Jump to content

Tux

Ultra Members
  • Posts

    1,062
  • Joined

  • Last visited

  • Days Won

    220

Posts posted by Tux

  1. For the cd audio all of this is normal, if it can't find any audio file and it receives a command to read an audio track then it will attempt to read it from a cd, no idea why you get this error message about mpg123, like I said I have not tested this for a very long time. You make a full bin/cue backup with either audio tracks or even audio merged in the bin file, but there must be audio in the backup if you want this to work. I will try to find an audio cd to make some minimum tests, but don't be impatient for that.

     

    Well the normal blits are supposed to be used with some crt which can handle low resolutions well, if yours can't then you are stuck between 2 worlds (crt with low resolution vs flat screens which never change the resolution).

    Too bad !

     

    And for the option to remove texts, don't worry it took 5 minutes, it's really easy ! :)

  2. From memory when trying to read an audio cd it must pass a drive "number". Since there was no obvious way to guess this number, I just passed 0, the 1st drive, so if you use an external one with usb it will probably not work. I would need to spend more time testing this, but it's actually hard to test, the cd read this way uses the system function to read it, with linux it means you hear nothing if the drive is not connected directly to the soundcard which is my case. So I must test this in windows, and I reinstalled windows in august so it's not really convenient ! Maybe later, but no promise here.

     

    Remove the text messages ? I quite like them, you are actually the 1st person asking for that but I guess some others don't like them. Oh well adding an option for that would be very easy, I'll keep that in mind, even if for now I take a break from raine development !

     

    I just added that to the source, now you'll have to wait for the next binary !

    Notice that if you use a crt screen you might want to try the "normal blits" instead of opengl. In this case you get an option to change the video mode to match the original game resolution, which is a bad idea on the modern flat screen but which works well on crts. You can choose 2x resolution if you want. Just try it with hq2x or hq3x, you might get a better display this way with your setup (but in this case it totally changes scanlines, there are no shaders anymore, but there is a scanline option).

    Good testing !

  3. Ah sorry I actually never tested with an original cd ! I added the support blindingly, but it's not tested.

    I advice to use a cd image instead, it will preserve your cds this way (the more you read them, the more they risk to be damaged).

    It shouldn't be hard to do, most of the image formats are supported.

     

    A desktop of 640x480 on a 1280 screen ??? WTF ? Do you do that because your characters are too small ? If it's the case just search for a method to increase the font size in windows (normally it's the dpi setting in linux, very easy to change, but for some reason it's not that easy apparently in windows !). You can try to edit the config file, set the resolution like I said above and have fullscreen = 1 at the same time. I never tested such a setup and it would probably have issues, the best is to use raine at the same resolution as the desktop or < (in a window).

     

    Good luck again !

  4. A savegame before it happens would be nice.

    I don't use launchbox and I don't know it but yeah frontends are supported.

     

    EDIT : actually there was another bug related to this, so you should try again but disable the speed hacks in "neocd options". It's either this or the raster effects, but my bet is on the speed hacks. Try to reproduce this and save before reaching that point !

    Too bad this reply comes a little late !

  5. What do you mean "stretch the image" ? The image is always scaled to the maximum size when using opengl (keeping its aspect ratio by default unless you told it not to).

    There is the old renderer method if you want to test it, hq2x/3x etc, but it's not suited for big screens usually, 3x is not enough for them, they are still available in normal blits.

     

    For the scanlines, be sure to use the latest raine, you get :

    caligari-scanlines.shader
    Pixellate-scanlines.shader
    scanline-3x.shader
    scanline-4x.shader
    Themaister-scanlines.shader
    Themaister-Waterpaint-scanlines.shader

    I hope at least one of these works for you ! You can also try to update the video driver, it might help with shaders compatibility.

    Once again : neoraine is extremely outdated now, it has been merged into raine a very long time ago !

  6. There is a setting to prevent it from preserving the aspect ratio, it's in renderer options with opengl : keep aspect ratio, set no, but it's usually a bad idea in most cases... (neogeo games are not 16:9 games, so on modern screen they would be distorted if you don't preserve their ratio).

     

    Still in the renderer options with opengl you have "opengl filtering" nearest or linear, but know that the shaders can force this option, so it's usually usefull only when not using shaders.

     

    And finally the only way to have scanlines in opengl is to use a shader which emulates them, there are a few to choose from.

     

    Ah for your resolution, well I didn't add an option to force any resolution because the thinking with modern screens is to adapt the game to any resolution used by the screen, and usually it works well.

    But if you really want to force it, you'll have to edit your raine(32)_sdl.cfg file in the config directory, change screen_x and screen_y to whatever you want. I suggest to use a windowed mode in this case (fullscreen = 0) because otherwise it will choose the closest available video resolution which might not be what you want. Eventually use a borderless window, it's exactly like fullscreen in this case !

  7. Yeah sorry there is no specific vsync option because it's handled by the double buffer mechanism, so there is a main double buffer option in video options which is enabled by default, and a specific one for opengl in "Renderer options" when the renderer selected is opengl,

    If you enabled both options, it's worth testing fullscreen mode and windowed mode, which might give different results.

  8. I'll eventually think about it if I continue development, for now it's on hold. I just realized that it's becoming too big for me alone and it makes debuging sessions longer and longer, which is really annoying, and so the dev work is much less fun lately. So in these conditions there is not much point in putting back this banner.

    It's likely raine will stop here, after 15 years it was not bad I would say. I would have loved to attract more developers so that things would have gone faster and that someone else takes the lead, but anyway it was not bad.

  9. It's obvious it's a problem with your opengl implementation, now I can't help you anymore on this, I don't know what's wrong there, maybe nvidia broke something in its latest drivers... These are not opengl 4 shaders, it's some rather old stuff mainly, but there are different versions out there.

     

    By the way you can just disable the shaders and then use the default opengl output, you have 2 options there, it should be enough, shaders are not mandatory here. To disable the shaders, select a new shader, when the list appears either press esc or the mouse button 2, it will ask you if you want to disable them, it's probably your best option here. You can also try to use the drawpixel opengl rendering, it has no shaders.

     

    I hope it helps !

    By the way I won't switch to windows 10, I don't want to have anything to do with microsoft spyware mess...

  10. Ok, sorry for the long delay, anyway it doesn't require a release to fix this at least, it's because of the speed hack for mslug2 which interferes here.

    So the solution is to simply disable speed hacks from the neocd options before playing this game.

    I'll put a fix and some comments in the code for that.

     

    Code updated in git, next release will have a workaround for this.

    (actually it was the garou speed hack which was creating problems here, but this started to happen because of some changes for mslug2... sigh !).

     

    EDIT : on 2nd look the problem is very specific to aof3, it shouldn't happen in any other game.

  11. These are opengl shaders, so they depend on your opengl implementation only, I'd say your best bet is to update the video driver then...

     

    Eventually try windowed mode instead of fullscreen it might help for the menu issue you have (just resize the window to fullscreen).

  12. You didn't even mention if it's with the neocd or neogeo version ! There is indeed a problem with at least the neogeo version, interesting that it's reported only now.

    For info raine incorporates the code from neocd but it's newer, so if it worked with neoraine it just means that a fix for something else created this black screen problem.

    Sorry I won't look into this right now, but I'll probably take a look later...

  13. Hi Huggybaby ! Well you might be too late this time, it's not only the small bugs which annoy me, I am loosing inspiration, motivation, and fun. I have some big commits which were waiting about adding some sh2 emulation using the asm core from gens, but finally, no motivation anymore. I think more and more about stopping here, hey it was not bad, 15 years of raine after the date where it should have stopped if Antiriad hadn't opened the sources !

    At least I won't emulate some popcorn machine like some mame devs lately, they really can't quit emulating things, even if it becomes crazy !

    For now I take a break, if someone wants help to code on raine I am here and I'll help, but for now I think the best course is to stop here, it's becoming crazier and crazier to take care of raine alone, it has become too big now, and since I am still alone, it's really better to stop here.

     

    Sorry, but it was fun, and it's still a good emu anyway !

  14. As I said the fixes are over for now, if you want to code and to send patches it will be highly appreciated.

    Otherwise, just wait, I have other things in mind for now...

     

    Vimana doesn't have any sound at all for now, so no, impossible to override its music since there is no music to override !

  15. Nope I have got a savestate while the fireball is flying, for me it was better, if it's not good enough well too bad, fixes are over for now, eventually for the next fixes session if there is one...

     

    Anyway I am not sure it can be fixed with the current rendering system and I won't change it.

    • Like 1
  16. Yeah enough fixes for the 0.64 version, this proves at least that raine is becoming too big for me alone !

    At least this time I got some very welcome help from Romain who built the osx binary this time, so it's not from me and I wasn't even able to test it for now, but it should be ok, feedback highly appreciated on this binary !!! You'll find it there in the downloads section : http://raine.1emulation.com/download/latest.html

    A few things about the osx binary though : it's quite different this time because Romain had troubles with all the asm inside, so it's using a C version for the video functions and for the 68020 core, which is a very first time in raine. With modern cpus you shouldn't be able to see the difference anyway.

     

    A few of the fixes this time :

    - a surprising bug in the clipping of text in the gui which should not have been there

    - the fix of mer-curious fireball, hopefully ! ;-)

    - a fix for a crash during nam1975 demo because of a stupid fadeout effect !

    - But also finally the video priorities for the gunbird driver have been added, plus a few sounds which couldn't be heard before are now played correctly (for almost all the games in this driver).

    - neocd music now adapts to the sample rate chosen in sound options

    - the fix for the bug about cawing reported just after releasing 0.64.9 !

    - plus a few small fixes here and there not worth mentioning...

     

    • Like 2
  17. Ah yes I remember now, I took a look at your savestate, but there is no obvious solution, this one is a tricky one, I don't promise I'll fix it now...

    Plus it's not super easy to produce the fireball at will for me which makes it even harder to fix...

     

    EDIT : I think I fixed it, you'll have to confirm, but it's much better now. The fix is totally crazy, just limit the maximum number of sprites blocks on screen to 381 instead of 384 !

    384 was an old value from the neocdpsp days, I knew mame was using 381, but I never felt the need to change. But here it was worth a try anyway, and apprently it works !

     

    The new version will have quite a few crazy fixes like that. Another example : if you launch nam1975 neogeo and leave the demo playing, it will crash at the end of the demo. It's because the game using a fadeout effect without having any track to play in the associations, very crazy bug, the fix takes 2 lines only, it's just a forgotten test, this one was found by Romain !

    • Like 1
  18. If you are talking about the blank string for fatal fury, it's exactly the same bug, the clipping of strings in the gui.

    For the shaders I'll double check it's fixed, I won't require a restart yet.

     

    There is a new version coming, with these fixes I added a few others like finally handling the video priorities of the gunbird driver and adding the few missing sounds (because I happened to play a ps2 version of gunbird and noticed it was playing some sound I had never heard before. So I made an investigation and found the sounds were there in the arcade, but not played because the z80 didn't have time to see the command !).

    Plus Romain who updated the osx build, plus a few minor changes. Enough to make 0.64.10. It will finally be the end of these fixes this time !

    • Like 1
×
×
  • Create New...