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  1. I'm having second thoughts on this idea, for the same reason that HBMAME is still at 0.245, so sorry to alarm you all. You can still give your opinions though. Also, the forum performance is horribly slow, possibly due to the rampant bots that seem to be infesting many other forums, as they harvest everyone's input for their own nefarious use. So, sorry about that. It might be that we'll have to restrict guest access entirely. We'll see.
    3 points
  2. Mameoxtras 2025 by arcades. New games now supported Bubble Buster (Special clone of Puzzle Bobble with different levels and music) Captain Barrel (NeoGeo) Gladmort (NeoGeo) Knights Chance (NeoGeo) Quick Shots (clone of Target Hits) Games fixed and now fully playable Express Raider (game could stall on level 2) Extreme Downhill (crash on ending) Secret Agent / Sly Spy (Special moves logic for the bosses) Risky Challenge / Gusson Oyoyo (protection crashes fixed) Games with graphical improvements Asura Buster Bomber Man World Dead Angle Ghouls N Ghosts Forgotten Worlds Joyful Road / Munch Mobile Magical Cat Adventure Nostradamus N.Y. Captor Strider Taito protection MCU Hooked up the M68705 MCU for Taito's Field Day removing the dodgy simulation code game is now 100% emulated. link includes new roms added and sourcecode. [code]https://www.mediafire.com/file/8szal4su7bn7lug/MAMEoXtras+2025.rar/file[/code]
    3 points
  3. 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.html
    3 points
  4. HBMAME 0.245.27 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2025-10-10 0.245.27 New Games --------------------------------- - [baddudesn] Bad Dudes vs Dragonninja Burger Edition 2-stage demo (2025-06-28) - [bublboblu2] Bubble Bobble (Ultra) - [doubled1] Double Dragon One beta 3 (2025-09-16) - [foodfn] Food Fight (Neo-Geo port) [iq_132] - [inthuntn] In the Hunt 30-second demo (2025-05-18) - [jurl] Jurl (2025-06-14) - [kof2001s49] The King of Fighters 2001 (All Boss Plus 2025-05-31) - [kof2002s116] Kof2002 (Plus 2025) - [pacupacu1] Pacu Pacu (v1.1) [Sokurah] - [pbobblen04] Puzzle Bobble (precise controls) - [sf2ce68] Street Fighter II': Champion Edition (Re-edit v0.29.7) - [sf2mix] Street Fighter II: Dream Battle (Mix 1.5) - [sf2prime] Street Fighter II': Prime (v0.66) [zero800] - [sinistar01] Sinistar (balanced ver) [Synamax]
    2 points
  5. Yeah nothing major this time, it's more because a few things were committed to git this week to finish properly stuff in 0.97.5, and since there's nothing in the works for now it's better to release some new binaries now rather than wait an indefinite amount of time... So the changes : - Add a configuration for the joysticks dead zones in the inputs dialog, all joysticks share the same setting, don't complain since arcade joysticks don't use precise placement, it's just up left down right and center that's all. - cheat dialog: fix bug when text for the status bar is too long to fit on the screen normally the bar flashes and you can click on it to get the full text. Except the click has been broken since the transition to sdl2 ! At least this feature is not used often, which is not a surprise. - new region switches for xmvsf, mvsc, hsf2 - mshvsf: Enable "Norimaru" for all regions. It's an extra character which was reserved for Japan only previously, but it didn't make much sense to keep it only for Japan after adding a region switch to this rom. - And ffman1985 produced a new console script for sf2hfj. That's all, and this time it should be the last release for quite a while ! AppImage files updated too by the way, since sdl was updated it was too bad not to include the updated version... I didn't update the sdl2 dll in the dlls package for windows, you can grab the updated version directly from github if you are interested, but it's really about minor fixes inside, nothing major. win64 dll: https://github.com/libsdl-org/SDL/releases/download/release-2.32.2/SDL2-2.32.2-win32-x64.zip win32 dll: https://github.com/libsdl-org/SDL/releases/download/release-2.32.2/SDL2-2.32.2-win32-x86.zip I didn't even update the version number, but you can check the date of the binary either in the archives or in the about dialog, compiled a few minutes ago!
    2 points
  6. HBMAME and HBMAMEUI 0.245.26 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP
    2 points
  7. 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
  8. 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
  9. NestopiaX v2.5 Preview Build by Xtecuterx73 [quote]Hi all, I'm still working on finishing up the full update for NestopiaX and i mentioned it would be out this weekend but i got caught up in some real life getting in the way on Saturday and wasn't able to get it finished completely where i want it. BUT In the meantime i AM releasing a special preview build here with some goodies and fixes thrown in: *The naming of the XBE has changed to 2.5 instead of '21. This will fix any issues with the "'21" naming convention. *I reverted a change way back in NestopiaX 1.2 where FDS games would autoload. FDS games not autoload when selecting so no more having to manually insert the disk *Fixed a bug where the lightgun cursor was garbled and unresponsive when playing lightgun games. Not sure how no one caught this one! *Fixed *Backport of Full Mapper 555 support - Nintendo Campus Challenge '91 now plays. You HAVE to have the second controller set to lightgun just like Nintendo World Championships to get this game to load in NestopiaX. *Backport of Handling of special battery flag cases with NES 2.0 Mapper 30 ROMS - This fixes Adventure of Panzer 3 and possibly other games on this mapper to now be fixed and fully playable. *Backport of Full Mapper 354. Powerful 250-in-1, 400-in-1, and 1050-in-1 are now playable. *Backport of Allowing 32K CHR RAM on MMC3 boards with extended PRG ROM size - This fixes and allows full quiet and garbage pail kids to now run correctly. There are more code changes and cleanup in this preview but these are the ones people will mostly notice. Until the full release is made enjoy this preview build with NestopiaX[/quote] link [code]https://gofile.io/d/BduTre[/code] mirror [code]https://www.mediafire.com/file/xnqedua5is57dku/NestopiaX_2.5_Preview_Build.rar/file[/code]
    2 points
  10. 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.html
    2 points
  11. 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
  12. And the magazines have finally been delivered! Time for a few group photos!
    2 points
  13. 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
  14. I'm having thoughts on adding the HBMAME romset to ARCADE64, with the eventual aim of closing down HBMAME. It will be a very slow process, taking more than a year. But first, I want your thoughts on this idea. Good? Bad? Don't care?
    1 point
  15. As far as I know, game configs work exactly on traditional MAME, MAMEUI, ARCADE and, if ROM available in the list, HBMAME. Just move the appropriate folder ("cfg", "autofire", etc.) from one emulator's path to another. The same goes for other INI and CFG settings. I generally keep ARCADE and HBMAME in the same folder. I even merge their ROMs, and everything works fine. Only Knights Of Valour 1: Super Heroes Plus had problems with different file sizes when checksums were the same, but as of a certain release (0.279, it seems), that's in the past.
    1 point
  16. Actually I don't love fighting games, it's just that there are lots of fighting games in cps1 & cps2, but I don't love them ! I liked playing some very old fighting games a very long time ago against a friend on an atari st, and I played matmania with my cousin in the arcades too, but except that no, no love for fighting games sorry ! And no I won't buy an italian version sorry! I totally missed this dash story because I never had to handle these cps cartridges directly of course... thanks for the info !
    1 point
  17. 1 point
  18. HBMAME 0.245.26 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2025-08-09 0.245.26 - HBMAMEUI: Changed reference of "Originals" to "Parents". New Games --------------------------------- - [chelnovn] Atomic Runner Chelnov (Neo-Geo port) [iq_132] - [galapxis] Galaxian Part X (Philip) [Darran] - [mk07] Mortal Kombat Plus (v5.0.0741) - [mmatrix01] Mars Matrix: Hyper Solid Shooting (250412U)(improvement) [Trap15] - [mmatrixj01] Mars Matrix: Hyper Solid Shooting (250412J)(improvement) [Trap15] - [nbajam05] NBA Jam Tournament Edition SE (rev 5.02) - [pacupacu] Pacu Pacu [Sokurah] - [sf2prime55] Street Fighter II': Prime (v0.55) [zero800] - [sf2prime56] Street Fighter II': Prime (v0.56) [zero800] - [sf2prime57] Street Fighter II': Prime (v0.57) [zero800] - [sf2prime59] Street Fighter II': Prime (v0.59) [zero800] - [sf2prime60] Street Fighter II': Prime (v0.60) [zero800] - [sf2prime] Street Fighter II': Prime (v0.63) [zero800] - [spkick2] Super Power Kick (beta 2) - [turfmast01] Neo Turf Masters - Course and Pin Randomiser v0.1 - [y_test] Midway Y-unit Test Rom v1.40
    1 point
  19. In the arcade side, MAME tries to make the latest version the parent, which is completely opposite to what it should be. Definitely not the original. So, this suggestion has been accepted and implemented. Also, in the treeview (thing on the left side) it already says Parent.
    1 point
  20. I can confirm that plugging some earphones with a built-in mic works. You might try plugging anything with a mic. The idea is to have an input device detected in Windows. I didn't have to change anything in MAME.
    1 point
  21. I've let him know about the PM. Now it's up to him.
    1 point
  22. That's a known bug in MAME (see mametesters bug 9192), and it's been fixed for the next release. It can be worked around though. Either you can stay with PortAudio and in Windows configure an input device (such as a microphone), OR go into the default global settings, Sound, and choose something that isn't Auto or PortAudio.
    1 point
  23. Oh didn't notice there was also an update for sdl2, it's quite hidden now by sdl3. For that no problem, you can download the dll yourself and place it in the raine directory to test, you can check the sdl version in the about dialog. Actually in arch I didn't see it because the usual binary package was just replaced by sdl3, to get the updated sdl2 I need to compile it using aur, which is not automatic... ! What a mess... ! Doing that now... ! edit : updated all my sdl2 versions now, linux and windows !
    1 point
  24. Oh you could speak more clearly by saying they finally released sdl3 as I suspected would happen soon... Well I didn't know, but if the switch to sdl3 is as involved as the one from sdl to sdl2 then it won't happen now for raine... edit : and after a quick look : yes it's involved, and so it will take time, and well maybe the time is right to stop raine here, sdl2 will continue to be supported anyway.
    1 point
  25. Sorry to make a new release already, it's mainly to finish the previous one finally : after testing you could get the blue screen bug in mission 2 in shinobin (neogeo or neocd version) just by allowing the speed hacks in neogeo options in raine. You can get the same result if you use a rom cheat, and one of the cheats adapted from the original shinobi from mame is a rom cheat ! So really something had to be done ! So the main part : - disabled the 2 rom checks in shinobin, neogeo and neocd version to be able to use a speed hack or a rom cheat without getting this crazy blue screen on mission 2 - added cheats converted from the original shinobi in mame, it's just a reassembled version, so you can find the corresponding offsets for this version Except that : - Portuguese and Italian are now correctly autodetected in windows when you run raine for the 1st time (without any config file). Sorry I forgot these 2 in windows, hey I don't have anyone to maintain the windows version, so I do it by default, but it's not what I prefer ! - The watch points work better in the console when using musashi (which means the 64 bits version), and watches on words, see the git log for the details, it's quite technical. - Display again the neocd id after the short name of the game in the gui at the bottom of the screen. Just for neocd, not neogeo, that's where it's most useful when testing something which is not official. It was displayed before, but quite a long time ago. It's quite short but after that nothing is planned for quite a while ! http://raine.1emulation.com/download/latest.html
    1 point
  26. Nope apparently the resolution change is because of something done at low level, raine has absolutely no control on that, it just thinks that the real resolution is the one it displays in video info. And that's the goal of this function anyway to scale the screen and make everything on it to appear bigger. Normally this kind of thing is handled by a dpi setting, but dpi is mainly for text, then the graphical parts of the interface should scale comparatively, linux seems to do a good job for that, although it's been a long time I have seen a linux or a unix run on some really big screen, but when I switched to linux at university the servers were already using some very big screens ! I am not into the hd stuff because I find usually after 1k the improvement of the picture seems minor in most cases when switching to 2k, 4k, or anything beyond, but the increase in size for the pictures or the videos is absolutely huge, which means more storage, more processing power needed, and all that seems mostly wasted. When you think that we used screens at 576p for pal, and 480p for ntsc until not so long ago and it lasted for tens of years and nobody complained, all this seems quite crazy. But the world is turning crazier and crazier lately anyway !
    1 point
  27. It actually started in 0.97.3 because I played a little bit with the glsl stuff, I had tested and it didn't seem to break anything, but with this particular shader because it doesn't affect all shaders, there is indeed a problem. Anyway it's fixed.
    1 point
  28. And it's a good news for the lazy people who don't want to emulate directly the sega driver !
    1 point
  29. The missing strings : apparently the files in locale need to be updated too, 1st time I see that, usually this format is very stable, sorry but it will have to wait for next time. I have this for french too, the same strings. The default english : no, because it's supposed to be available to any dummy who doesn't know a single english word The missing 0.97.3 : I didn't do it on a a whim : I needed to update libintl-8.dll, but also recompile any file using it. Which meant dlls-0.97.3 became already outdated, + the 0.97.3 needed to be recompiled when 0.97.4 was just released. Useless, it's just easier to delete everything and just keep 0.97.4. Those who can compile their version can compile 0.97.3 if they want to. precision : if you don't recompile the binary which uses this dll, it's not just the translation functions which don't work, you get a cryptic message from windows on launch and immediate return to desktop ! That's also why 0.97. 3 became useless after updating this dll if it's not recompiled.
    1 point
  30. 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
  31. Since they took so long, I decided to make a new release of MAMEUI - 0.273.1 Extra changes: - cdibios: fixed crash at start [MT9037] - vp415: fixed regression and crash at start [MT9024] - svision: fixed crash at start if no cartridge [MT9017] Happy New Year 2025.
    1 point
  32. 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
  33. D : I remember now, it's just that the key sequence you type is the sequence which is searched, so if you type twice D, it means you are looking for DD, which can be dangerous in case you have a game whose label contains DD, like top hunter, the neogeo game... ! If you are not sure, it's better to enable the "return mandatory" option. I didn't do that to be standard, just to find a way to be as fast as possible with the keyboard, it works well. And for the mame update : it's a never ending headache, I stopped following their nonsense years ago, all this should have been done differently normally (preserving the old rom sets and just adding the new ones with an increasing number when they are found), it would preserve compatibility with all versions, and usually the most recent version hasn't got very important changes. So well I accept patches to update the romset if you feel like it, if not, you'll have to be patient because I really hate doing this stuff !
    1 point
  34. 1 - I was tempted to say it's not really a bug, it's super minor and you are the only one using this at least from what's reported on the forum, but the fix is trivial, just reset exit_options when opening the game options, so I did it. 2 - gui options / return mandatory C - yeah if it can't find the key you just pressed in the following games in the list, then is starts to look for it anywhere in the game title, that's for when you don't remember the whole title ! This thing is made to be used very fast, and I can confirm it does its job well ! D - not sure, well just press return in this case, I won't bother to look why it didn't select it as it should have done in this particular case.
    1 point
  35. HBMAME 0.245.21 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2024-11-13 0.245.21 New Games --------------------------------- - [bubblem01] Bubble Memories: Black Edition (World) - [bubblemu01] Bubble Memories: Black Edition (USA) - [dilith] Dilithium Lift - [dkongjr01] Donkey Kong Junior (bugfixed) - [galaga03] Galaga Challenging Only (2024-03-26) - [knightsch] Knight's Chance - [kof94s40] Kof'94 (Team Edit Edition v1.4.2) - [quarth01] Quarth (Cooperative) - [redearthep] Red Earth (NO CD, Easy Password) - [sf2ce59] Street Fighter II' (Golden Magic) - [sf2ce60] Street Fighter II': Champion Edition (Aimed Barrels) - [sf2ce61] Street Fighter II': Champion Edition (Aimed Fires) - [sf2ce62] Street Fighter II': Champion Edition (Barrels of Fun) - [sf2ce63] Street Fighter II': Champion Edition (Bird in Hand) - [sf2ce64] Street Fighter II': Champion Edition (Burning Fires) - [sf2ce65] Street Fighter II': Champion Edition (Fire Serpent) - [sf2ce66] Street Fighter II': Champion Edition (Vampiric) - [sf2ce67] Street Fighter II': Champion Edition (L735 [CL1785]) - [sfz3mix] Street Fighter Zero 3 (Turbo Mix 0.31) [zero800] - [ssf2t10] Super Street Fighter II Turbo (940223U, difficulty fix)
    1 point
  36. HBMAME and HBMAMEUI 0.245.21 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP
    1 point
  37. Nope, sound_card becomes a string value in the config file for sdl versions from now on, the old config file is converted on the fly so you don't have to edit it manually. Actually sdl2 accepts only a soundcard name when opening a soundcard, not an id, so it's easier this way. While testing I stumbled upon the case where you get a strange soundcard name with trailing spaces, in this case the trailing spaces are removed when reading from the config file which added another case to fix... ! Anyway it should work in all cases now, hopefully ! Test your thing... same link.
    1 point
  38. I won't try to recreate a rare bug, it's rare so just avoid it that's all. There are known issues in sound like changing the sample rate in a game which use fm music after the game has started will produce bad sound, the known workaround is just to quit when you change the sample rate. Yeah I know it's not super ideal, now if someone wants to send patches to improve all this, I'll accept them ! It's assumed people can setup their sound once and then keep the settings for normal play. A program which works in all conditions is a crazy thing, that's something you learn quickly when you learn how to program, even if you try to do it with some sample code it can quickly become crazy. Now for some safe environments where it's a necessity, people try to keep programs small to avoid that things become too crazy. For raine it's already very big, you have to be a minimum reasonable about what to do in this case, it's already working as well as possible with some pitfalls which can be easily avoided.
    1 point
  39. This part alone almost made me crazy. There is a compatibility hack in sdl2 to stay compatible with sdl1 so that it never returns the device id 1 on success when opening an audio device ! So it means you must ignore the returned device id (if using something else than autodetect). Crazy stuff... I'll fix that ASAP... It's changed in sdl3, it correctly returns the logical device id which was opened, I guess sdl3 is soon now. I would have spotted this earlier if I hadn't changed my installation here, no 2nd audio card to test... oh well... !!! Ok, fixed. The autodetection is totally different now, it can't rely on opening the device as it did before, so it might work better for you now. Tested in many configurations, it should be ok everywhere. For the neocd bios, yes it looks for neocd.zip in the raine directory, it can't look anywhere else since there are no roms directory in neocd. It's always been like that.
    1 point
  40. Same kind of hdmi setup but without windows. Anyway... ! edit : I actually just noticed why the mini didn't have a 2nd soundcard, because it's an integrated intel soundcard which needs a dedicated firmware ! Since I don't use it because I need a digitial out connector and it has none I don't really care, but I installed the firmware anyway. But no luck for you, it's a very specialized pc, no desktop environment at all and no windows, so it still selected the usb soundcard as it did before, oh well, you'll see on your side but if it doesn't work like you want I won't be able to do anything about it anyway ! (sdl2 choice, not mine).
    1 point
  41. If you want... You know normal people don't keep on deleting their config files all the time, usually sound setup is done in a few seconds only once and never after that, so it doesn't really matter which device is selected by default usually... But it's your day of luck, sdl2 thought about people like you and it knows about selecting a default device instead of just the 1st one, so that's what I'll do now. I can't test it now because I don't have any pc with 2 soundcards, maybe the mini but it has no raine for now because of a very small disk... I might test this later then. (but I don't guarantee sdl2 default will be the one in your desktop, but maybe !). edit after trying : no luck, the mini has only 1 soundcard detected, I got an old pc with 2 but this one hasn't been powered on for 3 years now and everything is too outdated on it to test something like that ! Oh well, you'll test that next time... ! Anyway I have no pc with 2 soundcards and windows installed on it !
    1 point
  42. No, there's no good reason to re-add it. The main reason why most games prefer desktop fullscreen games is probably because there are less issues when alt-tabing out of the game and you can have some windows visible on top of the game screen without issue, which is impossible with the real fullscreen, it's totally exclusive and it can have sync issues sometimes. The desktop fullscreen is the modern way to do that, the real fullscreen was the old way. Glad to see it's finally fixed, it was the most annoying series of bugs to fix, especially when you think that it was not even related to real emulation ! Most of the fixes are short, it's not complex code, but you just need to guess what needs to be done, there are more comments in the code and in the git log about all that.
    1 point
  43. 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.7z
    1 point
  44. 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
  45. Maybe it's just a sync problem when you choose the real fullscreen mode, normally these modes have nothing special for sync, but except that... But anyway knights is a 16:9 game, 384x224 it's 1.71 16:9 being 1.78), but I guess you took care not to use real fullscreen modes here again didn't you ? Anyway if the scaling parameters are normal it tries to apply the same scaling value to w and h so that at least one dimension takes the whole screen. For knights it's normally the horizontal screen which is full, there is a very thin black border on the top. That's why it's impossible to get a black border around the whole picture here, it's either w or h which is maximized. Unless your super windoze chose a video mode with some sync problem which forces black borders, use desktop fullscreen only, it uses the same sync as the desktop so there should be no black borders, and I really don't understand how you could miss that you were using real fullscreen modes, if you want to do it from windowed mode you have to choose left in the gui... anyway removed soon if I make another binary one day. (or you have something which reports a wrong resolution, I never heard of that). For the gui screenshot I might be able to add some code to be able to take a screenshot from raine (I guess just make the same keyboard shortcut to work from the gui), but you can't do much for the way windows does things here. And the reason I disabled maximized -> fullscreen is because it becomes almost impossible to restore the window for maximized state in windows, so it's still the case. And for the print screen key not working, it might be microsoft's way to try to discourage the use of opengl programs in favor of direct3d, except that it's stupid since if you want to be able to run your program on something else than windows, direct3d is not an option ! edit : another "confidential" binary for you to play with, it recognizes the 1st 2 emulator keyboard controls from any gui dialog, the 1st being screenshot, and the 2nd switch to fullscreen. Which means that poor windows users who can't take a screenshot using the print screen key will now be able to use the standard raine key for that at least ! And you'll be able to switch to/from fullscreen using your chosen key, alt-return by default. By the way real fullscreen is removed. By the way the code to take a screenshot from the gui is shamelessly copied from the old dos allegro version with minimal modifications : png instead of pcx, and calls ogl_save_png in the end to save the picture (same thing as the game drivers). Contrary to the allegro version, you'll get a message box telling you the filename of the screenshot when it's done. The link is still the same : http://raine.1emulation.com/archive/tux/raine.7z
    1 point
  46. And an update on this too, I recently bought a new one, chose one recommended by tom's hardware : Nacon EVOL-X Really good compared to the piece of crap I had previously, you sense some resistance in the joysticks moves which is very nice (more precision and durability probably), and even in the cross. Really not comparable to what I had before. Worth mentioning : it's for the xbox one apparently, it requires that the pc sends some initialization command through usb otherwise the gamepad remains inert (and its power led is off). It's done automatically by windows since they push to have xbox controllers to become standard on pc, but it's not in the mainline linux kernel yet, so you have to use an alternate driver for this one, I got xone-dlundqvist-dkms-git from arch, works flawlessly with that.
    1 point
  47. 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
  48. I'm having trouble making save states with the Arcade64 (0.264.0 / 2024-03-27). When I try to save state I get error: "Error: Load state file [romname]\quick.sta not found" Never had this problem with the previous version and wondering if I've forgot a setup option or something else at fault?
    1 point
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