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Everything posted by Tux

  1. 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. Specific to the c-only version (64 bits), works in 32 bits, I'll look into it... edit : ok, it's fixed, a speed hack at a bad area, it was undetected with starscream in 32 bits by pure luck, but it couldn't possibly work with musashi in 64 bits. It's moved to a safer area and it works for everyone now. Will make a new 64 bits binary later... It probably affects some other cps2 games, some big ones, anyway the fix works for all of them.
  3. And new binaries posted : 0.90.4 !
  4. dlls are in the dlls package associated with the right version. I had packaged symlinks by error for the dlls with the raine 7z for a few hours, if you have some weird dlls in your 7z file, overwrite them with the dlls from the dlls package.
  5. For info, a new bug was just fixed, when loading a neocd game which changes its resolution after being loaded you got a totally distorted screen. This was related to a change on may 3rd 2019, so I guess I can take a little longer to produce a new binary for that (the fix is very short, it's just a misplaced function call). Found by someone working on a port, good news, I was hoping it would happen ! I'll try to make a new binary, probably tomorrow, this post is just so that nobody takes the time to report this one.
  6. Argh, sorry for the version error, I edited the makefile too late, but that's the only change from the binary posted, the version number, my bad, too many things at the same time... I think I'll re-upload a binary for that with the right version number later, just so that things are cleaner. For the changes from 11/20/2019, well it was a 64 bit version only 1st, for the rest, there ae quite a few changes, I was tempted to send you to the git log, but I agree that the default version in github is a little terse, you need to click on the commits to get the details and it's not super convenient, so here is the current log until november 20th... Yeah I add missed a few bioses, not sure all of them are useful for an emu though, the 3.2 had only changes useful for the real hardware compared to the 3.1, but I hadn't time to look at the changes in detail... I added them anyway... ok I am good to reupload something then, at least it goes much faster than before, thanks for the post then ! edit : it's done, called the new upload 0.90.3 even if the only change is just the new bioses, just to make sure you have the new one. log.txt
  7. Yeah I still have it too, thanks, everything should be fixed anyway now, thanks again Robert !
  8. The topic where I had posted the last binaries disappeared, and it took me a while to notice... I thought about uploading it to the usual place these days, but I hadn't noticed the topic even disappeared ! So here is directly raine 0.90.2, probably the ultimate version, I guess a 1.0 version would use sdl2, but there are tons of things to rewrite, it could be done quicker by writing something less efficient but it's not the way of raine, so it will probably never happen, at least not any time soon. The link is as usual there for the download page : http://raine.1emulation.com/download/latest.html For those who missed it, the huge change in 0.90 explaining the huge jump in version numbers is finally the availability of a pure C version, which can then be compiled in 64 bits and which is totally portable to anything then, that's the big problem with asm, portability. Except that the other big thing is that raine knows how to find some roms on internet (from the internet archives for those which are officially hosted there). All the neogeo roms are available. From a fresh install with an empty rom directory, this version is able to download any neogeo game + its bios if required. I had to reinstall my cross compiler to create these binaries, so I created a topic on the subject in case it's useful to anyone who would want to do the same, and so that I don't forget if I have to do this again one day... the advantage is that last time I had only a 64 bits compiler for windows, this time the 32 bits version is back too, so you get 2 versions at the same time, normally there shouldn't be a noticeable difference between the 2, but inside they are totally different, a ton of asm code for the 32 bits one, and only C and C++ for the 64 bits one. Ah also if you ever want to use some japenese character in the gui, you need to change the default font to something containing japenese characters, there is a separate topic for that in the forum, I can't provide such a font because most of them are not free, and they are huge compared to the Vera font ! + it's easy to replace, most of the fonts in the default windows fonts directory should work. I also uploaded a version of the history.dat file in the extras section with the names fixed for raine where I found any problem, also it's much smaller than the official file, just install it in the raine directory if you are interested, and then you get info from the About section when a game is loaded. There are also quite a few fixes as usual in this 0.90 branch, I won't describe everything here, go see the git log if you are interested... It should be the last raine version normally, unless we get 6 months of confinement and I get really too bored ! edit 2 : and re-uploaded the 2 binaries because I forgot the locale directory inside !
  9. Quite a lot of things to do finally, I did that in 2 days because of a stupid problem between freetype and sdl_ttf. Most people would probably want to use directly mingw32, but it's useful for me to have everything in linux, I can even test the binaries using wine (for most cases, not all of them). So, your new home will be aur for most of this : https://aur.archlinux.org/ and its chaotic aur repository there : https://lonewolf.pedrohlc.com/chaotic-aur/ chaotic aur doesn't compile everything in aur, but it will allow you to save some time. There are some binary packages directly available from aur, but installing them from chaotic aur will allow to update them automatically when an update is available. You'll want to follow the instructions to add it on the page, and don't forget the gpg keys ! After this start by installing gcc for mingw32 : mingw-w64-gcc-bin it will install its dependencies like binutils, crt, winpthreads... Also notice that it installs 2 compilers and 2 environments, apparently using -m32 or -m64 in windows is not the best solution... So in /usr/i686-w64-mingw32 you have the 32 bit version, and /usr/x86_64-w64-mingw32 contains the 64 bit. Also you get some commands prefixed by the target in /usr/bin, like i686-w64-mingw32-gcc. After that most of the packages will be in aur and not in chaotic aur, you can always search them using pacman -S -s packazge, but don't hope too much ! You'll want to edit /etc/makepkg.conf to at least set the number of parallel jobs on your system : MAKEFLAGS="-j16" if you have 16 cores (!), it will speed up things a lot when you need to compile something ! When a package is in aur and not in chaotic, you'll need git. click on the result after searching it, copy the git link, use it in a git clone command, chdir to the created directory and type makepkg -si, this will take care of things. Now you'll need : mingw-w64-pkg-config and mingw-w64-configure. For configure, the way to use it is from any source directory : mkdir build cd build i686-w64-mingw32-configure [options] and it will automatically call ../configure with the right options and environment so that the compilation uses the right options and installs in the right directory for this target. Then the list of packages : mingw-w64-bzip2 mingw-w64-zlib mingw-w64-openssl mingw-w64-libssh2 mingw-w64-libiconv mingw-w64-libunistring mingw-w64-libidn2 mingw-w64-libpsl mingw-w64-curl mingw-w64-sdl mingw-w64-libpng mingw-w64-freetype2-bootstrap mingw-w64-sdl_ttf A notice about freetype 2.10.1 & sdl_ttf : for some weird reason, sdl_ttf doesn't seem to like the libfreetype.a produced by freetype, it sends libtool to use /usr/lib for its libraries which will produce undefined refereces errors related to __chk symbols ! There is a simple solution though : rename the libfreetype.a to something else like libfreetype.static.a and then libfreetype.dll.a to libfreetype.a. With this it works, don't ask me why, libtool is a black box in this kind of cases ! It was not necessary before, sdl_ttf is small and was one of the easiest packages to install, so this fix might be not necessary anymore in the future... mingw-w64-cmake mingw-w64-muparser mingw-w64-libogg mingw-w64-libvorbis nasm (if you want a 32 bits build with asm inside !) mingw-w64-flac mingw-w64-termcap mingw-w64-gettext Oops, almost forgot : you'll need 2 packages to download directly from their page on the web : sdl_image : https://www.libsdl.org/projects/SDL_image/release-1.2.html that's the time to use your new i686-w64-mingw32-configure command and x86_64-w64-mingw32. You'll need to run them separately and of course in an empty directory for each, except that there is no trouble here, raine only needs libpng for the pictures and it's already installed. sdl_sound : this one is harder because they didn't make an official release for the last 1.0 release, so grab the latest version from here : http://hg.icculus.org/icculus/SDL_sound/archive/final-lgpl-revision.tar.bz2 from memory it fails at compiling the examples, but it's yet again some weirdness from libtool, you can fix them manually or just ignore them, launch the make install command, it will install the lib and the include files even if it fails for the examples and that's all you need. At a time this version required libmpg123 from the mpg123 package, apparently they now included the part needed directly in their sources, so nothing special should be needed. and that's all folks ! After this, you can edit raine's makefile to choose your options, you need to set at least the target (it's possible only from today, it makes cross compiling much easier), then choose NO_ASM=1 for a 64 bits build (in this case target should be x86_64-w64-mingw32), otherwise in 32 bits it's assembler everywhere ! You can also compile a 32 bits version without any asm, but there's no real point, although the speed difference should be unnoticeable these days... ! Then type make in raine's directory and normally you should get a nice new binary. You can test the binary using wine in linux, you'll have to enable the multilib repository for that, see arch's wiki for that : https://wiki.archlinux.org/index.php/Official_repositories#multilib
  10. Tux

    Unicode Text Support?

    There "might" be an easy solution to your problem though, the Vera font used by default by raine doesn't seem to contain any japanese character, so try to replace it by one which contains some, that was my problem in linux. I used ipag.ttf, available for free on internet, you can grab a copy there : https://ipafont.ipa.go.jp/old/ipafont/download.html page in japanese cut the links are in clear text, get this one : IPAfont00303.zip(19.1 MB) Then replace the Vera.ttf in raine's font directory by one of these fonts. It works by the occidental characters are not very nice, I prefered Vera of course, too bad it has no japanese character... I might find a better solution later... (not tested in windows, but in linux with the correct font I finally see correctly my files with japanese characters in their name). edit : yes, all the bigest fonts in the windows default Fonts directory seem to work. msjhl.ttc seems like a good choice. This font is not free though, I guess I should not distribute it with raine then... oh well, I might find something for that later...
  11. Tux

    Unicode Text Support?

    Thanks, sorry not to be able to help more about that, it's something annoying, there might be a way to do something, but it would require something specific to windows, well with someone used to programming unicode in windows it could probably be done, but I am not used to that and I don't want to try that for now... But anyway I tried to create such a file in linux with some japenese characters and failed, oh well I didn't try very hard and it might be something stupid like a file manager which can handle such fancy file names which I didn't use but anyway I can't see the japenese characters here (although if I copy and paste what I see in a browser, then the japenese characters appear in the browser !). Oh well, at least I tried, it's not my specialty, clearly !
  12. Tux

    Unicode Text Support?

    Oh, there was a problem with unicode filenames a very long time ago, I don't remember what the conclusion was, but I guess nothing was done since you still have it... Well bad news : my main ssd burnt recently (bad motherboard design, it was a m2 port and these dummies stuck it under the video card, probably the hottest spot on the motherboard, so it just burnt !), I had to reinstall my main linux setup, and I totally forgot about reinstalling the cross compiler tools to be able to make windows binaries, so for now I can't compile raine for windows (it works in linux though !). So well I'll try to reinstall this and see again what can be done, but don't hold your breath, plus no guarantee, I would love that someone loving windows (it exists somewhere, right ?) would handle the windows binary, I start to get tired of this... edit : after looking some more, now I remember why nothing was done : because windows uses a big mess of 2 separate function sets to handle this kind of filenames, and unicode encoding (uf16), while the rest of the world uses utf8 by default. It's all good for a native windows program (not so good because you must avoid the standard char* and use some wchar* instead), but for some portable C code it's a nightmare, all these functions using utf16 characters are totally not standard and do not exist anywhere else. I'd say, try to find some other way to encode your info then, it's a real mess to handle this internally... (utf8 has its drawbacks too, it created more than 10 years of bugs, and all this just to be able to mix occidental and oriental characters, it was not worth the trouble for most of the world but we had it anyway... !).
  13. Tux

    neogeo cd boot screen?

    As said on the topic about vsync, all this is supposed to be handled by sdl. As a matter of fact, they just gave up on sdl 1.2, redid it entierly but completely differently and called that sdl2. As it is now, it's really too much trouble to switch to sdl2, too many things are totally incompatible and should be rewritten for that, plus I don't have any hardware to test this, so don't expect any change on this side ! Too bad, I know, but I can't do everything alone... !
  14. Tux

    neogeo cd boot screen?

    You mean the one with a cd flying on the screen with the neogeo logo, not the loading animation ? it's totally avoided, you'll see it only in error cases or "gray areas". On games which have an exit option in their menu, like metal slug, choose exit, then on the cd interface which appears, memory, and then last choice on the menu, : end you'll see it, but in the end it will return to the cd interface and you'll be stuck here, need f1 to reboot the game or load another one. The reason it's not displayed in the normal behavior of the emu is because cd access is supposed to work through an irq which is not emulated in raine, we just call directly the cd functions when we need them. I learned only very late about this irq, but emulating it now would make a lot of things much harder like all the different cd formats supported in raine, so it will stay as it is now, even if it means the cd interface doesn't work... edit : a more direct way to see it, in raine neocd/neogeo options / exit to : choose neogeo logo, then you'll get the animation as soon as you choose exit in metal slug or any other game with an exit command.
  15. Just built a binary with curl support inside for windows, for once I used the binaries from the curl site because it's impossible to build curl with my current cross compiler, and it saved me the hassle to reinstall the whole mingw system in windows (plus compiling curl is really complex). The page is here : https://curl.haxx.se/windows/ just copy the include and lib dirs to the same directories, the dlls where they are needed, you'll need also the openssl archive listed below curl, and voila, it works. I was ready to make curl support optional because of the complexity of building it, but thanks to this, it remains easy !
  16. It's exaggerated to call this "os", it's still linux the os here, just take one of thes live distributions about games, change the contents to add raine + some roms, and you're done. I'd suggest using the latest git version too... !
  17. Mainly because they change all the time in mame, and it's tiresome to follow... ! I always thought the main set should be the oldest one, and any newer set should have another name, this way you keep compatibility with the old sets, and those who want to try the newest one still can. But it's too late for that ! Anyway they seem to have all the neogeo roms, some cps1 (except the clones then). Those notably missing : puckman and bubble bobble (but they have puzzle bobble, arcade and neogeo). It's not ideal for someone who wants everything of course, but it can be convenient for the casual gamer...
  18. I added internet archive support directly in raine, that is, if a rom it tries to load is not found, it tries to get it from the internet archive. They don't have everything, they seem to have only the parent sets, and it's mame material which means some roms are incompatible, but still, there is quite a lot of stuff over there, and no copyright problem (they state they eventually remove the file in case of copyright problem). The transfer is a little slow but I added a nice progress bar for that, it's quite fun ! I've been having this idea to add internet support in raine for quite a few years already, it's based on curl to make it work easily and on all platforms (no dos, but dos is not considered as a platform !). When the internet archive started to make these roms available it was in a single huge file which was unusable, but they seem to now provide separate links for each rom, and it's been like this for at least 1 year but I just found out. Quite nice !
  19. Switching to sdl2 would not be easy anyway and it's not planned at all for now, even if it would be a good idea on some aspects. It's the problem with raine : too full of low level stuff, it pushes things to the limit and here changing from sdl1 to sdl2 would be almost as hard as what it was to change from allegro to sdl1 ! Ok, thanks for the report, if I am not mistaken it's something from november 2014 (!) which was supposed to help to load broken cue files where somebody renames all the files to the same base name without changing the cue file. But the surprise here is that the bug is only if the iso given in the cue file is not exactly the one on disk, like an iso.gz file on disk while there is an "iso" file in the cue file. So most of my cue files worked, only the one testing an iso.gz file could not work. To be sure I tested again most of my cue files and everything works. It makes sense, in 5 years I guess I should have a few reports about broken cue files, it had to be specific, but I am not 100% sure I found the right bug for you, you'll have to test again. Also I fixed the error case where the iso really can't be found from a cue file, in this case raine displayed an error message but crashed anyway after it. So I am not 100% certain I found your specific bug, so you get a new binary, very long delay for the reply because of broken 1emulation, the new one looks better... rainew.7z
  20. And you get a link to this compiled windows version, full package with locales updated inside, including the italian one, that's the least I can do : https://mega.nz/#!KRcyxYqY!hQvPgdeea5SRZo6LYk9tY7SSfc0dNhe-Rpb6SqSnp3w since 1emulation seems unreliable for now, I keep mega... ! and thanks again for the time you spent on this !
  21. Added crc info in the error message ok, 7z doesn't display the crc but anyway... For the button 2 to cancel, it's "standard" behavior, it works also with a pad/joystick, the 2nd button is assumed to be used to cancel, it's esc on the keyboard. A little weird at start, but convenient when you are used to it.
  22. wow I finally reach the end of this (except for the video bugs which will be one day... !). For the neocd screenshots : not convinced, it would have to scan the directories before you select them for that to be any useful, so it would slow things down with some input/output. Then when you are in the directory it's too late, you are seconds away of seeing the real thing in action... ! For compressing isos : there are actually 2 ways, you can gzip the iso, but it's quite unefficient. The best way is to extract the files from it and put them in a zip, it will be better compressed than simply ziping the iso and super fast. At this point you can just get rid of the cue file, just point raine to the zip you just made, it should guess about the audio tracks when needed (assuming of course their track number is in their name !).
  23. cpu frameskip : it was a way to slow down the game before having something to tune precisely the fps, now using the fps setting in game options is probably better. benchmark : if using opengl just disable double buffer in the opengl options, the limit framerate of course, and you are good to go.
  24. 4-9 : can't reproduce. daioh pause -> cpu at around 6% for raine, 100 being 1 core fully loaded. Tried the windows version in wine too with the same result... 4-10 : not at alll normal, raine is super efficient on the cpu, it's more like cpu in power saving mode at 1 GHz and using 2% cpu power... ! No idea what causes this, never seen or heard anything like that. I just booted in win10 to make sure I get the same results as in linux for that : yes of course. I don't have any xp boot so I can't test xp. You can eventually try to play with the UseRdtsc seeting in the config file but it shouldn't change anything, the rdtsc is only used for the profiler display (f11 key 3 times), there is an sdl timer for the synchronization now. I have run it on quite a few computers now, and never seen anything like that until now... edit : after checking in the code to refresh my memory on this, on its normal behavior it goes explicitely to sleep waiting for the next frame to start which makes cpu usage super low. Start by checking the profiler (f11 key until you see many % numbers in game). The last one, Free should always be the greatest one. If you see it go down while blit goes up, it means your screen has a refresh rate < the game refresh rate, but normally this should not put any load on your cpu, video drivers normally just wait without loading the cpu in this case, unless you have a problem on this side. You can also lower the game refresh rate in this case, 59 fps instead of 60 can be enough for a monitor with 59.25 fps for example. I can't say anything more on this, you'll have to investigate, I can only say it's not normal at all. A last thing though : raine uses only 1 core, it was made for old cpus so there is not much point to use more than 1 core considering its speed.
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