Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 10/04/2021 in Posts

  1. MAMEoXtras 10th Anniversary Year Release 2 by arcadez New games now supported Angler Dangler Hypernoid Marble Madness II Megumi Rescue Games fixed and now playable zeroize Games with graphical improvements R-Type Leo Games with sound improvements Tough Turf (Japan) General Fixes And Improvements Added invincibility flashing effect to R-Type Leo [Haze, arcadez] Fixed broken graphics and colour cycling effects in R-Type Leo [arcadez] Added Megumi Rescue to the Sega System E driver [Haze, arcadez] Added support for the super rare Atari prototype Marble Madness II to the batman driver [Mame Dev, FBN Dev, MAME2003+ Dev Team] Added support for Angler Dangler to the decocass driver and fixed Zeroize at the same time [Mame dev, arcadez] Added Hypernoid to the NeoGeo driver [arcadez, KMFDManic] Fixed sound and music and added missing speech support for the Japan version of Tough Turf [mahoneyt944] New roms included in the download. link [code]https://www8.zippyshare.com/v/8HHiM7lD/file.html[/code] mirror [code]https://1fichier.com/?3ipt9hjp4w8joscvoxve[/code] mirror [code]https://anonfiles.com/L4a4Udn8y8/Mameoxtras_10_anniv_year2_rar[/code]
    4 points
  2. Eyra The Crow Maiden,new release for the megadrive. link [code]https://www39.zippyshare.com/v/rApnTJd2/file.html[/code] mirror [code]https://1fichier.com/?yegw8z3a7juwi0jcwhuz[/code] mirror [code]https://anonfiles.com/l7h1y5F9xd/Eyra_The_Crow_Maiden_bin[/code]
    4 points
  3. It's still mainly about fixing the sdl2 issues, the only emulation change is the addition of some rasters emulation for cps2, finally, but I didn't test that a lot (actually only on the lava level in attract mode for msh !), so don't expect miracles. It's easier to emulate than the neogeo rasters though, so it's fast. Except that : - mouse wheel fixed again - the gui handles some strings too long to be displayed properly (they are cut now, but the default is still a small 640x480 window for raine, so just change that to fullscreen or anything bigger before complaining !) - fix broken screenshots in opengl - some experimental game controllers mappings for mer-curious, we'll see how it goes... - the option to use the dpad for movement only or to be able to remap it when the dpad is recognized (game controllers) - and some little details (more default inputs for the joysticks, the hats are handled again natively for unknown game controllers...). http://raine.1emulation.com/download/latest.html
    4 points
  4. ARCADE64 0.246.0 is released. Download location: https://arcade.mameworld.info/ The change to the directory structure was able to be handled, without losing our modifications. You might have noticed an extra ".0" appended to the version - this is to indicate that we are not using vanilla MAME but a modified version of it. As you know ARCADE64 carries over the changes that came with MAMEUIFX.
    3 points
  5. ARCADE64 0.242 is released. Download location: https://arcade.mameworld.info/ Changes: - Changed GCC version to 11.2 (old version will still work) - Last month's reversion was unreverted and changes applied to make it work again [Mamesick]
    3 points
  6. ARCADE64 0.240 is released. Download location: https://arcade.mameworld.info/ Please note that a new bug was noticed just as I was about to upload the new version. If you enter rubbish via the command line, it will freeze. For example, trying to run a non-existing game will give an error-message box and then hang. I don't know when this started, but I assume something changed in MAME.
    3 points
  7. here is an updated download for most of the new releases/demos and homebrew/hacks releases for multiple consoles. console games for atari 7800 msx pc engine gba gbc nes snes virtualboy sega game gear master system megadrive and others link [code]https://1fichier.com/?u6qy8erj8c934n7rfiq9]code] mirror [code]https://anonfiles.com/W3C0z8leub/New_Games_for_Old_Systems_v3.0_rar[/code]
    3 points
  8. Ok, particular version since it adds 3 gauntlets games (the main one, the spanish version which doesn't speak spanish so it's not really interesting, and the 2) which work perfectly with the C cpu cores (64 bits version), but not well at all with the asm cpu cores (32 bits). I might return to that with new ideas later, but since the changes are already becoming quite big, it was probably a good time to release this. These games are really a playground for hackers with all the crazy stuff inside, I might play more later then... ! About the games themselves, these are really multiplayer games, you can test this in solo, but you won't get far. By the way, big thanks to the advancmame team which maintained an old version of mame which can still be compiled nowdays, I used this for testing stuff while trying to understand how things worked, very convenient... Again the new games can be played only in 64 bits, they can be launched in 32 bits, but don't complain if there are problems ! They were some big beasts finally, adding 2 new sound chips + the slapstic support. Ah also despite the original hardware having a 68010, I found they work very well with a 68000 only, so I left the 68000, it's easier. You'll notice the binaries are 1 Mb bigger than usual, that's because they contain an update to sdl2 (I'll update the dlls package later), the updated history.dat file (which won't be in all releases but this time it was updated with the new games info). There are also some new cheats for the new games but these are small. Except that, a lot of fixes as usual, this version is smarter with internet archive so it's able to get its files from more directories so it's already able to get the gauntlet roms and the updated toaplan2 ones. It also removes the ssl verification which gave me an error when I tested this in windows (I wonder if it ever worked in windows, I don't think I tested this in windows ?). Other fixes for the ksystem games which were still trying 8bpp functions (kikikai, knightb and kicknrun, very old games too), for toaplan2 (there was a high probability of crash if loading more than 1 toaplan2 game in the same session), the gui (mouse wheel support was not perfect), the console (basic support for the 6502 which also allows to use cheats for games using only some 6502, never noticed they didn't work before, too many things to test, really... ! And some fix for the 68000 breakpoints too). That's all ? Yeah I think... Ah I had a problem when testing the windows binaries in wine, but they work well in my native windows 10, so I released them anyway, I'll make some more tests with wine later. And the linux binaries will be updated soon too... http://raine.1emulation.com/download/latest.html edit : for the linux binaries there was an update to muparser in arch just now, my 64 bits version is now 2.3.3 while the 32 bits version is still 2.3.2 ! So well the 32 bits version can't be compiled for now, I'll fix that tomorrow. edit 2 : finally I updated my 32 bits libmuparser manually so that I can compile this. The pkgbuild and the archive are posted, but you won't be able to compile this on your side without muparser-2.3.3 in 32 bits ! You can use the archive though (.tar.xz), should be binary compatible with 2.3.2.
    3 points
  9. Hello my friends and thank you much for keeping alive the best version of MAME In 1999 I read the ROM data from ARCADE boards I had at the time. I tried to emulate them and was unsuccessful in my attempts. I forgot about them until this year but was able to locate one of the ROM data dumps In 2000 the ARCADE boards were sold to a man in Japan for the amount of 500$ for 5 games The games were IREM Dice Game, IREM Kung FU 2, DECO Tape Hello Gateball, Tazmi Grey Burner and +1 with Gate in the name but I don't remember the maker. I can't see any of these in ARCADE or MAME The data for Dice Game I can not find and the Tape could not be read. Grey Burner I did not read I have recovered the data for Kung Fu 2 and tried again to emulate it The same problem as before, there are no backgrounds, it uses protected blitter for tile layer Can you or MAME softdevs help here or add it in MAME for safekeeping I have placed the files in https://anonfiles.com/P913f8C1x7/KungFu2DriverROMs_zip Thank you for any help you can provide Jonas Jago
    3 points
  10. Darius Extra and Mega Turrican Director's Cut roms for the sega megadrive,new releases. apparently Mega Turrican Director's Cut is not working on any mgadrive emulator but hopefully we might get a fix. darius extra works fine on all megadrive emus,such as picodrive/kega/neogensplugx etc.... link below [code]https://www58.zippyshare.com/v/ul5DGU50/file.html[/code] mirror [code]https://1fichier.com/?1sol2388jeqb4wu2ttdn[/code] mirror [code]https://anonfiles.com/nf5cKdD6xa/dumped_roms_zip[/code]
    3 points
  11. Yeah Yeah Beebiss II for the nes. link [code]https://www84.zippyshare.com/v/BTHMhl3v/file.html[/code] mirror [code]https://1fichier.com/?v53vftvmnvk2dnfhcel7[/code] mirror [code]https://anonfiles.com/7dt3SfF8x2/Yeah_Yeah_Beebiss_II_PD_2022_zip[/code]
    3 points
  12. In fact it's not so much the driver itself, it's what kind of hardware there was inside. There is a last potential in raine which was never used in all these years : starscream, its default 68000 emulator can also emulate a 68010, but there is no game using a 68010 in raine. Now it's more complex than just calling a function to tell you want a 68010 here, you have to assemble a separate version of starscream just for that, with all its function starting by s68010, making all this a mess. But I found lately that I can use the 68000 functions to prepare the emulation and just change the cpu type at the end to actually run the emulation, and it should work, so it was worth a try after all this time... Then something interesting. Well some old atari hardware was intriguing, using a speech synthesizer despite their old age, these are pre-1990 games, usually the games of this era are very primitive. I even remember this kind of chip, they tried to sell some for the old 8 bit computers like the oric, it was very expensive, so nobody bought them, but it was still intriguing. Not something too complex though, the gauntlet driver seemed fine for that, it's not exactly easy, but at least it didn't look too complex, and there is a last reason for that : Neil Corlett, the author of starscream wrote a gauntlet emulator for dos a very long time ago, mge, but he didn't release the source and so this thing is totally forgotten now (and it's too bad, I would have loved to have a look at certain parts of this source). That was it, it was going to be gauntlet then ! Well I must say it's maybe the only game where I never played the arcade machine and I didn't like it, it was obviously some cash machine, something made to just get more money, making the conversions for the computers of the time actually more interesting. But still, it was worth trying this. Well there was a 1st problem : the slapstic, which is some kind of parasitic chip connected to the rom, which intercepts the address bus requests to make things more complex. There was an incredible work done by mame in the old days to document this chip, they even made some very clear and portable source to decode them (in their old versions, since then it was contaminated by their c++ frenzy and has become very obfuscated and not portable at all, but I don't care, I just used an old version). It almost worked directly in raine without modification, almost, it gave me some small problems and this thing is not easy to debug, but anyway. After that, there was the fact their sprites for the "playfield" layer are inverted (they should be xor-ed with 0xffff, it took me a very long time to find out because I am not good with sprites problems). Anyway it was an interesting challenge. After that the real stuff started : the inter-cpu communication (there is a 6502 for the sound with the 68010 in this game). The code to synchronize the chips in this game is crazy, the main cpu sends a reset request, in its reset code the 6502 checks if there is a sound command waiting, if there is none it enters an infinite loop and it's game over. So it must receive a sound command, but not the nmi which goes with it because if it has the nmi then it can't see there is something waiting ! Just crazy ! Anyway to sum up things at this point : I finally have something working (except I didn't add the real sprites yet, just the layers), but only with the C version of the cpu emulators ! If using the usual asm versions, there are serious inter cpu communication problems making the sound almost completely broken. The 68010 emulation in starscream was broken for some reason, I fixed it last night, a problem in the rte instruction, but now the result is exactly the same as using its 68000 code ! And there is also a problem with the 6502 asm emulator apparently. Well the good news is that it's working great in 64 bits ! It will probably be the 1st game working only in 64 bits, becasue debuging these asm cpu cores is extremely complex and time consuming, I already spent quite some time time on them, fixed some bugs in both, but I think I had enough of it, there is not much point pushing things more than that at this point. The funny thing is that the sound works very well, I had no problem on this side ! Actually in 98-99, mame and raine used the same sound drivers, so I just took some old versions for the pokey and the tms5220 chip since these are old drivers in mame, and they worked with just some slight modifications to adapt them to some things which are different in raine. They work well, but the speech synthesizer would be very hard to use out of this emulation, there is no high level interface, but it gives quite incredible results if you think about the year it was made... ! I still need to clean things up, there is also kiki kaikai which is broken (I found this while cleaning up some headers !). So I'll take some more time to finish this. It was an interesting experiment even if quite frustrating in the end I must say. I think the code used by mge was heavily hacked to be able to work in these conditions. It would have been interesting to see how it was hacked. The slapstic doesn't use a simple test, and there was also the inter cpu communication to patch to make it work, really too bad he didn't release the source, I would have been very curious to see that (his official site has gone with his mail, there is a page about him there, because he got famous about some rom hacking tools too : https://www.romhacking.net/community/99/ )
    3 points
  13. metal dragon for the megadrive,new release. link [code]https://www17.zippyshare.com/v/qh5TMBdo/file.html[/code] mirror [code]https://1fichier.com/?nzt54rqmcccp2ruwoyfx[/code] mirror [code]https://anonfiles.com/z344l0D0x6/Metal_Dragon_zip[/code]
    3 points
  14. 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
  15. Yeah I think I can call it like that, that's him who reported all the bugs to fix, with great descriptions to be sure to be understood, he was perfect on this one, even if I was a little disappointed to see 0.92.2 disappear so fast ! Anyway here are the fixes this time : - the sound associations were deleted if you loaded any game which had some. This reason alone was enough to make a new binary to avoid that people delete all their associations ! - yet another gui problem where the loading dialog was zoomed too much. Fixed, and the default is now to use opengl for rendering, which makes much more sense since it has more options and is much more tested. - cps2 rasters are better, see the details in the 0.92.2 thread if you want to know how. - and the joysticks configuration changes again, which obliged me to reset again the keys configuration since they are saved with the keys. Sorry, it should be the last time I do that. This fixes a conflict between the hat of a gamepad and a stick direction if the gamepad was not recognized as an sdl2 game controller. This one was hard to precisely pinpoint, but anyway it's fixed too. Very few changes, but they were necessary. I hope to rest longer this time ! http://raine.1emulation.com/download/latest.html
    3 points
  16. ARCADE64 0.248.0 is released. Download location: https://arcade.mameworld.info/ * Another change to shortcut keys - the key to scan roms has been removed. Alt-A will scan just the selected game. Scanning the entire collection of roms is something that's generally only done at release time, so there's no need for a shortcut key. * I've noticed that there's barely any development work done on arcade games these days, therefore the decision has been taken to release new versions of ARCADE64 only when there's been a noticeable improvement to arcade emulation. * While we wait for such an improvement, all the existing hacks will be identified, we'll find out what they do, and if they're still needed. There will be a new thread created for this, so that we all know exactly what's in this build. * Fixed: MT08368: phantasm: Game speed is always half * jumpbug: added back the shooting and explosion sounds that were lost to MAME years ago in some rewrite. * Proper sounds for zerohour, redclash, and ozmawars. (These are in MAME but not publicised)
    2 points
  17. ARCADE32 0.248 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    2 points
  18. - An amazing bug was fixed which made it impossible to run a game from the command line in windows... and it's been here for very long. Does it mean that nobody use frontends with raine anymore in windows ? - Big acceleration in the console for mouse tracking (which displays some underlying text in reverse video), and scrolling speed once the window has reached its maximum size (actually you don't even see it scrolling anymore, but the result seems good). Also added some colors and sorted the commands for the help command. - Improvements for the sound associations for real bout fatal fury and samurai shodown, hoping it didn't break any other game... !!! Get it from there : http://raine.1emulation.com/download/latest.html edit : I forgot to commit the sound association fixes to git, so they were not included in the linux binaries. I just rebuilt them because of that, 0.94.4a, linux only, windows had them.
    2 points
  19. After a long fight of a few hours, I was finally able to make my very old backup (from 2015 already !), to work, with php8 and mariadb. The least I can say is that it was not easy ! And it was worth a picture. Don't look for it, it's a local webserver on my machine, no connection to the outside, I was just curious to check a few old posts... but it's right that it was a nice forum !
    2 points
  20. This one is mainly for linux since these leds emulation can't be done in windows, description in the forum there : The other small improvements : - fixed a big bug where games with more than 1 cpu of the same type like darius would break during the intro behind the menu. This one has been there for a long time, so either nobody played with these old games, or they didn't bother to report it ! - Improvement to sound associations for rbff2 - command.dat included is shorter which makes a smaller archive (removed useless stuff). - Also for some unknown reason, command.dat was bundled with the windows version, but not the linux version ! It's now fixed, and it's in git too. I have hesitated quite a lot to add this leds emulation thinking it would not be very useful, but in the end it's fun to see working, and it was quite easy to do, so no regret, it's just too bad it's not used by more games ! http://raine.1emulation.com/download/latest.html
    2 points
  21. ARCADE64 0.247.0 is released. Download location: https://arcade.mameworld.info/ Another month of drama that we got through. Ctrl-A no longer starts a scan of roms, it selects all text instead like any standard Windows program. You can use Alt-A instead.
    2 points
  22. Yeah not a big release, mainly small fixes but I had enough of 0.93 already. Main changes : - the new "most played games" feature, which shows the 5 most played games sorted by time in the game selection dialog. You can get details about that in the forum. It wouldn't be too hard to add a dialog to get the stats for all the games played and not only the 5 tops, eventually for later. More details on how it works can be found in the forum. - A small fix for downloads with curl, if downloading a clone and the parent was not in the last rom directory tested it was downloading the parent even if it was already in another rom directory, should be fine now. - A long overdue update for the profile display (the one where you get % times in the upper right corner of the screen). In all the time since I added support for sdl, I never realized that all the sound processing was done in a separate thread, so the profiling must be moved there. This makes the display more precise, also the results are rounded now instead of truncated. - The slow down in kof97 for the 64 bits version was found and fixed. - double buffer gets a "forced" option to ignore completely adaptive vsync, need more feedback on this from testers to see if it's really useful. - a workaround for sdl-image 2.6.2 which doesn't handle png files with a palette anymore, preventing the colors from the raine logo to cycle ! I can't do anything about it for now, so in this case the logo is displayed statically without color cycling, but it's advised not to update the sdl2_image.dll for now (or equivalent in linux). It will help for linux distributions like arch where 2.6.2 is already the official version, I posted this to their bug tracker so we can hope a solution will be found. - quite a few memwatch fixes, most of them were harmless, a few in the console might have been useful, I fixed them without investigating. - kurikinj is removed because it's exactly the same romset as kurkint except for the region byte, making this version the 1st version which actually supports less roms than the previous one ! More details about that in the forum too. - quite a few hiscores updates in the hiscore.dat file ! Now that it's bundled with the raine binary and in git too, it's easier to make our own updates on it. Actually I had added some scores in it for old games from the multi15 rom a long time ago, around 2019, but they were clearly lost in a hiscore.dat update, so I have put them back in, mostly for some pacman clones, adding xenrev which never had a hiscore entry before (the main goal of this version is to make the player lose !). Also battle bakraid finally gets a hiscore entry for its normal and unlimited versions. There was an update for sdl2 to 2.0.24, nothing essential there, mostly things related to game controllers, maybe I should merge the binary update in the dlls packages. For now I left 2.0.22. Ok, this small update is there : https://www.1emulation.com/forums/forum/126-raine/
    2 points
  23. Ok, confirmed, that's if using 2 neocd games which both read their files from an iso, it's a 1 error mistake, forgot to clear a file after freeing it. Workaround : extract all the files from the iso and put that in a zip file, then delete the iso, it will take less space and it will work ! It's fixed anyway...
    2 points
  24. Ok done. The game selection dialog now displays the 5 most played games at the top (in the header, which is now separated more clearly from the main dialog), sorted by play time. The number of times a game is loaded and how much time it's played are tracked (watching the game intro behind the menu is not considered playing time !), and it's tracked even if you close the window without using the quit command. All this is saved in a new file "stats" in the savedata directory, the contents is ascii but it's not supposed to be edited by the user. Games stats are stored by the short name of the game, which means that if a game is renamed for its short name the stats are lost (it happens almost never in raine anyway). Neocd games are not supported, only arcade games (well neocd games are not even loaded from this dialog so it would be quite a problem, and they don't have a real short name), the picture behind the game selection dialog is not updated when selecting one of this favorite games in the header because it's not worth the effort and it would make some duplicate code, and I don't like that. 5 only for now, because the header doesn't handle any scrolling bar and can't scroll its content, it should be enough for a start anyway. I'll test this a little more, but it seems good now (fixed some bugs related to the header display at the same time).
    2 points
  25. Nothing fancy here, just some fixes and little improvements here and there. Actually 0.93.4 was using libmpg123 for mp3 decoding, and this version reverts to the decoder included in sdl2_sound, which makes quite a mess in the dlls. So the dlls are updated for this version, be sure to update from the right dlls package (32 or 64 bits). The unofficial binaries I released in the forum had at least a bug to load any neocd game, that's why I finally release this binary with everything fixed and tidy. You can see the changes in git, nothing exciting here as I said, I started to remove the old analog input section from inputs which has been broken for ages, but so far the new way to handle this works only for chasehq & contcirc. I had planned to add a new driver with something more consequent for these new inputs, but I missed time and motivation for that sorry, I lost a dog who shared my life for 15 years at the end of march, then some family problem, then the heat in the beginning of june... ! Anyway raine is not dead at least, and you get this new binary. I tested it in linux only but everything should be fine. http://raine.1emulation.com/download/latest.html
    2 points
  26. If I click a game then press Alt+A it audits just that game. But you're right, there's a possible conflict there. I'll see what can be done.
    2 points
  27. Hi all Between 2002 and 2004, a group of crazy fans of RAINE published a free web magazine called Zzap!Raine. The magazine focused on reviews of games emulated by RAINE. The style and inspiration was drawn from the English and Italian videogames magazine: Zzap! I was one of the staff. During the past 18 months, I have "converted" the old website into an actual paper book with all the colours of the rainbow (just like Rainbow Islands well deserves ) I have also added new contents such as an interview to Emmanuel "Tux" Anne - author of RAINE and new sections and introductions. The book is almost ready and is now available for pre-order via Paypal and credit card. 170 pages (high quality), hardcover glossy pages, 100% translated into Italian. It can only be purchased via pre-order at the below address. https://www.progettoiskandar.com/prodotto/zzapreine/ The price is 36 euro incl. registered shipping to Italy. Shipping worldwide is available however please contact me on luca.madrigal.antignano@gmail.com for the right shipping fees. Since the print is quite expensive, I cannot afford to print hundreds of copies, so I will print just enough copies to satisfy all pre-orders. Therefore if you don't pre-order now, chances are that there will be not enough copies left to satisfy everyone else. Pre-orders close on 15 July 2022. Please feel free to contact me with any questions. Thanks Luca "MADrigal" Antignano
    2 points
  28. The survey has closed. My vote is No for all, however it will only be counted in the event of a tie. Q1. Yes 5, No 1 Q2. Yes 3, No 2 Q3. Yes 3, No 2 Q4. Yes 0, No 7 No ties, so my vote doesn't count. Thank you for participating. I will now begin work on identifying and adding the games you voted for.
    2 points
  29. ARCADE64 0.243 is released. Download location: https://arcade.mameworld.info/
    2 points
  30. 1-2-3-Yes to all, since all of them are arcade machines... 4-No since they are not playable. When mame achieves something like virtualpinball, I would include them.
    2 points
  31. Bang, Iccuslus suddenly exited from hibernation and fixed sdl_sound... ! See there : https://github.com/icculus/SDL_sound/commits/main almost 1 month later, but better now than never of course... Now I hesitate : is it better to remove the new mp3 dll and return to the old decoder and just forget all that and stay with what we have ? Well luckily only 1 version used the new dll, and it was included in the raine archive, so removing it now will have no consequence. So I guess it's probably the thing to do, the mp3 decoder used in sdl_sound is still smaller and maybe faster... Oh at least I'll have to try it first. Apparently the bug was that when the decoder returned something less than the expected bytes to read (which happens for the last block), it was understood as eof (end of file), and so the last block was not handled. Oh well... He finally closed the bug thread on github with this fix. edit : yeah, the fix works !
    2 points
  32. ARCADE64 0.241 is released. Download location: https://arcade.mameworld.info/ You won't be able to apply the patch to MAME's files because a large change had to be reverted out, and those 135 files are not included in the patch. You need to pull to the tag instead.
    2 points
  33. Fight for Vengeance for the sega megadrive. link below [code]https://www52.zippyshare.com/v/vTQWEZU5/file.html[/code] mirror [code]https://1fichier.com/?lbg6m5kpom71ng4qcbq0[/code] mirror [code]https://anonfiles.com/ham0Y1O3xd/Fight_for_Vengeance_PD_2022_zip[/code]
    2 points
  34. Retroarch 1.7.7 Update for original xbox. by tabajara02 [quote] i made a unofficial port of retroarch years ago called (Nintendo Edition). I revisited this stuff again ( i don't know why LOL) adding more cores and improving the experience using retroarch on original xbox a little bit. It's based on retroarch 1.7.7. It's a little old version but it have a lot of nice features. Here some other interesting features, but there's more... - Almost all retroarch common options on official 1.7.7 version are included like playlist, screenshots, savestates, indiviual core options, etc... - Rgui background wallpaper support and it's already setup. - Added background music support based on marty pcsx reloadex code to play wav files while browse games. - 22 cores to select. Most of them are up to date and most works well. - Overlay support. It can be used, for example, to simulate scanline effects to give retrovisual image using together with bilinear filter on. - CHD support for cores like pcengine, supergrafx, genesis plus and pcfx. - Genesis plus wide core included to play sega genesis in widescreen. Made some test and it plays nice with sonic 1 and 2 widescreen hacks. - GPSP core. Full speed gba emulator with color correction option to improve gba games. - MGBA core. Can be used to play some custom copy protection roms (Vast Fame unlicensed games). - Gambatte core. GB, GBC emulator with over 200 color palettes to chose. Notes: - Pcfx core is slow (playable only on trusty xbox). - Can't load large neogeo games using fba-neogeo core. Virtual memory was only implemented on wii libretro version. - It's recommended always make a playlist and loading the content from the created playlist to avoid crash-freeze problems loading the roms. - Don't remove anything from system file. - Some homebrew games and a playlist file are included and already setup to help how to make and use a playlist. - Visit https://www.marcrobledo.com/retroarch-playlist-editor/ Just drop the roms on this link to create a playlist. RGUI Controls: X - confirm A - Go Back/cancel Y - For fullscreen screenshots while browsing games in playlist In Game Controls: Right thumbstick click - Go back to quick menu White - Fastfoward Feel free to test and play. Cheers.[/quote] link [code]https://www31.zippyshare.com/v/Eeoz4rSW/file.html[/code] mirror [code]https://1fichier.com/?aucf36mmrs0mk04voj0d[/code] mirror [code]https://anonfiles.com/bcl6gaMexe/Retroarch_1.7.7_xbox_rar[/code]
    2 points
  35. Retroarch 1.7.7 Unofficial v2 for xbox update by tabajara02 [quote] New: - Option to take in game screenshots is visible in quick menu and working now. - Added macros in some configurations to make the things more particular for each core. Now each core has his own retroarch.cfg, core.cfg, background wallpapers and other options. Notes: - My last Retroarch unofficial version - RGUI can only load low res wallpapers unfortunately. But it's the way the RGUI works. - I having some trouble to make both screenshots and boxarts working together after exiting and loading the core again. Only the screenshots loads for me, and the option to turn on the boxarts always goes back to off. If someone knows how to make this option work in retroarch, please give me some help. - Make a backup of your saves, playlists, screenshots,etc and replace all files-folders with the new files.[/quote] link [code]https://www51.zippyshare.com/v/OZlon3to/file.html[/code] mirror [code]https://1fichier.com/?423iierx7lqf6cmcn8ye[/code] mirror [code]https://anonfiles.com/leR0SbN6xb/Retroarch_1.7.7_v2_xbox_zip[/code]
    2 points
  36. MAMEoXtras 10th Anniversary by arcadez [quote] new games now supported Come Back Toto Dice - The Dice Game Dolmen Master's Fury Oriental Legend Special (ver. 101, Korean Board) Snow Brothers 3 - Magical Adventure Xeno Crisis (Neo Geo MVS) games fixed and now playable Chouji Meikyuu Legion Dragon Bowl Legion - Spinner-87 Momoko 120% Operation Wolf Thunder Hoop Tokio / Scramble Formation Under Fire games with graphical improvments 1945k III Ambush Armed Formation Big Run (11th Rallye version) Buggy Challenge Chouji Meikyuu Legion Crazy Climber 2 Dragon Bowl Dragon Master In Your Face Kodore Ookami Legion - Spinner-87 Magical Crystals The Legend of Kage Terra Force Twin Action games now with improved sound Air Buster Dragon Bowl Pack 'n Bang Bang Twin Action Operation Wolf C-Chip simulation Reverted back to an older but more stable c-chip sim from MAME98 to prevent the game crashing on level 2 (end of level boss) and on level 6 (final boss sequence). Taito Protectio MCU Added the protection mcu to the following game which is now playable and 100% emulated.. Tokio / Scramble Formation General Fixes And Improvements Games Fixes and Improvements Added Bryan McPhail's C-Chip sim code for Operation Wolf from MAME98 and modded it slightly so the final end boss and enemy has located you mini levels can now be played [arcadez] Rolled back the Taito_x driver back to MAME72 to fix missing and or broken graphics in Superman and Twin Hawk [arcadez] Sorted some sound niggles in Twin Hawk which would occur when the screen gets fairly busy [arcadez] Support a new and improved priority prom for in Your Face in the megasys1 driver which fixes the previously broken mini game and some other graphical issues [dink, arcadez] Fixed level four crash in Thunder Hoop and continue screen text distortions in Squash due to previously unknown refresh rate protection in both games [MAME Dev Team, arcadez] Fixed graphical priorities in Thunder Hoop by using bigkarnak video update call [dink, arcadez] Added support for the MVS version of Xeno Crisis to the Neo Geo driver [arcadez] Added fake gunsights for Under Fire game now playable [mahoneyt944] Fixed some graphical niggles in Dragon Master and added support for Master's Fury to the drgnmst.c driver [arcadez] Backported some fixes for a couple of games in the armedf.c driver garbage sprites covering the entire playfield in Legion and a timer crash bug in Kodore Ookami [arcadez] Added sprite clut cycling colour effects for all games in the armedf.c driver fixes red ninja display in Kodore Ookami and makes Armed Formation etc etc look far prettier [arcadez] Fixed sound in Dolmen and Twin Action then sorted an mcu simulation issue in Task Force Harrier [grant2258] Improved road vs scenery priorities meaning you dont see things that should be hidden behind the hills appearing all over the road in Jaleco's Big Run [arcadez] Fixed some graphical problems where the colours were wrong on level 3 and half the screen was missing eg rendered black in Buggy Challenge [arcadez] Added support for Dice - The Dice Game a bootleg of the undumped DiceDiceDice by IREM to the M90 driver [arcadez] Added a new protection simulation to pgm.c so that Oriental Legend Special - Xi You Shi E Zhuan Super (ver. 101, Korean Board) now works in this core [arcadez] Hooked up the M68705 protection MCU for the official Taito USA version of Tokio / Scramble Formation game now playable [dink, arcadez] Fixed some graphical priority and screen display area niggles which affected The Legend Of Kage [arcadez] Fixed missing adpcm sound effects in Pack 'n Bang Bang and hooked up the sound correctly for Blood Warrior [arcadez] Added support for a special sprite effect to kaneko16 video used by Magical Crystals on the first boss [arcadez] Added a missing graphical sprite effect which handles enemy damage flashes in 1945k III [arcadez] Better balanced the sound in Kaneko's Air Buster [arcadez] Fixed palette colours in Ambush [mahoneyt944][/quote] new roms included in the download. link [code]https://www85.zippyshare.com/v/QZLPbQAt/file.html[/code] mirror [code]https://1fichier.com/?3iwq586add89fq8iw3rm[/code] mirror [code]https://anonfiles.com/z0ecQ9Mdx8/MAMEoXtras_10th_Anniversary_rar[/code]
    2 points
  37. This binary is only about the sound associations, particularly those related to kof2001, so if you are not interested in this, you can skip this one because it changes the colors encoding so if you load it with a previous config file you'll need to use the "revert to" command from the colors menu in options. It also includes a new dll for libmpg123, which is included in the archive for this version, it will go to the dlls package soon for the next versions. You can see the details of what happened (and eventually get the audio tracks from mer-curious !) from there : http://raine.1emulation.com/download/latest.html
    2 points
  38. Here's ARCADE64 0.239 Extra & No-Nag with thanks to nate67000 It's a build of ARCADE 0.239 with No-Nag & extra's & you can get it here. https://drive.google.com/file/d/1Bk_mPuMHxiAj3V4jy8BOHnPdZbRKyPIi/view?usp=sharing
    2 points
  39. 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
  40. 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
  41. HBMAME and HBMAMEUI 0.239 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    2 points
  42. 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
  43. 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
  44. 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
  45. 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
  46. And then I have a new binary to test for you, 64 bits since it seems it's what you use. The exe alone, drop it in a raine directory so that it finds its files. It adds all the hints from testgamecontroller, the sdl2 test program since some of these hints are not even documented, and remove a SDL_PumpEvents which shouldn't harm anything but which is useless. I noticed the dpad on my ps3 controller seems to work better in this config. Which is strange, but anyway. Test that on your side. It also includes the update for the rasters. These attachments are quite convenient, I wonder if there is a size limit ? I might delete the attachment once tested. Also I found a user maintained database of gamecontrollers for sdl2 on github, and the 2 mappings you sent were not in the db, I just proposed them ! I'll probably use their db in the next version... It's here : https://github.com/gabomdq/SDL_GameControllerDB ... and they replied : Hi, thank you for these! Can you please refer to the mapping guide for button layout to ensure the mappings are correct? https://github.com/gabomdq/SDL_GameControllerDB#mapping-guide Thanks again. so if you can take a look... ! raine.7z
    2 points
  47. It's mainly something to fix the little problems of 0.92... The dlls change again to address the incompatibility with xp of the previous set in 32 bits (there seems to be other problems with xp related to the 3d, but at least it's not a stupid message from microsoft to tell you are not allowed to run this in xp anymore !), and it's changed too for the 64 bits version because it allows me to make both versions the same way, + it's almost half the size of the previous archive. The only dlls packages listed in the download page are the ones required for the latest version, so just update and it should be ok. Except that, mostly fixes for 0.92 as I said. The key codes change again, we switch to all scancodes to be able to have default keys which don't change with each international mapping, but you have nothing to do here, it will overwrite all the keyboard configuration if it reads an config file from the previous versions. The joysticks use some saner defaults too but for them I didn't overwrite the config sections in case you have something fixed on your side which is different from the default. The famous bug found by mer-curious which prevented special moves from the right side in msh is fixed, and there was again a problem with merged inputs which should be fixed for good this time. Also you have the option of integer scaling in opengl. I tested it, and I am not convinced, there's no real improvement in the scaled image for me, but I left the option, you can test it and report in the forum. (The option is in "renderer options" for opengl). Also sdl is updated to 2.0.18, actually they mostly add new functions, it's very different from sdl-1.2 which was frozen in time, for now I don't use them, but updated anyway... http://raine.1emulation.com/download/latest.html
    2 points
  48. 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
  49. 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
  50. ARCADE64 0.238 is released. Download location: https://arcade.mameworld.info/ Changes: - none
    2 points
×
×
  • Create New...