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Tux

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Everything posted by Tux

  1. Tux

    Raine 0.91.20

    I love this precision : 32 or 64 bits, which romset for example, at which point ? cps1 or cps2 ? There is an option to disable speed hacks for neocd/neogeo, not for cps1/2, it wasn't necessary so far... It's obvious this kind of behavior is not normal and has not been found yet, there are 1070 romsets in raine if I remember correctly, plus I almost never play with it anymore except to code, and it's only in linux, so the chances to find what you are talking about by chance are more than slim ! If you saw this with the 64 bits version, the 1st thing to try is the 32 bits version, as said too many times already, the 64 bits version is still experimental even though it's working better than what I expected already, big bugs are still found in it, like what was found for 0.91.19. (and I almost only use the 32 bits version here !).
  2. After some tests, in normal play the backup ram is "locked" at the end of each frame, meaning it can be saved or removed without problem. The only place I found where it's not the case is in the service mode ! Here the card is left unlocked, maybe it's how I saved mine at a wrong time. Anyway I added some test to prevent that, the emu now displays a message box to warn if the backup ram is still unlocked and refuses to save it in this case. I'll see how it goes, but it's probably better this way. I could fix the stuck backup ram manually by removing a duplicated entry, I just removed the 1st one, and it was back to normal again... The format is documented here : https://wiki.neogeodev.org/index.php?title=Backup_RAM (it was byteswapped when saved by raine, I changed that so that you can edit it more easily in a hex editor in this kind of case, it's able to read the byteswapped format of course but it will save differently now).
  3. I had this happen lately : while testing irrmaze, it didn't have any soft dips, which is a bug, I think almost all the neogeo games have some softdips except some prototypes. The backup ram was full but it's supposed to rotate the games inside once it's full. For some reason, mine didn't rotate anything anymore. I might have done something wrong with it, some testing gone bad maybe, but the bios doesn't display any error for that, it's just that any new game can't create a new slot in the backup ram, and it had some consequences on the game play, it had some strange settings because of that, no instructions, no display of the credits at the bottom of the screen, but except that the game seemed to work fine. I don't know why the games didn't rotate anymore, I kept a backup of it for now. Fixing it is easy anyway, either delete the file savedata/neogeo.saveram, or go into the bios, hardware tests, when arriving at the stage where it tests the backup ram the unibios proposes to reset it if you press a+b+c, it's equivalent to deleting the file so it will be re-created next time. I just tested with a new backup ram, loaded more than 8 games, and this time they rotate normally... There is probably a bug somewhere, but for now I don't know exactly what happened... ! Maybe it's linked to switching from aes to mvs in the unibios, not sure, just an idea...
  4. Tux

    Raine 0.91.20

    I found this in the mame source (which is still a good source of info usually... !) : /* special BIOS with trackball support, we only have one Irritating Maze bios and thats asia */ ROM_LOAD16_WORD_SWAP("236-bios.sp1", 0x00000, 0x020000, CRC(853e6b96) SHA1(de369cb4a7df147b55168fa7aaf0b98c753b735e) ) Lol, by looking better I realized that this bios is actually in my neogeo.zip file and already referenced in the bioses in raine as "irrmaze bios". I just tested it : for players there won't be much difference compared to what you get with the unibios for the games. The only actual difference is that the test mode really tests the paddle this time, you have to navigate the menus with the mouse, and it's in english, so usable. So it's a bios which should be used only with these 2 games then... ! I thought it was lost because I didn't find this bios in the mame I use for reference, but it might be because they treat this bios differently since it's for these 2 games only... My bad then but the rest of the infos are correct, the workaround for this is only in the unibios, the "standard" or official bioses don't reference this at all.
  5. Tux

    Raine 0.91.20

    This is to address the bugs found by Augusto (some of them at least) : - fix burning fight and "fatal fury 3" in 64 bits - fix the inputs for irrmaze and popbounc : this is very specific to these games since they are the only neogeo games which can use a paddle. Originally there was a specific bios for these games, but in asian only and it's now unavailable. Unibios has a workaround built inside apparently, and so you'll need a version of unibios to run these games with the mouse (it might be possible to use popbounc with the joystick). For popbounc, you choose which input to use with the soft dips, you can change this in real time in the raine dialog for that, in "neo-cd/neo-geo options" once the game is loaded. Tested only with unibios 3.2 and 4.0, works with both, mouse is not recognized with the standard european mvs vers 2 bios. Hum, don't try to move the mouse while the game is initializing... ! - added some basic setting to slow down the modern mice ! You can configure that in the inputs dialog, the setting is saved when you quit raine (with the quit command as usual, closing the program by any other mean doesn't save the config). It can only be slowed down, modern mouses are already too fast for the low resolution of these games. This setting should be used by all the games using the mouse of course... - a few misc fixes, like the break console command which didn't work anymore with starscream - recent versions of curl forbid spaces in the urls so I had to work around that, this fix is useful only for linux, I didn't update curl for the windows version. http://raine.1emulation.com/download/latest.html
  6. For popbounc, it's the same problem as irrmaze, it's related to the paddle, afaik these are the only 2 games using this. I had tested irrmaze a very long time ago, and never noticed it had a problem when using the unibios... oh well, I guess this one is interesting too then, I'll look into it later, thanks for the info... edit : after looking, yeah it's a crazy piece of software, especially for irrmaze : it's supposed to use a specific bios to handle its paddle, except the bios has disappeared, and it existed only in an asian version anyway. The paddle is mapped in the memory area of the standard controls (stick + buttons -> paddle). Which means that the test mode for this game actually tests the neogeo standard inputs and not the paddle, it would require its specific bios for that ! It can be worked around though, just don't move the mouse while the game initializes. It's quite a crazy game too anyway, you have to move this ball in a maze with an ultra sensitive control (maybe it's because our mouses have a too high resolution now... ! I should maybe try to find a way to scale that...). Anyway it's fixed here, but you need a new binary for that. Pop'n bounce is a more modern game using this, it's using a soft dip setting to decide if it uses a paddle or the standard inputs. You can change the setting in real time while playing using the raine soft dips dialog and it works, the mouse activates when you choose the paddle setting. Here again the mouse is very sensitive, and you need the new binary for it to work. So I'll take more time to see if things can be improved at least a little... edit again : I added some basic setting for the mouse sensitivity. I am not sure it makes things really easier, but it gives the impression it's easier, and it's fun to configure (from the inputs dialog of course), so I'll keep it for now, it's usable in all the games using the mouse of course... For the 32 bits/64 bits version : well you should know that raine has always been full of assembler code, and this code can work only in 32 bits. So this version is of course more tested and more reliable. The 64 bits version works quite well most of the time, but you can still find problem in it as you discovered, but I didn't expect to work that well for most games anyway.
  7. Try the 32 bits version, why does everyone prefer the 64 bits version ? As it is, raine true version is the 32 bits one, the 64 bits one was made so that it can continue to be used on non intel architectures. Anyway tested only for burningf, but the problem seems to happen only with the 64 bits version. Sorry but I lost all interest for this for now, it's enough for me to know that the 32 bits version works, I might eventually have a look at why this stupid 64 bits version has a problem here, but it won't be now. I took the time to investigate the crashes for burning fight and fatal fury 3, both were due to oddities with musashi, so in 64 bits only. They are fixed in git, I might make a binary later... or not, just use the 32 bit version for now, it's fixed in the source that's good for now. Didn't look into your graphic issues, sorry not interested for now !
  8. My bad, yeah you have to choose, either the dpad or the stick, but not both at the same time, yeah I know, life is hard... !
  9. Nowhere. You can try to grab the .xz file, it's just a tar, use tar xvfJ to extract it, and try to run the binary inside (it's intended to be extracted at the root of the fs). You might be lucky, otherwise, compilation, or wine !
  10. Yeah but it's still quite simple in the way it works, a lot happens in 1 frame though, but there are very separated parts and most of them never change now (except when trying to change the underlying lib, sdl !). You can still compile raine with only 1 driver inside, you can even decide you don't want the console (and the cheats which come with it now) to make an even smaller binary, then you take only the cpu cores you need... you can still make a very tiny raine (and it's easy to do if you know how to compile it, there are scripts to make that very easy if you have perl installed). Anyway...
  11. Tux

    A last one : 0.91.18 !

    Yeah well I don't intend to learn italian just to be able to read it !
  12. The region is just initialized after the 1st loading sequence, so if you have loading animations you must wait for the end of the 1st sequence for that. Before that there is not even a Region displayed in the menu... anyway !
  13. Well I don't know what you're doing wrong, I just downloaded nam-1975 neocd to be sure, no problem here, the config you are showing shows japan as the selected region, I tested it shows indeed Japan as the region while playing and you see the Japanese chars, even if you quit and reload, end of the problem for me, be sure to use the latest version.
  14. Thanks for the tip, I'll give it a try, yeah browser extensions are multi-os but not always multi-browser. Mine had problems with some sites, this one seems more polished, so I'll happily test it, thanks !
  15. Tux

    A last one : 0.91.18 !

    Hum, zzap is still alive on this site anyway, it was part of the backup, and I still have a backup here, and I think you should have another one on your side, so it won't disappear anyway ! But it looks nice !
  16. Which was originally a separate emulator by MikeDx (Mike Green in real life), I just thought it was too bad to let it disappear at the time and I proposed him to merge it in raine, and he accepted... Everything is not perfect, but at least it runs on modern hardware in any resolution using opengl ! Mammoth project if you look at the big picture, but raine is still quite simple in the way it works, even if it got bigger along the years. But yeah there are some complex parts allright, but it adds to the fun ! Anyway glad you liked it !
  17. Eh, I don't have that much to say about all that... in fact I am surprised I lasted so long, well along the years many times I thought about giving up and sometimes I spent months without touching the code, but I always finished by coming back to it. Now I play less and less with raine, so it's really time to finish this, that's all, but it was good while it lasted for sure !
  18. If you quit by the command quit and not by closing the window the setting is saved for the current game. There is no global setting for that, just a reasonable default which is usually Europe. edit : after checking the code, the last region selected in a game is taken as default region for all the neocd games, and then if you load a game where you never selected a region before, this same region is taken (saved as the region for the neocd bios). And all regions are saved in config/games.cfg.
  19. Yeah me neither, I don't see how something could work when facing right, but not when facing left ! No promise here, I won't test that for now, that's sure !
  20. Sadly no it's everything or nothing, sdl2 replaces sdl1, they can't work side by side, what can be done of course is a basic version 1st, but even that requires a lot of effort, raine is not the kind to just use some high level functions easy to replace, it's rather the kind to push to the limits and sometimes go over them ! I am committed what's done so far to git of course, it's impossible to estimate, the thing does not compile so it's far from over ! Yeah it's the kind of thing which should be handled by sdl2, never noticed that because I rarely play with a pad to arcade games, but yeah it's just a system function to call to disable the screensaver. What you can do on your side is at least increase the delay before the screensaver starts, anyway it's said that screensaver are not really useful anymore with current flat screens (except for saving power).
  21. by the way for custom tracks the neocd music volume applies even if it's not a neocd game, so you can adjust the music volume in neocd options.
  22. Well I don't think we emulate anything "better", but rather differently. Mame is bent on "accuracy", so even if the game had some problems because of a limited hardware, they emulate the problems of the emulated hardware to be as close as possible to the original. When the emulation could be improved, we did it in raine. What comes to mind is these shooters which added so many bullets on screen that the animation became choppy, well it's easy to boost the emulated cpu speed to work around this, but now some people say the slow animation makes the game easier... Well for dodonpachi at least, more recent versions using more modern hardware got rid of these animation problems anyway ! Also features like the custom audio tracks show well the spirit of raine, even if it started as just a crazy idea. It allows to replace the emulated songs by some external tracks you choose, something which would be unthinkable with mame ! For rainbow islands, it's a paradox because it's the game which gave its name to raine but the emulation of the c-chip is not 100% complete. I never played very much with this one so I don't know where the problems are, but when someone from mame team came with the complete description of the c-chip, Antiriad was not interested anymore, and the driver stayed as it is... So there are probably differences with the version in mame now. There is also the unemulated rasters for some cps2 games (it's complex, very few games use them, and I don't play them, so... !). Anyway yeah it has been fun working and playing with raine for all these years, I was a little disappointed not to get more help to work on it, but it was fun anyway !
  23. Sorry guys, I'm out of motivation to finish the sdl2 port, I have committed my changes so far to git but it's not finished. But as it is, the sdl-1.2 version can still be built without problem, and with the problems reported about the bad blits because of the opengl gui, it's a good time to release something. So the changes are : - the new Brazilian Portuguese locale - curl now gets the rom from the full internet archive for raine instead of trying to guess where it can find it. As I said it's quite slow, but as a remainder, when Antiriad was working on the f3 emulation, it took him a whole night to retrieve one of these roms, so it's very fast compared to this ! - And reverted the opengl gui, meaning you get the fullscreen bugs back for the windows version, but it also fixes the emudx games + neo turf masters (you'll probably have to disable the speed hacks in neocd options for neo turf masters). For those who prefer the opengl gui and don't care about these fixes, just stay with 0.91.18 ! Hey, it would make a very nice final version for raine I think. Lots of locale, can even get its roms from the internet, nice way to finish it. If ever I find some new motivation I might finish this sdl2 port one day, but nothing is less sure for now... You'll find the link to the download area somewhere at the top of the forum page... And I'll update the linux version PKGBUILD a little later... edit : and since this release was made quickly, I forgot the pt locale in the binary packages, so I re-uploaded both zip files, you can re-download yours if you are interested by the portuguese locale, and re-uploaded the linux packages too... sigh, my bad !
  24. Tux

    A last one : 0.91.18 !

    That's another incompatibility added when switching to the opengl gui in 0.91.8, so as I said earlier I just reuploaded the 0.91.7 windows binary, you'll find it at the top of the old versions page since I just reuploaded it, it's seen as a 2021 binary : http://raine.1emulation.com/download/old-versions.html Of course I didn't make this change only for the joy to have more bugs, it was fixing the really annoying bugs of the windows version in fullscreen, so you'll find them again in this 0.91.7 binary. This was using some functions branded as unstable from sdl-1.2 and the docs says not to use them, so there was a price to pay of course... The real fix is to switch to sdl2, but for now I'm out of motivation, sorry !
  25. So next version of raine will take its roms directly from this archive. It's a little slow (time to extract from this archive), but it means all the roms become available from internet archive, which is very convenient ! See there : https://archive.org/download/efarcadeversionroms/Arcade Version Roms/
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