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Tux

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Posts posted by Tux

  1. Wow, this one was hard ! For those who have read the topic about the sh2 version, this is it, except finally there was no serious bug in the sh2 emulator, it was related to the cache read which is very specific to the saturn and which is useless here and which gave me an error very hard to understand, but finally it's over...

    So in the end the sh2 additions are for the 32 bits version only, as planned. It might be possible to add the sh2 emulator from kronos for the 64 bits version, but I lacked time and motivation to do that lately. It's still possible it will eventually happen in the future, but not guaranteed, in case you didn't notice there are things going on around here which prevent me from doing what I want lately, and it's very possible that I stop raine soon. It was an incredible adventure anyway, I would never have thought that it would have lasted for so long !

    To be more precise about the new stuff : gunbird2, strikers 1945 iii, tetris the grand master 2 and 2+, sol divide, and dragon blaze are added and playable. Dragon Blaze has some serious graphical glitches, I didn't emulate everything for the video emulation in this driver, but I decided it has been long enough since the last version and it's really time to release something now. This version uses "gens sh2", which is the sh2 emulator from Stéphane Dallongeville. The new games have hiscores saving, history, and cheats. Console support for the new sh2 is partial, but it's enough to get all this.

    Except that the 64 bits version gets what was discussed before summer but never released in a binary form, mostly some text updates from mer-curious, the additions of some samurai shodown clones (samsh5fe & samsh5pf), some surprising fix for the neocd games with a width of 320 (most neocd games have a with of 304 pixels), sgemf region bytes and the region clones are removed for this game, and the console mode script for sgemf from ffman1985, all this has been in git since june, but if you don't compile it's the 1st official binary release. Of course all this is also in the 32 bits version, but the 32 bits version is the only one getting the sh2 stuff since it's in x86 assembly language.

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

    linux builds updated, the 32 bits version obliged me to make a 0.96.0a because of a stupid bug in xgettext which refuses to accept an utf8 character in an input file when it should, and the 64 bits build obliged me to make a 0.96.0b because gens_sh2 was not correctly disabled for the 64 bits build in linux ! What a mess, but anyway everything is updated now.

    • Like 2
  2. 14 minutes ago, Benjamin Siskoo said:

    Hi Tux,

     

    Let me introduce myself, I'm Benjamin, I'm working with Kronos dev (François Care). If you want to chat, you can join our Kronos discord. Some sega saturn technicals docs were fixed too.

     

    We are a french team, but devs are speaking english very fluently :)

     

    Have a nice day

    Ok thanks ! Notice I don't want to do anything about the saturn though, the idea is just to find a usable sh2 emulator...

    By the way I am french too, and the author of gens sh2 is french too, Stéphane Dalongeville... so many french people attracted to emulation ! I'll probably go there soon !

  3. 38 minutes ago, pmc2 said:

    Voudriez-vous imiter Saturne ou Stv ?

     

    What I'd really like is for someone to extract the system11/12 part (like zinc at the time) from mame to launch games with real graphics quality using acceleration. and the same with the neogeo64. Mame may have added shaders etc., but it's still far too limited graphically on this kind of system (I know it's not his goal, but God knows what it lacks)...

    For kronos, you should ask the author, he's open-minded, and working with him would be a very good thing.

    Sorry not interested at all by 3d graphics, I leave that to others. For neogeo64 I don't know anything about that. For Kronos it might be worth sending a message, I know it's almost impossible for gens, the cpu emulator itself was released 20 years ago (!), so expecting a fast reply would be crazy. About extracting stuff from mame : mame is a good source of information about drivers, to see how a driver works, but for extracting the code... the author of musashi, the 68k emulator now used in raine for 64 bits re-released an old version he had on github from before its merge in mame rather than try to extract what his project had become from mame ! That tells quite a lot about how hard it can be ! (I contributed quite a few patches adapted from mame to improve this github version before merging it in raine).

  4. I've been thinking about the sh2 in raine for quite some years now, but I finally got a binary which starts to work.

    The motivation is simple : there are quite a few modern arcade games which use this cpu, and it's an interesting one, what the 68k cpus could look like if they had evolved towards the risc family of cpus. For now my choice was to use the gens sh2 emulator from there : http://www.gens.me/downloads.shtml

    It's a pure x86 asm emulator like in the old raine days, but the criteria of choice was that it's the only one which is open source and usable directly with some documentation and no need to extract the emulator from a big project, it's really the only one of its kind in this category. After a few expected problems I was able to add "gunbird 2" and "strikers 1945 iii", which are fully playable, but in 32 bits only then.

    Now the surprise is that I have some serious bugs with some more sh2 games, like tetris grand master 2, no sound at all, and the game hangs when the music is supposed to start. At first I thought it was a problem with the sound chip emulation, but after a long investigation, it's not. In this case, it's a problem in the sh2 emulation. Fixing it would probably be impossible, or I'd have to be very lucky, the 1st big problem is to find the instruction causing this, and since it doesn't crash but just has a bad behavior it's not going to be easy at all.

    So now I am wondering : should I release this 32 bits binary anyway now ? I think it's not a bad idea anyway, even if I later change the sh2 emulation used... There is a big heat wave here anyway for now, so I'll wait until the temperature cools down to decide, but comments welcome anyway !

    If I change the sh2 emulation, my next choice would either be kronos, yabause (these 2 are actually related), or mame. 1st choice would probably be kronos, there is a "simple" sh2 emulator in it, with a more advanced one, the simple one would allow to at least test the games with problems. The version in mame might not be so hard to extract, not sure about it really, things can get really messy in mame.

    • Like 1
  5. 1 hour ago, _MADrigal said:

    That's correct. There's a lot to fix and as you know I have never been happy with the English translation. Back to Italian is the only way to make the magazine really enjoyable.

    Errr, maybe for Italians, but for them only ! ;-)

     

  6. Oh there were tools for that, html2pdf but it was made before the web became crazy and it was mainly for simple web design. Might work with zzap though, after all it's still some quite old html too. But I am sure you prefer to revise it at the same time and change a few things manually instead of having something automatic do it !

  7. There is no pc driver, the auto detection problem is in linux only since kernel 5.16 or so, so if you boot only windows it will always be recognized as an xbox controller. And even for me, if I want the xbox controller the only reliable method is to boot windows 1st, then reboot in linux, too bad they didn't include something to force this auto detection to something... ! It's annoying, but it's just that, annoying, you can work around it.

    • Like 1
  8. While on the subject of controllers, I tested this cheap controller on my part : https://www.amazon.com/gp/product/B07WBYFX24/ref=ppx_yo_dt_b_asin_title_o05_s00?ie=UTF8&psc=1

    The plus : it's solid. The minus : the d-pad is really not precise, not advised if you want to use this for fighting games !

    Also from kernel 5.16 in linux if i remember correctly, this thing is recognized as a nintendo  switch controller instead of an xbox one, which means inversion of buttons and the sticks feel slightly different (if you reboot in windows after that, the sticks are unusable, windows can't adapt to this config ! you need to turn the computer off to reset the autodetection so that it can recognize it as an xbox controler).

    Ah, and a last thing, it has some long usb cable to charge the battery but oddly it can't be used as an usb controller, you must use it in wireless mode, eventually charging its battery with the usb cable at the same time !

    But I have it since 2021, and it still does its job, so it's not bad. You can turn off the annoying lights of course. The battery is charged quite quickly and lasts for long sessions after that so it's ok.

  9. 1 hour ago, mer-curious said:

    Hello pmc2 and Tux! Thank you Tux for adding the ROMs and pmc2 for the game information.

    So, from what I understood, the real ROM that people could take from the Samurai Shodown Neo-Geo Collection game is the "Final Edition" ROM that we have now, right? The "Perfect" version that they advertised for the public is actually a bunch of patches (maybe IPS patches?) that they apply on the fly in the Final Edition ROM so that the game logo becomes "Perfect" or "Kanzenban" and maybe some other changes too (sprites censorship etc), am I correct? The emulation community then couldn't take/decode these patches yet, so they tried to recreate this modified "Perfect" version by applying some IPS patches, but this recreation is different from the one available in the Neo-Geo Collection game. Is this right?

    Thank you again for your time. 👍

    I guess you don't even read the story in these games now so you don't care about the translation, but except some sprites modifications there is also some translation for the story mode in the perfect edition... ! It seems to me something like a final++ version, not equivalent to the perfect one on other platforms, but still a little better than the basic final version.

    • Like 1
  10. 1 hour ago, pmc2 said:

    Samsh5fe is the ultimate final version of samsho 5 special (NGM/NGH 272 like samsho5sp, which makes sense).

    samsh5pf....it's not perfect, it's Samurai Spirits V/Zero Special "Final Edition" or "Location test" version (extracted from samsho neogeocollection) and modified by fans. "Real" Perfect is a patchs (titles screen, overkills, english language for story mode, etc) set applied on the fly in memory, on the original 2004 location test version, and available only on PC(steam/epic/..)/exa-arcade. Note that the NGM 273 is a pure invention for the samsh5pf romhack.

    This perfect roms in finalburn is a simple attempt to re-create Perfect (and it's mostly just the title screens and story mode text translations, but it lacks many iterations: modified fatality etc.), so this roms is just a classic hack. The NCI version is an absurdity, as it's the final edition BUT in a box with Perfect covers... adding extreme confusion to the situation (plus a sound roms is erroneous in their cartridge version, but corrected in the latest FBN version).

    In resume, Perfect it's the loc test rom which was used as based to make samsho5 perfect on EPIC/STEAM/EXA-Arcade, and the available version in FBN is a simple hack. Note that the exa version is slightly different from the PC version, and has been more reworked, notably to recover the original fatality of the special mvs or better translation of English texts in story mode, but once again, this is memory patching done via an official emulator called Moo .

    No official Perfect v1 (epic/etc) or Perfect v2 (EXA) roms are available. Only hacks may exist, and none are identical for the moment.

    (sorry for my english)

    Thanks for all the info, and your english is improving !

    I guess if pf has some translations included it can be better than nothing then, even if it's not as good as the pc version.

    It also means these 2 games can probably accept most of the cheats coming from the special edition, but that's a lot of cheats to test... Maybe later...!

    • Like 1
  11. Oh finally for perfect the roms look mostly different so it's probably a worthy clone after all : most sprites are in common (except the 2 last roms), the sound is identical to what's used by fe (for the samples but not for the z80 code !), except that the 68k & z80 have totally different roms, plus the text layer has a different rom too.

    So it really doesn't look like a tiny clone, now you'll tell me if it's worth playing it !

    Neogeo id : $273, not used until now, that's why it isn't recognized by unibios for the cheats.

    Added to git too (samsh5pf).

    • Like 1
  12. Well thanks for the info. I am afraid I won't be able to tell much about the interesting points of this rom, but I can at least tell after looking that for fe (final edition) it's an entirely new game, no rom is in common with any other neogeo game contrary to most clones usually. And it's not encrypted, logical if it was made by the community.

    For the cheats, unibios recognizes the game because it has exactly the same rom id as samsh5sp (special edition), that is $272. The ram usage might be the same, but the rom is very probably different, anyway there are probably only ram cheats in unibios because it deals with real roms most of the time so they are really read only for it.

    And by the way fbneo has some source on github too, and it's quite different from mame source actually, which is a surprise because originally it was made for afterburner before it was integrated to mame, and it was something like a showcase, just to demonstrate the game worked well. So I assumed it was based on mame source, I was wrong apparently ! But it's very readable, and this part is easy to understand since there is no crazy encryption like what the special edition has.

    It seems to be Japan only, it ignores the region.

    I'll check this perfect thing later, it sounds less interesting, this one seems to be just a hack on top of this final edition. But if it has no cheats in unibios it means they changed the id of the rom, so maybe there are some heavy changes there too...

    Anyway samsh5fe is added in git.

    • Like 1
  13. For the 1, no having a setting for default region would be overkill, the default region is set to Europe for neocd games because raine is made in Europe. I guess I could detect the current locale and use japan instead if the locale is japenese, but even that would be quite overkill. It's not a problem of correct or not, it's just the game is not recognized before the 1st part is loaded. Once it's loaded if you reset the name doesn't change, so it knows how to take the right settings. So if you really want to see this animation, there's just a rest for you.

    It's not an emulation bug neither, the neocd console has a fixed region so it always plays all games using the same region. Here we choose to allow the player to set the region independently for each game. So that produces a difference, but my goal is once again not to emulate precisely the console itself, but just to support neocd games as well as we can, that's all. The games are good, but the console itself is not interesting.

    For the 2, I'll try later without any configuration file although I doubt it will make any difference, but it's annoying, it's always longer to retrieve the files needed in this case.

    I reproduce it very easily with last blade 2, but not samsho3, go figure... ! Anyway, it was probably here since the beginning of the sdl2 version, so quite some time ago already, but it's right we played less neocd games with that version, and it was the kind of thing which could happen. Anyway the fix is just 1 line, very easy to fix. It affects the games with a width of 320 (although for some reason it's not so obvious for me in samsho3, there might be some other parameters there).

    Anyway it's fixed... thanks for the report !

    • Like 1
  14. For your 1 you could have guessed the reason : when you load a neocd game the emulator doesn't know which game it is before it loads at least the 1st part, and so it does not know which region to apply 1st, so you have the default region 1st, that's all. Then once the game is identified, it gets the last region used for that game or its default region.

    For your 2 I can't reproduce it for now, launched smasho3 with the us region in windowed mode (in linux), started the game, the picture is not cut on its right side, and displaying the gui doesn't change anything to it. If the bug is just because you are using a 640x480 window, just forget it ! I am not sure for now.

    edit : and after testing in wine, I still can't reproduce this. No idea how you did that.

    edit2 : and even in win10, and even with a 640x480 window, no cut on the right. Oh well... !

    • Like 1
  15. Actually this version number was displayed for neocd in the title bar until may 29th 2021, commit 90761c9f7afc679394d550c4eb4f5e6ef3b42358. The commit was not specifically about that but to fix an incompatibility between 2 games, I guess I probably took it off because I found it made too long titles which is probably true for a lot of games there.

    Oh well since you are the most efficient bug finder around here I can put it back... !

    • Like 1
  16. 6 hours ago, mer-curious said:

    Thank you Tux for the information, Tux.

    I'm not sure if I should reinstall my whole system with the latest version of Windows just to check this little issue with Raine. I don't even know if this is really the reason, so I'm holding back a little longer. But you said that your Windows 10 upgraded to version 22H2 in March 2023... this doesn't match with the time you noticed the color issue was gone, does it? So maybe it was fixed before this update, or maybe it's not really related to a Windows version...

    Anyway, I have a friend with Windows 10 installed in his laptop. I'll see if I can reach him eventually and try Raine there. I'm not sure which version he has though, but it will be worth trying it.

    As a side-note, I have found a crash in Raine while playing Samurai Spirits 3 for NGCD. If you let the demo game run for once or twice, the emulator should crash before showing the introduction sequence for a third time.

    I don't know if this helps, but I downloaded the game from the Internet Archive, here:

    https://archive.org/details/rr-snk-neo-geo-cd

    Then I converted the tracks to mp3 and edited the CUE file like this:

    FILE "Samurai Shodown 3 - Track 01.bin" BINARY
      TRACK 01 MODE1/2352
        FLAGS DCP
        INDEX 01 00:00:00
        INDEX 02 00:04:00
        INDEX 03 00:08:00
        INDEX 04 00:12:00
        INDEX 05 00:16:00
        INDEX 06 00:20:00
        INDEX 07 00:24:00
        INDEX 08 00:28:00
        INDEX 09 00:32:00
        INDEX 10 00:36:00
        INDEX 11 00:40:00
        INDEX 12 00:44:00
        INDEX 13 00:48:00
        INDEX 14 00:52:00
        INDEX 15 00:56:00
        INDEX 16 01:00:00
        INDEX 17 01:04:00
        INDEX 18 01:08:00
        INDEX 19 01:12:00
        INDEX 20 01:16:00
        INDEX 21 01:20:00
        INDEX 22 01:24:00
        INDEX 23 01:28:00
        INDEX 24 01:32:00
        INDEX 25 01:36:00
        INDEX 26 01:40:00
        INDEX 27 01:44:00
        INDEX 28 01:48:00
        INDEX 29 01:52:00
        INDEX 30 01:56:00
        INDEX 31 02:00:00
        INDEX 32 02:04:00
        INDEX 33 02:08:00
        INDEX 34 02:12:00
        INDEX 35 02:16:00
        INDEX 36 02:20:00
        INDEX 37 02:24:00
        INDEX 38 02:28:00
        INDEX 39 02:32:00
        INDEX 40 02:36:00
        INDEX 41 02:40:00
        INDEX 42 02:44:00
        INDEX 43 02:48:00
        INDEX 44 02:52:00
        INDEX 45 02:56:00
        INDEX 46 03:00:00
        INDEX 47 03:04:00
        INDEX 48 03:08:00
        INDEX 49 03:12:00
        INDEX 50 03:16:00
        INDEX 51 03:20:00
        INDEX 52 03:24:00
        INDEX 53 03:28:00
        INDEX 54 03:32:00
        INDEX 55 03:36:00
        INDEX 56 03:40:00
        INDEX 57 03:44:00
        INDEX 58 03:48:00
        INDEX 59 03:52:00
        INDEX 60 03:56:00
        INDEX 61 04:00:00
        INDEX 62 04:04:00
        INDEX 63 04:08:00
        INDEX 64 04:12:00
        INDEX 65 04:16:00
        INDEX 66 04:20:00
        INDEX 67 04:24:00
        INDEX 68 04:28:00
    FILE "Samurai Shodown 3 - Track 02.mp3" MP3
      TRACK 02 AUDIO
        FLAGS DCP
        INDEX 00 00:00:00
        INDEX 01 00:03:00
    FILE "Samurai Shodown 3 - Track 03.mp3" MP3
      TRACK 03 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 04.mp3" MP3
      TRACK 04 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 05.mp3" MP3
      TRACK 05 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 06.mp3" MP3
      TRACK 06 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 07.mp3" MP3
      TRACK 07 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 08.mp3" MP3
      TRACK 08 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 09.mp3" MP3
      TRACK 09 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 10.mp3" MP3
      TRACK 10 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 11.mp3" MP3
      TRACK 11 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 12.mp3" MP3
      TRACK 12 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 13.mp3" MP3
      TRACK 13 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 14.mp3" MP3
      TRACK 14 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 15.mp3" MP3
      TRACK 15 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 16.mp3" MP3
      TRACK 16 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 17.mp3" MP3
      TRACK 17 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 18.mp3" MP3
      TRACK 18 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 19.mp3" MP3
      TRACK 19 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 20.mp3" MP3
      TRACK 20 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 21.mp3" MP3
      TRACK 21 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 22.mp3" MP3
      TRACK 22 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 23.mp3" MP3
      TRACK 23 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 24.mp3" MP3
      TRACK 24 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 25.mp3" MP3
      TRACK 25 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 26.mp3" MP3
      TRACK 26 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 27.mp3" MP3
      TRACK 27 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 28.mp3" MP3
      TRACK 28 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 29.mp3" MP3
      TRACK 29 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 30.mp3" MP3
      TRACK 30 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 31.mp3" MP3
      TRACK 31 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 32.mp3" MP3
      TRACK 32 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 33.mp3" MP3
      TRACK 33 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 34.mp3" MP3
      TRACK 34 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 35.mp3" MP3
      TRACK 35 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 36.mp3" MP3
      TRACK 36 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 37.mp3" MP3
      TRACK 37 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 38.mp3" MP3
      TRACK 38 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 39.mp3" MP3
      TRACK 39 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 40.mp3" MP3
      TRACK 40 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 41.mp3" MP3
      TRACK 41 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 42.mp3" MP3
      TRACK 42 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 43.mp3" MP3
      TRACK 43 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 44.mp3" MP3
      TRACK 44 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 45.mp3" MP3
      TRACK 45 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00
    FILE "Samurai Shodown 3 - Track 46.mp3" MP3
      TRACK 46 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00

    I suspect the issue is with the index information in the CUE file for track 2, which is the track for the opening sequence. If I remove the index 00 line it no longer crashes. Also, I need to remove the 3 seconds pre-gap in this track so it synchronizes with the opening sequence. So I have it like this now:

    FILE "Samurai Shodown 3 - Track 02.mp3" MP3
      TRACK 02 AUDIO
        FLAGS DCP
        INDEX 01 00:00:00

    I'm not sure if there is really something you can do to avoid the crash in Raine or if it is just an unavoidable issue with converting these BIN/WAV tracks to MP3 and having to manually remove the limitations left in the CUE file.

    Thanks a lot in advance for your time.

    PS:

    1- can I also delete all these FLAGS DCP lines from the CUE?

    2- I've noticed you forgot to add the emulator version in the window title for when a NGCD game is running. It's currently only showing for the ROMs loaded, not for NGCD games.

    Ok it's fixed, ironic find, it's a specific cue file which creates the crash, and from internet archive, I hadn't even noticed they had neocd files. I won't put auto-download from there though because such a format is really a waste of space !

    Anyway the indexes are taken into account that's why there was a crash here, that's indeed the index which crashed simply because it tried to seek in the file before loading it... !!! At least the fix was short. I don't plan to release a binary just now for that, this bug has been here for years !

    For info to reproduce it, I had an iso + wav files dump and I hadn't even converted the wav to mp3 (lazy... !).
    So I just adapted my cue file to look like yours. Then I made a savegame during the demo just before the highscore screen appears. For me it crashed just after the hiscore screen. This way it was very fast to get to the crash, these neocd saves are super efficient ! And finally converting my cue file was not even necessary it would have crashed even with the one I had originally, it's just that nobody left the demo running until now, and for some reason this kind of crash doesn't seem to happen during normal play... !!!

    Quite crazy !

    But at least it was easy to fix. It's a super old bug here again, from neoraine time, you are super efficient to find bugs currently !

     

     

    • Like 1
  17. Well I'll look into this eventually when the temperature will go down a little, not for now.

    Yes you can simplify a lot this cue file, I am not sure but I think the index lines are simply ignored for the mp3 files I'll have to double check that, and the flags lines are ignored for sure.

    Version is not really important in the window title, there is the nice about dialog for that with its superb color cycling despite what sdl-image did lately !

    Yeah I am not sure either it's really the windows version, it's you who proposed the idea and until now I just thought it had been fixed in sdl, not even in the graphics driver. Whatever the issue, it's on your side though. You can forget it for now if you want since we can live with a white cross in windows, but it's definitely a problem on your setup.

  18. I haven't got the latest one, but still more recent than that, I had to allow an update specifically to be able to update the nvidia driver, I couldn't install the latest version without that, so I guess you don't have the latest nvidia version neither ? It must be the 22h2 if I remember correctly, I disabled windows update after that and I hope to keep it at this level for long.

    Well you are lucky it's minor, just a white cross instead of a green one, because supporting such a specific windows version would seem quite crazy. Anyway... !

    edit : confirmed after verification, 22h2, installed late in march 23 because I blocked windows update before, and I still blocked an update on this version (I can now update the nvidia driver so it's enough for me).

    • Like 1
  19. Ok 0.95.5e posted, no dll inside, you'll have to download the dlls32-0.95 or dlls64-0.95 package again if you install in an empty dir, sdl2 got updated to 2.26.5.

    The changes are : a lot of neogeo games which had an horizontal resolution of 304 pixels are back to the normal 320 value, that's the biggest fix in this one. sfz3j which had been removed in 0.95.5d is back since sfa3 doesn't contain the text from japan ! Also removed the japan region for all the sfa3 games and clones. And re-enabled the workaround for some green colors in windows when displaying the green cross in the gui, I can't reproduce anymore this one here, mer-curious is the only one who can for now, more feedback welcome.

    I really hope it's the last 0.95.5 version, all this is starting to be annoying !

  20. 3 hours ago, mer-curious said:

    Hello Tux! Thanks for the troubleshooting.

    So I had SDL2 version 2.26.2, which is the one currently distributed in the DLL package in the downloads page. I went and downloaded a newer one directly from the SDL GitHub site, version 2.26.5 for Windows x64, but the problem persists unfortunately.

    I tried this in both of my systems, one with Windows 8.1 and intel HD graphics, an the other with Windows 10 and an Nvidia GTX 1660Ti graphics card. The last thing I did was to update my Nvidia drivers. I had one from August 2022 and then installed the most recent one from May 30th 2023. The color issue remained sadly.

    Is your graphics card from AMD? Perhaps it only happens with intel and Nvidia drivers?

    Anyway, I wonder how you couldn't reproduce it there in your Windows setup...

    Thank you so much again for your time and attention.

    PS: perhaps ffman1985 could also try to reproduce the issue in his setup.

    It's not such an old bug after verification, it was fixed on feb 2022, you can see the commit here : (I thought it was older) 
    https://github.com/zelurker/raine/commit/e5ed04b19393f70144d9cf19f7280eb25072a9a8

    Then when I noticed I couldn't reproduce it anymore on my win10 here, I assumed it had been fixed on sdl. It seems there was something else, but I can't guess what. The workaround was disabled 1 year later, in feb 2023, here :
    https://github.com/zelurker/raine/commit/d3ae87763

    I assure you I absolutely can't reproduce this anymore at all here, the nvidia driver is 531.61 from april 13th.

    Well I would have liked to be able to reproduce this, I would have tried to find something better, but I can always re-enable the old workaround, you'll get white crosses instead of green ones in the gui in windows from now on... !

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