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Everything posted by Tux
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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
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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).
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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...
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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).
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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.
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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 !
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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 :
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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 !
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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
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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 !).
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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
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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 !
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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...
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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.
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Yes for arch it's very easy to compile by re-using this pkgbuild, nice to know that at least 1 person uses that !
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Yes it's probably something easy to fix, I'll check it later...
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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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which is the default in the dipswitches, yeah. Ok I think I'll fix it... (it's quite fun, the broken text layer is broken for 2 reasons : it misses half of its bits (!), and its transparent color is 3 instead of the usual 0 ! It's going to require some very special treatment, I can spend a little time on it... !
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Might be a way to handle this by the joystick identification, the one which is displayed in the inputs dialog. The idea is save with the controls which joystick is where (what is its number), and remap if the number has changed when the game is loaded. I'll take some more time to think about it, there might be some cases where it's better to disable automatic inputs saving if a joystick is remapped...
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Not something easy to reproduce, it's just luck but I think I found the culprit, some 68k bank, which is extremely rare, and that I forgot to save in the save state... ! To my defense there is an insane number of things to save for this driver, it used already the 16 user slots, + a few extensions, it's the only one to save so many things. Actually I couldn't trigger the bug 1st and when I was about to give up it suddenly happened, next time was at the 2nd time, but then it became extremely hard to do again. This bank changes a lot actually in this area so it's not easy for sure. It's only 1 byte to save, assuming I found the real culprit ! If you want to test this again in a next build you'll have to recreate a new save with the next version, this save here doesn't have the bank info.
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Not sure about this, I don't use any fancy inputs here, I just have an old ps3 gamepad which works well but with a special driver in windows though. I guess the inputs would be better with sdl2, but there is a ton of unwanted changes to make to have this, so it's not going to happen soon... Normally you should be able to solve this by switching to custom inputs then save the inputs, say to directinput and x360 and then load the inputs you need when you need them. Sorry for the inconvenience otherwise, can't think of anything else for now. See the assocation thread, it's updated !
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Ok, obliged me to cleanup most of the commands for type 2, a lot of them are just ignored in fact. You get your own build (link removed), 64 bits since that's what you use. Normally it works everywhere, retested your 3 save states with it, + kasumi selection. Also : I have a way to emulate the playing speed change, but do you know of any place in a game where the music changes its speed to test this ? It can be slowed down or accelerated, both are possible...
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probably, but it takes time... This one worked at a time I think no ? Oh well, I'll have a look then I guess... ! After a quick look, it's a super old driver that nobody touched in ages and it shows ! The text graphics had been badly dumped at the time and so it was using only 2bpp (should have used 4bpp !). I think the game worked better in 8bpp in the very old dos versions though... Anyway everything or almost should be redone in there, automatic rom loading instead of the painful decoding there, using graphic layers, and using the roms of some good dump... ! I never liked this kind of game so I never took the time to look into it. To fix these chars alone, should at least use a new rom for the chars, which will make the old romset incompatible. In short, it's a mess !
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I hadn't planned to release this one, at least not now, but heh, I had an interesting fix for mer-curious and he has waited quite long for it, so... anyway here are a few of the changes : - sound associations fixes for kof98/99/garou and aof3, see mer-curious post - big toaplan2 update finally. Changes for the romsets : batridera becomes batriderja (mame name), added batsuguna (which is the old batsugun we had before if I remember correctly) and batsugunsp (which is really a special version and not a stupid clone), bgarreganv which was supposed to be a new version of battle garegga, but good luck to find what's changed inside, also bgareggat2 which is supposed to be "type 2", same comment, and bbakraidja which was the old bbakraid. kgpe becomes kingdmgp, same game but different crc for the rom and official mame name, comes with cheats so it's better. sstriker had been mistakenly removed from the list of drivers so it's back, with a new clone, sstrikerk. Also batrider and bbakraid gain the biggest region switch ever seen in raine with 25 countries inside ! Not 25 languages though of course, it's japenese or english for the language, but it's still impressive ! Also there are some new fixes for batsugun inside to handle the graphical glitches, it should be ok until the end of stage 3 if I remember wel, the big boss here is still too black but it's much better than before anyway ! - peekaboo didn't run in 64 bits, specific problem to the emulation there, it's fixed but there are still emulation problems. - added new clone tetristh which is like tetrist but on some different taito hardware (taito h), but it's exactly the same game though, it's more a curiosity. - new cheats for the new clones, kingdmgp, tetristh, batsugunsp, sstriker (it's not a clone but it was gone !). - you couldn't disable the shaders without quiting in this 0.91 version, fixed now (at least in linux, but probably in windows too). - fixes again region switch for lots of games which got broken when changing something else lately. The list of affected games is big, found out for syvalion. - avoid deleting a rom when downloading with curl : if trying to get a clone which doesn't exist on the server but it is on the disk without its parent, then the clone was deleted ! Now it's not at least ! - makaiden didn't load its correct gfx rom, so it looked exactly like its parent (very old bug since 2010 !). - And some big source changes to make rom structs more readable and a little smaller, it should have been done long ago, but there is always something else to do... ! Yeah I know it makes a big list of changes just for 0.91.11, I wanted to release this later as a 0.92 with more changes inside, but you'll get this now instead ! See the download link at the top of the page (thanks Rob !). In case you miss it : http://raine.1emulation.com/download/latest.html
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Yeah ok it's your day of luck, I had a look at this one too. Type 2, more complex sound system, there is even a sound command to change the tempo of the music which is not emulated because we can't change the playing speed of an mp3 ! Anyway the common problem here is the interpretation of a command which takes an argument, if the argument is < 0x20 then it's not an argument, it's another command. I am less confident here than for kof99, but it seems to fix to 3 save states, so we'll give it a try... Ok, I'll try to make a binary then... !