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Tux

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Everything posted by Tux

  1. lol ! yeah it's in december in japan so I guess it can change around the world... For the sound, no idea, even if it's not the right one, it doesn't sound so bad, so I decided it was not worth spending a lot of time on it, thanks for the links though. Too bad you can't code, you would be able to try things directly on the source !
  2. Yeah the fix affects quite a few games, it's on a low level function so it's used by quite a few, that's why I released a new binary because of it. Yes your problems are related to rasters, and I never tried to emulate them in cps2, maybe they are easier than the neogeo ones though ! I thought about the year actually, I wonder if there is a gcc define which inserts the year the program is compiled, it would fix this for good, but I didn't check gcc docs yet, on the todo list.
  3. - one is about the speed of games like pang for the 64 bits version (they were too slow !), it's specific to the z80 emulation using the C version only. - and the other is quite original, a graphical glitch in some cps2 games like hyper street fighter 2 and some others which was unnoticed for more than 10 years ! You can see pictures along with the discussion there : https://github.com/zelurker/raine/issues/25#issuecomment-799135733 That's the 2nd one which pushed me to make a new binary, you don't see this kind of bug everyday ! http://raine.1emulation.com/download/latest.html
  4. Do you know there is a "record to wav" option for that ? Why is the shout different ? Good question ! Next question please ? (aren't you supposed to think about love instead of about fighting today ? )
  5. Ok fixed, what annoyed me here is that it was a general incompatibility in the way irqs were handled between mz80 and the mame z80 core we use in the 64 bits version. So I just added some code to make the mame core compatible, our way to handle interrupts is actually easier, you don't have to know how long the irq line must stay active, an irq just becomes pending and is executed as soon as it can be executed. It was inspired by z80 books so it doesn't come from nowhere, and it simplifies things, even if I am sure there are very good reason about accuracy to do this differently. Anyway it's good now, speed fixed without touching the driver itself.
  6. Ok, confirmed, it's specific to the 64 bits version again... ditch the 64 bits version ? Well I won't look into this just now, maybe later...
  7. It's a z80 alone for both these games, it's not really powerful, they seem ok to me, at least they always were like that... Compare eventually with the 32 bits version. Pang3 uses a 68000, it's cps1 hardware.
  8. Tux

    Raine 0.91.12

    You can't sorry, it's not supposed to happen at all in fact, as I said your 3 saves are broken and unusable now, and I am like you, I can't reproduce this, if you find a way to do it, I am interested !
  9. the main problem this time is in the 64 bits build, all the kabuki games were broken (pang, super pang, block, pengo, and quite a few cps1 games). Also fixes chasehq and continental circus graphics. chasehq and night striker gain a region switch too. And a last fix (hopefully !) for the sound associations with kof99, a song which never stopped during the intro. That's it ! http://raine.1emulation.com/download/latest.html
  10. Thanks for this one, it's specific to the 64 bits build, I was expecting something like that but since I work mainly in the 32 bits build I never found it. All the kabuki games are affected, it's simply because the offset to the decoded area becomes a 64 bits offset for the 64 bits build. I'll release a new binary later today, this bug is here since the 64 bits builds started to appear. Kabuki games include block, pkladies, pang, spang (for the mitchell driver wof, dino, slammast, punisher for the cps1 driver. and pengo, which is probably the 1st game to ever use this. Pang3 is not affected as far as I know (works perfectly here).
  11. I played with an old 0.28 in dosbox lately and I can confirm that the old dos version had the right colors (but in 8bpp only, there was not even a setting to display the game in more than 8bpp actually, these were the very old dos days !). But the sound was mostly broken, no wonder it gave me a lot of troubles here, there was some kind of weird bitswap on the sound command, like a protection to make it more complex than what it should be, anyway...
  12. For info there was another bug related to this for "continental circus", the top of the mountain was off by a large amount during the intro demo, alignment problem obviously but which was never reported or found before now, it's fixed too. (the game shares exactly the same hardware).
  13. Oops, sorry I didn't notice their xml files now contained "htmlized" characters like ". It's fixed, and re-uploaded, same version, same name, the file inside the archive is dated February 6th. tnzsb becomes tnzs in next version of raine, to follow the name used in this history file, originally it was already called tnzs but mame decided to call it tnzsb before changing their mind again... !!!! argh !!!! Anyway... ! Notice that a few entries use japanese characters to display the name of the game (koshien for example), you might need to replace Vera.ttf in raine's fonts directory by a font with japanese characters inside, which are much bigger so I will probably avoid to ship one of these fonts directly with raine.
  14. Tux

    Raine 0.91.12

    Hum, might be something specific to windows there then... I'll do more tests later... edit : Tested in win10, 64 bits optimized build, same path as you for loading the neocd game, a version from gametronik I downloaded a few days ago with audio tracks in wav format, everything works perfectly. Except it crashed print_debug in a debug build because the strings become too big when including your path, but there is no such thing in an optimized build, I fixed it anyway. So no idea there, can't reproduce the problem... ! For info for your 3 1st saves the overflow seems to already have happened, the info for the ym2610 inside is totally wrong, so the game will crash as soon as it will try to use this chip (sound chip), but it doesn't tell me how this data became so corrupted. Can't reproduce it so far. If you want to spend some time on it, you can : redownload a fresh version from gametronik, try with some short directory for the emu and/or for the game, try from default settings in case it's something in your settings. Good luck, and tell me if you find something !
  15. Found this firefox extension : https://addons.mozilla.org/fr/firefox/addon/dark-background-light-text/ Choose "invert" for this site, and you get something like this :
  16. Finally found it, and fixed it. If you want to know the story behind this : it's a very old hack which was added by Antiriad to compensate the fact that we didn't have any linescroll in the emulator. At the time he even said it was impossible to add some linescroll in raine without rewriting too many things. Well I found a way to add it anyway, but with some real linescroll his hack is creating these black areas on the left and on the right of the screen, I just removed it and now it works flawlessly. There was also another problem creating black lines at the top of the screen when the car was going up or down on a slope, this one was a bad optimization from me, it was less noticeable than the black areas anyway but still annoying, fixed it too. Now the clouds still look strange compared to mame, so I guess there is some decoding difference of the sprites somewhere, but I didn't try to fix that, the clouds are not bad actually, it's called "ciel de traine" in french ! Maybe it will have to be fixed for something else than these clouds one day, but the clouds are ok anyway ! By the way this is again some very old driver which was not touched in years... and that's the reason it had a problem, it had become somewhat incompatible with some other part of the emulator... ! By the way this driver would probably need some more love : the controls are very hard on the keyboard, the accelerator and the brake are going from nothing to max immediately, same thing for steering wheel, it would probably need to be improved. This can be used with analog controls though, by assigning some real joystick controls there, I didn't do it in years but it should normally still work, but the controls could be improved with only a keyboard... Also I quite like what mame added there to show which speed is on (low or high), they added a graphic overlay to show it, quite nice, in raine there is a message at the bottom of the screen which can easily be missed, I'd suggest changing at least the osd options here to have the text on solid black background to make it more visible !
  17. Tux

    Raine 0.91.12

    I don't have aof3 for neocd anymore, lost a few of my games some years ago. Yeah I know I can redownload it, but it will take time, don't hold your breath ! I redownloaded it, can't reproduce, I just used "game demo" and watched a few stages, no problem to see. Then I tried your savegame, a nice buffer overflow in the 1st one, but it's too late, the harm has already been done. Would you have a incredibly long file name (including the dir) for one of your audio tracks ? It's the most likely cause, just noticed that FILENAME_MAX is a lot smaller in windows, but it's still 260, succeeding to have a path longer than that is quite a feat already... Anyway if you don't have a path that long I need an easy way to reproduce this... ! for the save 4, I have a dark blue screen after the loading animation is over but it seems normal, no flash, it looks like some long initialization, and after that the stage "movie" starts normally. Save 5 same thing, save 3 nothing out of the ordinary, no screen with garbage on it anywhere, you have a buffer overflow specific to your setup somewhere then... I have made a test build anyway but it's pure speculation, for me everything works already, you might be lucky with this one, but don't try to load one of the 3 1st save states with it : http://raine.1emulation.com/archive/test0302.7z
  18. Yeah it was created by Richard Bush, Antiriad, in 1998, that was the old dos days. In 2000 he wanted to give it up but he opened the source, at that time I was interested by a linux version, so I took the Tux name to work on it, except that slowly but surely, everybody gave up, and I was finally the only one left. The big difference is that I didn't work on it like crazy like what Antiriad did, it was more, "when time permits", but I never succeeded to completely stop, I stopped for a few months and always came back to it. Antiriad left but after helping us to port it to windows and to linux, so we had the multi platform release. More than 10 years ago, I switched from allegro to sdl to be able to use opengl which was greatly needed, it was version 0.50. Lately I finally succeeded at the impossible, making a version without any assembler in it so that it could be compiled in 64 bits or for any platform, version 0.90. That's what I wanted to do before stopping completely because this way the source can live on, except that of course nobody came to do that. Eventually add sdl2 support instead of the current sdl 1.2 would be nice, if I succeed to do that I think I'll be able to call that version 1.0 and stop ! Richard Bush is still available by mail even if he never comes to the forum, I send messages from time to time. He works in a computer games company, so he doesn't want to touch the code anymore though. That's the big lines ! (and while you are here, this new defaut white theme for the forum is quite horrible you know ? I am thinking maybe I should resurrect the old forum backup I stil have to work around that !).
  19. Couldn't sleep this night so I did that. Since they write the age instead of the release date of the games it's a good idea to do this once a year, and this time their file is xml, so it's even a better idea to convert it to raine, it's much smaller, and still in history.dat format here. Anyway if you like this kind of info you can get the update, history-raine-2.28.7z
  20. Funny that I don't even remember seeing that, but I admit I didn't play this one a lot, very rarely actually. I might take a look later but these car games are usually quite complex... but it might be a trivial layer alignment problem. Anyway I have my mind on something else, so there won't be any new release for a while now... I had a not so quick look, it's related to line scroll (which is used to scroll some lines compared to others in the layer), it displays a part of the layer which is simply empty, no data there, appears all black. Why is it empty ? Good question ! No idea for now, it shouldn't happen ! End for now !
  21. Which stage ? Probably not the 1st ? I have other matters to deal with for now anyway so I don't think I'll have the time for it now...
  22. Tux

    Raine 0.91.12

    There is an exception to the new offsets array for song 20, it's an empty song used to mute the currently playing song, I was sure to miss this one ! It's fixed.
  23. Tux

    Raine 0.91.12

    Yes for arch it's very easy to compile by re-using this pkgbuild, nice to know that at least 1 person uses that !
  24. Tux

    Raine 0.91.12

    Yes it's probably something easy to fix, I'll check it later...
  25. Tux

    Raine 0.91.12

    Already ? Well yeah, it's mainly to finish this branch for good ! So : - Cabal (cabalbl) is finally fixed, graphics and sound. The kind of game which seems easy to emulate and which is tricky. This one is quite different in raine, we don't have at all the same way to handle the samples (but thanks for finding the crazy bitswap for the sound command !). - neogeo/neocd saves didn't contain the 68000 bank, it's fixed (problem hard to locate though !). - a last fix for the sound associations, the one included in the test build earlier. http://raine.1emulation.com/download/latest.html
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