Jump to content

Tux

Ultra Members
  • Posts

    1,061
  • Joined

  • Last visited

  • Days Won

    219

Everything posted by Tux

  1. I had a look at this kof94 issue because it looked like some easy cliping error, but there is nothing easy left in this driver now ! Actually at this point the y coordinate suddenly becomes < 0, and it goes through quite a lot of transformations necessary for some specific drivers. Touching this thing is quite dangerous. The good solution would be to rewrite this part entirely, but it's no easy task... I'll think about it ! (not sure it's worth to take the risk to break everything just to fix this small annoyance... but maybe it's possible, I'll see).
  2. Tux

    Bubble Bobble

    No worry it's just surprising that such a simple thing as this sky animation can create such problems so it will take me some time to check this... later then ! EDIT : this little thing comes from an old fix for blazstar stage 2 ! The fix is probably not perfect, there is too much inaccuracy when reading the frame counter in the emulation, I am probably missing something, but this little thing is actually *VERY* tricky ! So I'd suggest ignoring the sky at the end of stage 1 for now, easiest workaround for now, I'll try to find out a better solution for that, but it will take time ! EDIT 2 : it's finally fixed, and pushed to git ! It might also fix the problem reported by mer-curious, I'll have to check that later. ! For the record, the cause was really a detail : I just computed the frame counter for the animations after drawing the sprites, and it needed to be computed before! I really didn't expect a game to need this kind of precision but apparently the frame counter is updated during the vbl before starting to draw the screen so it makes sense. Anyway with that blazstar is totally fixed, end of round 1, and the whole stage 2 ! I'll take a break now !
  3. Tux

    Bubble Bobble

    Ok I was finally able to reproduce this, you have to saturate the game with buble so that it happens ! I had never tried that before ! Ok, I'll investigate... EDIT : what I found so far : - hard to reproduce, when I restarted a new game I was unable to reproduce this, even at stage 11 and even with fast bubbles I don't know what's needed exactly for this to happen but it seems quite hard to reproduce from scratch. - it's been there for a long time, even raine 0.60.1 had this already, and so it's not a recent change which produced this at least. Well I'll take another look later... EDIT 2 : well I found a work-around, a hack. Apparently you can saturate the cpus with bubbles and if they become too busy then the interrupts start to be on wait and to fill the stack, and since the stack is very small it can quickly crash everything. Now I would love to be able to reproduce this by myself to know if it's specific to raine, but I guess it is, and then find why, but I can't, without your save I can't saturate it enough to create the crash... ANYWAY ! The work around (dirty) is simply to add some cycles to the cpus when they become saturated, this way you won't see any slowdown in the game, and it will never crash ! I tried that with your save, it works perfectly. Of course the real hardware can't do that, so it's quite disturbing, but oh well... I think I'll keep this fix anyway ! EDIT 3 : after some more thinking I think I know why raine crashes here, it's because it doesn't handle the interrupt lines and so there can be many irqs waiting on the stack, which should never happen. So the best theoric fix would be to handle this interrupt line here, but it would be less fun, so I'll keep this work around for now : the game will never slow down anymore !!! (if you use git, the fix is committed, otherwise you'll have to wait for the next binary...).
  4. Tux

    Test

    Actually it's not true for all romsets, keeping compatibility with ever changing romsets can be very tiresome at times... bublbobl for example is not the same mame set, but here it's a specific reason, the main bublbobl set in raine uses a 68705 mcu where mame says the main set uses a different mcu,so it's not compatible and we don't emulate this mcu at all so we'll never use this set ! But yeah for most romsets I guess we are compatible !
  5. Tux

    Need help

    Well the name of the super admin in charge here is Alpha, so I guess you should send a message to him (yeah it's not me anymore, but I am in charge of this raine forum !). I was actually glad to leave the forum admin part to someone else ! Anyway I sent a mail to him with the url of the topic...
  6. Tux

    Test

    Yeah yeah still trying, opened to suggestions for now.
  7. Tux

    Bubble Bobble

    I really wonder how you did that, because it's probably the arcade game I play the most, and I still play it from time to time, again lately to add the cheat to emulate the bublredux level skipper... Anyway I just tried it on a fresh install on a very old pentium4 computer (I am not at home), and I played level 11 without problem, I stopped at level 12. Well no idea, I used the bublbobl set, the original one, nothing special default configuration. Try to make a savegame just before it happens and if you can reproduce it easily send the savegame and explain how you do it !
  8. Hi, Tux. Thanks for the maintenance release. I’ve come across some graphics glitches in Marvel vs. Capcom. Take a look: Here’s a savestate before we fight Onslaught so that you can check it: http://www.4shared.com/file/oTi45F_Pce/mvsc.html I don’t know if it matters, but I’m using transparency effects and the SABR shader. By the way, I’m getting this message when trying to use the Curvature.OpenGL shader: When I return to the shaders options, it shows “None”, so I guess it didn’t work. Is this a problem in Raine or in the shader? Still talking about the shaders, is there a key to cycle through the shaders, showing their names? It would be a nice feature to quickly check their effects! Finally, I noticed the blend files are the only supported files which don’t have their folder created by default, no? So I’d like to know if you could add it in the next releases, maybe just to point new users where the blend files should go. It would also save us the job of creating it on a new install/unzip. And one last thing, there’s that old request left of checking the raster glitch in KOF’94’s Japan stage. I guess this is very unimportant, but if you are motivated and if you find it easy to fix, why not? Perhaps it could benefit some other game more significantly. Here’s a savestate right before the Japan Stage shows: http://www.4shared.com/file/_c_VOCX_ce/ncd_kof94.html The glitch happens when the ground becomes black at the end of the camera movement over the street (moving to the fighters’ direction) when the stage begins (it’s actually the stage animation). Here’s a screen capture: It doesn’t happen in FBA nor in the real NGCD console as you can see in this video (please skip to 24:00 to check it quickly): That’s my quick feedback for now. Thank you so much in advance for your great time and attention.
  9. Tux

    Test

    Just a short message to check the forum is ok, but it should. I might copy and paste some topics from the old forum later, but for now I am not sure it will be useful... !
×
×
  • Create New...