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  1. here are the neogeo roms for xeno crisis and also the neogeo cd release as well. site [code]https://shop.bitmapbureau.com/[/code] link [code]https://1fichier.com/?i1jkbi9gvus987tccq0q[/code] mirror [code]https://anonfiles.com/dcm6g4D2v4/XeniCrisisNG_rar[/code]
    3 points
  2. ARCADE64 0.239 is released. Download location: https://arcade.mameworld.info/ Changes: - none
    2 points
  3. Finally more time to finish this one... I even thought about adding something new to emulate for a while, but too many things to do for that for now, maybe later... So the main fixes are around the game controllers, and the dead zone of some which canceled the moves from the d-pad. Also there are about 100+ new recognized game controllers for linux, and 400+ for windows ! (more people would use windows ? What a surprise !). All these new controllers mappings come from there : http://raine.1emulation.com/download/latest.html The other big part is the improvement for cps2 rasters, and the priorities in xmvsf, notice the priorities are still not perfectly emulated, there are probably places left in some cps2 games where there are problems. Except that most of the emulated games are now rendered in 16bpp because most of the emulated games have color palettes of 16bpp or less. 2 exceptions : the taito f3 games, and macross +, for these 2 it's still 32bpp, for all the others it's 16bpp. The reason ? Smaller bitmaps, so it's faster to draw and faster to render to screen. And there were problems with some taito f3 games, especially in 64 bits, but even in 32 bits there was a black screen for puchcar on boot because of a recent fix. All this should be fixed now... It's almost a Christmas version this time ! http://raine.1emulation.com/download/latest.html
    2 points
  4. Slow version this time, just some improvements for the sound, you'll find details here : And added galaxian emulated sound, you'll see the details at the post below this one here : Except that a few more fixes, the more outstanding one at least for me was a bug in the hiscores which could wrongly reset its status for some game, I found out on some very old one, "ms pacman attacks", which is available from "multipac 1.5", it lost its hiscores a few seconds only into the game ! It probably affected some other games too. Lots of small fixes for emudx games, it's been a long time since I didn't touch this, by the way the initialization of emudx games crashed in 0.92.4, so if you want to test that you need this version ! Also a lot of sound chips now correctly save their state in the savegames, games like batrider now restore correctly their sound finally (yeah it should have been done long ago... oh well !). http://raine.1emulation.com/download/latest.html
    2 points
  5. Very old stuff : I found lately a forgotten file in the git repository, galaxian.c in the sound directory which was a beginning of the emulation of the sound for galaxian, which I had started around 2007, and then completely forgotten, it was imported in the initial commit to git in 2009 and I didn't even notice ! At that time I had given up the idea because the sound for galaxian is quite crazy, there is no sound command, no dedicated cpu for the sound, and the main cpu directly plays with frequencies to generate sounds. Which means you have some basic square signal generated at a very low frequency which must be converted to a playable frequency, and then it changes the base frequency of the signal in real time... ! Add to that that the background sound you hear during gameplay is generated by 3 samples playing at the same time at slightly different frequencies, + 2 channels for the sounds, controlled by timers too because otherwise it's not fun... ! Since I was busy with sound options lately and I felt more comfortable with sample rate conversions, I gave it another try, and this time it's good, galaxian finally has an emulated sound. By the way this game is supposed to date from 1979, it's amazing what such an old game can do ! Until now it had only emudx samples, but it really felt incomplete, in the real game you have a background sound which slowly accelerates when there are fewer and fewer enemies on screen, that was really missing from the emudx version. You can still choose to have emudx sprites and/or emudx sound to compare anyway !
    2 points
  6. HBMAME and HBMAMEUI 0.239 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    2 points
  7. ARCADE32 0.239 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    2 points
  8. Slow progress, while I was in the audio functions, I added the ability to change the audio driver and the audio device from the gui. For the device, most computers have only the default sound card, but for the one I have plugged to a tv, it has actually 4 devices, 1 for the analog output, 1 for the digital output (the digital plug behind the computer, that's the one I have been using for many years), 1 for hdmi 0, and the last for hdmi 1, these 2 hdmi being what the video card exports. Which finally allows me to switch easily the sound between the stereo and the tv, I had never actually used the sound output on the hdmi until now on this setup, it doesn't sound bad... For the driver, it shouldn't be useful for most users, for wndows it's directsound by default. For linux it's pulseaudio if possible, otherwise alsa, otherwise dsp. The names of the output devices change depending on the selected audio driver... ! And each audio driver can have a preferred frequency, so the default frequency changes with it. Also the neocd raw audio tracks which worked previously only if you had set your audio output at 44.1 Khz (cd quality), now work with any output frequency, and it doesn't sound bad at 11 Khz actually ! (at least for the game which I tested, which was viewpoint). The conversion for the wav/mp3/ogg/flac format was already done automatically, there was only this raw format which had no conversion and which required 44.1 Khz output.
    2 points
  9. Jason X and The Lost Boys Frog Bros pacnsacdave Rom Hacks for NES. link [code]https://1fichier.com/?ay3vrdmbrkknsbojp89z[/code] mirror [code]https://anonfiles.com/39Pb04V0w1/neshacks_rar[/code] mirror [code]https://www52.zippyshare.com/v/DcHMBPJN/file.html[/code]
    2 points
  10. robert cop 2 for the megadrive,homebrew release. link [code]https://www37.zippyshare.com/v/CvDqwh26/file.html[/code] mirror [code]https://1fichier.com/?ygwaflnq4yzcn0hydami[/code] mirror [code]https://anonfiles.com/lcd3s5Vaw3/ROBERT_COP_2_W_zip[/code]
    2 points
  11. Game&WatchX v1.0 by hcf [quote] Game&WatchX is an emulator to play all the nintendo "Game & Watch" games (more than 50!) in your Xbox. It supports all those games, including Multi Screen, Tabletop, Panorama and MicroVS ones, plus the new homebrew game "Bride". It is inspired in Mame and the work of bzhxx and kbeckmann. Thanks a lot! The rom for the free game "Bride" is included. To get the rest of the games, please read the section "Getting roms". Put your roms in the "roms" folder and launch the emulator to play. It should work both from hard disk and DVD.[/quote] link [code]https://www107.zippyshare.com/v/E72Ix16j/file.html[/code] mirror [code]https://1fichier.com/?6di8kz13n5prrpfvvolf[/code] mirror [code]https://anonfiles.com/j1Edu9Gawf/Game_WatchX_v1.0_zip[/code]
    2 points
  12. As you said here, it's a different bug, just something which survived because I almost never use a pad in the gui because it's inefficient (even though it's fun with the autorepeat). It's just a gui bug, when you press the controller button to return to the game, the game thinks your button is still down while it's up, to work around that just press the button again when you'll be ingame, you'll notice that the character won't play its fist animation (if it was button 1), press it a 2nd time and this time you'll have the fist animation, you're back to normal and you can do the double-tap again. There was still a little bug in my cancel sticks logic, I made it global so that if you play on 1 pad using the d-pad and another using a stick, you would create havoc, the 2nd pad would cancel the 1st pad ! I fixed it here, but it should already be ok for 1 player on your side. I'll fix the gui problem with the pad later, thanks for your report anyway ! edit : you got new binaries for windows, december 22nd. The gui bug was actually recent, it's because I added something so that the game part can pre-process the gui events to simplify the code and avoid to duplicate things. It pre-processed the buttondown event, but not the buttonup, yeah I might have gone a little too fast on this one ! Anyway 2 new binaries, probably the last ones for 0.92.4 this time, it's for windows only of course.
    2 points
  13. here is an iso/mp3 conversion of the game for people who wish to save some space on their hdd. you will save about 400mb of space if you use this one. link [code]https://www.sendspace.com/file/lc4rx2[/code]
    1 point
  14. Don't talk about new year releases again ! Anyway it's just a quick fix of 0.92.5 problems : crash if opening the sound options dialog, leaving it, and opening it again (!) Bad playing frequency of external audio tracks (except the raw format ones !) And there was a bad entry added to the hiscore.dat hosted here, it's probably me who added it, but a very long time ago, it was for viewpoint, and the syntax was a mix between the old format and the new one, and the hiscore parser didn't like it (what a surprise !). Since this file was here for more than 1 year, I fixed the parser to accept this syntax too, even if it's the only entry of this kind in the hiscore.dat ! And I added the hiscore.dat to all the binary packages, linux & windows (going from 2.5 Mb to 2.6 Mb, what a deal... !). Let's forget 0.92.5, I'll just keep the thread for the infos about what's new. http://raine.1emulation.com/download/latest.html
    1 point
  15. Yes the last changes about roms was probably the toaplan2 update, which was in january 2021, it took me quite a long time to succeed this sdl2 transition, and 0.91.13 is after that, in february 2021, so you are lucky ! Actually without roms raine gets them from the internet archive, but their romsets are from 0.91.4, so a few roms for toaplan2 are bad sadly, maybe they'll update one day, but they have almost everything working anyway. I might add something new soon, if I find the time and the courage !
    1 point
  16. No worry it's fixed, it was a bad understanding of a frequency parameter... It worked with raw audio files, but not with normal audio tracks, and it was noticeable only if using a frequency like 22k like here. Irritating, you'll get a new binary, but I just found something else about the hiscore.dat file this time, I was using another file here and got a surprise when I used the one currently on the web site... Talk about a disastrous release !
    1 point
  17. No, not so far. Seems like some audio played too slowly ? Doesn't make much sense, it's a wav or mp3 track isn't it ?
    1 point
  18. Not at this time.
    1 point
  19. All KONAMI hacks where the sound CPU is multiplied by 2 can be safely removed. Super Contra refresh at 57 Hz I believe should still stay here, It was changed to have perfect sync with a youtube PCB video IIRC. Though I don't think it's so important. For the M72 bugs Haynor666 asked in another thread, they are all fixed except for the DBREED one. About Racing Jam, I have no idea what to touch, those 3d games/drivers are beyond my skills and also I have very few time to compile a MAME version to test and so on. Thanks.
    1 point
  20. No, they should run fine with no hacks.
    1 point
  21. Yes, it will be taken care of in the fullness of time.
    1 point
  22. Also Akai Katana has just been removed too
    1 point
  23. You can download a built copy of MAME with that game included. https://github.com/mamedev/mame/actions/runs/1639743316 Look under "Artifacts" you see a file 464MB, just download that. A certain individual has issued a C&D (Cease and Desist) against the inclusion of that game in MAME, we don't know what will happen next, so if you want to play it, get it now.
    1 point
  24. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2021-12-29 0.239 New Games --------------------------------- - [sdojak] DoDonPachi SaiDaiOuJou & Knuckles (2021/12/01) - [sfa3ce] Street Fighter Alpha 3 Challenger's Edition - [sfz3ce] Street Fighter Zero 3 Challenger's Edition - [xeno] Xeno Crisis
    1 point
  25. MESS, MESSUI, MAME AND MAMEUI 0.239 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    1 point
  26. Well apparently the status of the ym2610 (the sound chip used by neogeo/neocd games) isn't saved, I had even forgotten it was not saved because it's extremely rare to have a problem of restoration with it. Actually the fm part is saved, but it's almost never used in these games. The reason why is it's a mess of pointers inside. To sum up : you were just out of luck on this one ! I'll see if things can be improved at least a little... Ok, just added save ability for quite a few sound chips, including the 2610 required here, but quite a few at the same time. These were things to do for a very long time, but since it's boring and I had to find a way to translate some pointers 1st, it stayed like that for ages. For the pointers I simply manually added a name field so it can now recognize them. I didn't test everything, some games didn't even save the z80 ram, so it was sure to loose all sound in most cases when loading a savegame (all the gunbird driver and quite a few toaplan2 games were like that). Anyway it should have been done long ago, but better now than never !
    1 point
  27. Got a new idea for this mess between d-pads and sticks, and easy to implement, so I just uploaded a new binary still with the same version, compilation date december 21st this time, I hope it will be the last ! The idea is very simple, I should have thought about it earlier : when receiving an event from the d-pad, just cancel any event coming from the sticks until a stick move of at least 16000 in value, which is half the maximum distance it can move in any direction. This replaces the previous dead zone detection which didn't work with some models. This filtering is done for the games and for the gui, so it should fix everything. Update for linux unnecessary since linux does that at its driver level ! (the idea came while playing a native windows game which was using the ps3 gamepad, I could use their menu using the d-pad, so it occurred to me that the only way for this to work in windows reliably was to cancel the stick events in this case... ! The game very probably used sdl2 for its input)
    1 point
  28. Maybe it can be improved, but it's not a simulation... we'll think of something eventually... It works when you put the setting to no because it's back to what there was for the sdl-1.2 version : the d-pad totally separated from the sticks, that's also why after that you need to reassign it in the inputs if you want to use the d-pad. But the gui accepts movement from everywhere : the left stick, the right one, or the d-pad ! So your problems are back for good, the move is canceled again here. Well as long as the sticks are not used for analog inputs maybe the dead zone can be increased... Not sure about that, I'll try to borrow a ds4 controller to see how it behaves in windows... I thought 2500 was already very big for a dead zone, it's quite scary that this thing needs something bigger, for me everything works perfectly here with these settings (ok I almost never play in windows...). For now you can always use the stick or the keyboard, autorepeat works with the sticks too, or use the keyboard it's way faster to control the gui ! There were much worse cases with the sdl-1.2 version, that was the main reason for upgrading to sdl2, and I delayed it as much as possible. Here I can't reproduce it for now, and it's easy to work around, you don't switch from windowed to fullscreen all the time if you save your settings, and when it happens just press esc to call the gui and have everything back to normal, so it's manageable. If you want to test, the other rendering option "sdl2 native" probably doesn't have this problem, but yeah it has a lot less settings too !
    1 point
  29. Congratulations, it was merged because of your direct post (the pull request for the mappings), I'll be able to link directly their repository which will be easier, thanks. And I added some hack to draw correctly the giant boss in xmvsf, I am not proud of it, but it works. As long as I can't emulate these broken priority masks I'll be forced to add hacks like that, but anyway it should do for now...
    1 point
  30. They replied this for the mappings : not too sure on these.. could you please ask your user to refer to the Windows game controller dialogue and make careful note of what each of the buttons are registering to be sure ? for example A = 3, B = 5, C = 7, etc. thanks ! Well, it's really becoming too complicated just for something which should have taken 5 minutes. You can check that if you want, if you don't I'll understand and that's really no problem, I already told them that at this level it would make things easier if they just say they refuse the pull request ! I already merged these mappings here anyway.
    1 point
  31. Yep, that was it, yes you misunderstood for the axes, a d-pad is not a stick, but anyway. Thanks for the updated mappings, I just posted them to the pull request, and I just sent the photos too, it should be enough, thanks for that. Well the issue of the blank window hasn't shown for me for a long time, it might be related to the video driver, I am not sure. I am able to test only on my nvidia desktop here, the laptop doesn't have windows ! (you know people that the linux world doesn't have all these problems ?) After looking, I'll avoid the "d-pad only for movement" for now, on the modern pads with 2 sticks it makes the 2 sticks totally useless, it's obvious that it's just a way to work around a bug, and sticks can be used for something else too (combinations can be mapped to a stick direction for example). So we'll try 1st with the dead zone filtering only, and if some problems still happen for some people, I would advice to simply disable the feature in the inputs dialog in raine to use only the sticks for movement (but it shouldn't happen with such filtering, if it still does, there is quite a serious problem with the pad). By the way it's not a sign the game controller is bad quality, my ps3 "six axis" (that's the way this model is called, no rumble functionality inside, but still the bluetooth inside) has lasted for more than 15 years, that's quite impressive for a game controller even if I didn't use it very much all this time.
    1 point
  32. @mer-curious can you please open the windows game controller dialogue: https://www.top-password.com/blog/open-game-controllers-settings-in-windows-10/ and carefully take notes of what each button of both your gamepads missing from the db are registering (eg. Hori FC3: X: button 2, O: button 3, etc.) and then post them here so that we can publish the correct mappings and resolve Tux’s submission? Thank you, offalynne
    1 point
  33. ARCADE64 0.238 is released. Download location: https://arcade.mameworld.info/ Changes: - none
    1 point
  34. ARCADE64 0.237 is released. Download location: https://arcade.mameworld.info/ Changes: - none
    1 point
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