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Tux

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Everything posted by Tux

  1. From Felipelpl, and you have the gory implementation details there : https://github.com/zelurker/raine/pull/28
  2. 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 !).
  3. my bad, the linux version's fault actually because it uploads automatically the binary when ready so I forgot the windows binary was not uploaded ! By the way since then I improved it, all cps2 games are now supported, but since 0.91.17 exists in git, I'll have to create a 0.91.18 later... I still want to look at a few things with it anyway, so it will be later... Sorry for the bad links, and shame to those who didn't report it ! (it's fixed for both).
  4. The cps2 music detection was crap in the previous version, here is the fixed version ! This one is based on reading the code in the z80 rom and using directly a table which describes the sounds to play, so it's very reliable to detect if something is a music, but it doesn't work for all the roms, it works for the majority though. For those which don't work (mainly the oldest ones including cps1 qsound and the newest ones !) the sound commands dialog is simply disabled. Anyway it's good enough for me for now... sorry for the double release ! http://raine.1emulation.com/download/latest.html
  5. It's released as 0.91.16. A few notes for cps2 : music detection is still quite experimental, it seems to work, but I didn't test all the games of course, but I changed the way I was doing it already. So the current way is on the sound command itself, songs seem to be < $100. Usually the sound dialog was displaying only a list of songs to test, but here with cps2 the list of songs is unknown, so it allows you to type directly the number of the song to test, but it's better to go in game to the song you want first, and then open this dialog, it should point to the song currently playing. Of course absolutely no special effects are supported, it's just bare minimum, song start / song stop when there is another one, that's all. It's not certain it will work in all cases. For example in sfa2 the music playing on the qsound screen is actually done by 2 songs : 3e in the foreground, followed by 3f which starts just after the 1st one... In this case the dialog points to song 3f of course, I just hope there is no such case during a game but I can't be sure ! The few I tested so far seem ok ! I just realized I probably released too early, the new way to detect songs won't detect the stop song command ! Which means that if you put something looping, it will stop only if there is another association to stop it later ! Oh well, at least it's promising but I probably underestimated the complexity of the thing... The old way works better but only for games following this, and it's not all of them. So it will take some time to find something better sorry !
  6. Everything is in the title, it's a binary only for those playing with sound associations to play with customized musics, look in the forum for details. This version fixes the sound commands for matrimelee and adds support for cps2 games... yeah all of them, even the cps1 games using qsound. It's still quite experimental for the cps2, but it seems functional enough for a release... http://raine.1emulation.com/download/latest.html
  7. There are already ways to save inputs configurations, to assign a combination of inputs to a single input, so that's quite enough already. For kof inputs, mer-curious is the expert around here, so he might have some advice here. And editing the inputs in the rom would be too complex. Ok cps2 seems to work, it's much easier than neogeo because all the drivers use the same standard to pass commands, and there are directly voices in the chip and they seem to always use voice 0 for the main music, so I added something quick and it should work for all cps2 games... The only little problems : the tempo is not right when testing a song in the gui, but it's just for testing so it's not a really big deal, and the number of songs per driver is unknown, but the game still detects the number of the last song received, and it's displayed correctly in the sound commands dialog. By the way by default when you add an association from the gui, it doesn't loop, you must just choose manage associations after that and check the box where you want a track to loop. I might release a quick binary later today (still with sdl 1.2).
  8. Actually it was something super minor, just the 0 command which should be ignored and was badly interpreted, the other games like kof98 just didn't use this. It was less than 1 line of code to add, but I added some comments ! for cps2, the concept is interesting, but I miss the courage now, I keep the idea though... !
  9. Yes for matrimelee, it's recognized as a kof game because the z80 rom looks a lot like it, but it fails, it doesn't have its pointers initialized correctly. This feature is a work in progress for most games, I might fix matrim later (and eventually add some cps2 games, at least for those they seem to always use the same way to send commands so it might be compatible with all cps2 games there).
  10. Works for me, I did a quick test on 3countb using a short wav file recorded from raine, the intro "sound" just after the neogeo logo, it works, it looped 3 times. I have in games.cfg for 3countb : 57 = /home/manu/.raine/raine_sound.wav loop57 = 1 By the way it's usually better to use mp3 or ogg for this instead of wav, you'll save a lot of disk space without being able to tell the difference just by listening to what is produced. For capcom games, no it's just that this must be done separately for each game, or group of games if they share the same z80 sound driver, and nobody was motivated enough until now to look into the capcom case. And sorry, no motivation for this for now... ! For finding associations, actually when you display the sound command dialog it shows by default the last music command the z80 received, so if you play a game and want to replace a specific track, just go to the place this track is played, display the dialog and it should already be selected, you can test it to check it's the right one, now you can just associate it to something else. The sound commands dialog is available only for games supporting it of course, mainly neogeo games for now but not all of them, gunbird and bublbobl, not because I use this but it seemed easy to do at the time so I added these 2 but they are mainly untested... But then when you test something in the dialog, it uses the z80 from the game to play it, so when you return to the game the song is usually stopped, you can reset the game or reload a savegame to restore the z80 state to normal. By the way did you know the test mode for sfa3 sounds includes a graphic equalizer ? 1st time I see that in a test mode, that's a rather polished test mode ! Musics are codes <= 2f for sfa3, <= $3f for sfa2 (just had a quick look at how it works by curiosity, it's quite different from the usual arcade game... !). U key to enter test mode...
  11. Basically the sound commands menu option allows you to associate an audio track (mp3, ogg, wav...) to be played instead of what the normal sound command plays. It's a game of patience because you must 1st find out which command starts which audio track. Mer-curious has done it for quite a few kof games and even posted its results in the forum with the mp3 tracks from the neocd version, and the config file containing the association. If you take his file, you'll have to edit the config file manually to fix the paths, but it should still be much easier than finding all the tracks by yourself.
  12. Somebody still using this ? Well I'd say pre 0.50, which would be 0.43.4. Since win98 is just an interface running over dos you can also try the dos version, there are recent dos binaries in the old versions page.
  13. I am really cursed with this one, sorry, at least I have you to test the linux installation, yeah I never install here, I always run it from its source directory. Ok, it's fixed again, but it has to be called 0.91.15b this time, for info the brasil.cfg is an old allegro file that I decided to remove lately, it will probably break the dos version if I try to recompile it one day... ! I also uploaded the 32 bits binary package, at least I tested the installation completely this time to avoid any other problem, no need to test the 64 bits version too, it's the same install. No you can't install both packages at the same time because they share some files, but you can do it if you manually rename the executable, for example install raine32, then rename /usr/bin/raine to /usr/bin/raine32, then remove raine32 package (the raine32 executable will stay where it is), then install the raine64 package.
  14. The unofficial translations are legion on snes too ! And congratulations to the team who did that too, it was without the sources, and they made miracles to patch the roms there... I am no expert for mame, although I have read the source quite a lot for some drivers, but you simply need to launch it in opengl, it might even be the default nowdays, if not just do "mame -video opengl -rp your_rom_directory 'game name'", and it should work. Didn't try any zinc game yet though... edit : I just tried it, and I confirm, it works (although I had to update gdarius2.zip and get some bios). It's hard to say what makes it to segfault here, it might be one of the recent changes from the binutils package which prevented execution in data and stack segments, but I don't think it uses any assembler code, so it shouldn't be affected by that, but anyway it crashes before even displaying its graphical window so it's during initialization. Hard to say without the source. If you have a link to the source, I can have a look ! Thanks for the info, I didn't play ridge racer 2 anyway... !
  15. my bad, I forgot the PKGBUILD file was read from a specific directory to generate the latest page, it's fixed, and I uploaded the latest PKGBUILDs files for the 0.91.15, you won't have to fix them manually (and I should at least update the maintainer line at the top of these files, on the todo list).
  16. To be slightly more precise on this bug, it's not the emulation itself which has a problem, it's the final blit which should display its result, the blit is unstable in this configuration and sometimes it has problems like here. Nothing can be done in the current situation, it's pushing sdl-1.2 to its limits, but since it's unmaintained the only solution is to switch to sdl2... !
  17. Alright finally found the problem and it made me crazy since it didn't make any sense, it's related to the gui in opengl, I can't explain how exactly, but it creates a strange problem in the rendering here. The last version with a working neo turf master was 0.91.7, just at the moment where I decide to delete the old useless builds, I couldn't have guessed such a super strange bug was hidden there ! Well the bug can't be fixed for now, it would mean taking back the opengl gui which would take back the big bugs which were here in fullscreen for windows, and that would be all the drivers, not just this one. So for now it will stay like that, I'll try to finish an sdl2 version which should fix that too, but it will take time. For garou it's a non problem, just disable the speed hacks and it will be ok, the weirdness here is that speed hack worked at a moment, so I wonder what broke it but anyway it's easy to work around the problem. Sorry for neo turf masters ! I can reupload some 0.91.7 win32 binary anyway, I might do that.
  18. Try to disable the speed hacks in neocd options... garou should work fine with speed hacks disabled, I'll remove its speed hack for good in the source, the mystery is why did this thing worked at a time and not anymore ? But anyway it already created too much problem, better remove it. For neoturf it's a totally different problem in windows, absolutely no idea why there is a difference with linux for now ! finally able to reproduce neo turf master's problem in linux... in windowed mode only, in fullscreen it's perfect ! Never saw something like that before !
  19. Actually I had a quick look out of curiosity : I can't reproduce these problems in linux, but I don't understand yet why they are windows specific, there is nothing afaik specific to windows in this code ! There might be a problem with the gcc for windows ? Not sure yet, anyway I'll need more time for this. Anyway so far : for neo turf masters the quickest way to reproduce is how to play from main menu, shows garbage in windows, perfect in linux, no idea why yet. (neocd) For garou : I played a stage without problem, windows seems ok too but I didn't go far in windows, where did you have a problem ?
  20. If I am not mistaken, you got the info about garou which might have problems from me ? I knew I should have tested it ! And for neo turf masters, not this time yeah. Well too bad, I need a break from testing too many things, I'll look into this eventually, but not now !
  21. It's almost only fixes, but there are quite a few : neocd/neogeo : - unlikely incompatibility between mslug2 & pbobblen, this fixes both this time. - there were some problems in neocd with speed hacks, they are now disabled for the kof games and kabukikl - still on neocd, there was a crash when reading an audio track merged with the main data track, this worked before, but anyway it's fixed. - old capcom savegames prior to some time in march 2020 couldn't be restored anymore, I added a callback to fix things on the fly, it might not work for all the games, I don't have savegames for all of them, but it should work for most of them. - the year is updated automatically now - there was a strange "stack smash" on my laptop when opening the console, it happens only on this computer, which has exactly the same software setup as my main computer, so it's probably a gcc bug, but for now I disabled their stack protection to work around that, even if it's required only for 1 file related to the console, I disabled it everywhere. cheats : - the scripts can now handle more than 100 arguments, required for some cheats about the starting level ! - fix pbobble2/2o/2x always on help line cheat - fix pbobble2 alternate world levels cheat - fix cheats comments containing ", and handle multi-line comments for cheats, the bottom line of the screen will "flash" if the comment is too long, just click on it to get the full comment. Example of such a cheat : the last one for strider. - and by the way finally update the default background color to be darker and less transparent, I did it here on my default settings a long time ago but I should have committed it, here it is, handy to be able to read these big comments for the cheats. (if you keep your settings while updating and want to try the default new color, just delete the bg_color line in rainex_sdl.cfg/raine32_sdl.cfg in the config directory). That should be all, I really hope it's the last 0.91 version, I deleted all 0.91 versions prior to 0.91.10, there were too many fixes this time. http://raine.1emulation.com/download/latest.html
  22. The message is quite clear I thought, even if technical, it says it can't find the ids for the 68000 and the z80 in the save game, which is normal since it was saved in 32 bits so these are not even the same cpu emulators here. For the 32 bits version, you hit an incompatibility I added for the 64 bits version, musashi didn't want the original speed hack, and it was right it was more dangerous than I thought, but now the savegames made with the old speed hack become incompatible ! I didn't even think about that. I just spent too long to add some hack when loading the savegame to restore things correctly to avoid the freeze. Found some problems in mvsc (your screenshot), msh, dimahoo, 19xx and xmcota. There might be some that I missed, I don't have a savegame for all the cps2 games, but it might fix all of them (they share more or less the same memory map). Sorry for the inconvenience, but anyway it was a minor problem. By the way gigawing couldn't load at all, it was another weird problem with its speed hack, I guess it's been broken for a very long time for this one, it's fixed too. I also found a problem with the cheats for strider, a multi-line comment containing " ! It's fixed, but multi-line comments are not handled currently, you'll see only the start of it. Tsss.. It's starting to make quite a few fixes... edit : the gigawing problem was because of a change for another game between 0.64.16 & 0.90, I checked all the games using this same hack, apparently gigawing was the only one with a problem !
  23. No no, this kind of nostalgia is a common disease around here, absolutely not boring ! I agree about not replacing them, zsnes was a major emu no matter what, I didn't play much with it because I actually played most of my snes games on the psp, using a snes emulator on the psp, but I tried it a few times and I liked its spirit (quite similar to raine for the spirit). Even though the graphics are outdated, there were some very good games on snes, and I finished some on the psp ! (and arguably there were probably more good games on snes than on the psp, what made it excellent was actually the homebrew scene but you had to hack the firmware to be able to fully enjoy that !). I still have zinc somewhere, but I just tried it, and it segfaults now, very old binary anyway, January 2005, I guess I'll probably have to delete it then... ! Yeah I know, zinc was an experiment which was merged into mame after a while, so I guess I should try the mame version some day... ! I don't know the other 2, VivaNonno or U64Emu, but I tried a few very experimental n64 emus which have disappeared now, but they were good at the time ! (on the n64, the latest crazy experiment where some guys were able to get the source of the original mario 64 cartridge and able to rebuild the rom image from the sources. I tried it, it works, you get exactly the same rom image in the end, but the sources are not very readable, so it would be hard to use them to make a modern version on pc, plus you would be sure to win some justice problems coming from nintendo in the process, but it was interesting to try anyway). Don't know this model 2 emu too... !
  24. I didn't see the message, but I guess so yeah probably. In this case it means it can't restore the 68000 data, but sometimes it works anyway if you are lucky, it depends on the way the emulated game is made and at which point you tried to load the save state, quite a lot of these games have a main loop, and they wait for the vbl at the end of the loop, so if you saved in this loop, and tried to load in this same loop, chances are high you will be able to restore the game even without touching the 68000 registers ! Don't count on it though, it's more likely to crash with a very impressive error message on screen usually !
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