on the command line when using -gl to display games rotating on the left and on the right, which gives as non shoot'em up vertical games : - pacman, all its clones, including miss pac man & cie. - arkanoid 1, 2, & returns. About returns it's been broken for quite a few versions, I just noticed it yesterday while checking for this windows asm compatibility. It's fixed. - block block, which I never played - bomb jack twin - Don Doko Don (platform) - Donkey Kong (better with emudx graphics, which are broken with opengl blits in windows, too bad !) - Drift Out - Exciting hour / matmania which is one of the rare games I played a lot with my cousin in the arcades, back in the day, a wrestling game... ! - fantasia (!) - frogger (same comment, better with emudx graphics) - gal's panic - Grand Cross Pinball - Kiki Kai Kai / knight boy - Liquid Kids - Maze of Flott - Mercs (although it's a commando like game, so shoot'em up but not in space !) - Pengo - us classic golf (not as good as the neogeo version) But yes, the vast majority are shoo'em ups, some very good ones being vertical indeed ! And while testing yesterday, I finally understood why there was no progression in the dialog when loading a rom from internet archive : it's because of their server which doesn't send the size of the file before the download. So I added a workaround by taking the list of the files in an index file, and getting the sizes from there. It works, the progression works again, useful for such a slow download, at least it proves that it works and it's not frozen !
    1 point
  20. This is to address the bugs found by Augusto (some of them at least) : - fix burning fight and "fatal fury 3" in 64 bits - fix the inputs for irrmaze and popbounc : this is very specific to these games since they are the only neogeo games which can use a paddle. Originally there was a specific bios for these games, but in asian only and it's now unavailable. Unibios has a workaround built inside apparently, and so you'll need a version of unibios to run these games with the mouse (it might be possible to use popbounc with the joystick). For popbounc, you choose which input to use with the soft dips, you can change this in real time in the raine dialog for that, in "neo-cd/neo-geo options" once the game is loaded. Tested only with unibios 3.2 and 4.0, works with both, mouse is not recognized with the standard european mvs vers 2 bios. Hum, don't try to move the mouse while the game is initializing... ! - added some basic setting to slow down the modern mice ! You can configure that in the inputs dialog, the setting is saved when you quit raine (with the quit command as usual, closing the program by any other mean doesn't save the config). It can only be slowed down, modern mouses are already too fast for the low resolution of these games. This setting should be used by all the games using the mouse of course... - a few misc fixes, like the break console command which didn't work anymore with starscream - recent versions of curl forbid spaces in the urls so I had to work around that, this fix is useful only for linux, I didn't update curl for the windows version. http://raine.1emulation.com/download/latest.html
    1 point
  21. I'll look for the b1+b2 bad mapping, it's probably something stupid that nobody detected until now. For the assignment mess when you plug a new controller, well there are functions to simplify assigning a given controller to some inputs in sdl2, so if I fix that now, I'll have to redo it differently in sdl2, and really when I see how the windows version is getting broken lately, it would really be a good idea to get at least a basic sdl2 version working... So no promise, and it will probably get delayed then...
    1 point
  22. I found this in the mame source (which is still a good source of info usually... !) : /* special BIOS with trackball support, we only have one Irritating Maze bios and thats asia */ ROM_LOAD16_WORD_SWAP("236-bios.sp1", 0x00000, 0x020000, CRC(853e6b96) SHA1(de369cb4a7df147b55168fa7aaf0b98c753b735e) ) Lol, by looking better I realized that this bios is actually in my neogeo.zip file and already referenced in the bioses in raine as "irrmaze bios". I just tested it : for players there won't be much difference compared to what you get with the unibios for the games. The only actual difference is that the test mode really tests the paddle this time, you have to navigate the menus with the mouse, and it's in english, so usable. So it's a bios which should be used only with these 2 games then... ! I thought it was lost because I didn't find this bios in the mame I use for reference, but it might be because they treat this bios differently since it's for these 2 games only... My bad then but the rest of the infos are correct, the workaround for this is only in the unibios, the "standard" or official bioses don't reference this at all.
    1 point
  23. They are regarded as console.
    1 point
  24. I'd class those as "mechanical" and they could never be considered usable. So, they are removed.
    1 point
  25. Yeah me neither, I don't see how something could work when facing right, but not when facing left ! No promise here, I won't test that for now, that's sure !
    1 point
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