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Ok, nothing major this time, release mainly due because of an update for the appimage files for non arch linux distributions ! So here are the changes anyway (mostly in chronological order): - lots of script updates from ffman1985, including sf2 serie (sf2, sf2hf, sf2ce, ssf2 and ssf2t, hsf2), the sfa serie (sfa, sfa3, sfz2a1, sfz3jr2, sfz2alj), and the marvel serie (mvsc, mshvsf, xmvsf) ! Impressive work... ! - Rom region selection in the gui for sf2hf, sf2, sf2ce, sfa, xmcota, mshvsf - some big fixes in the converter I used to convert the cheats from mame, which allowed to fix quite a lot of things, I didn't fix everything because there was no report at all about that, and it's a long process. I just fixed the biggest games. - Fixed black screen for shaders when using scanline-3x during game - mer-curious updated samurai shodown 2 perfect edition to the latest romset - added some cheats and hiscore saving for dkongex and dkongjp (all dkongex cheats are not tested). That's all, nothing major, but still quite a lot of changes... Oh yeah also the 2 appimage files are updated to be in sync with the latest windows builds, and I'll update the linux arch files now... ! http://raine.1emulation.com/download/latest.html3 points
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MAMEUI64 0.274.0 has been released. Available at https://messui.1emulation.com Changes: - Fixed minor issues with galaxian-based games such as 4in1, frogger, pacmanbl, mooncrst and jumpbug [MT 02074, 02077, 09084, 05208, 01598] - Centralised version control to the top of the makefile - Fixed crash sound in drivfrcg and clones [MT 01595] - ELF2: fixed numerous bugs to get this system working [MT 09076] Please note that gameinit.dat which previously only contained arcade-related info now additionally has console, computer, and pinball information. You can grab a copy at https://github.com/Robbbert/Startup/blob/main/gameinit.dat . This information will show at the top of the history tab.2 points
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For the 3-4 people that still happen to visit the Zzap!Raine site, I have some news. I always thought that the website "didn't really age very well" and the menu icons in particular were very old and quite ugly. So I redesigned all icons with a Bubble Bobble style, and also fixed the general site layout to make it look better on modern web browsers. However the site counts about 120 independent HTML pages and I do not have the time to fix all of them at once, so the main pages were fixed and the rest will be done at a later stage. The site logo has also been redesigned, as well as other minor icons. I hope you like it. Link to site: https://raine.1emulation.com/zzapraine/index.html Link to image:2 points
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After fixing the windows compilation problem in arch (!), here it is. So the main thing is the new shinobi neogeo driver, see there : Otherwise, fixes/improvements included : - the changes for mer-curious changing his physical display and/or soundcard on his laptop are inside, there is a thread about all this somewhere. - fixed a crash when opening the console after an error while loading a game - fixed a bug in the game options dialog, there is another post about this somewhere too, thanks to mer-curious... - fix the region selection which got broken while moving around entries from the main gui menu. - Restore mouse position when exiting the program, mainly useful for linux, for window managers which react to this - Now use SDL_OpenURL to open an url from the gui, it probably doesn't change anything for now, but it will be useful if raine is recompiled for something else than windows or linux. For once the linux binaries were ready a few hours before windows because of an update problem in my arch setup, nothing major finally, but very annoying ! http://raine.1emulation.com/download/latest.html2 points
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And what took me so long ? Finding something to use for the sh2 emulation in 64 bits, and it was not easy ! Finally I took the sh2 emulation from an old mame version (153), and modified it to be compatible with what gens did, so that it's compatible with the psikyosh driver. The result is slightly slower than the asm version, but not by a lot, so it will do for now. I lost a lot of time with yabause which I looked at before that. Except that the windows status bugs seem fixed for good for those who missed the latest update of this painful story in the forum, there was a binary specific for that. And you can update your dlls for 0.96 if you want a more recent sdl2 version, but it's not mandatory, it should work fine with the old dlls. Have fun : http://raine.1emulation.com/download/latest.html Oh yeah, I also added some links to some strategy guides in the about dialog for galaxian, pacman & clones, and dodonpachi. It's nothing fancy, it will just open your current browser with the corresponding page in the web, some kind of integrated bookmarks to raine, but I thought these guides deserved some more visibility !2 points
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And the magazines have finally been delivered! Time for a few group photos!2 points
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It mainly fixes the untested games in 0.97.0, but I took the opportunity to totally overhaul the disassemblers in the console, they are not external anymore, they use the functions provided by mame to disassemble. With that you can disassemble z80 encrypted roms which is convenient, but I did it mainly because my offsets arrays was becoming way too big with the sh2 emulation, it had been done for the 68000 for 32k regions, here it was really far over the limit ! But those who don't use the console shouldn't notice anything. Except that added the "psikyo SH2" driver to the drivers list in the game selection dialog options to be able to select these games more easily. That's all, the overhaul of the disassemblers is a very big change in git, it gets rid of most of the directories settings too. http://raine.1emulation.com/download/latest.html For the gory details : dz80 was one of the external disassemblers, the one used by the z80, it was with raine since the old allegro dos version actually ! Very good disassembler, but it can't cope with encrypted roms... ! Also there was no support for the 6502 disassembler in the console, although it supported an external disassembler ! The list command changes because of that although its functionality remains the same, now the pc line is not in the middle of the listing but at the top. That's all for now, it was a very furious coding session !2 points
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The usual stuff, but some of these fixes are quite surprising, at least for me : The updates first : samsho2pe updated to its latest version but can already be retrieved from internet archive, sfz3mix v0.31 and it's now downloaded directly from its site instead of internet archive. Also the pbobblen "rotary" version is now supported, see the post about that there Fixes : - the sdl2 default rendering was mostly broken, now it works again, it's good to have this one as default rendering even if it has less features than opengl - the fps displayed when using the turbo key (DEL by default) were wrong ! - fixed the mess added in previous version about window size, position and status, hopefully for good this time - fixed slowdown when choosing to have an opaque hud in opengl !!! This one was very surprising, I only found it because I tested the sdl2 rendering and so I chose opaque hud there, and kept it when returning to opengl after. It took me a long while to understand where that incredible slowdown was coming from ! It can be particularly felt if using the turbo key, it was much slower if using an opaque hud ! Anyway it's done totally differently now and should work all the time. - got rid of the borderless option in video options, it was replaced by desktop fullscreen in sdl2 it should have been removed earlier. And you can now cancel a rom download before the end, just use either the ESC key or a right click on the progression dialog. http://raine.1emulation.com/download/latest.html2 points
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At least this time I took a good week for this one so I had more time ! For sf2mix it's another clone from zero800, not as spectacular as sfz3mix, but still interesting. For the fixes, most of them are described in this forum thread with plenty of pictures posted : Except that ffman1985 did it again, this time on "fatal fury1", and the very special thing this time is that he added the ability to play in coop with the computer! One of the most surprising bugs was probably the bad initialization of the sound driver in the sound options dialog, we probably had this one for very long ! Anyway find it there : http://raine.1emulation.com/download/latest.html2 points
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Actually found another curious hack from the link given by mer-curious : https://rotary-bobble.mattgreer.dev/ some people thought about using a rotary control for puzzle bobble, when taito never did that for its 4+ games (4 major versions), afaik at least. So I was curious to emulate this to test with a mouse the result. It's not bad, but it's very similar to the precision you get when playing on keyboard ! The mouse becomes better in extreme situations when you need a 1 pixel precision... Anyway I'll commit this to git in case somebody wants to test that, it was interesting anyway to revisit puzzle bobble this way. In case you have a memory card saved for this game, disable it because the part where the game asks about the memory card is not converted to the rotary control so it's just impossible to select an answer ! It's probably the bios which does this part. Just move pbobblen-neogeo.bin out of the savedata directory before starting the game. Added the ips files with the dat file in the extras section of the downloads, but you need the git version to use the mouse with this game. (it detects when the ips patch is in use and switches automatically the control to the mouse).2 points
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Mainly because I broke the top of the main menu in the previous version ! 1 line fix, but an important one... !!! Anyway except this one I manage to fix some alignment issues in sfz3mix (16 pixels on the right for scrll2, scroll3 and the sprites, I can't say I had a lot of time to test it, but it looks better). And a fix for a mer-curious crash, see his thread for the details, it was probably specific to ssrpg, but it obliged to change the way samples were handled ! I hope there won't be another critical bug in this one because I plan to cool down for a few days after this ! http://raine.1emulation.com/download/latest.html2 points
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kof94te is at version 1.3.0, out of beta, including the patch for this problem. By the way he could confirm the problem happens only on raine, not on the original hardware, so maybe 1 day I'll have to change the way sprites are drawn. But for now it allows me to do things faster for sure, so everything is good. I can keep the patch in the source since it checks the contents of the rom before patching it, so it doesn't try to patch 1.3.0, just tested with the a95 patch. This is the end of this problem then !2 points
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Yeah well I finally was convinced to release an update to have sfz3mix, and it was quite a lot of work for what was supposed to be just a hack... ! It's actually the biggest cps2 game so far, using a resolution higher than the original hardware and with such huge rom regions that it had to use quite a few modifications in the emulation to work. You have the links in the forum to the site's project, thanks to zero800 for that. It also obliged me to fix some bugs in the cps2 emulation, so there should be some improvement especially related to line scroll in the background layer which sfz3mix uses a lot. Except that ffman1985 did it again, he added a lot of console scripts, as a reminder the neogeo ones are for aes only, non arcade mode. His new scripts are for at least fatal fury special, fatal fury 2, kof94, kof95, and samsho3. And then quite a lot of small fixes, most of them coming from the gcc sanitizer, really efficient at his work, a lot of minor stuff and some buffer overflow in the line scroll in cps1 and zoom code in the psikyosh driver (sh2). The translations were updated too, mostly the brazilian one. Thanks to mer-curious for the bug reports and the help for the translation. http://raine.1emulation.com/download/latest.html2 points
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MAMEoXtras Even More Odds N Ends Important Please note try as we might we could not find a vmm value that would work for Cyborg Force but fear not it will work if you turn on the default vmm via the emu options. just remember to switch it off again after playing as to make sure all your other games which require vmm will still boot correctly. New games now supported Cyborg Force (NeoGeo) Top Roller Games Fixed And Now Playable Exerion (game breaking protection issue sorted) Hammer Away Games with graphical improvements Chinese Hero Hammer Away Performan Sky Lancer Wild Fang / Tecmo Knight Games with sound improvements Bomber Man World (World) Go Go! Mile Smile / Susume! Mile Smile Karate Champ New Atomic Punk - Global Quest (US) Performan General Fixes And Improvements Fixed missing graphical layer for Hammer Away in the Sega System 18 driver so it is now playable [grant2258] Emulated a missing graphical effect for Wild Fang / Tecmo Knight the screen now shakes when enemies break through walls and you land after a big jump [arcadez] Fixed Player 2 Start Button for Namco's Tinkle Pit [MAMEDev, arcadez] Added missing button 3 inputs for Strike Gunner S.T.G used to combine both ships into one during a two player game [MAMEDEv, arcadez] Updated the protection code for Exerion to prevent the game from ending should you die at anytime after the first bonus round [MAMEDev, arcadez] Added a new game Top Roller to the yamato.c driver and reworked the cpu encryption making it compatable with the MAME78 codebase [grant2258, arcadez] Fixed some graphical niggles with Chinese Hero on level 7 [MAMEDev, arcadez] Improved the sound for Go Go! Mile Smile / Susume! Mile Smile by adding sound banking and reclocking the sound and CPU speeds [MAMEDev, arcadez] Fixed some grahical niggles throughout the game and with the cocktail mode for Orca's Sky Lancer [MAMEDev, arcadez] Added support for Cyborg Force to the NeoGeo driver [arcadez] Fixed broken sound and incorrect background graphics in Performan [MAMEDev, arcadez] Fixed sound clipping in Karate Champ [MAMEDev, arcadez] Fixed sound samples not playing in two versions of Bomber Man namely Bomber Man World (World) and New Atomic Punk - Global Quest (US) [MAMEDev, arcadez] link(includes new roms) [code]https://www.sendspace.com/file/2ib7c7[/code]1 point
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HBMAME 0.245.25 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2025-05-10 0.245.25 New Games --------------------------------- - [gladmort] Gladmort - [pulstara] Pulstar (alt 1) - [pulstar02] Pulstar (alt 2) - [sf2prime] Street Fighter II': Prime (v0.50) - [sf2prime45] Street Fighter II': Prime (v0.45) - [spkick] Super Power Kick (beta 1) - [vaporous] Vaporous intro1 point
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HBMAME and HBMAMEUI 0.245.24 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP1 point
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Thanks for adding that feature ! Tested with latest version and works with PS4 DS4. Now are more easy to do moves using analog stick 😃 Have an nice week.1 point
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For those who have downloaded the file - Sound Associaition List (SF Series)(31-1-2025), plz be aware that for the list for street fighter zero 2 alpha, the rom name is wrong (sfz2alz is not exist). You may download it again, but I prefer to change it yourself, because differnt people play different rom ver. Note: for english ver., it is sfz2al which is the parent rom. And for japanese ver., it is sfz2alj. And the original sfa2 may also use the list which I didn't checked.1 point
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Done ! I finally switched to linux mint, which is based on ubuntu but with some more usable interface (at least for me) and it gave me less problems too, except its very long installation time ! Anyway you get 2 appimage packages for 0.97.5, which means the current version in git, I didn't plan to release now, but why not ? I'll make the windows binaries tonight or tomorrow, got enough building and configuration for now, with a proper announcement, nothing major in it, mainly some scripts updates, but lots of them to fix some long standing problems which means that not enough people are using them otherwise they would have been reported by now. It's a shame, these scripts are not only about cheats, they sometimes allow to see things you wouldn't see without them in a game ! And ffman1985 added some too. And mer-curious updated some romset to its latest version. I guess you are using the 64 bits version ? Well the 32 bits version seems surprisingly easy to run, see the comments on the download page, just 2 basic packages to install 1st to get a good amount of base packages for i386, and everything should be fine ! There will be another update tomorrow because I forgot some debug code in the launcher for the i386 version and forgot to update hiscore.dat and history.dat inside... Also ffman1985 managed to contribute a few more scripts a few seconds after I posted this ! I never found why the vbox shared dirs didn't work in ubuntu or in mint this time, I did it with a nfs mount instead, I don't know what they messed, the problem is probably in ubuntu, and since mint is based on it... ! Anyway...1 point
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HBMAME and HBMAMEUI 0.245.23 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP1 point
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Golden Axe port to Neogeo is available, as is Karnov port. I've got the P.O.W. port as well, but only on neogeoCD currently. I'll see if it's possible to make roms out of it. There's a Double Dragon One demo, also for Neogeo, that's in the current HBmame.1 point
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https://arstechnica.com/gaming/2025/02/donkey-kongs-famed-kill-screen-has-been-cleared-for-the-first-time/ This famous kill screen can be optionally fixed by a cheat from mame included in current raine versions anyway, but the article is still interesting ! Extreme way of playing just to pass this kill screen without actually fixing it... ! And here is how this bug is fixed by the cheat, with some heavily commented z80 code : http://donhodges.com/How_high_can_you_get.htm About the next page from the article about the pacman bug : this time the fix is still needed and the cheat is correctly converted for that, you can enable it before starting the game if you are crazy enough to try to reach level 255 ! last edit : finally the dkong kill screen fix still had a bug because of the converter. It's now fixed in git, along with cheats for fatfurspa.txt fatfursp.txt p47j.txt p47.txt samsho2.txt sgemf.txt superspy.txt truxton2.txt (the txt extension is the extension for raine scripts). These are all in git, along with the fixes for the converter.1 point
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The king of fighter 94 team edit (kof94te) has released the final version before. The author stated that:The hack is complete with no planned additions, 1.4.2 is the final version. So, it is a good time to add support in raine. https://github.com/city41/kof94te1 point
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And I had to make a new dlls-0.97.4 package because gettext got broken in the last one creating many problems with the translations. So you'll need to donwload the new dlls-0.97.4 package, and if you downloaded raine 0.97.4 before this new dll package was available, you'll need to update it too ! Sorry for the inconvenience, it was worse for me, windows is really a nightmare to maintain lately. No wonder nobody wants to do it ! At least I took the opportunity to update to the very latest sdl2 version...1 point
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Ok, it's fixed for good this time, could reproduce it in linux and in french. You need to download the new dlls-0.97.4 and redownload the latest raine version too ! Sorry for the inconvenience, it was worse for me, I had to rebuild a few packages manually, windows is really a nightmare lately. All 0.97.3 is removed, dlls and raine versions. A few more details : apparently the gcc libs became incompatible with the gettext version I had installed. In a normal system all of this is updated at the same time so you never see incompatibilities like that, except that since I cross compile, that is I prefer to build raine from linux instead of from windows, some of the packages are not in binary form but in source form only, and I need to recompile them when i want to update them, gettext is in this category, and it's very long to compile, so I avoid to compile it as much as possible. Except there is no warning about incompatibilities, and they are easily missed in such a setup ! I would really need someone to take care of the windows version from windows, it would be easier for everyone, but I don't want to do it because rebooting all the time would be longer. Anyway I hope this mess will be over for quite a while !1 point
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Nope sorry, no change on this side, and the region is not even in this dialog, and I can't reproduce your problem so I'll need some more info, obviously something changed on your system which initialized the language, which is quite a feat because I just noticed that I had forgotten the windows language detection function and it doesn't even know about pt_BR... ! It knows only about english, french and spanish, that's all ! So I guess you must have something in your environment which does that, type win+R and type cmd in the dialog to run a terminal, then type set and return, it will display your environment variables sorted in alphabetical order, check if you have something for LANG or LANGUAGE and report here. (you can scroll the window).1 point
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They are just late as usual. If it was skipped they would make an entry at mamedev.org (like last year), and my version would have been (0.272.2). I did it early (well, on time), because of hot weather that started today which may go on for weeks, too hot for my poor little computer.1 point
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I took the time out of curiosity to search when they did that change : in mame 177 precisely, it was in 2016! It doesn't come for this rom alone of course, there are quite a lot of changes in the cps2 roms, and they can't be applied automatically because there are some differences in the way raine and mame load these roms. Which means that I'd have to manually test each change, plus it would make the new roms incompatible with the version for raine on internet archive ! Well if you manage to find at least 1 useful change in all these changes, I'll consider it, otherwise just forget it ! The ideal would probably be to be able to load roms from some external definitions files so they can adapt to all these crazy changes for those who want to follow, but it would require quite some changes... ! Plus it would probably create some other problems in some drivers which modify the rom and expect some precise bytes at some precise places (which is not the case of the cps2 driver thankfully !).1 point
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MAMEUI64 0.272.0 has been released. Available at https://messui.1emulation.com The only major change is the ability to get proper crash dumps in case something goes wrong. Most people can ignore this, but if you think you can help with tracking down problems you must start MAMEUI with a redirection parameter. For example: >mameui > crash.txt Various internal things will be written to crash.txt which can be ignored, but should a crash occur, the dump will go into crash.txt as well. The dump uses the new file mameui.sym which has been included in the download package. When a crash occurs, MAMEUI will appear to freeze for about 60 seconds, before exiting. No need to panic. If the freeze goes on for too long then you can terminate the process.1 point
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Well you can always test the last sdl1 version to check, sdl2 started in 0.92, so the last sdl1 must be in 0.91.15. Also if you saw the post in the other thread, we became xp incompatible with 0.97.2, so it's probably because of the new function to detect the soundcard. It doesn't really matter anyway, xp is ancient now, and you are bound to hit an incompatibility like that if you keep adding new functions. Also something you probably didn't think about, but if you set Autodetect as default, then you will never see which card is selected, it probably doesn't matter much anyway as long as it can be heard, but if you want to have the detect and store result as before, the only way is not to have this autodetect as default. (or modify the interface to show which card was detected when Autodetect is selected, but I prefer to keep things as simple as possible). And for the unexpected return of the black border : I had actually tested this in windows, but apparently this function doesn't return the same thing when you call it in windowed mode and fullscreen ! So it got me, because I didn't think about saving the config and run again. And it doesn't make much sense, it's supposed to be state-less normally... ! Anyway !1 point
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Centering the window : of course raine keeps as many coordinates as it can, it's since we added all these windows statuses which created so many problems ! So it knows where to position precisely a window when exiting from fullscreen to return to its previous state, but if the physical screen changed and now the resolution is not the same anymore, then it will mess things up. There's not much which can be done about it, it's obliged to reduce the size to stay in the screen, but then should the position be changed too and how ? For now it isn't touched, it's the safest way, it would really become crazy to try to adjust position when the size has changed too. The black screen in windowed mode : yeah my fault, I didn't get the right values for the desktop resolution, now I ask the desktop resolution for display 0, hoping we will never handle more than 1 physical display because I don't plan to use more than 1 here. autodetect sound all the time : yeah but it would force to have a special value which says "detect the soundcard but don't store the result, just stay in autodetect", so it's a little tricky, and not necessary in most setups, your setup when plugging a new dispaly changes the soundcard priority is quite original. And always detecting the soundcard is not a good idea neither in the case where you run without a desktop, which I do on the mini computer, it has a bare environment, no desktop, and in this case it can get some rather crazy value for the detected soundcard. Now I admit that if I was to use regularly raine on that machine, I would put a window manager, at least for fullscreen, here it's bothersome... ! Anyway since it takes you only a few seconds to adjust manually, it's the easiest solution for now.1 point
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For the soundcard detection and handling when there is more than 1 soundcard on the system ! All this went haywire because sdl2 SDL_OpenAudioDevice never returns 1 for compatibility with sdl1... !!! And also the fact that I never had the opportunity to test on a proper system with 2 soundcards. So if you have only 1 soundcard and everything works fine, no need to update this time ! http://raine.1emulation.com/download/latest.html1 point
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After some thinking, it's not so hard to add a small test for the video info to keep the window within the screen boundaries in case the physical screen has changed since the config was recorded, so I did just that. And in case the recorded soundcard is not available to just force a re-detection of it. 2 small workarounds for people who change their config all the time on their laptops while still keeping things easy, it should work... But I won't track the z80 error, yeah it can report an error like that if sound config is messed up when booting the game, even if I can't seem able to reproduce it for now no matter what.1 point
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Not for me, and really I get more and more tired of this... !1 point
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reupload,new link [code]https://1fichier.com/?n8p7y0kelduezvr67gqm[/code]1 point
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Alright fixed normally, and finally it was not a dll problem, just the usual kind of bug you get when you mess too much with windows statuses, and it could happen in linux too (the small screen in fullscreen). Test when you can the good news is the new dll is not needed anymore, you can delete it if you still have it, it's a return to the normal build process from linux ! http://raine.1emulation.com/archive/tux/raine.7z1 point
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Yeah it's the quarter picture I got because of the dll problem, I guess I didn't get the right one then... I'll see that later. But all this mess is a windows non sense, I just loose time here, had to reboot an incredible number of times while testing things since I couldn't reproduce the bug in linux and windows didn't have any decent dev tools installation yet. What a waste... Did I mention I really hate windows now ? Anyway since I got this thing working here it's probably a detail to pinpoint so I'll finish this.1 point
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Ok, did a minimal fix, you can test it at the usual place : http://raine.1emulation.com/archive/tux/raine.7z This forced me to reinstall the dev tools in windows, which showed me that the compilation of the 32 bits version was broken in mingw32, so nobody did that clearly ! Actually I had never reinstalled these after upgrading my windows disk which is now a ssd about 1 year ago or so. Anyway the fix is at 2 levels, it forces the desktop size to the video mode size instead of looking at the usable area, but except that I got a stupid game screen in the lower left part of the screen when I was in fullscreen, only for the 64 bits version, so it forced me to make the binary in mingw32 and not in linux as usual, there is clearly some dll problem, probably specific to windows 10/11 somewhere. So this archive is bigger, it includes a new libcrypto-3.dll which was not required before. Also since the bug is saved in the config file, the fix can work only if raine is not started in fullscreen with a broken config file, if it's the case you need to return to some windowed mode and switch again to fullscreen, or delete your config file. It seems to work for me, I guess I'll have to make something more official after that mess... Problem is that it probably breaks compatibility with old windows version for good this time. It's not my fault, it's the way windows is made, they willingly make things harder and harder to stay compatible with old versions. edit : and uploaded a new dlls64-0.96.7z with an updated SDL2.dll, 0.28 was becoming quite old. This should still be compatible with all 0.96 versions, and the libcrypto-3.dll is only in this raine.7z package for now.1 point
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Ok, it happens, windows only of course I would have spotted this long ago in linux, it's not so old it started around 0.96.10, because of the windows tricks which was probably the worst idea I ever had ! It's even worst that what you say because once the video is broken this way, it's saved in your config file and you'll find the same broken video next time you launch raine. It's easy to fix manually though, it's just screen_y in the config file which gets a bad value, just put your real screen height here and it will work, at least until you return to the windowed mode before switching again to fullscreen this way. It's not easy to fix because this has become an intricate mix of craziness to work around the strange behavior of windows, my 1st attempt to fix it triggered an even worse bug. So for now either switch back to 0.96.9 or before, use the keyboard, or switch to linux ! For info the size of the black border on top is exactly the height of the title bar for a maximized window, it's a windows bug you see here, it doesn't happen when using the same binary in wine in linux. I am tempted to remove all this windows craziness, but even that has become complicated for now, so for now it will just remain as it is for now, I might return to it later, I already lost way too much time on that.1 point
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Yeah all this because they forgot a credential in an open server and it stayed there for years until this stupid group decided to use it... Millions of credentials stolen after that, what a mess... ! Anyway, I guess it should be fixed soon now. For switch emulation those interested kept the binaries already, and suyu is still maintained. I might take a look at your window problem later at least to check if it's so easy to fix, but I doubt it. edit : of course it doesn't happen in linux, at least not in window maker which I use. Now seeing why this stupid windoze broke things again will take more time, so maybe later !1 point
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* SDLMAME 0.269 for Ubuntu - https://sdlmame.wallyweek.org/download/ * Groovymame 0.269 for RPi - https://stickfreaks.com/mame/ * XRoar 1.6.3 [Dragon64/Tandy CoCo] - http://www.6809.org.uk/xroar/ * VBA_M 2.1.10 [Gameboy/GBA] - https://github.com/visualboyadvance-m/visualboyadvance-m/releases * WinArcadia 33.22 [s2650-based] - https://amigan.yatho.com/ * pfemame 2.31.5 [Front-end] - https://sourceforge.net/projects/pfemame/files1 point
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They have already made a backup in internet archive, the site is still available for now. It's mainly for the consoles, but there are a few arcade hacks though. Just found 2 for tgm2p that I didn't know, I converted the one to stop the music to a cheat for raine, it's committed in git for now (incompatible with currently released version, because there was no way to modify a sh2 rom in this version !). It's right that the game is good but the music is a disaster and it's actually better with just the sound effects ! The news : https://games.slashdot.org/story/24/08/02/1810215/the-best-rom-hack-website-is-shutting-down-after-nearly-20-years The index of arcade roms hacks : https://www.romhacking.net/?page=hacks&platform=26&perpage=20&startpage=11 point
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Just did a mistake while reinstalling msys in windows, installed gcc instead of the w64-x86_64 version, very easy to do and you are in a hell of trouble if you do it. Anyway problem fixed, back to sanity, but I had to delete the whole msys directory and restart from scratch to fix it... what a mess... !1 point
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I finally fixed all this, took me a good 1+ hour, because I had to reboot multiple times to compare linux and windows... ! Anyway, in the end the patch is quite short. It's my fault for having started that, I was surprised also that the code seemed so simple when I did it in the previous version, I should have guessed there were some pitfalls ! Anyway I hope it's fixed for good this time. Yeah maybe a way to cancel the download without killing violently the program in case you get a slow server could be an idea, not for now because I had enough of stupid occurrences with these window positions/sizes/status, but I agree it would be a good idea (but not so obvious to add in the code, this dialog is very special, it's the download function which updates the dialog in a callback, so let's hope there is a way to cancel the thing...).1 point
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HBMAME and HBMAMEUI 0.245.20 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP1 point
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Ok, read it by copying and pasting the thing in google translations, thanks for the good words ! It's something zero800 should read !1 point
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No didn't know it. It looks less innovative than sfz3mix though, a lot like the zillions of clones of sf2... but yeah maybe it could be an idea to try to add it... Ok, added out of curiosity, much easier to add than sfz3mix ! Added the custom dsw as indicated on the web site...1 point
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Finally I took a little time to look into these : 1) that's where you see that neocd games which actually pause the cd instead of really stopping it are very rare, in fact I know only this one, and that's why it was unnoticed for so long ! Anyway, there should be a fix in place for all the cases now... 2) ncd_ prefix ok. 3) Can't reproduce, if you mean you can't select the entries in the main menu after dying if you go there before the cd track of the intro has time to play, it seems to work fine for me. Notice that I still have the old translation when it was in beta and the new one, and they are incompatible if you use save states ! I didn't think there were such severe modifications between them... ! And your save state was useful because all my save states were from 2015 or before and so were using only the asm core, but with current debug build you get a lot of early exits from the sanitizer because it doesn't recognize the stack structure because of all this asm in neocd. Only way around it is to use the C core instead of the asm core, but it requires a new save. 4) don't know, probably not worth investigating. I guess you should try to avoid save states if you want to play the way the game was designed, their save system is not that bad (if you forget the **** random events !).1 point
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Ok, then I'll wait for your version then ! Yes you can tell a track is looping but from memory it's the whole track in this case, so you should make sure start and end are ok for that.1 point
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Hi, I'm Zero800, creator of SFZ3Mix. I found it very interesting that another emulator wanted to emulate the new SFZ3MIX, because I spent a long time asking other emulators to accept this challenge. To emulate this hacked rom correctly, you'd have to solve at least these two problems. 1. Increasing the resolution to 416x234 2. Make the emulator use the extra graphics (gfx2.bin) when an unused bit is set. 3. Manage the .wav samples by making them play if there is one with the same ID as the song and mute the original cps2 audio when this happens Regarding the initial audio of the rom that says "Street Fighter Zero 3 Mix", it has been added to an extra audio bank, thus doubling its maximum size. The same was done with the graphics, which were doubled and signaled for the emulator to interpret when a bit not used in the original cps2 was used. Try checking the mame driver on the game's website or how it has been better implemented in FBNeo. SFZ3Mix is based on the sfa3us rom but I've mapped all its pointers to insert new code anywhere in the rom. That's why each version has nothing to do with the other, nor would it be possible to use only .ips applied to the original rom. Even though I'm not much of a programmer, I'll help you with whatever I can answer.1 point