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  1. HBMAME 0.245.10 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2023-03-13 0.245.10 New Games --------------------------------- - [240ptest] 240p Test Suite - [ckongpt2s01] Crazy Kong with DK colours and graphics - [looptrsp] Looptris Plus (2022-12-24) - [pitfall2u01] Pitfall II trainer (2002-10-15) - [pollen] Pollen Angel - [sf2mix] Street Fighter II: Champion Edition (Mix 1.3) - [vr01] Virtua Racing Rival Edition V7 (2023-02-22) - [xeviousn] Xevious (NeoGeo, beta 1, 2023-03-07)
    4 points
  2. MAMEoXtras 10th Anniversary Year Release 2 by arcadez New games now supported Angler Dangler Hypernoid Marble Madness II Megumi Rescue Games fixed and now playable zeroize Games with graphical improvements R-Type Leo Games with sound improvements Tough Turf (Japan) General Fixes And Improvements Added invincibility flashing effect to R-Type Leo [Haze, arcadez] Fixed broken graphics and colour cycling effects in R-Type Leo [arcadez] Added Megumi Rescue to the Sega System E driver [Haze, arcadez] Added support for the super rare Atari prototype Marble Madness II to the batman driver [Mame Dev, FBN Dev, MAME2003+ Dev Team] Added support for Angler Dangler to the decocass driver and fixed Zeroize at the same time [Mame dev, arcadez] Added Hypernoid to the NeoGeo driver [arcadez, KMFDManic] Fixed sound and music and added missing speech support for the Japan version of Tough Turf [mahoneyt944] New roms included in the download. link [code]https://www8.zippyshare.com/v/8HHiM7lD/file.html[/code] mirror [code]https://1fichier.com/?3ipt9hjp4w8joscvoxve[/code] mirror [code]https://anonfiles.com/L4a4Udn8y8/Mameoxtras_10_anniv_year2_rar[/code]
    4 points
  3. Eyra The Crow Maiden,new release for the megadrive. link [code]https://www39.zippyshare.com/v/rApnTJd2/file.html[/code] mirror [code]https://1fichier.com/?yegw8z3a7juwi0jcwhuz[/code] mirror [code]https://anonfiles.com/l7h1y5F9xd/Eyra_The_Crow_Maiden_bin[/code]
    4 points
  4. It's still mainly about fixing the sdl2 issues, the only emulation change is the addition of some rasters emulation for cps2, finally, but I didn't test that a lot (actually only on the lava level in attract mode for msh !), so don't expect miracles. It's easier to emulate than the neogeo rasters though, so it's fast. Except that : - mouse wheel fixed again - the gui handles some strings too long to be displayed properly (they are cut now, but the default is still a small 640x480 window for raine, so just change that to fullscreen or anything bigger before complaining !) - fix broken screenshots in opengl - some experimental game controllers mappings for mer-curious, we'll see how it goes... - the option to use the dpad for movement only or to be able to remap it when the dpad is recognized (game controllers) - and some little details (more default inputs for the joysticks, the hats are handled again natively for unknown game controllers...). http://raine.1emulation.com/download/latest.html
    4 points
  5. 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
  6. 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
  7. here is Jessie Jaeger in Cleopatra's Curse a new release for the pc engine CD. [quote]Jessie Jaeger in Cleopatra's Curse is a new metroidvania-style game for the Sega Genesis, Turbografx-16 and Turbografx Super CD! Explore Cleopatra's Crypt to find the pieces of her sarcophagus, and save your grandpa from her curse![/quote] [img]https://i.imgur.com/mMO8OLm.png[/img] image type=BIN/CUE link [code]https://www35.zippyshare.com/v/8xRyq9sk/file.html[/code] mirror [code]https://1fichier.com/?mrbjahvjlrrlfsnkzn2u[/code] mirror [code]https://anonfiles.com/L8T5Z3qdu2/_PCE-CD_Jessie_Jaeger_in_Cleopatras_Curse_PD_2021_rar[/code]
    3 points
  8. 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
  9. Bigger archive than usual because new sdl + new muparser + new history.dat inside ! Except that : - it's mostly the big update of the translations. I couldn't contact the spanish or the italian translator, so only the french and brazilian ones are really updated, for the others it's just the minimum updates so that they continue to work. mer-curious sent more patches to change some texts in the english GUI too. - added some console functions to handle save states from a post in the forum, we'll see if it's useful or not - added the ability to choose a japanese font, see the thread about that in the forum for details (it's optional). For the drivers which had a japanese name, you can now see it from the About dialog, "Driver information" - fix a weird crash in windows 64 bits only when using -nogui and a cps2 game (probably related to gcc, used a dummy statement to work around it), and fix another bug related to -nogui when you call the cheat dialog using the keyboard shortcut despite the fact that you started with -nogui ! - arkangc : finally discovered that the 1st bit of the dipswitch is used for the initial ball speed in this version, it's now handled correctly (I used the cheats to control the ball speed with it so far). - fixed some bug in the controls related to mouse buttons, especially for the right mouse button (found out while trying to use the new trick to access the 50 last levels in "arkanoid returns", there is another topic in the forum about that). - fixed controller mapping while translating it : the joystick index was wrong, and the window to define the mapping only appeared the 1st time you used this function ! Which makes quite a few changes just for a bug fix release ! Get it from there : http://raine.1emulation.com/download/latest.html
    3 points
  10. 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
  11. MAMEUI Classic 0.254.0 has been released. I decided to try a different distribution method this time. You can get it from our download section:
    3 points
  12. MAMEoXtras Decade by gamezfan [quote] New games now supported Back Fire (Tecmo) Big Fight - Big Trouble In The Atlantic Ocean Heavy Unit Hook (Japan Version) Snapper Woodpecker games fixed and now playable Deroon DeroDero Freekick (official Sega Version) Golden Axe (Version 2) Jungle Hunt / Jungle King / Pirate Pete (crash on final level) Shooting Gallery Space Cruiser Space Seeker Toukidenshou - Angel Eyes games with graphical imrovements 64th. Street - A Detective Story Alpine Ski Avenging Spirit Beast Busters Big Striker Bio Attack Chimera Beast Cybattler Double Dragon 3 E.D.F. : Earth Defense Force Elevator Action Elevator Action Returns Hachoo! Highway Race In Your Face Jungle Hunt / Jungle king / Pirate Pete Legend Of Makai Mario Bros Mechanized Attack Mega Blast P-47 - The Phantom Fighter Plus Alpha Red Clash Rod-Land Saint Dragon Shingen Samurai-Fighter Taxi Driver The Astyanax The Combat Tribes The Tin Star Water Ski Wild Western Zero Hour games now with sound Special Forces Special Forces II Zero Hour games with sound improvements Big Event Golf B-Rap Boys Congo Bongo Great Thousand Mile Rally Great Thousand Mile Rally 2 Hachoo Inferno Kick Goal The Legend Of Silkroad games now with sound sample support Zero Hour Games Now With New And Improved Samples Congo Bongo general fixes and imrovements Added a totally new driver with pandora drawing hacked cpu banking and Mermaid MCU to support Heavy Unit [arcadez, Mistydreams] Fixed the official romset for Free Kick [MAMEDev, arcadez] Added a previously missing graphical effect for Mega Blast now when you get the green pickup the shield orb on your ship can be seen [HAZE, arcadez] Added support for the Tatsumi driver supporting Big Fight - Big Trouble In The Atlantic Ocean [Mame2003 Dev Team] Updated the Tecmo Sys driver to MAME126 both Deroon DeroDero and Touki Denshou - Angel Eyes are now playable [Haze, Arcadez, dink] Hooked up the missing SN76496 sound for Special Forces and Special Forces II in the dkong.c driver both games now have Sfx and music [arcadez] Fixed some serious graphical problems affecting Zero Hour wrong colours bullet width tilemaps etc etc Red Clash will also benefit from this [Hap, dink, arcadez] Added sound sample support for Zero Hour which was totally silent previously [dink, Otto_Pylotte, MistyDreams, arcadez] Sorted broken dip switches in Mr Do's Castle, Do! Run Run and Mr Do's Wild Ride plus fixed the sound for Indoor Soccer [MAMEDev, arcadez, SapphireDrew] Fixed broken sound in Hachoo and Kick Goal plus sorted some graphical priority issues for 64th. Street - A Detective Story [MAMEDev, arcadez] Added sprite buffering to the megasys1 driver improving the gfx for 64th. Street - A Detective Story, Avenging Spirit, Chimera Beast, Cybattler E.D.F. : Earth Defense Force, Hachoo, In Your Face, Legend of Makai, P-47 - The Phantom Fighter, Ninja Kazan, Plus Alpha, Rod-Land, Saint Dragon Shingen Samurai-Fighter, The Astyanax + more also added missing prio prom dumps for the games that did not have em already [MAMEDev, arcadez] Fixed Dragon Gun from locking up on the final boss and sorted an issue with the energy bar being missing also on the final boss [MAMEDev, arcadez] Added missing dac sounds speech and crowd cheers etc etc to Taito's Big Event Golf [arcadez] Fixed broken sound for the classic Williams game Inferno by backporting a sound cpu hack from later MAME [Aaron Giles, arcadez] Prevented The Electric Yo-Yo from hanging during the attract mode by interleaving the CPU's [MAME Dev, arcadez] Updated some parts of the Taito SJ code to MAME 103 vastly improving the emulation for Elevator Action, Jungle Hunt, Sea Fighter Poseidon and more [MAME Dev, arcadez] Fixed an issue where Space Seeker would not coin up and start due to a previous commit which added an invalid input game now playable again [arcadez] Stopped Space Cruiser from crashing on the asteroids level and added the dedicated button for the continue mode [MAMEDev, arcadez] Fixed Jungle Hunt / Jungle King / Pirate Pete from crashing on the last level [MEMEDev, arcadez] Sorted a gfx niggle with Mario Bros where the screen would shake incorrectly left/right rather than up/down when you hit the POW box [MAMEDEv, arcadez] Added support for Woodpecker to the pacman.c driver [MAMEDEv, arcadez, mahoneyt944] Added sound banking to the OKIM6295 in silkroad.c fixing missing Sfx and Speech in The Legend Of Silkroad [MAMEDev, arcadez] Added the Prom dump for Taxi Driver and hooked up the palette init fixing colours in the game [MAMEDev, arcadez] Improved the sound for Congo Bongo by adding new samples and reclocking the 2nd SN76496 channel to fix the drums tempo [MAMEDev, arcadez] Added support for Back Fire to the Tecmo driver [MAMEDev, arcadez] Fixed broken attract mode and likely other problems with the japan sets of Undercover Cops due to incorrect speedup addresses [Bryan Mcphail, Scandy] Fixed some missing graphics in Beast Busters and Mechanized Attack then sorted sprite priorities on level 2 in Beast Busters [bmcphail, dink, arcadez] Added a new hack to fix the lights dont go out when shot in Elevator Action Returns and clones which doesn't break the gfx on the game ending [dink, arcadez] Fixed some serious graphical issues on the final level in Double Dragon 3 and the third level in The Combat Tribes [arcadez, Cibomatto2002] Fixed collisions in Golden Axe (Version 2) and improved the irq timers for Body Slam [mahoneyt944] Added support for Snapper to the system16 driver and hooked up the sound and music [mahoneyt944, arcadez] Fixed sound popping on B-Rap Boys and some sound banking niggles with The Great Thousand Mile Rally games [Mistydreams, arcadez] Added support for the Japan version of Hook to the m92 driver [arcadez] Fixed Shooting Gallery in dkong.c by adding the inputs and lightgun crosshairs [arcadez] [/quote] download includes emulator,new roms and new samples. link [code]https://www79.zippyshare.com/v/vXbRCVSE/file.html[/code] mirror [code]https://1fichier.com/?viz18o5efftgx9mf9y9u[/code] mirror [code]https://anonfiles.com/Oar9P5a6za[/code]
    3 points
  13. NestopiaX '21 by XtecuterX73 NES/FDS emulator for xbox. [quote]Welcome to the re-branded NestopiaX '21! Due to the sheer amount of fixes,tweaks and improvements over the past decade the name has been changed.Included are many changes, fixes and a few features.[/quote] [quote]1.) Added support for MMC3 Big CHR-RAM Board (Rdanbrook) 2.) Updated VRC-7 instrument dump (NUKE.YTK) 3.) Added emulation of the upper bits of registers 5103 and 5102 MMC3 4.) Added support for Mapper 30 (Mystic searches, Troll burner) (retro-wertz) 5.) Added support for Mapper 28 (Twin Dragons) (retro-wertz) 6.) Added support and improve MMC5 emulation accuracy for Sim City Nes Prototype (Rupert Carmichael) 7.) Added support for Mapper 31 INLNSF 8.) Added option to Boost nes sound emulation. Can be found in sound options menu 9.) Pass test: apu-reset/len/ctrs enabled (Rupert Carmichael) 10.) Pass test: blargg_ppu_tests_2005.09.15b/power_up_palette (Rupert Carmichael) 11.) Correctly implement opcodes 9C and 9E (Rupert Carmichael) 12.) Correctly count cycles and write correct value to 0x4017 on soft reset (Rupert Carmichael) 13.)Tweak hard reset cycle timing (Rupert Carmichael) 14.) Fix mapper 71 Behavior (Rupert Carmichael) 15.) Implement full behaviour of Mapper 156 - fixes Janggun-ui Adeul/General's Son (Rupert Carmichael) 16.)Handle correct SOROM Reset and Save/Load behaviour - fixes saving in Genghis Khan, Nobunaga's Ambition, and Romance of the Three Kingdoms. (Rupert Carmichael) 17.) Correct FDS IRQ behavior. ALL KNOWN FDS GAMES NOW WORKING. (Rupert Carmichael) 18.) Implement correct VRC2a CHR bank selection (Rdanbrook, Rupert Carmichael) 19.) Improvements to Tengen Rambo Mapper emulation (fixes shinobi, skull and crossbones shaking screens) (Rupert Carmichael) 20.) Implement mirroring for UNL-KOF97 - Fixes boogerman II (Rupert Carmichael) 21.) Implement Mapper 307/KS7037 Metroid FDS Conversion (Rupert Carmichael) 22.) Implement Mapper 306/KS7016 Exciting Basket FDS Conversion (Rupert Carmichael) 23.) Added the toggle for Saturation from the PC NEstopia port. Can be found in NTSC filter options for now. 24.) other fixes/emulation tweaks/xbox side fixes/code cleanup i forgot, eh!?[/quote] link [code]https://www21.zippyshare.com/v/uvdiVzu5/file.html[/code] mirrorlink [code]https://anonfiles.com/4c04zbl0u5/NestopiaX_21_rar[/code] mirrorlink [code]https://1fichier.com/?oeblqet8a245hkg4gy53[/code]
    3 points
  14. here is an updated download for most of the new releases/demos and homebrew/hacks releases for multiple consoles. console games for atari 7800 msx pc engine gba gbc nes snes virtualboy sega game gear master system megadrive and others link [code]https://1fichier.com/?u6qy8erj8c934n7rfiq9]code] mirror [code]https://anonfiles.com/W3C0z8leub/New_Games_for_Old_Systems_v3.0_rar[/code]
    3 points
  15. Although MESSUI and MAMEUI are officially dead, similar technology is used by HBMAMEUI, which is still alive. So I wanted to find out what could be done to get WinUI working with a compiler newer than GCC 10.1. For whatever reason, ARCADE64 is fine with GCC 11.2 and has been using this version for some time. Since MESSUI is extremely unlikely to be seen again (since nobody has said anything since it was cancelled), I've done my experiments with it. The main issues with a newer GCC are: - Crash while building the tree (the things in the left pane) - All icons missing - A crash when a certain invalid screenshot was encountered. The screenshot issue was the first thing to fix. apexc.png was internally a wav file, so the code thought it was a jpeg and ran out of memory. This has been fixed, so now it will think the file doesn't exist. The treeview crash - I couldn't locate the exact bad code, so I used the version from ARCADE64 and then had to make extensive modifications to get it to fit in. But finally it's working. Lastly - the icon problem. Again, I haven't found the exact line of code, but I did learn quite a bit of how a listview works (or is supposed to work). MESSUI and MAMEUI have 3 listviews (main game list, loose software, swlist software), while ARCADE64 and HBMAMEUI only have 1 (main game list). A listview can have a choice of displays (small icons, large icons, list-only, and report (various columns)). We also have a variation of report called grouped (the clones are indented). When tested, the small icons and large icons were very slow to work, and in MAMEUI it appeared to hang. This stuff has been removed from ARCADE64, you just get report mode only, with a choice of small or large icons, and a further choice of indented or not. This works quite well. With a listview in report mode you can either have WIndows do the work for you, or you can have code to do it yourself, if it's something that is outside the scope of what Windows does. The loss of icons happens in this custom code, but I'm not sure exactly where yet. ARCADE64 gets Windows to do it, so the custom code doesn't exist. I decided to make the icon displays in MESSUI (main game list) the same as ARCADE64, as it is much faster. However this means that the choice of clone colour no longer does anything, so it will have to be removed. For the software lists, if you chose a different icon display for the main list, the software lists went a bit crazy, because of a bug joining them together when they should have been separate. This has now been fixed. I've left the software lists with the custom code, so their icons will be blank with the newer GCC. Everything else works the same as before. So, at this stage, MESSUI is working fine with the newer GCC, except that - You can't choose a separate colour for the clones - No icons in the "SW Files" tab (they will show if compiled with older GCC) I'll keep working on this, because eventually it will need to be transferred into HBMAMEUI.
    3 points
  16. HBMAME and HBMAMEUI 0.245.9 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    3 points
  17. Final Burn Legends v1.26 u1 by gamezfan
    3 points
  18. - Finished galaga, savegames are more reliable and added a cheat to select the starting stage - revamped the "most played games" in the game selection dialog, now you can choose between "most played" and "most recent", which opens a new dialog with all the games you played. The list of "most recent games" is initialized the 1st time from the dates of the game files in savedata, if you kept them. - 5 new kof hacks found by ffman1985. These are quite good hacks, it's for kof super fans only of course, and most of them can't be found in the internet archive (but kof2000ps2 can !). - a few fixes for the console - mer-curious changed a few texts around the interface, and I updated the translations so they continue to work anyway. Hey, it's been quite a long time since I had 2 people contribute to a version, thanks guys ! Find it there : http://raine.1emulation.com/download/latest.html
    3 points
  19. Yeah galaga after all this time, talked about adding it long ago, I didn't forget, it just took me very long to find the motivation. Read the details and how to have the explosion sound there : It comes with an update to history.dat and hiscore.dat, which makes the archive slightly bigger than usual. There is also a cheat file. except that : another fix for multiple cpu games which tend to hang (got the case with bublbobl, what a shame), I really hope it's the last time, it should. And another one for -nogui on the command line, when trying to load a neocd game (it worked with normal arcade games). This combination was probably not used by lots of people for sure. And a fix when taking screenshots from a window with an odd width (like 773), it could produce a very distorted image. I have no idea how my window reached such a width to produce this result, but at least it allowed me to fix one more bug ! And lots of improvement for the sound associations, new games supported, and improvements for quite a lot which were already supported, find the details in the forum if you are interested. There was also a fix for the automatic "skip silence" used for audio tracks which could eat the beginning of the actual track in some situations. (thanks to ffman1985 for all his tests and suggestions) Find it there : http://raine.1emulation.com/download/latest.html
    3 points
  20. Ok, particular version since it adds 3 gauntlets games (the main one, the spanish version which doesn't speak spanish so it's not really interesting, and the 2) which work perfectly with the C cpu cores (64 bits version), but not well at all with the asm cpu cores (32 bits). I might return to that with new ideas later, but since the changes are already becoming quite big, it was probably a good time to release this. These games are really a playground for hackers with all the crazy stuff inside, I might play more later then... ! About the games themselves, these are really multiplayer games, you can test this in solo, but you won't get far. By the way, big thanks to the advancmame team which maintained an old version of mame which can still be compiled nowdays, I used this for testing stuff while trying to understand how things worked, very convenient... Again the new games can be played only in 64 bits, they can be launched in 32 bits, but don't complain if there are problems ! They were some big beasts finally, adding 2 new sound chips + the slapstic support. Ah also despite the original hardware having a 68010, I found they work very well with a 68000 only, so I left the 68000, it's easier. You'll notice the binaries are 1 Mb bigger than usual, that's because they contain an update to sdl2 (I'll update the dlls package later), the updated history.dat file (which won't be in all releases but this time it was updated with the new games info). There are also some new cheats for the new games but these are small. Except that, a lot of fixes as usual, this version is smarter with internet archive so it's able to get its files from more directories so it's already able to get the gauntlet roms and the updated toaplan2 ones. It also removes the ssl verification which gave me an error when I tested this in windows (I wonder if it ever worked in windows, I don't think I tested this in windows ?). Other fixes for the ksystem games which were still trying 8bpp functions (kikikai, knightb and kicknrun, very old games too), for toaplan2 (there was a high probability of crash if loading more than 1 toaplan2 game in the same session), the gui (mouse wheel support was not perfect), the console (basic support for the 6502 which also allows to use cheats for games using only some 6502, never noticed they didn't work before, too many things to test, really... ! And some fix for the 68000 breakpoints too). That's all ? Yeah I think... Ah I had a problem when testing the windows binaries in wine, but they work well in my native windows 10, so I released them anyway, I'll make some more tests with wine later. And the linux binaries will be updated soon too... http://raine.1emulation.com/download/latest.html edit : for the linux binaries there was an update to muparser in arch just now, my 64 bits version is now 2.3.3 while the 32 bits version is still 2.3.2 ! So well the 32 bits version can't be compiled for now, I'll fix that tomorrow. edit 2 : finally I updated my 32 bits libmuparser manually so that I can compile this. The pkgbuild and the archive are posted, but you won't be able to compile this on your side without muparser-2.3.3 in 32 bits ! You can use the archive though (.tar.xz), should be binary compatible with 2.3.2.
    3 points
  21. Darius Extra and Mega Turrican Director's Cut roms for the sega megadrive,new releases. apparently Mega Turrican Director's Cut is not working on any mgadrive emulator but hopefully we might get a fix. darius extra works fine on all megadrive emus,such as picodrive/kega/neogensplugx etc.... link below [code]https://www58.zippyshare.com/v/ul5DGU50/file.html[/code] mirror [code]https://1fichier.com/?1sol2388jeqb4wu2ttdn[/code] mirror [code]https://anonfiles.com/nf5cKdD6xa/dumped_roms_zip[/code]
    3 points
  22. Yeah Yeah Beebiss II for the nes. link [code]https://www84.zippyshare.com/v/BTHMhl3v/file.html[/code] mirror [code]https://1fichier.com/?v53vftvmnvk2dnfhcel7[/code] mirror [code]https://anonfiles.com/7dt3SfF8x2/Yeah_Yeah_Beebiss_II_PD_2022_zip[/code]
    3 points
  23. In fact it's not so much the driver itself, it's what kind of hardware there was inside. There is a last potential in raine which was never used in all these years : starscream, its default 68000 emulator can also emulate a 68010, but there is no game using a 68010 in raine. Now it's more complex than just calling a function to tell you want a 68010 here, you have to assemble a separate version of starscream just for that, with all its function starting by s68010, making all this a mess. But I found lately that I can use the 68000 functions to prepare the emulation and just change the cpu type at the end to actually run the emulation, and it should work, so it was worth a try after all this time... Then something interesting. Well some old atari hardware was intriguing, using a speech synthesizer despite their old age, these are pre-1990 games, usually the games of this era are very primitive. I even remember this kind of chip, they tried to sell some for the old 8 bit computers like the oric, it was very expensive, so nobody bought them, but it was still intriguing. Not something too complex though, the gauntlet driver seemed fine for that, it's not exactly easy, but at least it didn't look too complex, and there is a last reason for that : Neil Corlett, the author of starscream wrote a gauntlet emulator for dos a very long time ago, mge, but he didn't release the source and so this thing is totally forgotten now (and it's too bad, I would have loved to have a look at certain parts of this source). That was it, it was going to be gauntlet then ! Well I must say it's maybe the only game where I never played the arcade machine and I didn't like it, it was obviously some cash machine, something made to just get more money, making the conversions for the computers of the time actually more interesting. But still, it was worth trying this. Well there was a 1st problem : the slapstic, which is some kind of parasitic chip connected to the rom, which intercepts the address bus requests to make things more complex. There was an incredible work done by mame in the old days to document this chip, they even made some very clear and portable source to decode them (in their old versions, since then it was contaminated by their c++ frenzy and has become very obfuscated and not portable at all, but I don't care, I just used an old version). It almost worked directly in raine without modification, almost, it gave me some small problems and this thing is not easy to debug, but anyway. After that, there was the fact their sprites for the "playfield" layer are inverted (they should be xor-ed with 0xffff, it took me a very long time to find out because I am not good with sprites problems). Anyway it was an interesting challenge. After that the real stuff started : the inter-cpu communication (there is a 6502 for the sound with the 68010 in this game). The code to synchronize the chips in this game is crazy, the main cpu sends a reset request, in its reset code the 6502 checks if there is a sound command waiting, if there is none it enters an infinite loop and it's game over. So it must receive a sound command, but not the nmi which goes with it because if it has the nmi then it can't see there is something waiting ! Just crazy ! Anyway to sum up things at this point : I finally have something working (except I didn't add the real sprites yet, just the layers), but only with the C version of the cpu emulators ! If using the usual asm versions, there are serious inter cpu communication problems making the sound almost completely broken. The 68010 emulation in starscream was broken for some reason, I fixed it last night, a problem in the rte instruction, but now the result is exactly the same as using its 68000 code ! And there is also a problem with the 6502 asm emulator apparently. Well the good news is that it's working great in 64 bits ! It will probably be the 1st game working only in 64 bits, becasue debuging these asm cpu cores is extremely complex and time consuming, I already spent quite some time time on them, fixed some bugs in both, but I think I had enough of it, there is not much point pushing things more than that at this point. The funny thing is that the sound works very well, I had no problem on this side ! Actually in 98-99, mame and raine used the same sound drivers, so I just took some old versions for the pokey and the tms5220 chip since these are old drivers in mame, and they worked with just some slight modifications to adapt them to some things which are different in raine. They work well, but the speech synthesizer would be very hard to use out of this emulation, there is no high level interface, but it gives quite incredible results if you think about the year it was made... ! I still need to clean things up, there is also kiki kaikai which is broken (I found this while cleaning up some headers !). So I'll take some more time to finish this. It was an interesting experiment even if quite frustrating in the end I must say. I think the code used by mge was heavily hacked to be able to work in these conditions. It would have been interesting to see how it was hacked. The slapstic doesn't use a simple test, and there was also the inter cpu communication to patch to make it work, really too bad he didn't release the source, I would have been very curious to see that (his official site has gone with his mail, there is a page about him there, because he got famous about some rom hacking tools too : https://www.romhacking.net/community/99/ )
    3 points
  24. metal dragon for the megadrive,new release. link [code]https://www17.zippyshare.com/v/qh5TMBdo/file.html[/code] mirror [code]https://1fichier.com/?nzt54rqmcccp2ruwoyfx[/code] mirror [code]https://anonfiles.com/z344l0D0x6/Metal_Dragon_zip[/code]
    3 points
  25. here are the neogeo roms for xeno crisis and also the neogeo cd release as well. site [code]https://shop.bitmapbureau.com/[/code] link [code]https://1fichier.com/?i1jkbi9gvus987tccq0q[/code] mirror [code]https://anonfiles.com/dcm6g4D2v4/XeniCrisisNG_rar[/code]
    3 points
  26. Yeah I think I can call it like that, that's him who reported all the bugs to fix, with great descriptions to be sure to be understood, he was perfect on this one, even if I was a little disappointed to see 0.92.2 disappear so fast ! Anyway here are the fixes this time : - the sound associations were deleted if you loaded any game which had some. This reason alone was enough to make a new binary to avoid that people delete all their associations ! - yet another gui problem where the loading dialog was zoomed too much. Fixed, and the default is now to use opengl for rendering, which makes much more sense since it has more options and is much more tested. - cps2 rasters are better, see the details in the 0.92.2 thread if you want to know how. - and the joysticks configuration changes again, which obliged me to reset again the keys configuration since they are saved with the keys. Sorry, it should be the last time I do that. This fixes a conflict between the hat of a gamepad and a stick direction if the gamepad was not recognized as an sdl2 game controller. This one was hard to precisely pinpoint, but anyway it's fixed too. Very few changes, but they were necessary. I hope to rest longer this time ! http://raine.1emulation.com/download/latest.html
    3 points
  27. small update [quote]here is a little update for those that could not do without the Sega Y-Board games, there are also a couple more fixes ported across from MAME2003+ for Taito's Superman and Twin Hawk which unknown until recently were always broken in MAME84, just delete your previous save and drop these xbe's over the top of your MAMEoXtras build enjoy.[/quote] MAMEoXtras 2021 Final Bonus [quote]Whats New in MAMEoXtras 2021 Final Bonus Added support back in for the Sega Y-board games Galaxy Force 2 G-LOC Air Battle Power Drift Rail Chase Strike Fighter Games with graphical improvements Superman Twin Hawk Games now with improved sound Twin Hawk General Fixes And Improvements Fixed missing and or broken graphics in Superman and Twin Hawk [arcadez] Fixed some sound niggles in Twin Hawk [arcadez][/quote] link [code]https://www77.zippyshare.com/v/4rHxVD4o/file.html[/code] mirrorlink [code]https://1fichier.com/?itvgxg6hab1narlk033d[/code]
    3 points
  28. Jim Power The Lost Dimension In 3D for the nes. https://www.youtube.com/watch?v=OG5V-VWRtP0 link [code]https://1fichier.com/?2nuobr86np4l2jgc2slw[/code] mirror [code]https://anonfiles.com/da3cz1ocuc/Jim_Power_-_The_Lost_Dimension_PD_2021_rar[/code[ mirror [code]https://www119.zippyshare.com/v/IzeOgsw3/file.html[/code]
    3 points
  29. Trophy for the nes by gradual games. link [code]https://www22.zippyshare.com/v/sBk9MbJn/file.html[/code] mirrorlink [code]https://1fichier.com/?m9u25x35uezpn2l4ts11[/code] mirrorlink [code]https://anonfiles.com/NfzarfG8p5/Trophy_World_Unl_NES_zip[/code]
    3 points
  30. this is Jay and Silent Bob Mall Brawl for the nes. https://www.youtube.com/watch?v=ZRlB10JlSp0 link below https://www6.zippyshare.com/v/54rOFpVx/file.html mirrorlink https://1fichier.com/?ssrdngphdkmcoa8uhmv9 mirrorlink https://anonfiles.com/RaE9BeK0o4/Jay_and_Silent_Bob_Mall_Brawl_zip
    3 points
  31. 3 points
  32. MAMEoXtras 2020 Release 2 by gamezfan
    3 points
  33. 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
  34. 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
  35. 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
  36. 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
  37. 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
  38. Fixes only this time, there were quite a few annoying ones, plus a surprise from long past, a fix for 64street & chimerab attract mode! For these 2 to say the truth the fix itself was found by Haze for mame around version 0.170 so quite a long time ago already, and then found in the github web interface by Antiriad, and finally adapted by me to raine ! This bug made me crazy, such a simple memory map for such a crazy effect, no move during attact mode... It turns out it's something very similar to the nmk driver, they push what they can do with the 68000 to the limit, write bytes are mirrored to words in their main ram ! Actually this bug had been here since 0.28 and before, but I saw it only when testing the turbo key behavior, so it's a very special bug !!! Anyway except that the more classical bug fixes are : - better message for broken ips .dat files - Ignore repeated keys ! I had some trouble with the turbo key DEL, which must be held down as long as you want the acceleration to occur, but after a while it created havoc. It's because sdl2 handles key repetition and I missed it completely ! It's fixed now. - console : fix breakpoints for 68k cpus which I had stupidly broken when adding the z80 breakpoints ! - The multiple files selector used for ips dat files doesn't loose its selection anymore when resizing the windows - Still for ips dat files : when no dat files are selected delete the corresponding ini file when leaving the directory or closing the dialog - some more fixes to this multiple files selector... ! - a fix for a crash I got in the console while copying and pasting info from the console Get it from there : http://raine.1emulation.com/download/latest.html ... and updated the 2 appimages to 0.95.3, I won't do that for all releases but since the build system was updated very recently it was very easy to do just now.
    2 points
  39. As most of you know, various members of MAMEdev like to expound on the legal situation now and then. Since nobody knows any better, everyone assumes that the statements are correct, right? Right? WRONG! Well, about half right. Nobody from MAMEdev has ever taken legal action against anyone, and most likely never will. It would need to be personally funded - there's no company account here. Who in their right mind would do that, for a hobby that has no income, and therefore no damages? Since legal action won't happen, they (the "3 stooges" in particular) resort to bullying, lying, trolling, influencing, cancel-culture, and doxxing to get their point across - even if it has no legal basis. Some of the things they do verge on law breaking in some countries. This series has 3 parts: 1. About MAMEdev 2. The trademark 3. The license Disclaimer: Like all of MAMEdev, I am not a lawyer. However, unlike them, I have spent the last month intensively researching the situation, and have uncovered a number of unpleasant surprises, both for me and for them. In some cases, the required information hasn't been found, and so I've taken the liberty of drawing a logical conclusion. You may wish to correct me, but you need to provide proof. Just saying something doesn't make it so. Trolls will of course be banned. Don't depend on any of this as legal advice. You should always get the opinion of your lawyer/attorney first, before using anything here.
    2 points
  40. - An amazing bug was fixed which made it impossible to run a game from the command line in windows... and it's been here for very long. Does it mean that nobody use frontends with raine anymore in windows ? - Big acceleration in the console for mouse tracking (which displays some underlying text in reverse video), and scrolling speed once the window has reached its maximum size (actually you don't even see it scrolling anymore, but the result seems good). Also added some colors and sorted the commands for the help command. - Improvements for the sound associations for real bout fatal fury and samurai shodown, hoping it didn't break any other game... !!! Get it from there : http://raine.1emulation.com/download/latest.html edit : I forgot to commit the sound association fixes to git, so they were not included in the linux binaries. I just rebuilt them because of that, 0.94.4a, linux only, windows had them.
    2 points
  41. This one is mainly for linux since these leds emulation can't be done in windows, description in the forum there : The other small improvements : - fixed a big bug where games with more than 1 cpu of the same type like darius would break during the intro behind the menu. This one has been there for a long time, so either nobody played with these old games, or they didn't bother to report it ! - Improvement to sound associations for rbff2 - command.dat included is shorter which makes a smaller archive (removed useless stuff). - Also for some unknown reason, command.dat was bundled with the windows version, but not the linux version ! It's now fixed, and it's in git too. I have hesitated quite a lot to add this leds emulation thinking it would not be very useful, but in the end it's fun to see working, and it was quite easy to do, so no regret, it's just too bad it's not used by more games ! http://raine.1emulation.com/download/latest.html
    2 points
  42. HBMAME and HBMAMEUI 0.239 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE
    2 points
  43. As you said here, it's a different bug, just something which survived because I almost never use a pad in the gui because it's inefficient (even though it's fun with the autorepeat). It's just a gui bug, when you press the controller button to return to the game, the game thinks your button is still down while it's up, to work around that just press the button again when you'll be ingame, you'll notice that the character won't play its fist animation (if it was button 1), press it a 2nd time and this time you'll have the fist animation, you're back to normal and you can do the double-tap again. There was still a little bug in my cancel sticks logic, I made it global so that if you play on 1 pad using the d-pad and another using a stick, you would create havoc, the 2nd pad would cancel the 1st pad ! I fixed it here, but it should already be ok for 1 player on your side. I'll fix the gui problem with the pad later, thanks for your report anyway ! edit : you got new binaries for windows, december 22nd. The gui bug was actually recent, it's because I added something so that the game part can pre-process the gui events to simplify the code and avoid to duplicate things. It pre-processed the buttondown event, but not the buttonup, yeah I might have gone a little too fast on this one ! Anyway 2 new binaries, probably the last ones for 0.92.4 this time, it's for windows only of course.
    2 points
  44. I think this time it should work, I have a working test program for the gui (even if it's basic) and I am making good progress for the rest, even if it's awfully long to do... A patch of almost 900 kb so far, and it's not over, still quite a lot to do ! Things to expect : - no more normal blits ! This sdl2 is really different, there is almost no way to have direct access to the screen pixels like before, it's possible but not accelerated, so advised against. I'll keep the code, might be useful later to combine a scaler with something else, but for now they are gone. Those still in love with normal blits after all this time will have to stay with an old version... ! - the yuv overlays are gone too. For them it's because they have become useless : they were 1st done as a 1st approach to scaling to fullscreen in any resolution without opengl. Well today it's very hard to find a computer without opengl, and the picture with yuv overlays is not so good, so for now they are leaving too, but they are still supported in sdl2 if they are needed one day... So the only 2 rendering methods for now are opengl like before, and sdl2 native which uses either opengl or direct3d behind the scene, but is a lot easier to handle than native 3d programming. What's better then ? Well small things mainly, except in windows where the gui had become unusable without opengl blits, at least it will fix this mess for sure. Except that yes the gui can be rotated when rotating the screen, very easily, even if it's not done yet. Detects when a joystick is plugged or unplugged without relaunching, and it should be easier to assign a joystick to some specific inputs (will test that later). SDL_sound doesn't require any external lib anymore which means less dlls in the archive, good thing. Since everyting is 3d now, we have real hardware transparency, so it's easy to have some animation working in the background instead of a static picture like before. This is already done in the gui test program, just for fun ! There might be some better ways to render emudx games too since flip and rotation are supported in hardware now, will have to experiment. One of the biggest reason to upgrade for non windows users is simply the fact that this sdl2 is actively maintained contrary to sdl-1.2... Ah also it might allow to make an android version... well it would be a non asm version of course, but it should work. Also I hope to still be able to build the sdl-1.2 version at the end, just in case it's needed. I did this kind of update once when moving from allegro, but it was not so violent at the time, sdl-1.2 like allegro was using bitmaps to access the screen. It's not the case anymore in sdl2, and it changes a ton of things. For the gui, it can't update just a portion of the screen, so the whole thng needs to be redrawn all the time, it's very fast so it's working well, but it completely changes the way it works internally. Anyway I hope to see the end of it soon, since there should be bad weather in the following days, I hope to finish it then !
    2 points
  45. The big thing in this release is a fix for the gui display bug in fullscreen, it's not ideal, it currently uses some deprecated api in sdl-1.2, I have tested it only with a windows 10/nvidia system (and linux), so I can only hope it will work everywhere, I'll need some feedback here. The idea is just to try to display the gui in opengl since the bug prevents a proper restoration of the screen to display a non opengl gui. Oh well, just switch to fullscreen, test and report ! Except that : - a dos version ! This is the result of finding a djgpp version of gcc in arch, read about it there : There is only a version using allegro for sound for now because it's the sound driver with the best results with "recent" sound cards, if you really need seal to support some extremely old sound card, post something ! - the status & clones settings of the game selection list are now saved and restored - there is a new cache for the rom directories, it was made mainly for the dos version in an emulator, but it will have an effect everywhere. If you use a rom directory on a removable device, a dvd for example, and you change the dvd while raine is running, the list won't be updated, you'll need to restart raine for that. - the borderless window was updated since it was useless in windows, now it tries to emulate fullscreen, that is, the window is placed at 0,0 with a full size, the idea was to try that against the bug which hides the gui in fullscreen, but it failed, the bug also shows with this kind of window ! I kept it anyway, now when you switch to a borderless window the window is maximized. - some fixes for -romcheck and -rcf, and fixed the archive name for bubbolbr1 Oh yeah, the download section link is now at the top of the screen, in the forum title, but anyway : http://raine.1emulation.com/download/latest.html
    2 points
  46. Ok, I'll start by what took me the biggest amount of time, even if it's very specific, the unicode filenames in windows ! So to see the problem you need some non-standard characters in a folder or filename, it's easier if it's on a folder containing some neocd game. I visited the wikipedia page about "the king of fighters", and got the japanese name of the game from there : (ザ・キング・オブ・ファイターズ 京). So just copy and paste this at the end of the name of such a directory. Then run any previous version of raine : the directory will be impossible to find ! It might be possible to do that with just 1 character, and less exotic, but I am not sure about this, and I am sure about the japanese name ! The reason is because microsoft has some inherently broken api to access its files, if the filename contains some non-standard character for the current code page of the system (which can't be utf8 of course !), then the usual functions to access files return a filename which is absolutely unusable. So the old versions find nothing when trying to access the dir, and forget about it. I am not going to tell the whole technical solution I found, if you want to see that, go to the git page. But shortly, the file selector now uses windows native functions to get the file listing, but since it still needs a standard file name for the file operations, it uses the short filename when available, using the usual long one just for display in the file selector. This means the workaround will work only if your volume has some short filenames, but normally it's the default for any volume created in windows - I created one in linux and used it in windows, in this case it didn't have any short file name, and it took me quite a while to find out how to reactivate them for this volume ! Anyway, after this you should see something for the directory if using this version. If you really want to see the Japanese characters in the gui, you'll have to replace the Vera.ttf in raine's font directory by some font containing these characters. All the biggest fonts in your windows fonts directory should work, assuming it's not too old. msyh.ttc for example, just copy this one to fonts/Vera.ttf in raine's directory and you are done (I prefer the look of Vera, but it has no japanese chars !). (difficult to copy that using the explorer because it doesn't show filenames from the fonts directory ! Oh well, you can always use the very outdated cmd.exe for that, dir /Os to have the biggest files, then make your choice and copy !). Except this big annoyance, the other changes : - fixed again some cheats, this 0.91 version is mainly about that after all, there were some bugs for kof98 particularly, I found quite a few which obliged me to redo the conversion for most of them. - added some new command line switches : -nb, -wb, -rp, see raine -h for details. - Fixed the display when starting raine without any gui in opengl (-n switch). So that's quite a big one, once again... I hope I won't have to deal again with these unicode characters at least, I couldn't leave it like that with some files impossible to access, but it's a mess I prefer to avoid otherwise ! Still the same page : http://raine.1emulation.com/download/latest.html (oh by the way the previous versions had some useless xml files in the scripts directory, useful only for conversion, they are gone now, so if you unpack this version in the same directory you can remove all the xml files in scripts).
    2 points
  47. ZeldaNSQx v1.0 by neobomb quote by neobomb original site. http://www.zeldaroth.fr/us/
    2 points
  48. No idea about your scaling option, normally it's done at the video driver level and is totally transparent for the applications, I didn't do anything for that anyway. But there were quite a few changes related to the scaling in windowed mode in 0.90, it might be the cause. It seems you were hit hard by the cps2 bug of last night, it was specific to the 64 bits build though. For your impossibility to load mvsc, don't know what you did, I just loaded it in the windows version to be sure, no problem. Remember there can be an infinity of roms folders for raine though, even if the 1st one is the default roms in its directory. You might want to try the command line -rc mvsc so that it tells you what is wrong with your mvsc (do that in a terminal or you won't see anything). (or -rcf ) Ok, added 2020, it gives me an excuse to call this one 0.90.5, even if the fix inside is really for the 64 bits version and specific to cps2. Anyway build updated, 0.90.5 released !
    2 points
  49. HBMAME and HBMAMEUI 0.220 32bit avaliable (Compatibles with Xp). Download from this GDrive folder: https://drive.google.com/drive/folders/1eiNztWEpk0C7CiiZXz0SMDM_eJOmb0FO?usp=sharing
    2 points
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