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Tux

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Everything posted by Tux

  1. 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).
  2. 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...
  3. 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.
  4. 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.
  5. 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.
  6. 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... !
  7. 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).
  8. 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... !
  9. 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.
  10. 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 !
  11. 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 ?
  12. 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 !
  13. 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
  14. 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 !
  15. 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... !
  16. 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 !
  17. Tux

    more fixes coming...

    And I just found that one of the cheats for puzzle bobble 2 has more than 100 choices, which makes raine to quit with an error message, probably invisible in windows. This is the cheat to select a starting level. And yet another fix... !
  18. Tux

    more fixes coming...

    In may 2019 I suddenly discovered that one of the simplest game for neogeo, puzzle bobble was completely broken suddenly. It was because of a fix for garou. I tried to revert it while not breaking too many things but I knew it was probably going to create problems, but I was too lazy to retest all the neogeo games. Well the bug report finally arrived last night : https://github.com/zelurker/raine/issues/26 It was in metal slug 2 finally, from the introduction. Well it's fixed in git, for good this time hopefully. But I am too lazy to make a new binary just for that right now, after all this bug sat here for almost 2 years, so it can wait a little more... !
  19. 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 !
  20. 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.
  21. - 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
  22. 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 ? )
  23. 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.
  24. 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...
  25. 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.
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