Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 12/10/2011 in all areas

  1. HBMAME 0.245.10 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2023-03-13 0.245.10 New Games --------------------------------- - [240ptest] 240p Test Suite - [ckongpt2s01] Crazy Kong with DK colours and graphics - [looptrsp] Looptris Plus (2022-12-24) - [pitfall2u01] Pitfall II trainer (2002-10-15) - [pollen] Pollen Angel - [sf2mix] Street Fighter II: Champion Edition (Mix 1.3) - [vr01] Virtua Racing Rival Edition V7 (2023-02-22) - [xeviousn] Xevious (NeoGeo, beta 1, 2023-03-07)
    4 points
  2. 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
  3. 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
  4. 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
  5. It started by ffman1985 scripts. Found a way to make them compatible with the normal cps2 versions and not just the phoenix versions. Then he noticed the sound associations didn't work well in cps2, normal since they were never really tested. He says there is a site in the internet with re-arranged versions of the cps2 tracks which sounds very nice with the associations... so they are fixed now, it was much easier than neogeo, their major commands stay the same for all drivers. Then I used the cheats to convert some region bytes switches to some regions which can be changed in raine gui, it allowed to identify region clones, that is clones whose only difference is the region byte itself, and get rid of them since we can now change the region to whatever we want. Notice some games like choko don't have english texts for the non japenese versions, which is not a surprise. Then there was the problem of some long standing graphical glitches because of the dreaded priority masks. So I finally added some emulation for these priority masks, it's quite amazing that the driver worked quite well without them for all this time actually ! (and thanks go to mame for their code, even if I couldn't believe it for very long, they probably spent a long time to find this). Except that : - the list of games now using the console scripts from ffman1985 is longer, see his thread for details. Here it is : hsf2d, sf2cejc, sf2ce, sf2hfj, sf2hf, sf2j, sf2, sf2ad, sfa, sfz2ald, sfz2alj, sfz2al, ssf2ud, ssf2xjd, ssf2xj, xmcotar1d - progear had been broken for 1 year ! It's now fixed. - the ips files can now be bps files when referenced in a .dat file. If you don't know what bps files are, never mind ! - some minor fixes in the multiple files selector for "load ips dat files" - since they never fixed sdl2_image 2.6.x which does not return palettes anymore for 256 colors png, I finally merged the right version of their load_png function to be able to keep the color cycling in the raine dialog on systems with a recent sdl2_image (linux only !) - raine can optionally be compiled using clang, it's mainly useful for debuging - add back button in game controllers to switch between dialog headers and main parts in the gui - Plus some minor stuff... ! That was quite a big update this time : http://raine.1emulation.com/download/latest.html Also both appimage files, 32 bits and 64 bits have been updated to 0.95.5, and there was a small problem in the makefile which forced me to make a 0.95.5b version just for the linux packages.
    3 points
  6. MAMEUI Classic 0.255.0 has been released. Fixed a crash with some sliders: Gamma, Brightness, Contrast etc Available at https://messui.1emulation.com
    3 points
  7. MAMEUI Classic 0.254.0 has been released. I decided to try a different distribution method this time. You can get it from our download section:
    3 points
  8. MAMEoXtras Decade by gamezfan [quote] New games now supported Back Fire (Tecmo) Big Fight - Big Trouble In The Atlantic Ocean Heavy Unit Hook (Japan Version) Snapper Woodpecker games fixed and now playable Deroon DeroDero Freekick (official Sega Version) Golden Axe (Version 2) Jungle Hunt / Jungle King / Pirate Pete (crash on final level) Shooting Gallery Space Cruiser Space Seeker Toukidenshou - Angel Eyes games with graphical imrovements 64th. Street - A Detective Story Alpine Ski Avenging Spirit Beast Busters Big Striker Bio Attack Chimera Beast Cybattler Double Dragon 3 E.D.F. : Earth Defense Force Elevator Action Elevator Action Returns Hachoo! Highway Race In Your Face Jungle Hunt / Jungle king / Pirate Pete Legend Of Makai Mario Bros Mechanized Attack Mega Blast P-47 - The Phantom Fighter Plus Alpha Red Clash Rod-Land Saint Dragon Shingen Samurai-Fighter Taxi Driver The Astyanax The Combat Tribes The Tin Star Water Ski Wild Western Zero Hour games now with sound Special Forces Special Forces II Zero Hour games with sound improvements Big Event Golf B-Rap Boys Congo Bongo Great Thousand Mile Rally Great Thousand Mile Rally 2 Hachoo Inferno Kick Goal The Legend Of Silkroad games now with sound sample support Zero Hour Games Now With New And Improved Samples Congo Bongo general fixes and imrovements Added a totally new driver with pandora drawing hacked cpu banking and Mermaid MCU to support Heavy Unit [arcadez, Mistydreams] Fixed the official romset for Free Kick [MAMEDev, arcadez] Added a previously missing graphical effect for Mega Blast now when you get the green pickup the shield orb on your ship can be seen [HAZE, arcadez] Added support for the Tatsumi driver supporting Big Fight - Big Trouble In The Atlantic Ocean [Mame2003 Dev Team] Updated the Tecmo Sys driver to MAME126 both Deroon DeroDero and Touki Denshou - Angel Eyes are now playable [Haze, Arcadez, dink] Hooked up the missing SN76496 sound for Special Forces and Special Forces II in the dkong.c driver both games now have Sfx and music [arcadez] Fixed some serious graphical problems affecting Zero Hour wrong colours bullet width tilemaps etc etc Red Clash will also benefit from this [Hap, dink, arcadez] Added sound sample support for Zero Hour which was totally silent previously [dink, Otto_Pylotte, MistyDreams, arcadez] Sorted broken dip switches in Mr Do's Castle, Do! Run Run and Mr Do's Wild Ride plus fixed the sound for Indoor Soccer [MAMEDev, arcadez, SapphireDrew] Fixed broken sound in Hachoo and Kick Goal plus sorted some graphical priority issues for 64th. Street - A Detective Story [MAMEDev, arcadez] Added sprite buffering to the megasys1 driver improving the gfx for 64th. Street - A Detective Story, Avenging Spirit, Chimera Beast, Cybattler E.D.F. : Earth Defense Force, Hachoo, In Your Face, Legend of Makai, P-47 - The Phantom Fighter, Ninja Kazan, Plus Alpha, Rod-Land, Saint Dragon Shingen Samurai-Fighter, The Astyanax + more also added missing prio prom dumps for the games that did not have em already [MAMEDev, arcadez] Fixed Dragon Gun from locking up on the final boss and sorted an issue with the energy bar being missing also on the final boss [MAMEDev, arcadez] Added missing dac sounds speech and crowd cheers etc etc to Taito's Big Event Golf [arcadez] Fixed broken sound for the classic Williams game Inferno by backporting a sound cpu hack from later MAME [Aaron Giles, arcadez] Prevented The Electric Yo-Yo from hanging during the attract mode by interleaving the CPU's [MAME Dev, arcadez] Updated some parts of the Taito SJ code to MAME 103 vastly improving the emulation for Elevator Action, Jungle Hunt, Sea Fighter Poseidon and more [MAME Dev, arcadez] Fixed an issue where Space Seeker would not coin up and start due to a previous commit which added an invalid input game now playable again [arcadez] Stopped Space Cruiser from crashing on the asteroids level and added the dedicated button for the continue mode [MAMEDev, arcadez] Fixed Jungle Hunt / Jungle King / Pirate Pete from crashing on the last level [MEMEDev, arcadez] Sorted a gfx niggle with Mario Bros where the screen would shake incorrectly left/right rather than up/down when you hit the POW box [MAMEDEv, arcadez] Added support for Woodpecker to the pacman.c driver [MAMEDEv, arcadez, mahoneyt944] Added sound banking to the OKIM6295 in silkroad.c fixing missing Sfx and Speech in The Legend Of Silkroad [MAMEDev, arcadez] Added the Prom dump for Taxi Driver and hooked up the palette init fixing colours in the game [MAMEDev, arcadez] Improved the sound for Congo Bongo by adding new samples and reclocking the 2nd SN76496 channel to fix the drums tempo [MAMEDev, arcadez] Added support for Back Fire to the Tecmo driver [MAMEDev, arcadez] Fixed broken attract mode and likely other problems with the japan sets of Undercover Cops due to incorrect speedup addresses [Bryan Mcphail, Scandy] Fixed some missing graphics in Beast Busters and Mechanized Attack then sorted sprite priorities on level 2 in Beast Busters [bmcphail, dink, arcadez] Added a new hack to fix the lights dont go out when shot in Elevator Action Returns and clones which doesn't break the gfx on the game ending [dink, arcadez] Fixed some serious graphical issues on the final level in Double Dragon 3 and the third level in The Combat Tribes [arcadez, Cibomatto2002] Fixed collisions in Golden Axe (Version 2) and improved the irq timers for Body Slam [mahoneyt944] Added support for Snapper to the system16 driver and hooked up the sound and music [mahoneyt944, arcadez] Fixed sound popping on B-Rap Boys and some sound banking niggles with The Great Thousand Mile Rally games [Mistydreams, arcadez] Added support for the Japan version of Hook to the m92 driver [arcadez] Fixed Shooting Gallery in dkong.c by adding the inputs and lightgun crosshairs [arcadez] [/quote] download includes emulator,new roms and new samples. link [code]https://www79.zippyshare.com/v/vXbRCVSE/file.html[/code] mirror [code]https://1fichier.com/?viz18o5efftgx9mf9y9u[/code] mirror [code]https://anonfiles.com/Oar9P5a6za[/code]
    3 points
  9. NestopiaX '21 by XtecuterX73 NES/FDS emulator for xbox. [quote]Welcome to the re-branded NestopiaX '21! Due to the sheer amount of fixes,tweaks and improvements over the past decade the name has been changed.Included are many changes, fixes and a few features.[/quote] [quote]1.) Added support for MMC3 Big CHR-RAM Board (Rdanbrook) 2.) Updated VRC-7 instrument dump (NUKE.YTK) 3.) Added emulation of the upper bits of registers 5103 and 5102 MMC3 4.) Added support for Mapper 30 (Mystic searches, Troll burner) (retro-wertz) 5.) Added support for Mapper 28 (Twin Dragons) (retro-wertz) 6.) Added support and improve MMC5 emulation accuracy for Sim City Nes Prototype (Rupert Carmichael) 7.) Added support for Mapper 31 INLNSF 8.) Added option to Boost nes sound emulation. Can be found in sound options menu 9.) Pass test: apu-reset/len/ctrs enabled (Rupert Carmichael) 10.) Pass test: blargg_ppu_tests_2005.09.15b/power_up_palette (Rupert Carmichael) 11.) Correctly implement opcodes 9C and 9E (Rupert Carmichael) 12.) Correctly count cycles and write correct value to 0x4017 on soft reset (Rupert Carmichael) 13.)Tweak hard reset cycle timing (Rupert Carmichael) 14.) Fix mapper 71 Behavior (Rupert Carmichael) 15.) Implement full behaviour of Mapper 156 - fixes Janggun-ui Adeul/General's Son (Rupert Carmichael) 16.)Handle correct SOROM Reset and Save/Load behaviour - fixes saving in Genghis Khan, Nobunaga's Ambition, and Romance of the Three Kingdoms. (Rupert Carmichael) 17.) Correct FDS IRQ behavior. ALL KNOWN FDS GAMES NOW WORKING. (Rupert Carmichael) 18.) Implement correct VRC2a CHR bank selection (Rdanbrook, Rupert Carmichael) 19.) Improvements to Tengen Rambo Mapper emulation (fixes shinobi, skull and crossbones shaking screens) (Rupert Carmichael) 20.) Implement mirroring for UNL-KOF97 - Fixes boogerman II (Rupert Carmichael) 21.) Implement Mapper 307/KS7037 Metroid FDS Conversion (Rupert Carmichael) 22.) Implement Mapper 306/KS7016 Exciting Basket FDS Conversion (Rupert Carmichael) 23.) Added the toggle for Saturation from the PC NEstopia port. Can be found in NTSC filter options for now. 24.) other fixes/emulation tweaks/xbox side fixes/code cleanup i forgot, eh!?[/quote] link [code]https://www21.zippyshare.com/v/uvdiVzu5/file.html[/code] mirrorlink [code]https://anonfiles.com/4c04zbl0u5/NestopiaX_21_rar[/code] mirrorlink [code]https://1fichier.com/?oeblqet8a245hkg4gy53[/code]
    3 points
  10. 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
  11. Bigger archive than usual because new sdl + new muparser + new history.dat inside ! Except that : - it's mostly the big update of the translations. I couldn't contact the spanish or the italian translator, so only the french and brazilian ones are really updated, for the others it's just the minimum updates so that they continue to work. mer-curious sent more patches to change some texts in the english GUI too. - added some console functions to handle save states from a post in the forum, we'll see if it's useful or not - added the ability to choose a japanese font, see the thread about that in the forum for details (it's optional). For the drivers which had a japanese name, you can now see it from the About dialog, "Driver information" - fix a weird crash in windows 64 bits only when using -nogui and a cps2 game (probably related to gcc, used a dummy statement to work around it), and fix another bug related to -nogui when you call the cheat dialog using the keyboard shortcut despite the fact that you started with -nogui ! - arkangc : finally discovered that the 1st bit of the dipswitch is used for the initial ball speed in this version, it's now handled correctly (I used the cheats to control the ball speed with it so far). - fixed some bug in the controls related to mouse buttons, especially for the right mouse button (found out while trying to use the new trick to access the 50 last levels in "arkanoid returns", there is another topic in the forum about that). - fixed controller mapping while translating it : the joystick index was wrong, and the window to define the mapping only appeared the 1st time you used this function ! Which makes quite a few changes just for a bug fix release ! Get it from there : http://raine.1emulation.com/download/latest.html
    3 points
  12. Although MESSUI and MAMEUI are officially dead, similar technology is used by HBMAMEUI, which is still alive. So I wanted to find out what could be done to get WinUI working with a compiler newer than GCC 10.1. For whatever reason, ARCADE64 is fine with GCC 11.2 and has been using this version for some time. Since MESSUI is extremely unlikely to be seen again (since nobody has said anything since it was cancelled), I've done my experiments with it. The main issues with a newer GCC are: - Crash while building the tree (the things in the left pane) - All icons missing - A crash when a certain invalid screenshot was encountered. The screenshot issue was the first thing to fix. apexc.png was internally a wav file, so the code thought it was a jpeg and ran out of memory. This has been fixed, so now it will think the file doesn't exist. The treeview crash - I couldn't locate the exact bad code, so I used the version from ARCADE64 and then had to make extensive modifications to get it to fit in. But finally it's working. Lastly - the icon problem. Again, I haven't found the exact line of code, but I did learn quite a bit of how a listview works (or is supposed to work). MESSUI and MAMEUI have 3 listviews (main game list, loose software, swlist software), while ARCADE64 and HBMAMEUI only have 1 (main game list). A listview can have a choice of displays (small icons, large icons, list-only, and report (various columns)). We also have a variation of report called grouped (the clones are indented). When tested, the small icons and large icons were very slow to work, and in MAMEUI it appeared to hang. This stuff has been removed from ARCADE64, you just get report mode only, with a choice of small or large icons, and a further choice of indented or not. This works quite well. With a listview in report mode you can either have WIndows do the work for you, or you can have code to do it yourself, if it's something that is outside the scope of what Windows does. The loss of icons happens in this custom code, but I'm not sure exactly where yet. ARCADE64 gets Windows to do it, so the custom code doesn't exist. I decided to make the icon displays in MESSUI (main game list) the same as ARCADE64, as it is much faster. However this means that the choice of clone colour no longer does anything, so it will have to be removed. For the software lists, if you chose a different icon display for the main list, the software lists went a bit crazy, because of a bug joining them together when they should have been separate. This has now been fixed. I've left the software lists with the custom code, so their icons will be blank with the newer GCC. Everything else works the same as before. So, at this stage, MESSUI is working fine with the newer GCC, except that - You can't choose a separate colour for the clones - No icons in the "SW Files" tab (they will show if compiled with older GCC) I'll keep working on this, because eventually it will need to be transferred into HBMAMEUI.
    3 points
  13. HBMAME and HBMAMEUI 0.245.9 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    3 points
  14. Final Burn Legends v1.26 u1 by gamezfan
    3 points
  15. - Finished galaga, savegames are more reliable and added a cheat to select the starting stage - revamped the "most played games" in the game selection dialog, now you can choose between "most played" and "most recent", which opens a new dialog with all the games you played. The list of "most recent games" is initialized the 1st time from the dates of the game files in savedata, if you kept them. - 5 new kof hacks found by ffman1985. These are quite good hacks, it's for kof super fans only of course, and most of them can't be found in the internet archive (but kof2000ps2 can !). - a few fixes for the console - mer-curious changed a few texts around the interface, and I updated the translations so they continue to work anyway. Hey, it's been quite a long time since I had 2 people contribute to a version, thanks guys ! Find it there : http://raine.1emulation.com/download/latest.html
    3 points
  16. Yeah galaga after all this time, talked about adding it long ago, I didn't forget, it just took me very long to find the motivation. Read the details and how to have the explosion sound there : It comes with an update to history.dat and hiscore.dat, which makes the archive slightly bigger than usual. There is also a cheat file. except that : another fix for multiple cpu games which tend to hang (got the case with bublbobl, what a shame), I really hope it's the last time, it should. And another one for -nogui on the command line, when trying to load a neocd game (it worked with normal arcade games). This combination was probably not used by lots of people for sure. And a fix when taking screenshots from a window with an odd width (like 773), it could produce a very distorted image. I have no idea how my window reached such a width to produce this result, but at least it allowed me to fix one more bug ! And lots of improvement for the sound associations, new games supported, and improvements for quite a lot which were already supported, find the details in the forum if you are interested. There was also a fix for the automatic "skip silence" used for audio tracks which could eat the beginning of the actual track in some situations. (thanks to ffman1985 for all his tests and suggestions) Find it there : http://raine.1emulation.com/download/latest.html
    3 points
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. small update [quote]here is a little update for those that could not do without the Sega Y-Board games, there are also a couple more fixes ported across from MAME2003+ for Taito's Superman and Twin Hawk which unknown until recently were always broken in MAME84, just delete your previous save and drop these xbe's over the top of your MAMEoXtras build enjoy.[/quote] MAMEoXtras 2021 Final Bonus [quote]Whats New in MAMEoXtras 2021 Final Bonus Added support back in for the Sega Y-board games Galaxy Force 2 G-LOC Air Battle Power Drift Rail Chase Strike Fighter Games with graphical improvements Superman Twin Hawk Games now with improved sound Twin Hawk General Fixes And Improvements Fixed missing and or broken graphics in Superman and Twin Hawk [arcadez] Fixed some sound niggles in Twin Hawk [arcadez][/quote] link [code]https://www77.zippyshare.com/v/4rHxVD4o/file.html[/code] mirrorlink [code]https://1fichier.com/?itvgxg6hab1narlk033d[/code]
    3 points
  25. here is Jessie Jaeger in Cleopatra's Curse a new release for the pc engine CD. [quote]Jessie Jaeger in Cleopatra's Curse is a new metroidvania-style game for the Sega Genesis, Turbografx-16 and Turbografx Super CD! Explore Cleopatra's Crypt to find the pieces of her sarcophagus, and save your grandpa from her curse![/quote] [img]https://i.imgur.com/mMO8OLm.png[/img] image type=BIN/CUE link [code]https://www35.zippyshare.com/v/8xRyq9sk/file.html[/code] mirror [code]https://1fichier.com/?mrbjahvjlrrlfsnkzn2u[/code] mirror [code]https://anonfiles.com/L8T5Z3qdu2/_PCE-CD_Jessie_Jaeger_in_Cleopatras_Curse_PD_2021_rar[/code]
    3 points
  26. Jim Power The Lost Dimension In 3D for the nes. https://www.youtube.com/watch?v=OG5V-VWRtP0 link [code]https://1fichier.com/?2nuobr86np4l2jgc2slw[/code] mirror [code]https://anonfiles.com/da3cz1ocuc/Jim_Power_-_The_Lost_Dimension_PD_2021_rar[/code[ mirror [code]https://www119.zippyshare.com/v/IzeOgsw3/file.html[/code]
    3 points
  27. Trophy for the nes by gradual games. link [code]https://www22.zippyshare.com/v/sBk9MbJn/file.html[/code] mirrorlink [code]https://1fichier.com/?m9u25x35uezpn2l4ts11[/code] mirrorlink [code]https://anonfiles.com/NfzarfG8p5/Trophy_World_Unl_NES_zip[/code]
    3 points
  28. this is Jay and Silent Bob Mall Brawl for the nes. https://www.youtube.com/watch?v=ZRlB10JlSp0 link below https://www6.zippyshare.com/v/54rOFpVx/file.html mirrorlink https://1fichier.com/?ssrdngphdkmcoa8uhmv9 mirrorlink https://anonfiles.com/RaE9BeK0o4/Jay_and_Silent_Bob_Mall_Brawl_zip
    3 points
  29. 3 points
  30. MAMEoXtras 2020 Release 2 by gamezfan
    3 points
  31. HBMAME 0.245.16 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2024-01-28 0.245.16 Clockwork Aquario: Added sound, removed freeplay. New Games --------------------------------- - [240ptest1] 240p Test Suite v1.0 - [captcommh12] Captain Commando (readjusted v1.1) - [captcommh13] Captain Commando (readjusted v1.2) - [dinoj14] Cadillacs (Ex Musou v.1+Battered Hack) - [dkong21] Donkey Kong Pacman Crossover v1.00 - [dkremix] Donkey Kong Remix - [dt7] Dynamic Trial 7 (prototype) - [hsf2s15] Hyper Street Fighter II: The Anniversary Edition (040202U, difficulty fix) - [sf2reds07] Street Fighter II': Champion Edition (2020 Golden Edition) - [sfz3j19] Street Fighter Zero 3 (980629J, Training Edition v1.2) - [sfz3mix24] Street Fighter Zero 3 (Turbo Mix 0.24) - [sfz3mix25] Street Fighter Zero 3 (Turbo Mix 0.25) - [sfz3mix] Street Fighter Zero 3 (Turbo Mix 0.26) - [ssf2t09] Super Street Fighter II Turbo (940223ETC, difficulty fix)
    2 points
  32. [quote] almost every of the 600 released retail games (including the ones only distributed via Takeru vending machines) 300 of the best doujin (homebrew) games * All translations for retail and doujin games released so far some demos, best of multimedia files, huge selection of disk magazines, a lot of utilities and even more goodies Artwork: boxscans, title screen & action screenshots for every game as well as about 300 gameplay videos emulator included just ftp and you are ready to go[/quote] link [code]https://1fichier.com/?ce23m3i9nm5b01aeb15o[/code]
    2 points
  33. Yeah, ffman1985 was making bigger and bigger scripts which were harder and harder for the old script system, so I tried an lua interface instead, and it made wonders, I can have 0% in Misc with a console script active in linux with the 32 bits version constantly ! The console scripts are available for xmcotar1d, sfz2ald, sfad, af2, af2j, sf2hf, sf2hfj, sf2ce, sf2cejc. For now the old normal version is still available for comparison, but since we couldn't find any bug it will probably be removed next time. The lua version has [lua] at the end of its title. There is a perl converter to convert from the old scripts to the new lua syntax, but it's useful only for those writing scripts ! You can read more details about the crazy work from ffman1985 with these scripts there, and post something for him too : This means you get a new dll, it's included in the raine32 and raine64 zip files for now. Except that : - some last fixes for the multiple files selector to preload ips dat files - a setting to disable ips files globally (at the top of the "preload ips dat files" file selector) - revert a neogeo optimization which made unibios crazy with its strange screensaver (a black screen when using their cheat menu) - a fix so that keys which open a gui dialog are not seen as always down when returning to the game Get it from there : http://raine.1emulation.com/download/latest.html linux binaries updated (except the appImage) edit : oh by the way, the how to compile guide was updated too for lua, and I added a part about the minimum things to know about mingw if you install it only to compile raine.
    2 points
  34. I hadn't planned to make a 0.94.11, but things didn't go as planned, and ffman1985 found new ideas to make crazy scripts, so... - daioh displays correctly its controls in the gui, and not as a 6 buttons fighting game anymore - update for the turbo key (DEL by default) : it was still displaying the fps as an int when it has been a float for years now, so its display was totally wrong, it now displays the fps reached while the speed was unlimited, and opengl double buffer is temporary disabled when using this so that the speed is not limited by the video hardware. - fix bad color for the status bar in the cheats dialog when there is a message... - fix for a crash in 32 bits, it happened in linux, but it could happen in windows too, it was a stack misalignment because starscream uses 4 bytes boundaries and the SSE functions in sdl2 require 16 bytes boundaries (which is huge !). There is a function attribute to fix that, so it's fixed simply but it was hard to find. Except that on scripts : - you can now make hidden scripts which don't show in the gui dialog. It's useful only if you want to start it like you would call a procedure in a high level language by using the start_script command. It allows to move a block from a script there. It's more an experiment, I find the thing hard to use, but it was easy to make, so I keep it in case it's useful one day. Just replace the "script" command by "hidden", same arguments, same syntax, it just doesn't appear in the gui. - Better error messages : I added the error messages at lightning speed, but there were case where they were really not very helpful. Now you can see which script triggered the error, in which section and what line. And if it's in a run: section, the script is stopped to avoid an endless loop of errors ! - poke extension, can use a string of any length as the value to poke, the string must be enclosed between ' ' or " ", there is a foum post with an example, and it's in use in the xmcotar1d script (Console script). - The big optimization of the scripts : they now preserve their parsed result to avoid to redo the stuff in each frame. Now I got some very strange behavior from windows and I still didn't understand everything here, but windows execution appears slower than linux for some reason (see the script cpu load in the Misc section of the profile display, f11 key). The 64 bits binary seems ok, I am not totally sure about the 32 bits binary, I saw it working well, but not always ! I don't know what triggers this slowdown, maybe with time I'll have more ideas. What I can say is that even when it works at its best, it's still slower than the linux version, I get 2% only in Misc while the console script is in startup (when you just start it), even with a non optimized debug build ! So see by yourself, your results might vary. That's all for this time ! http://raine.1emulation.com/download/latest.html
    2 points
  35. Following mer-curious changes I had to update the translations, that's where I discovered that I lost the spanish translator mail (he didn't leave it in the header of the translation file as he should have !). And the Italian didn't reply yet. I took the opportunity to improve the french translation which I stopped way too early, but I won't be able to fix all the translations alone. The last active translator except me is the Brazilian Portuguese one ! (and it's not mer-curious !). Anyway it's not an emergency, in the worst case, the spanish and italian versions might see a few surprises appear in the next release... ! edit : actually the errors for the spanish and italian versions were because of some old text changes which were never propagated to the translations, not related to the recent changes. I finally updated both with the help of google translate, luckily it's just about very short texts so it should be ok, and it's better than an obviously bad translation !
    2 points
  36. The french translation is finally more complete than ever, I had only started it before, but never ended it, I prefer the english version because the keyboard shortcuts use the beginning of the displayed strings, and the beginnings are all the same in french ! But anyway it's the biggest update to the translations since their creation in 2015. The most annoying part to translate is also probably the least used one : the dipswitches !!! The cheats are mostly untranslated because they depend on external files, and no I don't plan to add anything to translate this, there's a minimum english level to have here... ! Same remark for history, external file so can't be translated and it would be crazy. And the console remains untranslated, it's some dev work after all and most of the dev stuff is in english ! Except that all is translated, and quite a lot more than before for the french version !
    2 points
  37. Part 2: The Trademark What is a trademark? Like copyright and licensing, trademarks are part of Intellectual Property (IP). The purpose is to associate a symbol, word, or phrase to a product in a customer's mind. For example, Nike shoes have a slash that looks a bit like a checkmark. When a customer sees that symbol, he will associate it with Nike shoes. By registering the symbol (the "mark"), it legally prevents anyone else from using it to mislead or misrepresent another product as a Nike shoe, and thus depriving the Nike company of revenue. https://www.uspto.gov/learning-and-resources/trademark-faqs#type-browse-faqs_191016 In America, trademarks are registered with the USPTO, but this only gives protection within America. You can then register with WIPO, a Swiss registry that will apply your trademark to another 128 countries. The remaining 66 countries will need to be dealt with one by one. The total expense will be considerable. These registries do not protect your trademark from abuse; they are just registries. It's up to the trademark holder to defend himself in court - the registration simply serves to remind the judge of who really owns it. In the early days, although MAME had a name, a logo, and an icon, none of this was protected. Despite the "no commercial" clause in the old license, the selling of MAME cabs complete with roms was rife in the industry. On 2005-01-11, a certain David R Foley, a seller of MAME-equipped cabs, tried to trademark the MAME logo. You can see this at https://uspto.report/TM/76627578 . After an outcry, this application was cancelled on 2005-03-14. This prompted Nicola Salmoria to trademark MAME to prevent others stealing it. He began proceedings on 2005-03-02 and was finally granted the trademark on 2006-08-01. Eventually he decided to leave the scene and the mark was transferred to Gregory Ember on 2016-09-20 (although the document didn't get produced until 2016-11-29). But what was actually trademarked? Have a look at https://uspto.report/TM/78578919 and do you see it? Just those 4 letters "MAME" in that font. That's it?? Yep, that's it. No logo, and no icon. If you look for other registrations of those 4 letters you'll find 3 more by other people, although their "mame" is for other things. So, despite mamedev.org stating that the logo is registered and requires permission to use it, it isn't registered at all. A search of WIPO revealed no record of any MAME trademark. It must be assumed that the protection only exists inside America. Take a look at https://www.mamedev.org/logo.html - they state "Although this logo does not appear in the official MAME trademark filing, it is still covered by and governed by the rules of the MAME trademark.". Wrong, if it isn't trademarked, then you have no control of it. Copyright remains with "chemical" - whoever he might be. What do we have then? The letters MAME are trademarked in the USA only. There's no other trademarks anywhere in the world. If you're an American citizen you need to apply to the trademark holder for permission to use the mark. But if you're anywhere else, do as you please.
    2 points
  38. - 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
  39. 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
  40. 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
  41. 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
  42. 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
  43. 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
  44. Yeah, annoyed by a nasty thread bug in 0.93.2 for those who installed without a previous config file, so here is a fix. Not a few changes except that, 0.93.2 was only 2 days ago, but : - curl should now know how to download a parent set when needed (not totally sure it will work all the time, but it should). - A fix for the sound dialog which got some strange strings inside when you tried to change the driver - And all the rest are memory leak fixes, most of them harmless, but the file selector leaked quite a lot of memory and I hadn't noticed, since it's not used very much it was not a very big deal, but still it's better like that. these fixes are thanks to https://sourceforge.net/projects/memwatch/ Notice that this annoying bug could be worked around by simply quitting raine once using the quit command so that it writes its config file, so it was not so disastrous, but here is the fix anyway... ! http://raine.1emulation.com/download/latest.html
    2 points
  45. Yes, 0.93 was for gauntlet in case you didn't know, and finally the 32 bits and the 64 bits version work, actually the 32 bits version even has the attract mode sounds working, which even mame has not, but this game is crazily programmed anyway, and there's no reason to be proud of that. I am not 100% sure everything works because I only tested in single player, but afaik gauntlet 1 & 2 are both working, the code is slightly different from what there was in this famous mge since I use the old excellent slapstick emulation from mame, and I am still not 100% sure it will work everywhere, but it should be good normally. Except that a few interesting changes : - finally fixed the annoying black zone which appeared when jumping in some super street fighter 2 games in cps2 drivers. The reason was again the cps2 rasters, it allowed me to fix a few bugs in the previous emulation. I didn't retest the other places using rasters, I'll just hope for the best ! - Also since most of these cps2 games used finally a 4:3 screen despite their 16:9 resolution, there is now the option to display them in 4:3, see the new "fix aspect ratio to 4:3" option in renderer options for opengl, it has now a new option "always" to force any game to 4:3. This is discussed in detail in the 0.93.1 thread here. - A fix when loading some games in the same session, like multi pang after super pang, it was because of something badly done when adding the new sound chips recently, it probably affected quite a few games, not these 2 only. - Some cheats had some serious syntax error, finding a variable which didn't exist and displaying the error message in a loop. The conversion was updated, and the cheats fixed (at least those I could detect). - For those using the "controller mapping", I had forgotten the case when more than 1 controller is using these special mappings, it's fixed. - And fixed a weird bug when trying to run the windows version of raine in wine. You can get this there : http://raine.1emulation.com/download/latest.html
    2 points
  46. 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
  47. 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
  48. MAMEoXtras Final by gamezfan What new [quote] games now supported Aladdin (bootleg of Megadrive version) Bare Knuckle II (chinese bootleg of Megadrive version) Bare Knuckle III (bootleg of Megadrive version) Bronx (Cycle Shooting bootleg) Calorie Kun vs Moguranian Danger Express Frog & Spiders Juezhan Tianhuang Jolly Jogger Magic Purple Mrs. Dynamite Ms. Pacman Twin Samurai Shodown V Perfect Space Position Space Raider Super Bubble Bobble (Sun Mixing, Megadrive clone hardware) games fixed and now playable Flower Get Star / Guardian Kick And Run Ufo Senshi Yohko Chan (protected set) game with graphical improvements Crazy Climber 2 Flower Ninja Kid II Return Of The Invaders Super Slam Tennis The Fairyland Story Volfied games now with sound Altered Beast (version 2) Ninja-Kid II (set 1) games now with sample support Horizon Kid Niki Radical Ninja Spelunker 1 and 2 games now with improved sound Flower Hit The Ice Horizon Kid Niki Radical Ninja Legion Spelunker 1 and 2 Steel Force Super Slam Tennis Tecmo Bowl Teki Paki T.N.K. III Whoopie! / Pibi & Bibi sega changes Ported across from MAME2003+ our older version of the outrun.c driver which uses the faster system16 gfx and also supports Turbo Outrun. As a result Turbo Outrun now performs the best out of any arcade core available on the Xbox, but as always there is small price to pay. The romsets for Super Hang-On, Outrun and Turbo Outrun will now have to change and once again only the bootleg version of Super Hang-on will be playable in this core. Due to rolling the core back and removing redundant code we can no longer support the following Sega Y-board games however they always performed better in FBL anyway so no great loss and this emulator is now leaner and meaner as a result of dumping alotta duplicated code...... Games Removed from this release Galaxy Force 2 G-LOC Air Battle Power Drift Rail Chase Strike Fighter All the other Sega games are unaffected. taito/toaplan protection MCUs Added the protection mcu's to the following games which can now be considered to be 100% emulated.... Chack' N Pop Daikaiju No Gyakushu Get Star / Guardian Kick And Run Onna Sansirou - Typhoon Gal Return Of The Invaders Rumba Lumba Teki Paki (sound mcu) The Fairyland Story Whoopie! / Pibi & Bibi (sound mcu) Roms which support the new mcu dumps will be required for all the above games. general fixes and improvements Improved the C-Chip mcu simulation for Bonze Adventure so the game no longer crashes after you die on level 6 [arcadez] Added Konami 007452 multiplier/divider fixes which fixes rolling mines and bullet trajectories in contra during the 3D Sections [arcadez] Hooked up missing MSM5205 sample sounds which are for crowd cheers, game sfx and speech in Tecmo Bowl [arcadez] Fixed some sound and graphical niggles plus prevent Super Slam Tennis crashing after winning a set [arcadez] Fixed player progress building silhouette graphics in crazy climber 2 [mahoneyt944] Added HD647180 MCU sound support for Teki Paki and Whoopee / Pibi & Bibi removing the need for hacked sound samples [dink, arcadez] Added support for Bronx a working bootleg of Cycle Shooter to the nycaptor.c driver [arcadez] Updated outrun.c to MAME89 and then fixed the sound and graphical road drawing plus hooked up the inputs so that Turbo Out Run can now be played in this core [arcadez] Added support for Mrs. Dynamite and Space Raider to ladybug.c also updated the SN76496 sound core to allow for 5 chips to be used for both of these games [arcadez] Added a new driver for Calorie Kun vs Moguranian then added support for Space Position to angelkds.c and hooked both games upto the Sega 317 Decryption [arcadez] Filled out the dip switches and hooked up the protection mcu for Kick And Run which makes the game 100% in the emulation dept and now fully playable [arcadez] Removed the Knight Boy bootleg mcu from Kiki Kai Kai and replaced it with a simulation of the proper mcu fixing many game logic problems [arcadez] Removed simulation code and hooked up the proper protection mcu for Daikaiju no Gyakushu [arcadez] Updated the retofinv.c driver to MAME94 fixing some gfx niggles "lives left" display etc etc and hooked up the proper mcu for Return Of The Invaders [arcadez] Fixed some graphical problems "dragon attacks" in the final level of The Fairyland Story [arcadez] Removed a bootleg mcu and some fake mcu simulation code and hooked up the proper Taito mcu's for Onna Sansirou - Typhoon Gal, Rumba Lumba and The Fairyland Story [arcadez] Fixed game timers removed simulation code and hooked up the proper protection mcu for Chack'n Pop [arcadez] Added Aladdin, Bare Knuckle II, Bare Knuckle III, Juezhan Tianhuang and Super Bubble Bobble (Sun Mixing version) to the segac2.c driver [arcadez, mahoneyt944] Updated the mc8123 decryption and hooked it upto Altered Beast, Ninja Kid II, Ufo Senshi Yohko Chan and Wonderboy In Monsterland [arcadez] Altered Beast (version 2) and Ninja Kid II now have sound plus some graphical problems on levels 2 and 6 in Ninja Kid II are now sorted [arcadez] Added tr606drumkit.zip sample support used in FBNeo for Irem M62 titles improving game sounds [arcadez, grant2258, KMFDManic, mahoneyt944, FBN DEV Team] Improved the C-Chip simulation for Volfied fixing the sprite and background colours and in game level timers and logic [arcadez] Added jollyjgr.c supporting two new games, Jolly Jogger and Frog & Spiders [arcadez, mahoneyt944] Fixed SN76496 sound in Super Bubble Bobble (Sun Mixing) and ported across from MESS extra genesis input code so that Bare Knuckle II + III are now playable [arcadez, dink] Added Magic Purple to the Tumble Pop driver [arcadez] Added Ms Pacman Twin to the pacman driver [grant2258, mahoneyt944, arcadez] Fixed missing OKIM6295 sound speech samples in Hit The Ice [arcadez] Fixed music tempo in TANK / TNK III [arcadez] Added Danger Express a super rare Atari prototype to the atarig42 driver [arcadez] Filled out dip switch options for Head On Channel, OOPArts and SegaSonic Bros [arcadez] Updated parts of the flower.c driver to later MAME fixing some major graphical problems game can now be considered playable [arcadez] Enabled a little hack in the Flower sound core which prevents certain sound samples playing constantly [arcadez] Hooked up the protection mcu for Get Star / Guardian both versions are now playable [arcadez][/quote] link (includes all the new roms) [code]https://www7.zippyshare.com/v/8ikAQcr9/file.html[/code] mirrorlink [code]https://1fichier.com/?zrl68bs30m5mqutg7oug[/code] mirrorlink [code]https://anonfiles.com/v3n9k1I4u2/Mameoxtras_Final_rar[/code]
    2 points
  49. Ok, I'll start by what took me the biggest amount of time, even if it's very specific, the unicode filenames in windows ! So to see the problem you need some non-standard characters in a folder or filename, it's easier if it's on a folder containing some neocd game. I visited the wikipedia page about "the king of fighters", and got the japanese name of the game from there : (ザ・キング・オブ・ファイターズ 京). So just copy and paste this at the end of the name of such a directory. Then run any previous version of raine : the directory will be impossible to find ! It might be possible to do that with just 1 character, and less exotic, but I am not sure about this, and I am sure about the japanese name ! The reason is because microsoft has some inherently broken api to access its files, if the filename contains some non-standard character for the current code page of the system (which can't be utf8 of course !), then the usual functions to access files return a filename which is absolutely unusable. So the old versions find nothing when trying to access the dir, and forget about it. I am not going to tell the whole technical solution I found, if you want to see that, go to the git page. But shortly, the file selector now uses windows native functions to get the file listing, but since it still needs a standard file name for the file operations, it uses the short filename when available, using the usual long one just for display in the file selector. This means the workaround will work only if your volume has some short filenames, but normally it's the default for any volume created in windows - I created one in linux and used it in windows, in this case it didn't have any short file name, and it took me quite a while to find out how to reactivate them for this volume ! Anyway, after this you should see something for the directory if using this version. If you really want to see the Japanese characters in the gui, you'll have to replace the Vera.ttf in raine's font directory by some font containing these characters. All the biggest fonts in your windows fonts directory should work, assuming it's not too old. msyh.ttc for example, just copy this one to fonts/Vera.ttf in raine's directory and you are done (I prefer the look of Vera, but it has no japanese chars !). (difficult to copy that using the explorer because it doesn't show filenames from the fonts directory ! Oh well, you can always use the very outdated cmd.exe for that, dir /Os to have the biggest files, then make your choice and copy !). Except this big annoyance, the other changes : - fixed again some cheats, this 0.91 version is mainly about that after all, there were some bugs for kof98 particularly, I found quite a few which obliged me to redo the conversion for most of them. - added some new command line switches : -nb, -wb, -rp, see raine -h for details. - Fixed the display when starting raine without any gui in opengl (-n switch). So that's quite a big one, once again... I hope I won't have to deal again with these unicode characters at least, I couldn't leave it like that with some files impossible to access, but it's a mess I prefer to avoid otherwise ! Still the same page : http://raine.1emulation.com/download/latest.html (oh by the way the previous versions had some useless xml files in the scripts directory, useful only for conversion, they are gone now, so if you unpack this version in the same directory you can remove all the xml files in scripts).
    2 points
×
×
  • Create New...