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Tux

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Posts posted by Tux

  1. All the motivation of mer-curious brought this, it's mainly for samsho2pe, "samurai shodwon II perfect hack v1.8", thanks to the info found in final burn neo. This is a special hack this time since it adds a new memory rom mapping to the neogeo driver, never seen before in raine.

    Except that I got rid of index_roms.html finally, this file was here as a quick way to get the roms sizes, but actually using the head http command is more efficient (!), and got a proper fix for this weird green screen bug that mer-curious had in windows for way too long... !

    That's all folks !!!

    http://raine.1emulation.com/download/latest.html

    • Like 2
  2. Ok, you convinced me, but it's not one of these basic clones we had lately, this one adds a new mapping for the rom, it's not mapped as the others, so I'll need to look into it in more detail...

    Congratulations for the motivation though !

    Ok, it was not so complex finally, the neogeo system is full of hacks, the mapping of the code rom is :

    from 0 to 0xfffff normal basic mapping for 0x100000 bytes

    then if the size is > 0x100000 you get something more

    0x200000 to 0x2fffff rom bank and then if there is a write in the 16 last bytes of this region (which is rom so the writes are supposed to be ignored), then it's supposed to be a bankswitch based on the byte written to be able to access any address > 0x200000

    This one uses the mapping at 0x200000 but not the bankswitch and its size is > 0x200000

    it adds a new area which was unused so far :

    0x900000 - 0x9fffff code rom starting at 0x200000 !

    I tested it, it seems to work, assuming the code doesn't try to access any address beyond the end of its rom it should be ok, it seems good for the small test I did. I'll post a binary later, you won it. You should take a look at the git log for adding this rom, it's not so hard to do, except here I added the mapping for 0x900000 plus a new define rom ROM_END instead of copying lines all the time... So that you'll be able to add your own clones later !

     

    • Like 1
  3. 3 hours ago, mer-curious said:

    Hello Tux! I'm so glad you could finally fix this crazy bug! Considering the time we had lived with it, I think you were really fast in fixing it this time!

    Anyway, it was then worth it installing the new Windows version in my friend's laptop and bumping this thread again with an update in my testings.

    Thanks again for your motivation in this work and also for the patience in providing the details about it.

    Err I disagree here, I think the previous workaround was enough. The reason why it was fast this time was simply because I was finally able to reproduce it, previously I had to make a fix blindly.

    And also I found that you deserved to know all about it considering the time you spent on it !

    3 hours ago, mer-curious said:

    Just to be sure, it will also work correctly if we simply use the ESC key to return to the game, and not just the "Play game" menu option, right?

    Of course

    3 hours ago, mer-curious said:

    Interestingly, if you trigger the green screen bug and reload the game by using the Recents or Most Played lists, it will also fix the bug even if there are no white messages displayed at the screen (at least I can't see them... 🤔).

    Any use of a colored line in the gui would make it to go away, as any key using the overlay gui (f2, f3, f4 and the layer keys if they are used by the current driver).

    3 hours ago, mer-curious said:

    Now I have two requests for a new upcoming Raine release:

    1) I'd like to ask you to add support for the Samurai Showdown 2 Perfect Edition romset. It's a hack of the original Samurai Showdown 2 with some (perhaps many) improvements. It's currently in version 1.8 as you see in this commit:

    https://github.com/finalburnneo/FBNeo/commit/3a422761de5f5ceb85d51d7cd0a14a462e292655

    Perhaps the authors will make more adjustments to the game, but then we could simply provide the new roms, right?

    You can find the romset already updated here:

    https://archive.org/details/fbnarcade-fullnonmerged

    https://www3.nd.edu/~ljordan/linux/images/sysadminsparadise.jpg

    Remember ? I am retired !

    Plus you are dreaming here, the last commit you show in fbneo is from december 2023, but internet archive is notoriously slow to update its romsets, the dates of the files you are linking to are from april 2023 (click "show all").

    If you find where this romset is coming from and how we can get reliable updates, I will consider it.

    3 hours ago, mer-curious said:

    2) Finally, I've noticed that we can't reload the game by clicking on it in the Game Selection list. This is only possible if we use the Recents or the Most Played lists. Would it be possible to enable the reload function to the normal list too?

    I felt the need for that when I was testing the green screen bug in Art of Fighting 3 and tried to reload the game by clicking on it in the Game selection list. I'm not sure why, but maybe this was the most intuitive path I found to reload the game, and then I found that only the Recents and Most played lists would work for that, which I found curious...

    Anyway, it's not really something necessary but just an alternative for the "hard reset" function I guess, and perhaps a more intuitive way to use for this function. But if it's too complicated, just let it for another time.

     

    That's it for this very long post. Thank you again for your time! 😃

    It's actually the other way around, I just forgot to add a test to check that we don't try to load the same game when accessing these lists of games, and this test is already present for the main list of games. I should add it yeah... !

    And so you'll just have to either press f1 or load another game 1st, or quit and reload.

  4. ... and some last words about this bug :

    actually the reason why I couldn't reproduce it is simply because in my saved settings the profiler display is almost always enabled (the 3rd one, the one with % numbers), that's the f11 key, and this key would have fixed the green screen bug too if you had used it because by default it uses opengl text, and so it calls glColor to set the color of the text to white, this time it's normal behavior since the text is monochrome, the non standard behavior is for color pixels of the game bitmap. It works also for the f1 key (reset) because you get some texts at the bottom of the screen to tell about the cpu(s) being reseted, and so it calls glColor too...

    So if you had had a simple profile display enabled in your settings you would probably never have seen this bug, but yeah most of the time you install to a new dir so it's back to default settings all the time...

    Everything is solved !

    • Like 1
  5. And finally went to the bottom of it, there is a weird difference between the opengl implementation in windows and in linux, I don't know why, this thing is supposed to be standard, not made by microsoft normally... anyway what happens is that the draw color, set by a super standard function, glColor affects the pixel operations in windows, but not in linux !

    When you know it, it's very easy to work around it, just set the drawing color to white when the opengl drawing starts, which means just 1 more function called when the "play game" option is selected, almost nothing. With this I can finally remove the 2 workarounds there were for this very stupid bug. It's committed, but it isn't worth a new binary just for that !

    • Like 1
  6. I got curious and did some more inquiry about this : finally the draw color & blend mode don't seem to matter, because they are not directly used. These functions are queued and executed directly by the video driver, so there is really some difference between what windows does and what linux does here, but not sure what. Linux also uses the opengl driver by default. So it's just a mystery, probably related to some low level driver stuff here. The good news though is that the behavior is correctly emulated by wine, I get the green screen when running the windows binary in linux through wine, it makes things easier to test at least !

    So the only workaround which seems to work is the one which I used so far : finish the drawing with a white line so that the color is reseted and does not affect opengl blit operations. This was a really crazy bug for something which shouldn't have created any problem (it's just a basic drawing primitive, nothing should go wrong with that !).

    Anyway I stop here.

    • Like 1
  7. You could just have left this all bug to rest, you know ?

    Anyway to take a last look at it : the line is actually drawn by SDL2_gfx which was merged into raine, but they never fixed this part of the code anyway. Their line code uses this to set the color :

           result |= SDL_SetRenderDrawBlendMode(renderer, (a == 255) ? SDL_BLENDMODE_NONE : SDL_BLENDMODE_BLEND);

           result |= SDL_SetRenderDrawColor(renderer, r, g, b, a);

    the doc from sdl says that this function affects only lines/rects (and FillRects) and points. Well it also clearly affects the opengl function to blit some pixels to the screen which is used by raine. The reason why it's only in windows is probably because in windows we are forced to use the opengl driver for video where in linux I leave the generic one.

    Anyway a proper fix would simply be to get the current BlendMode and the current draw color before drawing the line, and restoring it when it's done, it should be done at the SDL2_gfx level normally, but I just checked and this function was never updated ! (it would take only 2 lines to do that !). On the other hand it would probably make programs using lots of lines slower, so it might be better do do otherwise like us here.

    Oh well at least the current workaround works well... No idea why I wasn't able to do it in my previous install, might have gone too fast, actually I think you need to have the current selection of the dialog over something containing one of these green boxes when you close the dialog so that the BlendMode stays.

    • Like 1
  8. 1 hour ago, mer-curious said:

    PS:

    You should try version 0.95.5d because after that the green screen patch is present again in the code.

    Yeah with 0.95.5d I can reproduce it, but there is no point, that's the reason why I took back this workaround. From memory it happens only in windows...

  9. Oh well since your video is so short I took the trouble to reproduce this here. Well in the meantime I updated my windose to win11, I was starting to get frustrated with mine, plus it was filling its partition because windows has a stupid way of handling its boot disk, so I bought a new ssd and installed a new windows on it, this was better. It's still a windows though so I still use it as little as possible, but it's better this way. Anyway I didn't have raine in the windows disk anymore because of this, so fresh install, I just grabbed the games.cfg containing your associations from the linux disk before rebooting in windows, I installed the latest version from the site, in 64 bits and latest version, didn't touch any setting, and no green screen here (I even downloaded the aof3 rom from raine, using internet archive, I noticed I wrote intrnet archive in the french translations, oh well...).

    Sorry ! But I don't think it's related to the cpu anyway, but I don't know what it's related to then.

    • Like 1
  10. Yeah but the hw of the ps1 & neocd were actually comparable, both had a cd drive, and the ps1 didn't have any real 3d hardware since it had no z-buffer, it was more of a hack than anything, 3d games on the ps1 really had to be motivated to get some good result, and also they were at the same time on the market, so like it or not, they were in competition... You liked ssrpg a lot because you are a die hard fan, but really it's too simplistic compared to what sony had to offer at the time.

    Good news for retroarch, I don't have any of these fancy android devices so I am not interested in this stuff on my side.

  11. 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 !

    • Like 2
  12. 47 minutes ago, alocacoc said:

    Awesome stuff, thanks to your emulator and to the people working on that translation, I can finally play that game again in English. I completed it in 1997 in Japanese without understanding one word and with huge loading times. I didn't think that it would be possible within my lifetime. I played it a while ago for a few hours with Retroarchs on the fly OCR feature, but that was just not the same. 

    Which emulator you recommend for Android system to play NeoGeo CD while not at home? I'm sure Raine doesn't work on arm architecture.

    Yeah well the pure C version of raine would probably work on android now, but android is not exactly a standard platform, you need to use custom tools to build for it, I tried once long ago and gave up, but it was before the sdl2 version, and it should be easier with sdl2 since it supports android officially. But I'd prefer that someone who knows android building applications better than me does it, I can't say I liked very much my previous attempt...

    You were a really big fan on this to play it in japenese without understanding a word ! That translation had been released 10 years ago unofficially though and it made a terrible scandal which made the original author to stop his work for a while, that's why it required 10 more years to be finished. So I did it 10 years ago, but gave up before the end, it's supposed to compare to ff7 / ff8, err no unless you really love the game franchise. Glad you loved the whole thing though !

    No advice for a neocd emulator sorry, I never had the need to try to play on android, even for arcade, playing by taping on screen, I can't say I love the idea...

  13. 7 hours ago, mer-curious said:

    Hello Tux! I think ffman1985 was using this feature to mimic the NG MVS/AES game behavior in the NGCD port, so maybe there are some use cases for that? I generally prefer to use the MVS/AES version of the game to enjoy the sprites integrity, and then I use the sound associations option to add the soundtrack arrangements from the CD version, so I have "the best of two worlds". But maybe there are some NGCD games that could work well with that option...

    Anyway, thanks for the new Raine version!

    Eh, feedback after all ! Ok well I won't discuss this, if somebody finds it useful it stays, just be careful at your settings, and if you have a doubt erase the config file to return to default settings.

    • Like 1
  14. 1 hour ago, Neville said:

    Then I must have patched the wrong version of the game or something. Nevermind.

    Maybe you have set the option in sound options "always stop neocd music while loading" to No ? Actually I should have removed this option long ago, I added it out of curiosity to see if it could be useful sometimes, but for the original hardware it's totally impossible not to stop the music while loading because both require reading from the cd. This option is always to "yes" by default, just make sure yours is.

    After checking this option is from before 2009, which means before the start of the git log, I expected to get some feedback from it but since the feedback never came, I just forgot it. You are the 1st one who might have used it by mistake !

    • Like 1
  15. 36 minutes ago, Neville said:

    I should have noticed this before... but I probably tested the game with the sound off before. In my version there's an issue with the voices in the opening, they keep playing if I interrupt the intro, playing well into the animated prologue after you choose a character.

    Or maybe it's just my version of the game. However, this doesn't happen under FB Neo.

    It does not happen for me neither in raine... ! For info the voice is one of the cd tracks, it stops playing when you press 1 which sends you to the game's menu.

    It's always been like that, no idea how you got this.

  16. You'll notice a problem only if your soundcard doesn't use 44.1 KHz by default, if it does then there is no problem.

    The crash happens very fast in the intro sequence, as soon as the 1st leave appears. (errr, it's actually a petal !)

    Released a new binary for that, 0.96.4, just 1 line added but it fixes this crash : http://raine.1emulation.com/download/latest.html

    It's related to the changes done for sdl2, previously the soundcard was just opened in 44.1 KHz for neocd, no matter the configuration.

    • Like 1
  17. Thanks for posting, at least it proves that romhacking still accepts new entries, and this one is massive indeed. I'll take a look later, but it requires to find the same version he mentions with the given sha32, so it might take some time. Thanks for the info anyway ! :)

    Yeah found the original bin without too much trouble, some sites have the patched bin already. The xdelta patch applies without any trouble and is very fast, the surprise is that the resulting bin file is actually smaller ! But yeah it's still a 2352 bin file.

    I found a crash in raine if using all bin files for audio like here and the audio requires some conversion because the soundcard is configured for something like 48000 Hz, and these files are for 44100 Hz, it's a stupid bug, just 1 forgotten line, but it's still a crash, it's fixed in git, if somebody else has the problem I'll make another binary.

    Except that yeah, high quality patch, it took forever to make, and the guy had to be incredibly motivated to spend so much time on it, respect for the work done. Like most people I had played enough with the version released 10 years ago (already !) to understand that the game was very basic and a disappointment, which was probably the reason why there was never any official translation... But still, it's an impressive work he has done here. I remembered I needed some cheats to disable the automatic fights just not to become crazy with ultra easy repetitive fights all the time, since he changed some things for the eu/us version, you might have more chance, I didn't try that.

    And indeed you have some soft dipswitches now, you can access them in "neocd options", there was nothing usable there before, I doubt the choice of ps1 / saturn elements was in the original japense iso.

    Great work for sure ! :)

    • Like 1
  18. Gunbarich is a new psikyosh game, so 32 bits only, it's a crazy breakout, but with the standard joystick as input. Except that the fixes :
     - fixed loading roms from internet archive when there are multiple rom names known and the 1st is not the one in internet archive, I noticed this one while doing a new raine install at a friend's... ! This bug was added in 0.96.2 because I wanted to have a visible error when the rom size wasn't found, well it wasn't found for all these games with multiple names !
     - fixed a crash in the 32 bits version when trying to use any game using the 6502 cpu, there was a conflict between the 6502 and the sh2 because of an endif and a misplaced break... !

    Also I started to add daraku, but this one uses a new type of layer, with line/row scroll too, so it's too much for me for now, the game is loadable, but doesn't work.

    http://raine.1emulation.com/download/latest.html

    • Thanks 2
  19. 1 hour ago, mer-curious said:

    Thank you for this new release, Tux!

    In the list of fixes you forgot to mention the bug with the index information in the CUE file for NGCD games, which was discussed in the long 0.95.5 thread. And as a cosmetic change you (re)added the program version to the title bar for when playing NGCD games too.

    Thank you again for your work! 🙏

    Yeah they were lost in the long list of little changes, the cue index was quite specific, and the version on the title bar is very minor.

    Long time no see, good to see you around here again ! :)

    • Like 1
  20. Earlier than what I thought because of some rather big bug found, but I took the opportunity to fix a few more things :

     - fixed the hiscore saving for tgm2 / tgm2p (a new @delay command in the hiscore.dat for these 2)
     - fix a crash when starting acrobatm or any game in the nmk driver actually, and fixed an older bug which prevented these games from starting
     - Finally added the roms info so that the new sh2 games can be downloaded from internet archive

    http://raine.1emulation.com/download/latest.html

    • Like 2
  21. Good one, 2 bugs in 1 easy test : the crash is because of some test I did for this version which seemed harmless (0.96), it's reverted.

    But even after that it was impossible to start acrobatm and all the games from the nmk driver actually, it's quite an old bug which dates from between 0.92.6 and 0.93, around January 2022, when the timers became "generic", it forces to be more explicit when initializing this, and these games were forgotten.

    It's fixed in git, new binary tonight or tomorrow.

  22. Fixes for the left out bugs from yesterday, plus adding a last game :

     - fixed the bad ymf278b emulation, sound is normal again for all games using this chip which include the sh2 games
     - fixed the bad palette for dragon blaze
     - added s1945ii (including hiscore saving, cheats and there is a new history file).

    Which should make a much more solid version than the one from yesterday. A word about alpha blending in the psikyosh driver : currently sprites are drawn 1st, which means that if a sprite is drawn with some alpha blending effect over some layers, it won't work, you can see that for example in tgm2, the next game piece to go down is drawn over a black background instead of some alpha blending effect on top of the background layer. The idea was to make an improved version of this driver using directly opengl functions, it would simplify a lot all this alpha blending stuff and the priorities, I had a piece of code I had played with a few years ago, but I lost it ! I am not really motivated for now to restart everything from scratch, so for now I'll leave it as it is, tgm2 is very playable and enjoyable as it is anyway (by the way I thought 1st it was just a commercial tetris accelerating like crazy so that the player can't play for too long, but actually there is a trick, if you survive the big acceleration after some time the game will return to its initial speed after some quite surprising effect... ! So it's not a bad game, it's just a pity they don't explain exactly how it works during attract mode).

    I could have made a workaround for tgm2 to have the blending effect anyway, but as it is now this would be in software and the blending functions are super slow, so I prefer to leave it as it is now.

    Probably the last raine version for at least quite a while !

    (and there is an optional update for the dlls for this 0.96 version, the dlls32-0.96 and dlls64-0.96 packages are here with an updated sdl2 inside, but it's not mandatory).

    http://raine.1emulation.com/download/latest.html

    • Like 1
  23. 1 hour ago, a7mag3ddon said:

     

    hello, i am getting an Lua54.dll missing error, i tried to copy missing dll to folder and still same ?

     

    thanks

    Yeah sorry forgot to update the dlls packages when I added this dll during 0.95.x, if you didn't update from 0.95.x you missed it.

    I just uploaded dlls32-0.96 and dlls64-0.96 with lua54.dll and an updated sdl2.dll inside, refresh the download page if you don't see them : http://raine.1emulation.com/download/latest.html

  24. 15 minutes ago, Neville said:

    I can't get any sound under Windows 10... tried using wasapi and directsound drivers, the rest don't seem to work for me.

    Tried overwriting my existing RAINE folder as well as with a fresh install.

    Is anybody else experiencing the same issue?

    Sound ok for me, tested the 32 bits version (in win10). There is a bug in the ymf278b used for the sh2 games, the sound frequency is bad so if you use 44100 Hz frequency the sound is odd for some games, and totally bad for tgm2 ! It's fixed in git, sorry for that...

  25. Useless the 7z format didn't change. And curl works fine afaik I probably forgot to add some links for the new roms oh well...

    For more precision about 7z, here is the commit of the latest update, 21.06 :

    https://github.com/zelurker/raine/commit/b0aaa110371229f9f512c53ca7662536a6167d84

    It was the 1st update after 11 years ! Actually it still worked so there was no real need to update, but I was curious to see if there was a speed improvement with the update : not at all ! Oh well, finally I kept the update just in case, but so far it's been totally useless, at least it was a lesson for me, don't loose time updating this too often, it's totally useless !

    sdl2 was updated in all this time though, bug fixes, I'll probably add it soon.

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