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  1. 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
  2. MAMEUI Classic 0.255.0 has been released. Fixed a crash with some sliders: Gamma, Brightness, Contrast etc Available at https://messui.1emulation.com
    3 points
  3. Most of the changes in this one are for the dos version and were released as 0.96.6 for dos anyway, but : - fixed an amazing bug for pengo which was here since 0.43.2, that was in september 2005 !!! See the thread in the forum if you want details. - galaga will now display a message when loaded if it can't find anything for the explosion sample, you can ignore it, it's for info. - gui fixes : games states, transparency, length of game title + size at bottom of screen. - a new "color theme", it was just because I noticed the dos version had actually 3 color themes, but it was done simply by rotating the colors rgb values, here it's a little more involved. Anyway the red theme had been forgotten in the sdl versions... http://raine.1emulation.com/download/latest.html
    2 points
  4. MAMEoXtras More Odds N Ends by arcadez [quote] New games now supported Beyond Kung-Fu (missing background gfx same as current MAME) Clockwork Aquario Donkey Kong Remix Mortal Race games fixed and now playable Kiki Kai Kai (via the new MCU dump) Virtua Racing games with graphical improvements U.S Classic Safari Rally Shuuz games now with sound Safari Rally games now with sound sample support safari rally games with emulation improvements Hooked up the M6801 protection mcu for Taito's Kiki Kai Kai fixing many issues in game eg broken enemies and game logic this game can finally be considered 100% in the emulation dept and fully playable. Improved the performance in Virtua Fighter and Virtua Racing by disabling debug logging calls in the Model 1 graphic code. general fixes and improvements Backported the MB86233 CPU added stalling support to the V60 CPU [grant2258] Hooked up the TGP logic data for Virtua Racing game now playable [grant2258] Added support for Clockwork Aquario to the segas18 driver [grant2258, arcadez] Added support for Mortal Race to the stlforce driver [mistydreams, arcadez] Backported a graphical fix from latest MAME to fix missing shadows in Atari's Shuuz [MAMEdev, arcadez] Fixed missing player 3 buttons in Final Fight Anniversary Edition [arcadez] Added support for Beyond Kung-Fu the super rare Kung-Fu Master 2 prototype to m62.c [MAMEdev, arcadez] Hooked up the M6801 protection MCU for Kiki Kai Kai game can now be considered 100% playable [MAMEdev, arcadez] Speedup both Virtua Fighter and Virtua Racing by disabling logging calls in model1 gfx. [grants2258] Added missing color proms and decoding for U.S. Classic [mahoneyt944] Fixed colors and added sample support for Safari Rally plus added the World Version [mahoneyt944] [/quote] link [code]https://1fichier.com/?n8jsd9aiqdvx0il8b9ay[/code] mirrorlink [code]https://www.sendspace.com/file/izyty2[/code]
    2 points
  5. HBMAME 0.245.16 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2024-01-28 0.245.16 Clockwork Aquario: Added sound, removed freeplay. New Games --------------------------------- - [240ptest1] 240p Test Suite v1.0 - [captcommh12] Captain Commando (readjusted v1.1) - [captcommh13] Captain Commando (readjusted v1.2) - [dinoj14] Cadillacs (Ex Musou v.1+Battered Hack) - [dkong21] Donkey Kong Pacman Crossover v1.00 - [dkremix] Donkey Kong Remix - [dt7] Dynamic Trial 7 (prototype) - [hsf2s15] Hyper Street Fighter II: The Anniversary Edition (040202U, difficulty fix) - [sf2reds07] Street Fighter II': Champion Edition (2020 Golden Edition) - [sfz3j19] Street Fighter Zero 3 (980629J, Training Edition v1.2) - [sfz3mix24] Street Fighter Zero 3 (Turbo Mix 0.24) - [sfz3mix25] Street Fighter Zero 3 (Turbo Mix 0.25) - [sfz3mix] Street Fighter Zero 3 (Turbo Mix 0.26) - [ssf2t09] Super Street Fighter II Turbo (940223ETC, difficulty fix)
    2 points
  6. All the motivation of mer-curious brought this, it's mainly for samsho2pe, "samurai shodwon II perfect hack v1.8", thanks to the info found in final burn neo. This is a special hack this time since it adds a new memory rom mapping to the neogeo driver, never seen before in raine. Except that I got rid of index_roms.html finally, this file was here as a quick way to get the roms sizes, but actually using the head http command is more efficient (!), and got a proper fix for this weird green screen bug that mer-curious had in windows for way too long... ! That's all folks !!! http://raine.1emulation.com/download/latest.html
    2 points
  7. Didn't think of anything, it can read command.dat, but not display it ! So it's enough, updated the download page, it appears below the 2 other binaries, 2.4 Mb, including history.dat and hiscore.dat, these 2 are handled. http://raine.1emulation.com/download/latest.html
    2 points
  8. HBMAME 0.245.15 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2023-12-25 0.245.15 New Games --------------------------------- - [ddonpachjd] DoDonPachi (Japan, demo) - [pandajump2] Panda Jump (set 2) - [ramokromok] RAM OK ROM OK (Galaxian hardware demo) - [sfz3mix22] Street Fighter Zero 3 (Turbo Mix 0.22) - [sfz3mix] Street Fighter Zero 3 (Turbo Mix 0.23)
    2 points
  9. HBMAME and HBMAMEUI 0.245.15 32bit avaliable (Xp compatible). Download from: RETRODANUART.COM
    2 points
  10. Just a notice about the talk of the other day about android : raine would work almost out of the box on the steam deck, it's an amd cpu, running linux arch, and this is what is supported here by default ! Ok, it's not like using a phone which is already useful for some other uses, but for those interested, it just works. I don't own one so I can't give some step by step instructions on how to install, but it's probably quite easy. It's probably worth mentioning this !
    2 points
  11. MAMEoXtras Odds N Ends by arcadez New games now supported Dogyuun (8/25/1992 location test) Maze Invaders Pack N' Bang Bang (Final Retail Version) Photo Y2K 2 Puzzli 2 Puzzli 2 Super games with graphical improvements Atomic Boy / Wily Tower Cannon Dancer / Osman Contra / Gryzor WWF SuperStars games now with sound Atomic Boy / Wily Tower Dogyuun (Via the newly supported set) games with sound improvements Rim Rockin Basketball CPS1 changes Street Fighter II' - The World Warrior now clocks at 10mhz all the other versions of Street Fighter II and the following games now run at 12mhz to get rid of slowdowns where there shouldn't be... Dai Makai-Mura Capcom World 2 Final Fight 30th Anniversary Edition Megaman / Rockman - the Power Battle Pang 3 Pnickies Quiz and Dragons Quiz Tonosama no Yabou 2 Zenkoku-ban Strider Hiryu (Japan set 1) Varth Toaplan2 changes Reverted the v-blank graphical handling back to MAME84 which reduces slowdowns in the following games..... Armed Police Batrider Batsugun Batsugun Special Battle Bakraid Battle Garrega Dogyuun FixEight Ghox Grind Stormer / V-Five Kingdom Grandprix / Shippu Mahou Daisakusen Knuckle Bash Knuckle Bash 2 Mahou Daisakusen / Sorcer Striker Pipi & Bibis / Whoopee!! Snow Bros 2 Teki Paki Truxton II / Tatsujin II / Tatsujin Oh (Japan] general fixes ad improvements Added support for Dogyuun (8/25/1992 location test) to toaplan2 this version has full sound and music [arcadez] Added Photo Y2K 2 Puzzli 2 and Puzzli 2 Super to the pgm driver [arcadez, IQ_132, Haze] Switched Contra to use the HD6309 for the main CPU to get rid of slowdowns and fix a crash after 2nd enemy base [arcadez] Backported a fix from later MAME which gets rid of sprites sticking on the screen in Contra [Kale, mahoneyt944] Updated the romset for Pack N' Bang Bang to use the final released version rather than the unfinished prototype [arcadez] Fixed missing commentary voices and correctly hooked up player 3 and 4 inputs for Rim Rockin Basketball [arcadez] Fixed some graphical niggles and hooked up full sound and music for IREM's Atomic Boy / Wily Tower [MAMEDev, arcadez] Fixed WWF Superstars bad sprites with some of Randy Macho Man Savage moves eg back suplex etc etc [MAMEDev, arcadez] Hacked around some game breaking protection calls in Solomon's Key which could make levels unplayable [MAMEDEv, arcadez] Added Maze Invaders Atari prototype to the centipede driver [MAMEDEv, arcadez] Fixed some gfx niggles in Cannon Dancer / Osman eg some objects like the truck on the last level didn't move previously [MAMEDev, FBN, arcadez] link (includes new romspack) [code]https://1fichier.com/?ghe1437xse02jdxj1d2y[/code] mirror [code]https://www.sendspace.com/file/50c4ai[/code]
    2 points
  12. MAMEUI Classic 0.259.0 has been released. Available at https://messui.1emulation.com Note: Official MAME isn't released yet, don't know when it will be, so I might have missed some late changes that haven't happened yet. I didn't feel like waiting around as I have better things to do.
    2 points
  13. Gunbarich is a new psikyosh game, so 32 bits only, it's a crazy breakout, but with the standard joystick as input. Except that the fixes : - fixed loading roms from internet archive when there are multiple rom names known and the 1st is not the one in internet archive, I noticed this one while doing a new raine install at a friend's... ! This bug was added in 0.96.2 because I wanted to have a visible error when the rom size wasn't found, well it wasn't found for all these games with multiple names ! - fixed a crash in the 32 bits version when trying to use any game using the 6502 cpu, there was a conflict between the 6502 and the sh2 because of an endif and a misplaced break... ! Also I started to add daraku, but this one uses a new type of layer, with line/row scroll too, so it's too much for me for now, the game is loadable, but doesn't work. http://raine.1emulation.com/download/latest.html
    2 points
  14. Wow, this one was hard ! For those who have read the topic about the sh2 version, this is it, except finally there was no serious bug in the sh2 emulator, it was related to the cache read which is very specific to the saturn and which is useless here and which gave me an error very hard to understand, but finally it's over... So in the end the sh2 additions are for the 32 bits version only, as planned. It might be possible to add the sh2 emulator from kronos for the 64 bits version, but I lacked time and motivation to do that lately. It's still possible it will eventually happen in the future, but not guaranteed, in case you didn't notice there are things going on around here which prevent me from doing what I want lately, and it's very possible that I stop raine soon. It was an incredible adventure anyway, I would never have thought that it would have lasted for so long ! To be more precise about the new stuff : gunbird2, strikers 1945 iii, tetris the grand master 2 and 2+, sol divide, and dragon blaze are added and playable. Dragon Blaze has some serious graphical glitches, I didn't emulate everything for the video emulation in this driver, but I decided it has been long enough since the last version and it's really time to release something now. This version uses "gens sh2", which is the sh2 emulator from Stéphane Dallongeville. The new games have hiscores saving, history, and cheats. Console support for the new sh2 is partial, but it's enough to get all this. Except that the 64 bits version gets what was discussed before summer but never released in a binary form, mostly some text updates from mer-curious, the additions of some samurai shodown clones (samsh5fe & samsh5pf), some surprising fix for the neocd games with a width of 320 (most neocd games have a with of 304 pixels), sgemf region bytes and the region clones are removed for this game, and the console mode script for sgemf from ffman1985, all this has been in git since june, but if you don't compile it's the 1st official binary release. Of course all this is also in the 32 bits version, but the 32 bits version is the only one getting the sh2 stuff since it's in x86 assembly language. http://raine.1emulation.com/download/latest.html linux builds updated, the 32 bits version obliged me to make a 0.96.0a because of a stupid bug in xgettext which refuses to accept an utf8 character in an input file when it should, and the 64 bits build obliged me to make a 0.96.0b because gens_sh2 was not correctly disabled for the 64 bits build in linux ! What a mess, but anyway everything is updated now.
    2 points
  15. Earlier than what I thought because of some rather big bug found, but I took the opportunity to fix a few more things : - fixed the hiscore saving for tgm2 / tgm2p (a new @delay command in the hiscore.dat for these 2) - fix a crash when starting acrobatm or any game in the nmk driver actually, and fixed an older bug which prevented these games from starting - Finally added the roms info so that the new sh2 games can be downloaded from internet archive http://raine.1emulation.com/download/latest.html
    2 points
  16. [quote] almost every of the 600 released retail games (including the ones only distributed via Takeru vending machines) 300 of the best doujin (homebrew) games * All translations for retail and doujin games released so far some demos, best of multimedia files, huge selection of disk magazines, a lot of utilities and even more goodies Artwork: boxscans, title screen & action screenshots for every game as well as about 300 gameplay videos emulator included just ftp and you are ready to go[/quote] link [code]https://1fichier.com/?ce23m3i9nm5b01aeb15o[/code]
    2 points
  17. HBMAME 0.245.13 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2023-08-05 0.245.13 - HBMAMEUI: Can save a filter combination as a new filter. - The GCC build version has been increased to 11.2 (available from mamedev site) New Games --------------------------------- - [amazonn] Soldier Girl Amazon (Neo-Geo port) - [arkcrsn5] Cruisin 5 (demo) - [froggerp] Frogger (fixed) - [mhavocrv2] Major Havoc - Return to Vax 1.8 - [ssf2tnl] Super Street Fighter II Turbo (New Legacy v0.8 beta 2023-07-20) Also whatsnew for 0.245.12 was accidently omitted last time, here's the list of new games for it. 2023-06-15 0.245.12 New Games --------------------------------- - [galaxiann] Galaxians (Neo-Geo port) - [horekidb3] Kid no Hore Hore Daisakusen (Neo-Geo port) - [landmakr03] Land Maker (English translation of the story line)
    2 points
  18. after 3 years we can play aleste 3.originally released on the aleste collection. this game was originally developed by m2 and is a new entry in the aleste series. tested and working on both mekax and neogensplusgx emulators on original xbox. link [code]https://1fichier.com/?of67grjuwlwmmptlme6h[/code] mirror [code]https://anonfiles.com/paA8Ge37z3[/code]
    2 points
  19. It's all in italian, but there are nice pictures, you can see the page of the kof98 test, which also talks about ips patches. And you can translate the text if you want, by using google lens on a cell phone for example ! Here is the link : https://zzapmagazine.blogspot.com/2023/05/zzapraine-numero-12-in-arrivo.html?m=1
    2 points
  20. In the old days (!), I used something very convenient for that, electric fence, it just created a crash as soon as a read or write was done outside a normal area, then you just used a debuger to find what line triggered this exactly. But the problem is that multi threaded programs are not supported by electric fence and these days everything is multi threaded (quite normal with all the cores in the cpus now). And so I was left with sub optimal ways to try to debug memory stuff in raine for years. I tried some, like memwatch which can have its uses, but doesn't track everything so it's a lot less useful than what I had before. Then with clang came -fsanitize=address, a compiler command line argument, which is now handled by gcc too. And this thing works amazingly well ! Most of the asm code is even supported (except the 68020 stuff mostly). I should probably have spent more time playing with this when I added clang support, but I had a lot of stuff to finish at the time. Anyway I finally tried this thoroughly and it produced quite a few fixes in git already : - for the okim6295, this stuff is very old but there was a clear buffer overflow for old_bank, I suppose since it was a small array it had some limited effect and didn't create any crash but it could have. That's the most serious one i got so far. - all the others are mostly read overflows and since it didn't crash it had no effect, but it's better to have them fixed anyway. These fixes are in git, and they replace memwatch in debug builds for now.
    1 point
  21. RSDKv3-xbox A Full Decompilation of Sonic CD (2011) & Retro Engine (v3) to Original Xbox. by danielgpinheiro original release information,including controls and so on. [code]https://github.com/danielgpinheiro/RSDKv3-xbox[/code] link(includes correct sonic cd rsdk file) [code]https://www.sendspace.com/file/mf0ntc[/code]
    1 point
  22. MAMEUI64 0.263.0 has been released. Available at https://messui.1emulation.com Latest in-between build is available at https://github.com/Robbbert/mameui/actions (A github login is required. EXE only). Some changes now allow to use the latest GCC version for compiling if you want.
    1 point
  23. I don't have Windows 11 due to Microsoft limitations, so MAMEUI is not officially supported on that OS. However I assume that other people know if it works or not. I've never heard of the black screen problem but assume it's a local issue with your video. Let's see if anyone else knows something.
    1 point
  24. HBMAME and HBMAMEUI 0.245.16 32bit avaliable (Xp compatible). Download from: RETRODANUART.COM
    1 point
  25. Ok, just release 0.96.6, no new topic because it's exactly the same kind as the previous one, small things. The difference is that this time there is no new game : - what I hope will be the curl final fix, see a few posts higher in this topic for more info, everything should finally work as expected, it will create html files for index in the raine directory when needed. - a fix for savegames in the gui which showed by mistake the clones saves at the same time, this thing is never used, really. - the neogeo saveram can be saved by game to preserver hiscores, or shared as the neogeo hardware did and as we did until now. Option in neogeo/neocd options. - Fixed the colors selection in the gui (gui options / colors), they were broken since the switch to sdl2 ! and slightly improved the look of the green theme by the way. - The old behavior of the sdl1 gui where menus appeared behind dialogs in transparency is restored, it's only for dialogs, those having a black title bar. You can update the blue theme either by going to gui options / colors / revert to... and choose green, then blue, then exit and the colors are updated. Or edit the bg color in this same menu, and set alpha to 0xc0, same result. Or you can do nothing to keep the old one, but then don't complain if the transparency makes things hard to read sometimes ! The rest are super minor changes, not worth detailing here... http://raine.1emulation.com/download/latest.html
    1 point
  26. Well finally I got curious about that, why not unleash all the crazy transparency from opengl instead ? And I got this : You have 2 menus and 1 dialog overlapping each other (you can see a very small part of the main menu at the very top, the top of the "Load game" line), plus some moving lines in the background, and the whole thing takes 0% cpu, because transparency was made in software mode in sdl1 but here it's in hardware mode and all this is natural for opengl... ! I had to make the dialogs more opaque to preserve some readability, so you'll have to go to gui options / colors / revert to, to reset the alpha channel to its new default value, either that or adjust the bg color manually (I fixed the color dialog, it was broken since the switch to sdl2, the colors are handled differently in sdl2 and nobody noticed, oh well...). Maybe that's a little too much ? I'll wait a bit, but for now I think it's still very readable ! edit : finally I had to limit myself and revert to something more like what there was with the sdl1 gui, that is : draw the background menu only if the top most menu is a dialog (that is, it has black title bar attached to the menu, no top or bottom frame on screen). The reason is the game selection dialog, the main menu was hiding most of the background picture, which makes the feature useless. That's that, or remake completely differently this game selection dialog. Maybe one day, but not soon for sure... !
    1 point
  27. It's because with the sdl1 gui you saw the video options menu behind it and for more readability you needed to have this one non transparent. Now I hadn't even noticed that now that the desktop background is drawn (the lines), we don't see anymore the background menu ! Oh well, this gui is not really a multi window system, so I am not going to try to recover the disappeared menu in the background, it would be outside its scope, but maybe restore the transparency here now yeah... !
    1 point
  28. I had a quick look at what mame does, and they save this "nvram" (that's how they call the saveram) separately for each game, no option there, and since fbneo is based on mame, they do the same. Oh well, might do the same too, I'll think about it. Well if you can use a mouse reliably in your living room you are more lucky than me, on my side keyboard only !
    1 point
  29. And bam ! The curl system is a little broken again ! I was too fast to think the file sizes were correctly reported by internet archive, they are correctly reported only for the fbneo archive probably because it's the only one which is not inside a zip file ! It would be nice to take this one as the main archive except the neogeo games inside this one contain all the neogeo bioses, which makes them quite bigger ! So, ultimate solution in git : re-create the index html I had before, but this time on the fly, saved in the raine directory, 2 indexes now, one for the raine archive, the other for the finalburn archive, no need for fbneo since it reports correctly its sizes. Then use the html files to extract the sizes when they are needed. It works, there won't be an update just for that because the current version seems usable anyway even with this. The progress dialog looks bad because the size returned for everything which is not in the fbneo archive is -1, but it works anyway. So it will stay like that for now, update next time for finally a solid curl solution for all this mess ! Notice there are obviously multiple servers serving internet archive requests, some are very fast, but some are very slow, the download speed can change hugely depending on the server you get... !
    1 point
  30. Oh well since your video is so short I took the trouble to reproduce this here. Well in the meantime I updated my windose to win11, I was starting to get frustrated with mine, plus it was filling its partition because windows has a stupid way of handling its boot disk, so I bought a new ssd and installed a new windows on it, this was better. It's still a windows though so I still use it as little as possible, but it's better this way. Anyway I didn't have raine in the windows disk anymore because of this, so fresh install, I just grabbed the games.cfg containing your associations from the linux disk before rebooting in windows, I installed the latest version from the site, in 64 bits and latest version, didn't touch any setting, and no green screen here (I even downloaded the aof3 rom from raine, using internet archive, I noticed I wrote intrnet archive in the french translations, oh well...). Sorry ! But I don't think it's related to the cpu anyway, but I don't know what it's related to then.
    1 point
  31. Thanks for releasing MAMEUI Classic 0.261.0 Robert. I appreciate it. Merry Christmas.
    1 point
  32. Eh, feedback after all ! Ok well I won't discuss this, if somebody finds it useful it stays, just be careful at your settings, and if you have a doubt erase the config file to return to default settings.
    1 point
  33. You'll notice a problem only if your soundcard doesn't use 44.1 KHz by default, if it does then there is no problem. The crash happens very fast in the intro sequence, as soon as the 1st leave appears. (errr, it's actually a petal !) Released a new binary for that, 0.96.4, just 1 line added but it fixes this crash : http://raine.1emulation.com/download/latest.html It's related to the changes done for sdl2, previously the soundcard was just opened in 44.1 KHz for neocd, no matter the configuration.
    1 point
  34. here is a download for super mario 64 for the original xbox. this was ported over from the original decompilation. [code]https://1fichier.com/?j2ggipmhcfopkizmxyev[/code]
    1 point
  35. Fixes for the left out bugs from yesterday, plus adding a last game : - fixed the bad ymf278b emulation, sound is normal again for all games using this chip which include the sh2 games - fixed the bad palette for dragon blaze - added s1945ii (including hiscore saving, cheats and there is a new history file). Which should make a much more solid version than the one from yesterday. A word about alpha blending in the psikyosh driver : currently sprites are drawn 1st, which means that if a sprite is drawn with some alpha blending effect over some layers, it won't work, you can see that for example in tgm2, the next game piece to go down is drawn over a black background instead of some alpha blending effect on top of the background layer. The idea was to make an improved version of this driver using directly opengl functions, it would simplify a lot all this alpha blending stuff and the priorities, I had a piece of code I had played with a few years ago, but I lost it ! I am not really motivated for now to restart everything from scratch, so for now I'll leave it as it is, tgm2 is very playable and enjoyable as it is anyway (by the way I thought 1st it was just a commercial tetris accelerating like crazy so that the player can't play for too long, but actually there is a trick, if you survive the big acceleration after some time the game will return to its initial speed after some quite surprising effect... ! So it's not a bad game, it's just a pity they don't explain exactly how it works during attract mode). I could have made a workaround for tgm2 to have the blending effect anyway, but as it is now this would be in software and the blending functions are super slow, so I prefer to leave it as it is now. Probably the last raine version for at least quite a while ! (and there is an optional update for the dlls for this 0.96 version, the dlls32-0.96 and dlls64-0.96 packages are here with an updated sdl2 inside, but it's not mandatory). http://raine.1emulation.com/download/latest.html
    1 point
  36. It's been a major rehaul actually. But it was well worth the effort! Now the website is much easier to browse and has new icons and pieces of information that make it clearer. Thanks for your help Tux! Link to Zzap!Raine: https://raine.1emulation.com/zzapraine/index.html And the magazines are at: https://raine.1emulation.com/zzapraine/issues.html L.
    1 point
  37. HBMAME 0.245.12 has been released. https://hbmame.1emulation.com/ In HBMAMEUI, the History tab has been updated. The supported dat files are: - history.xml - mameinfo.dat - command.dat - gameinit.dat Support of the following has been dropped: - history.dat (no longer updated by the official site) - marp.dat (not updated for 7 years) - story.dat (not updated for 7 years) - sysinfo.dat (not updated for 7 years and not relevant) - messinfo.dat (not relevant)
    1 point
  38. HBMAME and HBMAMEUI 0.245.12 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    1 point
  39. Samsh5fe is the ultimate final version of samsho 5 special (NGM/NGH 272 like samsho5sp, which makes sense). samsh5pf....it's not perfect, it's Samurai Spirits V/Zero Special "Final Edition" or "Location test" version (extracted from samsho neogeocollection) and modified by fans. "Real" Perfect is a patchs (titles screen, overkills, english language for story mode, etc) set applied on the fly in memory, on the original 2004 location test version, and available only on PC(steam/epic/..)/exa-arcade. Note that the NGM 273 is a pure invention for the samsh5pf romhack. This perfect roms in finalburn is a simple attempt to re-create Perfect (and it's mostly just the title screens and story mode text translations, but it lacks many iterations: modified fatality etc.), so this roms is just a classic hack. The NCI version is an absurdity, as it's the final edition BUT in a box with Perfect covers... adding extreme confusion to the situation (plus a sound roms is erroneous in their cartridge version, but corrected in the latest FBN version). In resume, Perfect it's the loc test rom which was used as based to make samsho5 perfect on EPIC/STEAM/EXA-Arcade, and the available version in FBN is a simple hack. Note that the exa version is slightly different from the PC version, and has been more reworked, notably to recover the original fatality of the special mvs or better translation of English texts in story mode, but once again, this is memory patching done via an official emulator called Moo . No official Perfect v1 (epic/etc) or Perfect v2 (EXA) roms are available. Only hacks may exist, and none are identical for the moment. (sorry for my english)
    1 point
  40. For the 1, no having a setting for default region would be overkill, the default region is set to Europe for neocd games because raine is made in Europe. I guess I could detect the current locale and use japan instead if the locale is japenese, but even that would be quite overkill. It's not a problem of correct or not, it's just the game is not recognized before the 1st part is loaded. Once it's loaded if you reset the name doesn't change, so it knows how to take the right settings. So if you really want to see this animation, there's just a rest for you. It's not an emulation bug neither, the neocd console has a fixed region so it always plays all games using the same region. Here we choose to allow the player to set the region independently for each game. So that produces a difference, but my goal is once again not to emulate precisely the console itself, but just to support neocd games as well as we can, that's all. The games are good, but the console itself is not interesting. For the 2, I'll try later without any configuration file although I doubt it will make any difference, but it's annoying, it's always longer to retrieve the files needed in this case. I reproduce it very easily with last blade 2, but not samsho3, go figure... ! Anyway, it was probably here since the beginning of the sdl2 version, so quite some time ago already, but it's right we played less neocd games with that version, and it was the kind of thing which could happen. Anyway the fix is just 1 line, very easy to fix. It affects the games with a width of 320 (although for some reason it's not so obvious for me in samsho3, there might be some other parameters there). Anyway it's fixed... thanks for the report !
    1 point
  41. MAME, WOLFMAME AND MAMEUI 0.255 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    1 point
  42. Ok it's fixed, ironic find, it's a specific cue file which creates the crash, and from internet archive, I hadn't even noticed they had neocd files. I won't put auto-download from there though because such a format is really a waste of space ! Anyway the indexes are taken into account that's why there was a crash here, that's indeed the index which crashed simply because it tried to seek in the file before loading it... !!! At least the fix was short. I don't plan to release a binary just now for that, this bug has been here for years ! For info to reproduce it, I had an iso + wav files dump and I hadn't even converted the wav to mp3 (lazy... !). So I just adapted my cue file to look like yours. Then I made a savegame during the demo just before the highscore screen appears. For me it crashed just after the hiscore screen. This way it was very fast to get to the crash, these neocd saves are super efficient ! And finally converting my cue file was not even necessary it would have crashed even with the one I had originally, it's just that nobody left the demo running until now, and for some reason this kind of crash doesn't seem to happen during normal play... !!! Quite crazy ! But at least it was easy to fix. It's a super old bug here again, from neoraine time, you are super efficient to find bugs currently !
    1 point
  43. I haven't got the latest one, but still more recent than that, I had to allow an update specifically to be able to update the nvidia driver, I couldn't install the latest version without that, so I guess you don't have the latest nvidia version neither ? It must be the 22h2 if I remember correctly, I disabled windows update after that and I hope to keep it at this level for long. Well you are lucky it's minor, just a white cross instead of a green one, because supporting such a specific windows version would seem quite crazy. Anyway... ! edit : confirmed after verification, 22h2, installed late in march 23 because I blocked windows update before, and I still blocked an update on this version (I can now update the nvidia driver so it's enough for me).
    1 point
  44. Yeah I was surprised too ! At least it was something easy. I tried xcopy but it's no good here, I need to decrypt the whole rom, not just 1 area. In debug mode raine saves automatically the whole rom when you quit, but with cps2 it's encrypted, that's what I need decrypted. I plan to optionally load the keys and if they are available decrypt the thing and run the game decrypted, but only if the keys are available. Anyway for now the weather is quite warm, Roland Garros has started even if it should be a lot less interesting this year than previously, and so it's not an ideal time to code, but I'll try to do something soon.
    1 point
  45. Well for the 1st, yes it's odd but no idea for now. For the 2nd it was already in 0.95.5c, so I am not the only one who didn't notice. For now no idea neither. edit : not 100% sure but it's probably related to cps2 encryption, sorry but I don't intend to take back sfz3j without further investigation here so it will take some time. I suggest either reverting to 0.95.5c for that or use sfz3jr1 which is still here (and if you can find a difference between sfz3jr1 & sfz3j, you can post it here !). For the 1st it might be related to the crazy way mame (yeah because fbneo just uses mame code) renders the sprites. Sorry but I don't intend to ever render the sprites using the same way, too time consuming for the cpu. Here again not 100% sure, would require more investigation, but not sure I'll want to investigate this further for now.
    1 point
  46. And I just posted the binary for 0.95.5d, the very last update for this 0.95.5 version. Just what we discussed in the past week, some improvements for the ips support (mainly load_continue support, but also the way the .dat files text is displayed), and the option to mute the sfa3 announcer in sound options.
    1 point
  47. I didn't know there was a possible crash when loading different games using ips patches in the same session, if it's been reported it was lost, anyway I just fixed it. Yeah from what I remember only 1 collection was serious, it must be the fba pack. But emufrance allowed to fix this load_continue thing, so it's fine too. Found a few oddities in romhacking there : https://www.romhacking.net/?page=hacks&genre=&platform=26&game=&category=&perpage=20&order=&dir=&title=&author=&hacksearch=Go actually you have to rebuild the .dat files manually there, they didn't even include them, the majority is clearly for consoles but there are a few original arcade ips, including : - bublbobl ultra : more a proof of concept than a real bublbobl extension like buble bobble redux, but it's not worthless. - donkey kong : this is the one which made me bring bps patching to raine, although I knew I wouldn't like the graphics, nes graphics are horrible usually, but I was still curious to see it. - strider : some rom fixes from a real fan. he went as far as finding there was a music which should play when out of time in the rom and which never played, and managed to fix the rom to make it play, plus improved a few of the graphics. Maybe I should post at least some of the dat files I rebuilt by hand, but it's not very hard to do. I just enhanced the .dat parser to allow spaces or tabs as separators and any number of them. They have a few street fighter patches which are totally equivalent to some of the cheats here, so they don't seem interesting at all. These patches are clearly to burn some real eeprom and not to be used inside an emulator, but why not use them anyway ?
    1 point
  48. I'll take a look later at your kof2003 problem, but this kind of path is begging for problems here : spaces + even simple quotes and [ inside a path, and it's so long it becomes ridiculous. Normally there are workarounds for that and this kind of crazy path is accepted, but I hope you at least tried a simpler path before reporting that.
    1 point
  49. 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:
    1 point
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