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HBMAME 0.245.10 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2023-03-13 0.245.10 New Games --------------------------------- - [240ptest] 240p Test Suite - [ckongpt2s01] Crazy Kong with DK colours and graphics - [looptrsp] Looptris Plus (2022-12-24) - [pitfall2u01] Pitfall II trainer (2002-10-15) - [pollen] Pollen Angel - [sf2mix] Street Fighter II: Champion Edition (Mix 1.3) - [vr01] Virtua Racing Rival Edition V7 (2023-02-22) - [xeviousn] Xevious (NeoGeo, beta 1, 2023-03-07)4 points
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MAMEoXtras 10th Anniversary Year Release 2 by arcadez New games now supported Angler Dangler Hypernoid Marble Madness II Megumi Rescue Games fixed and now playable zeroize Games with graphical improvements R-Type Leo Games with sound improvements Tough Turf (Japan) General Fixes And Improvements Added invincibility flashing effect to R-Type Leo [Haze, arcadez] Fixed broken graphics and colour cycling effects in R-Type Leo [arcadez] Added Megumi Rescue to the Sega System E driver [Haze, arcadez] Added support for the super rare Atari prototype Marble Madness II to the batman driver [Mame Dev, FBN Dev, MAME2003+ Dev Team] Added support for Angler Dangler to the decocass driver and fixed Zeroize at the same time [Mame dev, arcadez] Added Hypernoid to the NeoGeo driver [arcadez, KMFDManic] Fixed sound and music and added missing speech support for the Japan version of Tough Turf [mahoneyt944] New roms included in the download. link [code]https://www8.zippyshare.com/v/8HHiM7lD/file.html[/code] mirror [code]https://1fichier.com/?3ipt9hjp4w8joscvoxve[/code] mirror [code]https://anonfiles.com/L4a4Udn8y8/Mameoxtras_10_anniv_year2_rar[/code]4 points
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Eyra The Crow Maiden,new release for the megadrive. link [code]https://www39.zippyshare.com/v/rApnTJd2/file.html[/code] mirror [code]https://1fichier.com/?yegw8z3a7juwi0jcwhuz[/code] mirror [code]https://anonfiles.com/l7h1y5F9xd/Eyra_The_Crow_Maiden_bin[/code]4 points
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It's still mainly about fixing the sdl2 issues, the only emulation change is the addition of some rasters emulation for cps2, finally, but I didn't test that a lot (actually only on the lava level in attract mode for msh !), so don't expect miracles. It's easier to emulate than the neogeo rasters though, so it's fast. Except that : - mouse wheel fixed again - the gui handles some strings too long to be displayed properly (they are cut now, but the default is still a small 640x480 window for raine, so just change that to fullscreen or anything bigger before complaining !) - fix broken screenshots in opengl - some experimental game controllers mappings for mer-curious, we'll see how it goes... - the option to use the dpad for movement only or to be able to remap it when the dpad is recognized (game controllers) - and some little details (more default inputs for the joysticks, the hats are handled again natively for unknown game controllers...). http://raine.1emulation.com/download/latest.html4 points
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Ok, nothing major this time, release mainly due because of an update for the appimage files for non arch linux distributions ! So here are the changes anyway (mostly in chronological order): - lots of script updates from ffman1985, including sf2 serie (sf2, sf2hf, sf2ce, ssf2 and ssf2t, hsf2), the sfa serie (sfa, sfa3, sfz2a1, sfz3jr2, sfz2alj), and the marvel serie (mvsc, mshvsf, xmvsf) ! Impressive work... ! - Rom region selection in the gui for sf2hf, sf2, sf2ce, sfa, xmcota, mshvsf - some big fixes in the converter I used to convert the cheats from mame, which allowed to fix quite a lot of things, I didn't fix everything because there was no report at all about that, and it's a long process. I just fixed the biggest games. - Fixed black screen for shaders when using scanline-3x during game - mer-curious updated samurai shodown 2 perfect edition to the latest romset - added some cheats and hiscore saving for dkongex and dkongjp (all dkongex cheats are not tested). That's all, nothing major, but still quite a lot of changes... Oh yeah also the 2 appimage files are updated to be in sync with the latest windows builds, and I'll update the linux arch files now... ! http://raine.1emulation.com/download/latest.html3 points
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here is Jessie Jaeger in Cleopatra's Curse a new release for the pc engine CD. [quote]Jessie Jaeger in Cleopatra's Curse is a new metroidvania-style game for the Sega Genesis, Turbografx-16 and Turbografx Super CD! Explore Cleopatra's Crypt to find the pieces of her sarcophagus, and save your grandpa from her curse![/quote] [img]https://i.imgur.com/mMO8OLm.png[/img] image type=BIN/CUE link [code]https://www35.zippyshare.com/v/8xRyq9sk/file.html[/code] mirror [code]https://1fichier.com/?mrbjahvjlrrlfsnkzn2u[/code] mirror [code]https://anonfiles.com/L8T5Z3qdu2/_PCE-CD_Jessie_Jaeger_in_Cleopatras_Curse_PD_2021_rar[/code]3 points
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It started by ffman1985 scripts. Found a way to make them compatible with the normal cps2 versions and not just the phoenix versions. Then he noticed the sound associations didn't work well in cps2, normal since they were never really tested. He says there is a site in the internet with re-arranged versions of the cps2 tracks which sounds very nice with the associations... so they are fixed now, it was much easier than neogeo, their major commands stay the same for all drivers. Then I used the cheats to convert some region bytes switches to some regions which can be changed in raine gui, it allowed to identify region clones, that is clones whose only difference is the region byte itself, and get rid of them since we can now change the region to whatever we want. Notice some games like choko don't have english texts for the non japenese versions, which is not a surprise. Then there was the problem of some long standing graphical glitches because of the dreaded priority masks. So I finally added some emulation for these priority masks, it's quite amazing that the driver worked quite well without them for all this time actually ! (and thanks go to mame for their code, even if I couldn't believe it for very long, they probably spent a long time to find this). Except that : - the list of games now using the console scripts from ffman1985 is longer, see his thread for details. Here it is : hsf2d, sf2cejc, sf2ce, sf2hfj, sf2hf, sf2j, sf2, sf2ad, sfa, sfz2ald, sfz2alj, sfz2al, ssf2ud, ssf2xjd, ssf2xj, xmcotar1d - progear had been broken for 1 year ! It's now fixed. - the ips files can now be bps files when referenced in a .dat file. If you don't know what bps files are, never mind ! - some minor fixes in the multiple files selector for "load ips dat files" - since they never fixed sdl2_image 2.6.x which does not return palettes anymore for 256 colors png, I finally merged the right version of their load_png function to be able to keep the color cycling in the raine dialog on systems with a recent sdl2_image (linux only !) - raine can optionally be compiled using clang, it's mainly useful for debuging - add back button in game controllers to switch between dialog headers and main parts in the gui - Plus some minor stuff... ! That was quite a big update this time : http://raine.1emulation.com/download/latest.html Also both appimage files, 32 bits and 64 bits have been updated to 0.95.5, and there was a small problem in the makefile which forced me to make a 0.95.5b version just for the linux packages.3 points
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Bigger archive than usual because new sdl + new muparser + new history.dat inside ! Except that : - it's mostly the big update of the translations. I couldn't contact the spanish or the italian translator, so only the french and brazilian ones are really updated, for the others it's just the minimum updates so that they continue to work. mer-curious sent more patches to change some texts in the english GUI too. - added some console functions to handle save states from a post in the forum, we'll see if it's useful or not - added the ability to choose a japanese font, see the thread about that in the forum for details (it's optional). For the drivers which had a japanese name, you can now see it from the About dialog, "Driver information" - fix a weird crash in windows 64 bits only when using -nogui and a cps2 game (probably related to gcc, used a dummy statement to work around it), and fix another bug related to -nogui when you call the cheat dialog using the keyboard shortcut despite the fact that you started with -nogui ! - arkangc : finally discovered that the 1st bit of the dipswitch is used for the initial ball speed in this version, it's now handled correctly (I used the cheats to control the ball speed with it so far). - fixed some bug in the controls related to mouse buttons, especially for the right mouse button (found out while trying to use the new trick to access the 50 last levels in "arkanoid returns", there is another topic in the forum about that). - fixed controller mapping while translating it : the joystick index was wrong, and the window to define the mapping only appeared the 1st time you used this function ! Which makes quite a few changes just for a bug fix release ! Get it from there : http://raine.1emulation.com/download/latest.html3 points
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MAMEUI Classic 0.255.0 has been released. Fixed a crash with some sliders: Gamma, Brightness, Contrast etc Available at https://messui.1emulation.com3 points
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MAMEUI Classic 0.254.0 has been released. I decided to try a different distribution method this time. You can get it from our download section:3 points
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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
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NestopiaX '21 by XtecuterX73 NES/FDS emulator for xbox. [quote]Welcome to the re-branded NestopiaX '21! Due to the sheer amount of fixes,tweaks and improvements over the past decade the name has been changed.Included are many changes, fixes and a few features.[/quote] [quote]1.) Added support for MMC3 Big CHR-RAM Board (Rdanbrook) 2.) Updated VRC-7 instrument dump (NUKE.YTK) 3.) Added emulation of the upper bits of registers 5103 and 5102 MMC3 4.) Added support for Mapper 30 (Mystic searches, Troll burner) (retro-wertz) 5.) Added support for Mapper 28 (Twin Dragons) (retro-wertz) 6.) Added support and improve MMC5 emulation accuracy for Sim City Nes Prototype (Rupert Carmichael) 7.) Added support for Mapper 31 INLNSF 8.) Added option to Boost nes sound emulation. Can be found in sound options menu 9.) Pass test: apu-reset/len/ctrs enabled (Rupert Carmichael) 10.) Pass test: blargg_ppu_tests_2005.09.15b/power_up_palette (Rupert Carmichael) 11.) Correctly implement opcodes 9C and 9E (Rupert Carmichael) 12.) Correctly count cycles and write correct value to 0x4017 on soft reset (Rupert Carmichael) 13.)Tweak hard reset cycle timing (Rupert Carmichael) 14.) Fix mapper 71 Behavior (Rupert Carmichael) 15.) Implement full behaviour of Mapper 156 - fixes Janggun-ui Adeul/General's Son (Rupert Carmichael) 16.)Handle correct SOROM Reset and Save/Load behaviour - fixes saving in Genghis Khan, Nobunaga's Ambition, and Romance of the Three Kingdoms. (Rupert Carmichael) 17.) Correct FDS IRQ behavior. ALL KNOWN FDS GAMES NOW WORKING. (Rupert Carmichael) 18.) Implement correct VRC2a CHR bank selection (Rdanbrook, Rupert Carmichael) 19.) Improvements to Tengen Rambo Mapper emulation (fixes shinobi, skull and crossbones shaking screens) (Rupert Carmichael) 20.) Implement mirroring for UNL-KOF97 - Fixes boogerman II (Rupert Carmichael) 21.) Implement Mapper 307/KS7037 Metroid FDS Conversion (Rupert Carmichael) 22.) Implement Mapper 306/KS7016 Exciting Basket FDS Conversion (Rupert Carmichael) 23.) Added the toggle for Saturation from the PC NEstopia port. Can be found in NTSC filter options for now. 24.) other fixes/emulation tweaks/xbox side fixes/code cleanup i forgot, eh!?[/quote] link [code]https://www21.zippyshare.com/v/uvdiVzu5/file.html[/code] mirrorlink [code]https://anonfiles.com/4c04zbl0u5/NestopiaX_21_rar[/code] mirrorlink [code]https://1fichier.com/?oeblqet8a245hkg4gy53[/code]3 points
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here is an updated download for most of the new releases/demos and homebrew/hacks releases for multiple consoles. console games for atari 7800 msx pc engine gba gbc nes snes virtualboy sega game gear master system megadrive and others link [code]https://1fichier.com/?u6qy8erj8c934n7rfiq9]code] mirror [code]https://anonfiles.com/W3C0z8leub/New_Games_for_Old_Systems_v3.0_rar[/code]3 points
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Although MESSUI and MAMEUI are officially dead, similar technology is used by HBMAMEUI, which is still alive. So I wanted to find out what could be done to get WinUI working with a compiler newer than GCC 10.1. For whatever reason, ARCADE64 is fine with GCC 11.2 and has been using this version for some time. Since MESSUI is extremely unlikely to be seen again (since nobody has said anything since it was cancelled), I've done my experiments with it. The main issues with a newer GCC are: - Crash while building the tree (the things in the left pane) - All icons missing - A crash when a certain invalid screenshot was encountered. The screenshot issue was the first thing to fix. apexc.png was internally a wav file, so the code thought it was a jpeg and ran out of memory. This has been fixed, so now it will think the file doesn't exist. The treeview crash - I couldn't locate the exact bad code, so I used the version from ARCADE64 and then had to make extensive modifications to get it to fit in. But finally it's working. Lastly - the icon problem. Again, I haven't found the exact line of code, but I did learn quite a bit of how a listview works (or is supposed to work). MESSUI and MAMEUI have 3 listviews (main game list, loose software, swlist software), while ARCADE64 and HBMAMEUI only have 1 (main game list). A listview can have a choice of displays (small icons, large icons, list-only, and report (various columns)). We also have a variation of report called grouped (the clones are indented). When tested, the small icons and large icons were very slow to work, and in MAMEUI it appeared to hang. This stuff has been removed from ARCADE64, you just get report mode only, with a choice of small or large icons, and a further choice of indented or not. This works quite well. With a listview in report mode you can either have WIndows do the work for you, or you can have code to do it yourself, if it's something that is outside the scope of what Windows does. The loss of icons happens in this custom code, but I'm not sure exactly where yet. ARCADE64 gets Windows to do it, so the custom code doesn't exist. I decided to make the icon displays in MESSUI (main game list) the same as ARCADE64, as it is much faster. However this means that the choice of clone colour no longer does anything, so it will have to be removed. For the software lists, if you chose a different icon display for the main list, the software lists went a bit crazy, because of a bug joining them together when they should have been separate. This has now been fixed. I've left the software lists with the custom code, so their icons will be blank with the newer GCC. Everything else works the same as before. So, at this stage, MESSUI is working fine with the newer GCC, except that - You can't choose a separate colour for the clones - No icons in the "SW Files" tab (they will show if compiled with older GCC) I'll keep working on this, because eventually it will need to be transferred into HBMAMEUI.3 points
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HBMAME and HBMAMEUI 0.245.9 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE3 points
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3 points
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- Finished galaga, savegames are more reliable and added a cheat to select the starting stage - revamped the "most played games" in the game selection dialog, now you can choose between "most played" and "most recent", which opens a new dialog with all the games you played. The list of "most recent games" is initialized the 1st time from the dates of the game files in savedata, if you kept them. - 5 new kof hacks found by ffman1985. These are quite good hacks, it's for kof super fans only of course, and most of them can't be found in the internet archive (but kof2000ps2 can !). - a few fixes for the console - mer-curious changed a few texts around the interface, and I updated the translations so they continue to work anyway. Hey, it's been quite a long time since I had 2 people contribute to a version, thanks guys ! Find it there : http://raine.1emulation.com/download/latest.html3 points
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Yeah galaga after all this time, talked about adding it long ago, I didn't forget, it just took me very long to find the motivation. Read the details and how to have the explosion sound there : It comes with an update to history.dat and hiscore.dat, which makes the archive slightly bigger than usual. There is also a cheat file. except that : another fix for multiple cpu games which tend to hang (got the case with bublbobl, what a shame), I really hope it's the last time, it should. And another one for -nogui on the command line, when trying to load a neocd game (it worked with normal arcade games). This combination was probably not used by lots of people for sure. And a fix when taking screenshots from a window with an odd width (like 773), it could produce a very distorted image. I have no idea how my window reached such a width to produce this result, but at least it allowed me to fix one more bug ! And lots of improvement for the sound associations, new games supported, and improvements for quite a lot which were already supported, find the details in the forum if you are interested. There was also a fix for the automatic "skip silence" used for audio tracks which could eat the beginning of the actual track in some situations. (thanks to ffman1985 for all his tests and suggestions) Find it there : http://raine.1emulation.com/download/latest.html3 points
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Ok, particular version since it adds 3 gauntlets games (the main one, the spanish version which doesn't speak spanish so it's not really interesting, and the 2) which work perfectly with the C cpu cores (64 bits version), but not well at all with the asm cpu cores (32 bits). I might return to that with new ideas later, but since the changes are already becoming quite big, it was probably a good time to release this. These games are really a playground for hackers with all the crazy stuff inside, I might play more later then... ! About the games themselves, these are really multiplayer games, you can test this in solo, but you won't get far. By the way, big thanks to the advancmame team which maintained an old version of mame which can still be compiled nowdays, I used this for testing stuff while trying to understand how things worked, very convenient... Again the new games can be played only in 64 bits, they can be launched in 32 bits, but don't complain if there are problems ! They were some big beasts finally, adding 2 new sound chips + the slapstic support. Ah also despite the original hardware having a 68010, I found they work very well with a 68000 only, so I left the 68000, it's easier. You'll notice the binaries are 1 Mb bigger than usual, that's because they contain an update to sdl2 (I'll update the dlls package later), the updated history.dat file (which won't be in all releases but this time it was updated with the new games info). There are also some new cheats for the new games but these are small. Except that, a lot of fixes as usual, this version is smarter with internet archive so it's able to get its files from more directories so it's already able to get the gauntlet roms and the updated toaplan2 ones. It also removes the ssl verification which gave me an error when I tested this in windows (I wonder if it ever worked in windows, I don't think I tested this in windows ?). Other fixes for the ksystem games which were still trying 8bpp functions (kikikai, knightb and kicknrun, very old games too), for toaplan2 (there was a high probability of crash if loading more than 1 toaplan2 game in the same session), the gui (mouse wheel support was not perfect), the console (basic support for the 6502 which also allows to use cheats for games using only some 6502, never noticed they didn't work before, too many things to test, really... ! And some fix for the 68000 breakpoints too). That's all ? Yeah I think... Ah I had a problem when testing the windows binaries in wine, but they work well in my native windows 10, so I released them anyway, I'll make some more tests with wine later. And the linux binaries will be updated soon too... http://raine.1emulation.com/download/latest.html edit : for the linux binaries there was an update to muparser in arch just now, my 64 bits version is now 2.3.3 while the 32 bits version is still 2.3.2 ! So well the 32 bits version can't be compiled for now, I'll fix that tomorrow. edit 2 : finally I updated my 32 bits libmuparser manually so that I can compile this. The pkgbuild and the archive are posted, but you won't be able to compile this on your side without muparser-2.3.3 in 32 bits ! You can use the archive though (.tar.xz), should be binary compatible with 2.3.2.3 points
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Darius Extra and Mega Turrican Director's Cut roms for the sega megadrive,new releases. apparently Mega Turrican Director's Cut is not working on any mgadrive emulator but hopefully we might get a fix. darius extra works fine on all megadrive emus,such as picodrive/kega/neogensplugx etc.... link below [code]https://www58.zippyshare.com/v/ul5DGU50/file.html[/code] mirror [code]https://1fichier.com/?1sol2388jeqb4wu2ttdn[/code] mirror [code]https://anonfiles.com/nf5cKdD6xa/dumped_roms_zip[/code]3 points
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Yeah Yeah Beebiss II for the nes. link [code]https://www84.zippyshare.com/v/BTHMhl3v/file.html[/code] mirror [code]https://1fichier.com/?v53vftvmnvk2dnfhcel7[/code] mirror [code]https://anonfiles.com/7dt3SfF8x2/Yeah_Yeah_Beebiss_II_PD_2022_zip[/code]3 points
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In fact it's not so much the driver itself, it's what kind of hardware there was inside. There is a last potential in raine which was never used in all these years : starscream, its default 68000 emulator can also emulate a 68010, but there is no game using a 68010 in raine. Now it's more complex than just calling a function to tell you want a 68010 here, you have to assemble a separate version of starscream just for that, with all its function starting by s68010, making all this a mess. But I found lately that I can use the 68000 functions to prepare the emulation and just change the cpu type at the end to actually run the emulation, and it should work, so it was worth a try after all this time... Then something interesting. Well some old atari hardware was intriguing, using a speech synthesizer despite their old age, these are pre-1990 games, usually the games of this era are very primitive. I even remember this kind of chip, they tried to sell some for the old 8 bit computers like the oric, it was very expensive, so nobody bought them, but it was still intriguing. Not something too complex though, the gauntlet driver seemed fine for that, it's not exactly easy, but at least it didn't look too complex, and there is a last reason for that : Neil Corlett, the author of starscream wrote a gauntlet emulator for dos a very long time ago, mge, but he didn't release the source and so this thing is totally forgotten now (and it's too bad, I would have loved to have a look at certain parts of this source). That was it, it was going to be gauntlet then ! Well I must say it's maybe the only game where I never played the arcade machine and I didn't like it, it was obviously some cash machine, something made to just get more money, making the conversions for the computers of the time actually more interesting. But still, it was worth trying this. Well there was a 1st problem : the slapstic, which is some kind of parasitic chip connected to the rom, which intercepts the address bus requests to make things more complex. There was an incredible work done by mame in the old days to document this chip, they even made some very clear and portable source to decode them (in their old versions, since then it was contaminated by their c++ frenzy and has become very obfuscated and not portable at all, but I don't care, I just used an old version). It almost worked directly in raine without modification, almost, it gave me some small problems and this thing is not easy to debug, but anyway. After that, there was the fact their sprites for the "playfield" layer are inverted (they should be xor-ed with 0xffff, it took me a very long time to find out because I am not good with sprites problems). Anyway it was an interesting challenge. After that the real stuff started : the inter-cpu communication (there is a 6502 for the sound with the 68010 in this game). The code to synchronize the chips in this game is crazy, the main cpu sends a reset request, in its reset code the 6502 checks if there is a sound command waiting, if there is none it enters an infinite loop and it's game over. So it must receive a sound command, but not the nmi which goes with it because if it has the nmi then it can't see there is something waiting ! Just crazy ! Anyway to sum up things at this point : I finally have something working (except I didn't add the real sprites yet, just the layers), but only with the C version of the cpu emulators ! If using the usual asm versions, there are serious inter cpu communication problems making the sound almost completely broken. The 68010 emulation in starscream was broken for some reason, I fixed it last night, a problem in the rte instruction, but now the result is exactly the same as using its 68000 code ! And there is also a problem with the 6502 asm emulator apparently. Well the good news is that it's working great in 64 bits ! It will probably be the 1st game working only in 64 bits, becasue debuging these asm cpu cores is extremely complex and time consuming, I already spent quite some time time on them, fixed some bugs in both, but I think I had enough of it, there is not much point pushing things more than that at this point. The funny thing is that the sound works very well, I had no problem on this side ! Actually in 98-99, mame and raine used the same sound drivers, so I just took some old versions for the pokey and the tms5220 chip since these are old drivers in mame, and they worked with just some slight modifications to adapt them to some things which are different in raine. They work well, but the speech synthesizer would be very hard to use out of this emulation, there is no high level interface, but it gives quite incredible results if you think about the year it was made... ! I still need to clean things up, there is also kiki kaikai which is broken (I found this while cleaning up some headers !). So I'll take some more time to finish this. It was an interesting experiment even if quite frustrating in the end I must say. I think the code used by mge was heavily hacked to be able to work in these conditions. It would have been interesting to see how it was hacked. The slapstic doesn't use a simple test, and there was also the inter cpu communication to patch to make it work, really too bad he didn't release the source, I would have been very curious to see that (his official site has gone with his mail, there is a page about him there, because he got famous about some rom hacking tools too : https://www.romhacking.net/community/99/ )3 points
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metal dragon for the megadrive,new release. link [code]https://www17.zippyshare.com/v/qh5TMBdo/file.html[/code] mirror [code]https://1fichier.com/?nzt54rqmcccp2ruwoyfx[/code] mirror [code]https://anonfiles.com/z344l0D0x6/Metal_Dragon_zip[/code]3 points
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here are the neogeo roms for xeno crisis and also the neogeo cd release as well. site [code]https://shop.bitmapbureau.com/[/code] link [code]https://1fichier.com/?i1jkbi9gvus987tccq0q[/code] mirror [code]https://anonfiles.com/dcm6g4D2v4/XeniCrisisNG_rar[/code]3 points
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Yeah I think I can call it like that, that's him who reported all the bugs to fix, with great descriptions to be sure to be understood, he was perfect on this one, even if I was a little disappointed to see 0.92.2 disappear so fast ! Anyway here are the fixes this time : - the sound associations were deleted if you loaded any game which had some. This reason alone was enough to make a new binary to avoid that people delete all their associations ! - yet another gui problem where the loading dialog was zoomed too much. Fixed, and the default is now to use opengl for rendering, which makes much more sense since it has more options and is much more tested. - cps2 rasters are better, see the details in the 0.92.2 thread if you want to know how. - and the joysticks configuration changes again, which obliged me to reset again the keys configuration since they are saved with the keys. Sorry, it should be the last time I do that. This fixes a conflict between the hat of a gamepad and a stick direction if the gamepad was not recognized as an sdl2 game controller. This one was hard to precisely pinpoint, but anyway it's fixed too. Very few changes, but they were necessary. I hope to rest longer this time ! http://raine.1emulation.com/download/latest.html3 points
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small update [quote]here is a little update for those that could not do without the Sega Y-Board games, there are also a couple more fixes ported across from MAME2003+ for Taito's Superman and Twin Hawk which unknown until recently were always broken in MAME84, just delete your previous save and drop these xbe's over the top of your MAMEoXtras build enjoy.[/quote] MAMEoXtras 2021 Final Bonus [quote]Whats New in MAMEoXtras 2021 Final Bonus Added support back in for the Sega Y-board games Galaxy Force 2 G-LOC Air Battle Power Drift Rail Chase Strike Fighter Games with graphical improvements Superman Twin Hawk Games now with improved sound Twin Hawk General Fixes And Improvements Fixed missing and or broken graphics in Superman and Twin Hawk [arcadez] Fixed some sound niggles in Twin Hawk [arcadez][/quote] link [code]https://www77.zippyshare.com/v/4rHxVD4o/file.html[/code] mirrorlink [code]https://1fichier.com/?itvgxg6hab1narlk033d[/code]3 points
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Jim Power The Lost Dimension In 3D for the nes. https://www.youtube.com/watch?v=OG5V-VWRtP0 link [code]https://1fichier.com/?2nuobr86np4l2jgc2slw[/code] mirror [code]https://anonfiles.com/da3cz1ocuc/Jim_Power_-_The_Lost_Dimension_PD_2021_rar[/code[ mirror [code]https://www119.zippyshare.com/v/IzeOgsw3/file.html[/code]3 points
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Trophy for the nes by gradual games. link [code]https://www22.zippyshare.com/v/sBk9MbJn/file.html[/code] mirrorlink [code]https://1fichier.com/?m9u25x35uezpn2l4ts11[/code] mirrorlink [code]https://anonfiles.com/NfzarfG8p5/Trophy_World_Unl_NES_zip[/code]3 points
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this is Jay and Silent Bob Mall Brawl for the nes. https://www.youtube.com/watch?v=ZRlB10JlSp0 link below https://www6.zippyshare.com/v/54rOFpVx/file.html mirrorlink https://1fichier.com/?ssrdngphdkmcoa8uhmv9 mirrorlink https://anonfiles.com/RaE9BeK0o4/Jay_and_Silent_Bob_Mall_Brawl_zip3 points
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After fixing the windows compilation problem in arch (!), here it is. So the main thing is the new shinobi neogeo driver, see there : Otherwise, fixes/improvements included : - the changes for mer-curious changing his physical display and/or soundcard on his laptop are inside, there is a thread about all this somewhere. - fixed a crash when opening the console after an error while loading a game - fixed a bug in the game options dialog, there is another post about this somewhere too, thanks to mer-curious... - fix the region selection which got broken while moving around entries from the main gui menu. - Restore mouse position when exiting the program, mainly useful for linux, for window managers which react to this - Now use SDL_OpenURL to open an url from the gui, it probably doesn't change anything for now, but it will be useful if raine is recompiled for something else than windows or linux. For once the linux binaries were ready a few hours before windows because of an update problem in my arch setup, nothing major finally, but very annoying ! http://raine.1emulation.com/download/latest.html2 points
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Yeah well I finally was convinced to release an update to have sfz3mix, and it was quite a lot of work for what was supposed to be just a hack... ! It's actually the biggest cps2 game so far, using a resolution higher than the original hardware and with such huge rom regions that it had to use quite a few modifications in the emulation to work. You have the links in the forum to the site's project, thanks to zero800 for that. It also obliged me to fix some bugs in the cps2 emulation, so there should be some improvement especially related to line scroll in the background layer which sfz3mix uses a lot. Except that ffman1985 did it again, he added a lot of console scripts, as a reminder the neogeo ones are for aes only, non arcade mode. His new scripts are for at least fatal fury special, fatal fury 2, kof94, kof95, and samsho3. And then quite a lot of small fixes, most of them coming from the gcc sanitizer, really efficient at his work, a lot of minor stuff and some buffer overflow in the line scroll in cps1 and zoom code in the psikyosh driver (sh2). The translations were updated too, mostly the brazilian one. Thanks to mer-curious for the bug reports and the help for the translation. http://raine.1emulation.com/download/latest.html2 points
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HBMAME and HBMAMEUI 0.245.19 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP2 points
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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
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This one kept me busy for a few days, the windows version looses time in the conversions between double numbers and ints. It doesn't happen in linux, and I don't know the exact reason, it's probably related to mingw32, but anyway the fix is to merge muparser into raine and change its base type to "unsigned int". The consequence is that float numbers are not recognized anymore in the console, I'll just hope that no script used them, but I don't think any did. It goes with a dll update, a few dlls were updated including sdl2, so it's advised to update for all windows users, the new packages are dlls32-0.95.7z for 32 bits and dlls64-0.95.7z for 64 bits. The linux version didn't have this problem, but since I don't want to maintain 2 different versions the merge is done there too, and so raine doesn't need muparser to be installed anymore in linux. We get a very small speed improvement in linux too because it allowed me to make a few more optimizations since no type conversion is needed anymore now. Except that there were a few small bug fixes for the recent 0.94.12b, but the really big thing is the merge of muparser inside raine and the gain of speed it brings. https://raine.1emulation.com/2 points
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There's a late patch coming through, so 0.253.1 will be released soon. Please wait for a day or 2.2 points
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HBMAME and HBMAMEUI 0.245.10 32bit avaliable (Xp compatible). Download from: RETRODANUART GOOGLEDRIVE2 points
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Following mer-curious changes I had to update the translations, that's where I discovered that I lost the spanish translator mail (he didn't leave it in the header of the translation file as he should have !). And the Italian didn't reply yet. I took the opportunity to improve the french translation which I stopped way too early, but I won't be able to fix all the translations alone. The last active translator except me is the Brazilian Portuguese one ! (and it's not mer-curious !). Anyway it's not an emergency, in the worst case, the spanish and italian versions might see a few surprises appear in the next release... ! edit : actually the errors for the spanish and italian versions were because of some old text changes which were never propagated to the translations, not related to the recent changes. I finally updated both with the help of google translate, luckily it's just about very short texts so it should be ok, and it's better than an obviously bad translation !2 points
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So, on to Part 1: About MAMEdev What is MAMEdev? A collection of developers of the MAME emulator. It isn't exactly known how and when the name came into being, but I'd estimate around the year 2000. At that time one person acted as a "coordinator", making the decisions and preparing the releases. The known people in this position were Nicola Salmoria, Mirko Buffoni, David Haywood, Aaron Giles, Angelo Salese, Miodrag Milanovic and finally Vasantha Crabb. What isn't MAMEdev? It isn't registered as a charity, a business or company anywhere that I could find. This means it is not a "legal entity", as such it doesn't exist in the legal sense. There's nothing wrong with that, but it means that it cannot be sued, it cannot sue anyone, it cannot send or receive C&D requests, and it cannot prepare legal documents or receive them. MAMEdev doesn't have a constitution, it has no address, it has no assets, it has no tax number, it doesn't have an annual meeting or prepare an annual report. Until 2016 it had no office bearers. What is a legal entity: https://www.diligent.com/insights/subsidiary-management/meaning-legal-entity/ Legal notices, C&D requests and lawsuits will need to be addressed to an individual who is a member of MAMEdev. Around 2015-2016 a number of changes occurred. These comprised: - merge of mess developers ("MESSdev") into MAMEdev; - merge of mess codebase into MAME's codebase; - transition from old mame license to GPL 2.0; - assign copyright holders to every piece of code; - elect a president and 5 "board" members; - change from SVN to GIT; - move private MAME repository to Github and make it public - this permits the use of Issues and Pull Requests; - each developer to choose a suitable license and agree to his code being transitioned to it; - any code that couldn't be assigned a license for whatever reason was stripped out. On 2016-05-24, Vasantha Crabb set up an election system with cornell.edu - each eligible member received a unique URL to permit voting. As such, Vasantha Crabb was both the returning officer and a candidate - a clear conflict of interest. I'm not suggesting he did anything wrong, but he shouldn't have been involved with the election process. On 2016-05-29 (5 days later), the election was closed and the results announced. You may view them at http://civs.cs.cornell.edu/cgi-bin/results.pl?id=E_e50bb608b05e915c Miodrag Milanovic ("Micko") became President and a board member, while Olivier Galibert ("OG", "Sarayan"), Vasantha Crabb ("cuavas"), "R.Belmont", and Gregory Ember ("Stiletto") became the other 4 board members. Almost immediately, Micko handed control of everything to the other 4, and disappeared. Stiletto plays almost no part in proceedings, while the other 3 are still active. Vasantha Crabb became release coordinator, probably because no other board member wanted the job. In the more than 6 years since, there has not been another election and it's certainly overdue. Now, while the idea of a "board" may have been seen as a good idea at the time, it made a 2-level structure of MAMEdev, where you have the bosses and the rest, and the bosses have more rights than the others. What was equal is no longer so. This has created numerous strains through the structure, and it needs to be reconsidered. Next, let's discuss the website https://mamedev.org - I believe it is "owned" by "OG". Our only interest is in the legal aspects. The front page says "Copyright (c) 2022 MAME", but who owns the copyright? MAME isn't a legal entity, so it must belong to whoever designed it. Who is that? https://www.mamedev.org/about.html - "Therefore, it is strongly against the authors' wishes..." is entirely irrelevant - wishes have no legality. https://www.mamedev.org/legal.html - "Copyright (C) 1997-2022 MAMEDev and contributors" - MAMEDev is not a legal entity and cannot hold copyright on anything. It also insinuates that a member of MAMEdev who has contributed nothing has some kind of control over other people's code. It would be better to just say "contributors". - There's a number of references to the MAME logo being trademarked, but that is not the case (more on that later). - Some of the common questions say commercial use is not allowed - that is false. The license specifically allows commercial use. - Some more questions attempt to put limitations of roms with mame, but the distribution of roms varies from country to country with their own laws, and mame cannot abrogate that. Further, it is against the license to impose conditions. - The entire page is unsigned, so it's not known who is responsible for the content. I very much doubt that a lawyer was consulted. Most of the information there is unenforceable.2 points
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Finally more time to finish this one... I even thought about adding something new to emulate for a while, but too many things to do for that for now, maybe later... So the main fixes are around the game controllers, and the dead zone of some which canceled the moves from the d-pad. Also there are about 100+ new recognized game controllers for linux, and 400+ for windows ! (more people would use windows ? What a surprise !). All these new controllers mappings come from there : http://raine.1emulation.com/download/latest.html The other big part is the improvement for cps2 rasters, and the priorities in xmvsf, notice the priorities are still not perfectly emulated, there are probably places left in some cps2 games where there are problems. Except that most of the emulated games are now rendered in 16bpp because most of the emulated games have color palettes of 16bpp or less. 2 exceptions : the taito f3 games, and macross +, for these 2 it's still 32bpp, for all the others it's 16bpp. The reason ? Smaller bitmaps, so it's faster to draw and faster to render to screen. And there were problems with some taito f3 games, especially in 64 bits, but even in 32 bits there was a black screen for puchcar on boot because of a recent fix. All this should be fixed now... It's almost a Christmas version this time ! http://raine.1emulation.com/download/latest.html2 points
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Slow progress, while I was in the audio functions, I added the ability to change the audio driver and the audio device from the gui. For the device, most computers have only the default sound card, but for the one I have plugged to a tv, it has actually 4 devices, 1 for the analog output, 1 for the digital output (the digital plug behind the computer, that's the one I have been using for many years), 1 for hdmi 0, and the last for hdmi 1, these 2 hdmi being what the video card exports. Which finally allows me to switch easily the sound between the stereo and the tv, I had never actually used the sound output on the hdmi until now on this setup, it doesn't sound bad... For the driver, it shouldn't be useful for most users, for wndows it's directsound by default. For linux it's pulseaudio if possible, otherwise alsa, otherwise dsp. The names of the output devices change depending on the selected audio driver... ! And each audio driver can have a preferred frequency, so the default frequency changes with it. Also the neocd raw audio tracks which worked previously only if you had set your audio output at 44.1 Khz (cd quality), now work with any output frequency, and it doesn't sound bad at 11 Khz actually ! (at least for the game which I tested, which was viewpoint). The conversion for the wav/mp3/ogg/flac format was already done automatically, there was only this raw format which had no conversion and which required 44.1 Khz output.2 points
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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
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Xhexen update by law3 [quote] xHexen: Added official mission pack Deathkings of the Dark Citadel and two good quality, hub-based mods, confirmed to work on Xbox: Dark Portal and Stonegate. Additionally I added small wad fix for Deathkings, because the original PC version doesn't play the music! I corrected this for Xbox.[/quote] xHexen2 update by law3 [quote]Ripped the music again, because the original release had contained a few cracks and errors in the audio. Then I reversed the OGG track order so it finally matches the MIDI order. Track02 is absent, because there is an error in XBE and Track02 doesn't play at all. Adding "+1" to each track's name solved the problem (sic!).[/quote] xHexen2Pop update by law3 [quote] xHexen2 with Portal of Praevus mission pack. I did it in a dirty way and I am nice enough to share. It is really dirty, it is even stupid, but if something is stupid and works, then it is good. The levels, the scripts, new enemies, new CD-Audio music work. Usual character class select and skill select don't work, but I included a workaround - see the readme file.[/quote] xShadow Warrior update by law3 [quote]Added Wanton Destruction (official add-on released for free) and Twin Dragon (another failed official add-on turned into normal mod). PC version of Wanton Destruction contains critical errors. Bosses do not drop keys after defeat and player is unable to advance further into the game. I corrected this for Xbox.[/quote] link [code]https://www98.zippyshare.com/v/jqP2HZtv/file.html[/code] mirrorlink [code]https://1fichier.com/?5ioi0nuu0omhpgjgyl15[/code] mirrorlink [code]https://anonfiles.com/Fbp9NcKdu4/xbox_fps_updates_rar[/code]2 points
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I might have released 0.91.16 & 0.91.17 too fast, but this one finally holds its promise : all the cps2 games supported (at least those using qsound, gigaman2 being a bootleg without any z80 rom it's out of the list, I even added it to non working games !). Except that I finally added some breakpoints in the console for the z80 which helped me a lot to finish this. And updated the help for the regs and break commands, still in the console. Sorry for all the bad binaries lately, it should be finished this time ! http://raine.1emulation.com/download/latest.html (refresh the page if it shows something else than 0.91.18 !).2 points
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mameoxtras 2021 by gamezfan Whats New in MAMEoXtras 2021 new games now supported Head On Channel Oo Parts Steel Worker Success Joe new working games Off Road Challenge (Too slow on original Xbox) Wonderboy In Monsterland (Official Japan Sets) games with graphical improvements Aero Fighters / Sonic Wings Flying Tiger Karate Blazers Planet Probe Power Spikes / Super Volley 91 Spinal Breakers Turbo Force games now with improved sound Ashita no Joe / Success Joe Athena Kabuki-Z Perfect Soldiers / Superior Soldiers Pochi And Nyaa Trojan / Tatakai No Banka neogeo changes Ported across the NeoGeo driver from MAME2003-Plus which features the proper M1 and PCM2 sound decryption as per MAME128. Removed support for many hacked, decrypted and bootleg Kawaks romsets and replaced them with the proper official versions, this is simply due to the fact that these romsets are nigh on impossible to trackdown nowadays plus your better off playing the proper versions of these games anyway. Only the following games and some bootlegs associated with them are affected you'll need new romsets as we now support a new M1 sound rom. new official neogeo romsets Bang Bang Busters Metal Slug 4 Metal Slug 5 Pochi And Nyaa Power Instinct Matrimelle Rage Of The Dragons Samurai Shodown 5 Samurai Shodown 5 Special Svc Chaos - SNK Vs Capcom (MVS) The King Of Fighters 2000 The King Of Fighters 2001 The King of Fighters 2001 (set 2) The King Of Fighters 2002 The King Of Fighters 2003 new neogeo bootlegs King of Gladiator (The King of Fighters '97 Bootleg) The King of Fighters '97 Plus The King of Fighters '98 (Korean board, set 1) The King of Fighters 10th Anniversary The King of Fighters 10th Anniversary 2005 Unique The King of Fighters 10th Anniversary Extra Plus The King of Fighters 2001 (NGH-2621) The King of Fighters 2002 Magic Plus The King of Fighters 2002 Magic Plus II The King of Fighters 2002 Plus The King of Fighters 2002 Plus (bootleg set 2) The King of Fighters 2003 (bootleg set 1) The King of Fighters 2003 (bootleg set 2) The King of Fighters 2003 (Decrypted) The King of Fighters 2004 Plus / Hero The King of Fighters 2004 Ultra Plus The King of Fighters Special Edition 2004 general fixes and improvements Ashita no Joe sound fixes / CPU clock frequencies [arcadez] Added support for Success Joe [mahoneyt944] Fixed the official japan versions of Wonderboy In Monsterland [arcadez] Added PCM2 sound decryption [arcadez] Fixed bad sounds in Pochi And Nyaa [arcadez] Added encrypted KOF bootlegs and hacks [odarknighto] Added support for Snk Vs Capcom - Svc Chaos (MVS) [arcadez] Ported NeoGeo M1 decrypted program from MAME128 [odarknighto] Fixed some graphical problems in Planet Probe [arcadez] Fixed incorrect colours in Flying Tiger [arcadez] Fixed music tempo in SNK's Athena [arcadez] Fixed some serious sound troubles in Trojan / Tatakai no Banka [arcadez] Fixed collisions logic for Thunder Cross [arcadez] Fixed game speed and inputs for the M92 version of Dream Soccer [mahoneyt944] Added missing Dac sounds for Kabuki-z [arcadez] Fixed bad sounds in Perfect Soldiers / Superior Soldiers [mahoneyt944] Fixed various graphical niggles for all the games in aerofgt.c [arcadez] Fixed graphical niggles and a random crashing bug in Popeye [arcadez] Added support for two hoarded Sega C2 games Head On Channel and Oo Parts [arcadez, grant2258] Hooked up the VMM for the new NeoGeo romsets [arcadez] link https://www74.zippyshare.com/v/oUNRe4Mi/file.html mirrorlink https://1fichier.com/?smkrrj8fsyv80lef2nyg mirrorlink https://anonfiles.com/d1K6i09fpd/MAMEoXtras_2021_7z2 points
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Mad Stalker for the megadrive. link below https://www16.zippyshare.com/v/IE3e9sIK/file.html mirror https://1fichier.com/?w4l9vgw5he7t694urypy mirror https://anonfiles.com/j7K8N9dbp3/Mad_Stalker_Full_Metal_Forth_zip2 points
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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
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I just posted 0.91.1. Since last night : - lots of hex numbers were not identified in the cheats conversion from the xml, much better now (particularly for the masks) - cheats using watches with loops inside are now supported ! - you could not disable sound, not sure if it was for all drivers but probably. Setting emulate sound = no and then going back to the game was reseting this to yes ! I guess nobody tried to disable the sound for a very long time ! It's fixed, but notice that some games don't like to have sound disabled and you can get errors if you try to do that (in neogeo for example, you get a nice error about the z80 !). That's quite a lot of fixes, oh well the conversion was huge, I couldn't hope to have everything right in 1 go, let's just hope it's closer to perfect now ! Still the same link : http://raine.1emulation.com/download/latest.html2 points