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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
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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
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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
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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.html4 points
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MAMEUI Classic 0.255.0 has been released. Fixed a crash with some sliders: Gamma, Brightness, Contrast etc Available at https://messui.1emulation.com3 points
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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
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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
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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
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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
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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.html3 points
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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
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HBMAME and HBMAMEUI 0.245.9 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE3 points
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3 points
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- 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.html3 points
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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.html3 points
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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
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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
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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
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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
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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
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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
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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.html3 points
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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
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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
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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
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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
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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_zip3 points
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3 points
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3 points
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Fixes only this time, there were quite a few annoying ones, plus a surprise from long past, a fix for 64street & chimerab attract mode! For these 2 to say the truth the fix itself was found by Haze for mame around version 0.170 so quite a long time ago already, and then found in the github web interface by Antiriad, and finally adapted by me to raine ! This bug made me crazy, such a simple memory map for such a crazy effect, no move during attact mode... It turns out it's something very similar to the nmk driver, they push what they can do with the 68000 to the limit, write bytes are mirrored to words in their main ram ! Actually this bug had been here since 0.28 and before, but I saw it only when testing the turbo key behavior, so it's a very special bug !!! Anyway except that the more classical bug fixes are : - better message for broken ips .dat files - Ignore repeated keys ! I had some trouble with the turbo key DEL, which must be held down as long as you want the acceleration to occur, but after a while it created havoc. It's because sdl2 handles key repetition and I missed it completely ! It's fixed now. - console : fix breakpoints for 68k cpus which I had stupidly broken when adding the z80 breakpoints ! - The multiple files selector used for ips dat files doesn't loose its selection anymore when resizing the windows - Still for ips dat files : when no dat files are selected delete the corresponding ini file when leaving the directory or closing the dialog - some more fixes to this multiple files selector... ! - a fix for a crash I got in the console while copying and pasting info from the console Get it from there : http://raine.1emulation.com/download/latest.html ... and updated the 2 appimages to 0.95.3, I won't do that for all releases but since the build system was updated very recently it was very easy to do just now.2 points
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Against my wishes I use xp! To improve my living situation I cannot buy a new computer right now. Thank you to pmc2, I can use Raine 95. I can finally associate music to Last Blade arcade rom. Sadly japnese Matrimelee still has sound association issues. (Have to enable japanese region to get the real music and then no proper assocation in Raine) Great to see mer-curious still here, the user who informed me about being able to associate music to arcade roms in the first place. I have made many custom music albums for Neo Geo games and when finished polishing them up was thinking of contacting Khinsider or somewhere to release them to the public. p.s I am LoveNeo2 now, as I have no idea what my old email was and you need that to login, so made a new account.2 points
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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
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As most of you know, various members of MAMEdev like to expound on the legal situation now and then. Since nobody knows any better, everyone assumes that the statements are correct, right? Right? WRONG! Well, about half right. Nobody from MAMEdev has ever taken legal action against anyone, and most likely never will. It would need to be personally funded - there's no company account here. Who in their right mind would do that, for a hobby that has no income, and therefore no damages? Since legal action won't happen, they (the "3 stooges" in particular) resort to bullying, lying, trolling, influencing, cancel-culture, and doxxing to get their point across - even if it has no legal basis. Some of the things they do verge on law breaking in some countries. This series has 3 parts: 1. About MAMEdev 2. The trademark 3. The license Disclaimer: Like all of MAMEdev, I am not a lawyer. However, unlike them, I have spent the last month intensively researching the situation, and have uncovered a number of unpleasant surprises, both for me and for them. In some cases, the required information hasn't been found, and so I've taken the liberty of drawing a logical conclusion. You may wish to correct me, but you need to provide proof. Just saying something doesn't make it so. Trolls will of course be banned. Don't depend on any of this as legal advice. You should always get the opinion of your lawyer/attorney first, before using anything here.2 points
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HBMAME 0.245.9 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2022-11-17 0.245.9 New Games --------------------------------- - [dkong05-17,20] Donkey Kong (various hacks) - [futari15bc] Mushihime-Sama Futari Ver 1.5 (2006-12-08.MASTER VER. 1.54. BLK COLOR) - [futariblc] Mushihime-Sama Futari Black Label - Another Ver (2009-11-27 INTERNATIONAL BL - ORIG COLOR) - [futaribljc] Mushihime-Sama Futari Black Label (2007-12-11 BLACK LABEL VER - ORIG COLOR) - [grdians41] Denjin Makai II (LBS Edition, 2022-10-14) - [ibarablkcs] Ibara Kuro Black Label (2006-02-06. MASTER VER. COLOR SAT) - [ibaracs] Ibara (2005-03-22 MASTER VER.. COLOR SAT) - [mhavocpe] Major Havoc 1.0 (English/French/German/Tournament versions) - [ngmontst3] Neo Geo Monitor Test Tool v1.3 - [pacyuyu] Pac-Yuyu - [pandajump] Panda Jump - [sf2mkot01] Street Fighter II': Magic KO Turbo - Nightmare Crack (set 2)2 points
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So, on to Part 1: About MAMEdev What is MAMEdev? A collection of developers of the MAME emulator. It isn't exactly known how and when the name came into being, but I'd estimate around the year 2000. At that time one person acted as a "coordinator", making the decisions and preparing the releases. The known people in this position were Nicola Salmoria, Mirko Buffoni, David Haywood, Aaron Giles, Angelo Salese, Miodrag Milanovic and finally Vasantha Crabb. What isn't MAMEdev? It isn't registered as a charity, a business or company anywhere that I could find. This means it is not a "legal entity", as such it doesn't exist in the legal sense. There's nothing wrong with that, but it means that it cannot be sued, it cannot sue anyone, it cannot send or receive C&D requests, and it cannot prepare legal documents or receive them. MAMEdev doesn't have a constitution, it has no address, it has no assets, it has no tax number, it doesn't have an annual meeting or prepare an annual report. Until 2016 it had no office bearers. What is a legal entity: https://www.diligent.com/insights/subsidiary-management/meaning-legal-entity/ Legal notices, C&D requests and lawsuits will need to be addressed to an individual who is a member of MAMEdev. Around 2015-2016 a number of changes occurred. These comprised: - merge of mess developers ("MESSdev") into MAMEdev; - merge of mess codebase into MAME's codebase; - transition from old mame license to GPL 2.0; - assign copyright holders to every piece of code; - elect a president and 5 "board" members; - change from SVN to GIT; - move private MAME repository to Github and make it public - this permits the use of Issues and Pull Requests; - each developer to choose a suitable license and agree to his code being transitioned to it; - any code that couldn't be assigned a license for whatever reason was stripped out. On 2016-05-24, Vasantha Crabb set up an election system with cornell.edu - each eligible member received a unique URL to permit voting. As such, Vasantha Crabb was both the returning officer and a candidate - a clear conflict of interest. I'm not suggesting he did anything wrong, but he shouldn't have been involved with the election process. On 2016-05-29 (5 days later), the election was closed and the results announced. You may view them at http://civs.cs.cornell.edu/cgi-bin/results.pl?id=E_e50bb608b05e915c Miodrag Milanovic ("Micko") became President and a board member, while Olivier Galibert ("OG", "Sarayan"), Vasantha Crabb ("cuavas"), "R.Belmont", and Gregory Ember ("Stiletto") became the other 4 board members. Almost immediately, Micko handed control of everything to the other 4, and disappeared. Stiletto plays almost no part in proceedings, while the other 3 are still active. Vasantha Crabb became release coordinator, probably because no other board member wanted the job. In the more than 6 years since, there has not been another election and it's certainly overdue. Now, while the idea of a "board" may have been seen as a good idea at the time, it made a 2-level structure of MAMEdev, where you have the bosses and the rest, and the bosses have more rights than the others. What was equal is no longer so. This has created numerous strains through the structure, and it needs to be reconsidered. Next, let's discuss the website https://mamedev.org - I believe it is "owned" by "OG". Our only interest is in the legal aspects. The front page says "Copyright (c) 2022 MAME", but who owns the copyright? MAME isn't a legal entity, so it must belong to whoever designed it. Who is that? https://www.mamedev.org/about.html - "Therefore, it is strongly against the authors' wishes..." is entirely irrelevant - wishes have no legality. https://www.mamedev.org/legal.html - "Copyright (C) 1997-2022 MAMEDev and contributors" - MAMEDev is not a legal entity and cannot hold copyright on anything. It also insinuates that a member of MAMEdev who has contributed nothing has some kind of control over other people's code. It would be better to just say "contributors". - There's a number of references to the MAME logo being trademarked, but that is not the case (more on that later). - Some of the common questions say commercial use is not allowed - that is false. The license specifically allows commercial use. - Some more questions attempt to put limitations of roms with mame, but the distribution of roms varies from country to country with their own laws, and mame cannot abrogate that. Further, it is against the license to impose conditions. - The entire page is unsigned, so it's not known who is responsible for the content. I very much doubt that a lawyer was consulted. Most of the information there is unenforceable.2 points
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2 points
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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.html2 points
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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" Antignano2 points
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here is a download for MAMEoX_v0.72 2018u1 and an almost complete romset. there is about 3600 roms in this download.this is pretty much all the big and best games. if there is a game that is not here then try downloading the rom you are looking for from coolroms or emuparadise for example. WARNING mameox 0.72 does not have VMM so that means the bigger roms like the big neogeo roms such as metal slug 3,kof 98....will run out of memory but a lot of the smaller neogeo roms will play fine. link for MAMEoX_v0.72 2018u1 emulator. http://www115.zippyshare.com/v/rkUK1GaX/file.html now for the roms. link for romset(4.23GB) https://1fichier.com/?7ikuuy4a05 link for in your face rom http://www74.zippyshare.com/v/52UNSl3S/file.html links for neogeo roms(the newly added ones originally uploaded by gamezfan) https://www.sendspace.com/file/oyipta https://www.sendspace.com/file/n89gsr https://www.sendspace.com/file/8hsnb1 download link for the rest of the new roms added by gamezfan,includes samples https://www.sendspace.com/file/3wyk2t just put all the roms into the roms folder of MAMEoX_v0.72 2018u1. put the samples into the samples folder. and thats your lot.2 points
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Retroarch 1.7.7 Unofficial v2 for xbox update by tabajara02 [quote] New: - Option to take in game screenshots is visible in quick menu and working now. - Added macros in some configurations to make the things more particular for each core. Now each core has his own retroarch.cfg, core.cfg, background wallpapers and other options. Notes: - My last Retroarch unofficial version - RGUI can only load low res wallpapers unfortunately. But it's the way the RGUI works. - I having some trouble to make both screenshots and boxarts working together after exiting and loading the core again. Only the screenshots loads for me, and the option to turn on the boxarts always goes back to off. If someone knows how to make this option work in retroarch, please give me some help. - Make a backup of your saves, playlists, screenshots,etc and replace all files-folders with the new files.[/quote] link [code]https://www51.zippyshare.com/v/OZlon3to/file.html[/code] mirror [code]https://1fichier.com/?423iierx7lqf6cmcn8ye[/code] mirror [code]https://anonfiles.com/leR0SbN6xb/Retroarch_1.7.7_v2_xbox_zip[/code]2 points
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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
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here is a download for most of the new releases/demos and homebrew releases for multiple consoles. console games for atari 7800 msx pc engine gba gbc nes snes virtualboy sega game gear master system megadrive link https://www40.zippyshare.com/v/XZ9joiPD/file.html mirrorlink https://1fichier.com/?ftth0l1oafayubebwqhi2 points
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Slow version this time, just some improvements for the sound, you'll find details here : And added galaxian emulated sound, you'll see the details at the post below this one here : Except that a few more fixes, the more outstanding one at least for me was a bug in the hiscores which could wrongly reset its status for some game, I found out on some very old one, "ms pacman attacks", which is available from "multipac 1.5", it lost its hiscores a few seconds only into the game ! It probably affected some other games too. Lots of small fixes for emudx games, it's been a long time since I didn't touch this, by the way the initialization of emudx games crashed in 0.92.4, so if you want to test that you need this version ! Also a lot of sound chips now correctly save their state in the savegames, games like batrider now restore correctly their sound finally (yeah it should have been done long ago... oh well !). http://raine.1emulation.com/download/latest.html2 points
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And then I have a new binary to test for you, 64 bits since it seems it's what you use. The exe alone, drop it in a raine directory so that it finds its files. It adds all the hints from testgamecontroller, the sdl2 test program since some of these hints are not even documented, and remove a SDL_PumpEvents which shouldn't harm anything but which is useless. I noticed the dpad on my ps3 controller seems to work better in this config. Which is strange, but anyway. Test that on your side. It also includes the update for the rasters. These attachments are quite convenient, I wonder if there is a size limit ? I might delete the attachment once tested. Also I found a user maintained database of gamecontrollers for sdl2 on github, and the 2 mappings you sent were not in the db, I just proposed them ! I'll probably use their db in the next version... It's here : https://github.com/gabomdq/SDL_GameControllerDB ... and they replied : Hi, thank you for these! Can you please refer to the mapping guide for button layout to ensure the mappings are correct? https://github.com/gabomdq/SDL_GameControllerDB#mapping-guide Thanks again. so if you can take a look... ! raine.7z2 points
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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
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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
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I might have released 0.91.16 & 0.91.17 too fast, but this one finally holds its promise : all the cps2 games supported (at least those using qsound, gigaman2 being a bootleg without any z80 rom it's out of the list, I even added it to non working games !). Except that I finally added some breakpoints in the console for the z80 which helped me a lot to finish this. And updated the help for the regs and break commands, still in the console. Sorry for all the bad binaries lately, it should be finished this time ! http://raine.1emulation.com/download/latest.html (refresh the page if it shows something else than 0.91.18 !).2 points
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2 points
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No idea about your scaling option, normally it's done at the video driver level and is totally transparent for the applications, I didn't do anything for that anyway. But there were quite a few changes related to the scaling in windowed mode in 0.90, it might be the cause. It seems you were hit hard by the cps2 bug of last night, it was specific to the 64 bits build though. For your impossibility to load mvsc, don't know what you did, I just loaded it in the windows version to be sure, no problem. Remember there can be an infinity of roms folders for raine though, even if the 1st one is the default roms in its directory. You might want to try the command line -rc mvsc so that it tells you what is wrong with your mvsc (do that in a terminal or you won't see anything). (or -rcf ) Ok, added 2020, it gives me an excuse to call this one 0.90.5, even if the fix inside is really for the 64 bits version and specific to cps2. Anyway build updated, 0.90.5 released !2 points
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Argh, sorry for the version error, I edited the makefile too late, but that's the only change from the binary posted, the version number, my bad, too many things at the same time... I think I'll re-upload a binary for that with the right version number later, just so that things are cleaner. For the changes from 11/20/2019, well it was a 64 bit version only 1st, for the rest, there ae quite a few changes, I was tempted to send you to the git log, but I agree that the default version in github is a little terse, you need to click on the commits to get the details and it's not super convenient, so here is the current log until november 20th... Yeah I add missed a few bioses, not sure all of them are useful for an emu though, the 3.2 had only changes useful for the real hardware compared to the 3.1, but I hadn't time to look at the changes in detail... I added them anyway... ok I am good to reupload something then, at least it goes much faster than before, thanks for the post then ! edit : it's done, called the new upload 0.90.3 even if the only change is just the new bioses, just to make sure you have the new one. log.txt2 points