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  1. 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
  2. ARCADE32 0.248 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    2 points
  3. So, that's it - another monumental task out of the way. Unless something wonderful happens in the arcade side of MAME, the next release is planned for Christmas, and then every 6 months thereafter.
    2 points
  4. - 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. The intention is that HBMAMEUI and ARCADEui will continue. If not, there will still be a command-line version, and you can choose some other front-end.
    1 point
  11. @HyperscorpioYellow means there's something not quite working, such as graphics, sound, etc. Is there anything wrong with it? Otherwise it should be made green. @gamez fanI don't know anything about it. Sounds like an artwork thing?
    1 point
  12. MAMEUI + MESSUI are ended, it was good back in the ages when arcade was great. But now HBMAMEUI and ARCADEUI will continue? I hope so, because it still need a few versions left to make Naomi, NeoGeo64, Alek 64, Konami games, Namco Games, Sega Model, and a few from Kaneko and others need to be fixed in the future. Total 876 games in total doesn´t work yet, but a few are not Arcade eventually, it could be less. Thanks. 😀
    1 point
  13. Love this Robert as there out in the world anyway. pmsl Hack #24 we will keep for now. If the holder wishes to send a request (friendly or C&D) then it will be removed. I like official paperwork.
    1 point
  14. HBMAME and HBMAMEUI 0.245.6 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    1 point
  15. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2022-09-26 0.245.6 * All hacks & homebrew are expected to work - please report anything that misbehaves. * Neogeo: made Universal Bios the default, to properly catch cpu exceptions. * Neogeo cartoon intros: No need to set them up, they "just work". * Ironclad: default language is now English. * The inbuilt web server has been removed, as it was insecure and a security risk. New Games --------------------------------- - [aquario] Clockwork Aquario More info on reporting broken hacks: - If the game does NOT show a big red warning screen at start, and DOES do any of these things, please report it to me. * It has a black screen * It crashes either itself or the emulator * It shows a cpu exception, such as ADDRESS ERROR, or 1111 ERROR * It freezes * It reboots itself * The graphics are very bad * The sound is missing or very bad.
    1 point
  16. Hack #3 has resolved itself - it seems it was some kind of git problem. Hack #15 has been checked - kept about half of them. Hack #23 has been removed. It uses a CHD which I never had, so no idea how that got in there. Hack #24 we will keep for now. If the holder wishes to send a request (friendly or C&D) then it will be removed. I like official paperwork.
    1 point
  17. Nope. The never-ending series of clone dumps is boring. Wait for something interesting to happen.
    1 point
  18. Thank you for fixing the bug. Sorry that I did’t update to the latest version before test.
    1 point
  19. And I can confirm it's already fixed in git, just update your git. The sequence is here : cmd 14 mode 0 cmd 5e mode 2 cmd 1c mode 0 cmd 25 mode 2 Before command 14h was taking 2 bytes as argument, so they were 5eh and 1ch here, leaving 25h alone, so it was taken as a song number. Except now 14h takes only 1 byte in the last version.
    1 point
  20. On 2nd thought, since it's very rare why don't you try to resurrect the demos ? Load your savegame, get ready to reproduce your problem when you are ready to do it, press shift F2 to start to record a demo, it will ask for a name, and place it by default in subdirectory named from the current game name, here it will be savegame/kof94. Choose a name, type return, now it will record in real time all your inputs. When you want to finish, just press esc to call the gui and quit (I think it's enough to just call the gui, but I am not sure, if you quit you are sure the recording is really stopped for good). If everything goes well I'll be able to replay your demo to see your impressive moves and the association problem in the end ! I just tested on bublbobl, and except yet another bug linked to the intro behind the menu and the multi z80 configuration of this game, it worked well. I'll push a fix for this now, but it's specific to games with multiple z80 only, so it's not relevant for you here.
    1 point
  21. Yeah yeah yeah goes too fast for me. I found pulstar is a type 2 like no other, the only one where in its arrays type 2 are not songs, it's type 4 for this game, and it's the only 1 I have seen so far behaving like this. Except that it accepts all the usual commands like a normal type 2, the difference is just how it classifies its songs, and they start at 80h instead of 20h. It won't be committed for now because I'll test the whole list finally. Ok, committed, a new variant variable to identify these special "type 2", the list of neogeo games which are type2 as comments, a fix for pulstar and ssideki, and I think that's all. (plus of course now the games having 2 bytes for command 14h and those having only 1 byte are clearly identified and separated !). I'll try to see your kof94 thing tomorrow or maybe later, but it seems tricky !
    1 point
  22. I find a very very rare music change problem in kof94. This happens in the boss stage final round. Both side selected character is Rugal (you have to use action replay). It may happen when one side use Reppuu Ken(236+punch), while other side use the Dark Barrier(214+kick) to reflect. Here is the final stage save data (not a save state). https://drive.google.com/file/d/1A5FB-UKgAGKy9ZpTEf1moAU-LdkN5Onq/view?usp=sharing Win against 1st state Rugal, then save at the final round. Set both side infinity energy, and using Reppuu Ken or Dark Barrier continuously. (You may need to load the save state many time) Update: Here is a hack rom which can use Rugal directly. https://drive.google.com/file/d/1mFm3VKUiquU4bQNxPdRsYX665zwPoRsl/view?usp=sharing
    1 point
  23. kof95 doesn't seem to have the same 14h command, the signature on which I identify the roms is not always respected, sometimes they made changes and didn't change this signature, it didn't happen a lot though, but this time here it does. AFAIK the other type 2 games take an argument on 2 bytes, kof95 takes only 1 byte here. It's fixed in git, I leave you testing that... Sadly I don't have a precise list of which neogeo games are type 2, to check if some other take this argument on only 1 byte... ! More than 100 games to test, some volunteers ? (plus it requires a debug build to find out which type of association it is...). edit : took the time to test quite a lot of them, in fact the vast majority of type 2 take this argument on 1 byte ! I stopped at pulstar for now because it's detected as a type 2 although its songs can't be tested in the gui for some reason ! I'll continue later. So far the roms which take this argument on 3 bytes are at least : aof3, magdrop3, neocup98, nitd, preisle2, wakuwaku7 what a mess... !
    1 point
  24. IPB (the makers of the forum software) decided some time ago to no longer support BBcode - it wasn't our decision. They just did it on their own, without consultation, and without caring what anyone thinks. Sorry to disappoint you.
    1 point
  25. hum then in this case I don't have any limitation on my attachment sizes then, this raine picture up there is 225 Kb alone ! If they provide a bblink, the link inside is the link to the picture !
    1 point
  26. The bbcode function doesn't seem to work, I wonder if bbcode hasn't been disabled here, but except that embedding pictures here works very well. This one above is done by dragging a local file from here to the attachment zone on the bottom left zone. Once it's inserted into the document, you can drag and drop it to the exact point you want it in the text. And for the 3 old pictures in the console search posts, these are external pictures, so it's the "other medias" in the bottom right corner, insert image from url, it requires the url to be https, but it's not too important since everything is https these days. Same thing for this one, the picture is inserted where the cursor is when using the function, and you can drag and drop it later to adjust placement if you want, all in all it works rather well ! But yeah, this forum was nice, but on the other hand maintaining it took me quite some time, so it was nice to say bye bye to all the maintenance part here, even though we lost a few small things... ! (I have some bad memories with the spammers, and also our theme which had become incompatible after an update of the forum, forcing us to switch to an horrible white theme for a while, until I finally took the time to fix everything in the theme to make it compatible again. The irony here is that this good old theme worked out of the box, but the upgrade did not, it failed miserably while trying to update the database, so it would probably be a nightmare to maintain again... !).
    1 point
  27. I had the funny idea to try to restore an old backup from rainemu to look at old posts... It's now in a horrible state, mysql was bought by oracle which made most distribution move to mariadb instead, php is mostly incompatible with itself and it's impossible to load the old site unless you want to spend hours fixing all the bugs... ! And the sql dump is probably unusable because the table names still use "yabbse" when it was changed to "smf" quite a long time ago already... ! Finally I just took a text editor to search directly in the ascii dump of the database, and here it is : --- start --- How to find the location of the weapon for metal slug in ram ? Welcome to the relative searches we started to talk about in the other topic... So just start the game as usual, and open the console just before picking the machine gun, and close it immediately. In doing so it takes a snapshot of the ram, and you'll be able to look for differences later. Now take the machine gun and type: search != which will search all the bytes which are different. Well there a few hundreds of differences, so it will take time. The idea is to wait a little in game, then return to the console and type search == to look for the areas which didn't change. Half of the results are gone, but you still have a lot of them. Play a little until the flame thrower and just before picking it up, type : search == and after picking it up : search != normally when you pick the machine gun again and you type search !=, you'll get only 2 results which are both valid : After a few tests, the 2nd address is the one you want, putting 4 in it gives the machine gun and 2 is the flame thrower (I didn't test all the weapons !). This is a lot harder than the simple life counter... !!! But it works well. Todo : mouse support in the console (too tiresome to type all these addresses), history for the console to access the previous commands, and the scripts I talked about in the other topic to be able to save what we find. Now with the old cheat system, you would have to add 1 cheat/weapon, which is not very convinient. Here you can add a single cheat using the alert function. First here are the weapons you can get : - 00 : Normal Gun - 01 : Shotgun - 02 : Flamer - 03 : Rocket Launcher - 04 : Machine Gun the alert function works like this : alert("message|button1|button2...") and returns the number of the button you selected starting at 1, or 0 if you pressed ESC or used the 2nd button of your mouse. So you can type : poke $1004d1 alert("select weapon (ESC for normal gun)|Shotgun|Flamer|Rocket launcher|Machine gun") dpoke $1004e2 999 The 2nd line gives 999 munitions at the same time, it's more convenient. Once you have tested, you can add it to your scripts using the script command, and it will appear in the cheats dialog (which you can now call directly using a key from the game). --- end --- Luckily it's probably the only post really worth retrieving, and I even found the image. Notice that now mouse support is ok in the console, and by default it's less transparent than that for readability reasons. And the topic which started this one, which was probably the 1st one on the console, posted in march 2008 apparently, "console basics" : --- start --- I know a command line is quite intimidating, but it will be much more powerful for what I want, and also it will be much easier to add new features this way. So here in mslug, I wanted to look for the number of lifes, so I started by search 3 just at the beginning of the game and there were more than 39000 results. So I lost a life, typed 'search 2' and I was down to 4 results already ! Lost another life, and this time 'search 1' sent back only 1 result : 100397. This is the very first beta for this, I want to add other functions like the ability to modify any address in ram (to test the result by putting any life number for example), to be able to explore the ram at any address to see if there are other interesting addresses nearby, and so on... As you see the syntax for the command line is extremely simple, and should remain as simple as possible... And this thing could probably be used as a debuger too (68000/z80 debuger). --- end --- This one was extracted using a script, way faster ! Well all this has been done since then, you see a few commands in the 1st post like poke and alert. There are also debug functions like list to see the assembler code, break for breakpoints, and so on... + the integrated help for everything, mandatory here. It's been a long time, but it was fun ! ... and I just found a 3rd pat, now that I have repaired my old backup after some heroic fight and some help from MikeDX who happened to have a backup (I destroyed a big part of mine while trying to upgrade, I would never have thought it would be so hard !!!). Anyway here is the 3rd part, this time on invulnerability : --- start --- This one is possible mainly because of the explanations from Stephh about how it works. You probably noticed by now that almost every arcade game makes your character to blink when it first appears, and while it blinks it is invulnerable... This is the secret of invulnerability : while it works, there is a counter in ram which goes down to 0, and once it reaches 0 you are vulnerable again, so the idea is to use a script which will be called for each frame to prevent the counter from reaching 0. It's a lilttle tricky in mslug because of the little animation when the player 1st appears in the level. For the 1st level, it starts to blink while it is still in the air, then stops blinking for a short time (it is vulnerable at this point), and then starts blinking again when reaching the floor. In fact the counter is set to a high value 3 times during this animation if I am not mistaken ! It's easier to loose a life and then start the search for the 2nd life because the counter is initialised only once then... So : as soon as you see the player is starting to appear, go in pause mode (p key). Then call the console to take a first snapshot of the ram (using its key, default is tilde), and then exit immediately from the console. Press the space bar while still in pause mode, and the game will run exactly 1 frame. Do that until you see the player character has changed its color. It shows the invulnerability counter just changed. You can then type : search < It will give you a lot of results of course, there are a lot of things which change at every frame in mslug. So you can repeat the same process a few times, calling the console every time the character changes on screen and type "search <", until the results shrink. Then once it has stopped to blink, you can type : search 0 because then the counter should be at 0. In the end, you should have only 2 or 3 results if you made enough searches. To test this, just poke a big value inside. Since the value goes down by 1 for every frame, if you put 180 inside you will be invincible for 3s (60 frames/s). You should find quite quickly that $1004a5 works great for that. Notice that you have a different invulnerability when you are in the tank. In this case, $1005e5 is the address you want. --- end ---
    1 point
  28. hello, mer-curious Wow, the dc version track fits perfectly. I think you have spend a lot of time to test this game. Thank you very much for the files and your time to test it.
    1 point
  29. It's just the silly bugs reported in the thread of the previous version fixed, nothing more, no comment... ! Get it from there : http://raine.1emulation.com/download/latest.html
    1 point
  30. Don't worry so much, anyway this code was some paranoid attempt to fix things, but finally it was useless and had absolutely no effect, I just reverted it for more clarity.
    1 point
  31. Ah yes you're right, forgot this "detail". Well good news : it doesn't change anything in linux, because there is some compensation built in the driver for this controller for its horrific dead zone. But in windows where there is no compensation, indeed it happens. I'd say maybe there is a way to improve the dead zone compensation for that in raine, but really, the easiest solution is just to use the left stick in the gui instead of the dpad OR just not relying so heavily on the auto repeat, OR even better, just use the keyboard it's much faster to navigate the menus anyway ! Apparently the dead zone compensation works as long as there is only 1 axis moving, if there is more than 1 at the same time, it creates havoc and since this thing is a dead zone nightmare, moving the left sitck 1st as you do makes sure that raine will receive moves from the left stick forever after this, add either the right stick or one of the triggers, and the dead zone compensation becomes crazy ! I'll see if it can be improved, but it's super low priority because you have many ways to work around that. Well the difference with the ds3 is that you can stop the perpetual movement with the ds3, it's not always easy, but always possible. Here it seems to have become impossible (in windows at least !). What's this horrible light for by the way, the big one they added on the controller ? It's a generation 2 too, yes. edit : after looking at the code, I don't want to make it more complex. If you find a case where it's problematic without moving one axis while pressing the dpad (that is all the axis close to their neutral position), I'll have another look, but for now it's just not worth the trouble. I noticed that usually most games don't even bother adding an auto repeat for the joystick when it's usable in the gui, so it's already better than most here.
    1 point
  32. On 2nd thought I can add something : if your right stick still interrupts movement in 0.94.2 then it means it sends some left stick movement. I don't know if it comes from a bad mapping or from a hardware problem, but that's the only possibility.
    1 point
  33. - In the gui only the left stick and buttons 0 & 1 are now handled - sound associations improvements for kof94/95, and enable this for samsho4 and real bout fatal fury 2. - and the hiscore.dat file is smaller, got rid of a ton of useless stuff in it. That's all !!! http://raine.1emulation.com/download/latest.html
    1 point
  34. Ok tested this famous ds4 controller, well nothing fancy here, it didn't require any driver in linux or in windows, recognized immediately. In raine too, no need to add a mapping it's one of the most well known game controller. With 0.94.1 yeah you can interrupt the auto-repeat from the gamepad either by the right stick or by L2 or R2, it's because these are axis movements and axis movement are used to move the selection like the gamepad. With latest binary since only the axis coming from the left stick are recognized, all the other axis are ignored in the gui and so the auto-repeat started by the dpad is never interrupted. Tested in win10 & linux, without any fancy mapping in both cases. I guess I should finally release an official binary for 0.94.2 to finish all this for good... ! (+ the new sound associations need some testing from players anyway). The only slight complaint I have against this controller is that if you are using testjoystick on it from the SDL distribution and move one of the analog sticks, it's impossible to stop the move, it's a dead zone nightmare, but if you use something which handles the dead zones correctly it's not really an issue.
    1 point
  35. * PPSSPP 1.13.2 [PSP] - http://www.ppsspp.org/downloads.html * Pantheon 11.874 [Multi-system] - http://bostjan-grandovec.si/Content/Download.htm * Raine 0.94.1 [Arcade] - https://raine.1emulation.com/download/latest.html * pfeMAME 2.25.7 [Front-end] - https://sourceforge.net/projects/pfemame/files
    1 point
  36. You are in luck, my nephew will lend me one tomorrow for testing ! (but I am almost certain I won't have that many problems !)
    1 point
  37. No I meant only in the gui, of course these can still be mapped ingame to whatever you like (even though it's not easy to find a good usage for these!). Well what you describe doesn't make any sense (L2 & R2 should be totally ignored if it's a game controller in the gui, if not there is really something broken somewhere, is there a joystick which is not a game controller connected at least ?), there is probably a problem somewhere, but I can't reproduce it here for now, maybe later when the weather will be more "reasonable" !
    1 point
  38. Sorry I can't reproduce anything with this save, the graphics are totally garbled when loading it, I don't know how you did that, but the game is not frozen, it still reacts to inputs, I can press a+b+c to get to full power but it has no effect on any music playing or not. After that a makes the final punch, victory, and still nothing happens for the music. Ok, finally did it, there are random sounds playing, one of them stops the music, which gives us 2 more prefix commands, because I tested some more manually, and another test build. This one should be good everywhere, assuming it doesn't break things in the other games of this kind, but it shouldn't. exp.7z
    1 point
  39. Well the easiest solution is simply to put the controller on a table instead of on your lap ! Yeah raine reacts to any "stick" in the gui, the code is from before game controllers so there was no way to identify a movement to know from which jostick or button it came, and so it reacts to any stick movement. I guess I could at least remove this now so that for game controllers only the left stick is handled for that. I'll do that.
    1 point
  40. i assume you mean a nes emulator,if so then fceux seems to be the most popular one,also nestopia is very popular.
    1 point
  41. Ok, thanks for testing, I'll make "force" the default for double buffer then, probably more reasonable, and add "(adaptive)" to the yes. For the mouse bug that's where we see I use this mainly with the keyboard and you use the mouse, we already had the same kind of problem before, and I was caught again, forgetting to test the mouse, ok I'll fix that later. The blank space is just the separation between the header and the dialog, use the feature, you'll see it becomes handy when a few games start to populate the list. The save state is just a 32 bits version loaded in a 64 bits version or the other way around, it already happened to you, maybe I should try to make the message clearer, but it's really what happens it doesn't recognize the ids of the cpu emulators of the other version, and making the message clearer is not so obvious, but I could add something generic like "maybe it's a 32 bits save" when loaded in the 64 bits version, and the other way around for the 32 bits version, I'll do that.
    1 point
  42. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2022-09-09 0.245.5 New Games --------------------------------- - [19yy] 19YY v1.0 - [ffightaec2] Final Fight Anniversary Edition (CPS2 hardware) - [fantzone01] Fantasy Zone (PS2) - [mhavocpex8] Major Havoc - The Promised End (BETA v0.89) ENGLISH - [mhavocpex8de] Major Havoc - The Promised End (BETA v0.89) GERMAN - [mhavocpex8fr] Major Havoc - The Promised End (BETA v0.89) FRENCH - [ssf2tnl] Super Street Fighter II Turbo (New Legacy v0.7.1 beta 2022-09-06)
    1 point
  43. here is the unreleased game for xbox 360 called Bonk Brink of extinction,inludes the dactell DLC as well. you will need a jtag/rgh xbox 360 to play this or try it out on the xbox 360 emulator for PC called xenia. the game is unlocked and ready to play. there are 2 different biulds of the game in this download. link [code]https://www100.zippyshare.com/v/skBqWDlE/file.html[/code] mirror [code]https://1fichier.com/?y1oz00u7rf1h2rqtc539[/code]
    1 point
  44. On 2nd thought I can have these stats and merge them in the game selection dialog without too much trouble, I'll try that soon (the rain is back in the area, it helps a lot !).
    1 point
  45. Ok, apparently it's fixed, it was a very tiny forgotten thing for Musashi, just forgot to reset the executed cycles once a frame is executed, that's all. You should be able to test the 64 bits version next time.
    1 point
  46. I am not super convinced for now, you should at least know the names of the games you prefer, and then accessing them in the list is very fast by typing the 1st letters of their names. Adding some code to count either the number of times a game was used or even worse for the gui a separate list for favorited stuff would be quite some work, and not sure it's worth it. It could be interesting to keep some info on how many times/how much time a game was played though, I just have to think of something to display it without overloading what is already displayed, plus then test how / where to save this info (every time a game is changed / the emulator window is closed, then in which config file). So well, not so easy, maybe later, I'll think about that.
    1 point
  47. Maybe a problem with adaptive vsync ? Well we both have an nvidia and I almost never see any tearing (except sometimes very briefly in a windowed mode). I can always add an option to just ignore adaptive vsync, and you're gonna be the happy tester... edit : "forced" is added to the double buffer options, the default is still "yes" which tries to use this adaptive vsync.
    1 point
  48. ARCADE32 0.247 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    1 point
  49. HBMAME and HBMAMEUI 0.245.4 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    1 point
  50. 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.
    1 point
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