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Tux

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Posts posted by Tux

  1. 50 minutes ago, mer-curious said:

    Edit: it seems that speed hacks are still enabled by default in a new installation in version 0.95.1. If I manually disable the option the black sprites issue is gone in this game.

    Even though it's annoying me to a critical level, thanks for this one, the config was read from 2 places, a leftover from a cleanup long ago when I moved all this to neocd.c, and of course the last one was the one with the default value at 1 !

    It's fixed for good this time in the source.

    50 minutes ago, mer-curious said:

    - the sound sample rate remains at 11khz when I start Raine with the DS4 controller plugged in and switch the sound output device to my PC's internal speakers.

    Too bad for your ds4, it's just means it asks for 11 KHz by default, on my sound card here it's 44.1 Khz in linux, 22 KHz from wine, and 48 Khz from windows !

    Its clearly highly dependent on the driver installed.

    50 minutes ago, mer-curious said:

    - the double kof97 folder in the IPS file selector is gone. I can select my *.dat files again through Raine but they still won't work. I get the same message as before:

    viAQqiY.png

    (PS: I set my *.ini from Raine, no manual editing)

    Well sorry I can't do anything more, just don't use it, that's the best I can think of !

    50 minutes ago, mer-curious said:

    - If I have an empty folder in my IPS folder such as "kof98" and try to access it through Raine the program crashes.

    And it's right to crash, it's something specific and this case is not supposed to happen.

    50 minutes ago, mer-curious said:

    - the IPS folder is not embedded in the program's zip file, it is only generated the first time you open the application. For standardization, I think it would be better to already pack it there with the other Raine folders, no? This also helps setting up a new installation.

    Nope the directory is created upon program launch, but there is no reason to include it in the zip since no ips file is distributed with raine.

    For normal people who unpack a new release over the folder of an older one, it works perfectly.

    50 minutes ago, mer-curious said:

    - the glitch in the IPS file selector is still unsolved.

    50 minutes ago, mer-curious said:

    That's it for now. I'm sorry for not having a lot of good news on the IPS feature yet. Maybe the next version will finally have this resolved.

    Thank you so much again for your time and continuing support.

    Ah yes this one of course, couldn't insert my answer here.

    Ok we have a good news then, you'll stop using this then !

    ;-)

    In all seriousness I have absolutely no idea how you do your bugs and I don't want to spend any more time on this, maybe in a few months, maybe not.

     

  2. Mainly :

     - a lot related to the new file selector for the ips dat files
     - supports some very basic editing of the .ini files in the ips directory, don't abuse it, these files are not supposed to be edited, but it should tolerate // at the beginning of a line and empty lines
     - Sample rate was wrongly initialized to 11 KHz if you launched raine without any config file (brand new install) and called the sound options dialog before loading any game. Most users would change manually this frequency rate in this case, but anyway... ! Now the sample rate take is the one returned by SDL_GetAudioDeviceSpec in all cases.
     - speed hacks are disabled by default in neogeo options, too tiresome to track the list of games which don't support them.
     - the music which was gone during the neogeo logo for aodk is back ! It was related to some very technical neogeo hardware initialization, see the source if you want details.

    And sorry ffman1985, not enough motivation yet for what we discussed, but I didn't forget.

    Get it from there, as usual : http://raine.1emulation.com/download/latest.html

    • Like 1
  3. I was about to reply that too much time passed and I lost all motivation for that, but I got curious how you could mess up your things so much... !

    so all interest is not gone yet it would seem... !
    Anyway, the 1st point is that I told already twice that the .ini file SHOULD NOT BE EDITED BY HAND, it's in bold and in uppercase, if you still don't understand, I don't know what I'll be able to do after that ! You are sure to make it fail if you edit it by hand, said twice, ignored twice. Here it's probably because of an empty line you added at the end of the file!
    Yeah I will eventually add some at least basic parsing so that you are able to copy directly your precious files... ! But for now, just avoid that.

    After that the double kof97 is because there were a few bugs in this new file selector in case there is only 1 directory in the ips directory. And why didn't I see it while I tested ? Because I unpacked the whole archive I got from the internet, and didn't try to do any subtle stuff here, I guess you didn't do the same because it was already unpacked somewhere on your disk... we have symlinks in linux for that to avoid to have to copy things over and over, microsoft says it's too risky for security reasons... !!! Anyway... The bugs are fixed, and that's where you see that I added that in a hurry, there were quite a few for sure, all small, but if you were in this specific case, it exploded. You are really a bug magnet to get all the worst stuff all the time, there was even a linux specific bug when doing things like that !

    Anyway so it's fixed here, but for you for now : just put more than 1 directory in your ips directory, avoid to edit this damned ini file by hand, and it should finally work!

    • Like 1
  4. Ok you found a bug in the very 1st run when there is no config to read and the user call the sound options dialog before loading any game. In this case the sample rate is initialized to 11 Khz and it's a bug. There will be a workaround for this in next version, just force an early soundcard init when there is no sample rate to be sure to be able to ask the preferred sample rate to the device. Meanwhile next time you are doing a test without any config file, just avoid to call the sound options dialog before loading any game.

    By the way this bug is here since Dec 27th 2021, so it's not new, but you had to call this specific dialog before loading any game and at the same time not having any config file to see it.

    • Like 1
  5. The audio device is saved as an index (a number then) in the config file, it's an index in the list of audio devices returned by sdl2, but there is no specific info about the order of the list, I guess it's just OS dependent. Usually the internal devices come 1st, then some eventual external devices (if it's like linux they are in the order in which they are detected, simply).

    But anyway using this is relatively easy : plug a tv, if the sound can't be heard, open the audio options, search for the correct device, once the sound works if you quit normally the setting is saved and if nothing changes the next time you launch raine the sound will work on the external device from the start, I use it on a tv from time to time too (not too recently because I switched to a fan-less pc to experience some total silence while listening to music but this mini pc should have at least 1 more usb port, I should eventually try to connect an usb hub to work around that but for now I just use the tv, music and video functions, no games). But anyway when I used the normal tv, this setup worked without any problem, but in reality I used the tv only once for testing, then I returned to using the stereo for sound output !

    I never tested with windows on a tv, but I don't think it changes its devices index at each reboot, it's not that bad, is it ? ;-)

    Even microsoft recognizes their windows needs a modernization, they promised it for windows 12... ! Wait and see, if they are not eaten by the AI craziness before that !

  6. 4 hours ago, mer-curious said:

    Hello Tux! Thanks for checking that thread. So what Deuce complains there about the pause function in NeoRaine is already fixed in recent Raine versions, right?

    No idea, with the line barring it it's barely readable so I didn't bother to try to read it !

    4 hours ago, mer-curious said:

    He also explains in the thread that the script was already 100% translated and he had a beta version which leaked back then and then someone released this version without his permission. That's probably the version you have there. But now he is indeed finishing all the details in his work, especially in relation to the synchronization between some voiced Japanese dialogues and the English translation.

     

    I believe it will be worth trying if someone is interested in the Samurai Spirits franchise and/or just curious on how a NGCD RPG game would perform if more companies released games for the system.

    Thank you so much for your attention.

    Yeah well neocd main purpose was to port games from the arcade, normal since the hardware is so similar to neogeo, that's the reason why almost all the games are arcade or action. I think they just made an attempt with this, and considered it was just not good enough to translate it to sell it in foreign countries. After trying it, I agree, it feels like a start, but really not enough depth in it.

    Those interested have probably gotten the file translated iso by now, which was really the better approach, how many years was it already ? Way too long for sure !

    Also rpgs were maybe a little less popular at that time, but we had "dungeon master" on atari st and amiga in 87, so long before that, and it's still legendary (maybe not so legendary today, but it was a tremendous hit at the time !), so it's not because of the platform that the game is not good, it's just a lack of motivation.

    They probably wanted to add a bit of rpg but keep the action paced game they had for the samurai spirits serie, but the result is lot of repetitive fights, without the cheat to turn random encounters off it becomes highly irritating very quickly in the game.

  7. 56 minutes ago, mer-curious said:

    Hello Tux and sagatwarrior.

    I was able to find a thread at romhacking.netwhich was created by Deuce recently and he mentions a limitation he found in Raine which wouldn't let him test his translation as exactly as he wanted. I think it's something to do with the pause function in Raine. Maybe Tux could check that and see if it's possible to help him if it's the case.

    Here's the thread: https://www.romhacking.net/forum/index.php?topic=36697.0

    PS: Deuce also explains in the thread that he never finished the translation back then because a part of the work was lost in a HDD crash, which made him lose the motivation to continue until recently.

    You mean the part which is stroked now ? (a line going over the whole section, that's the only place where he talks about neoraine and pause).

    Oh well time flies while he's doing his things, neoraine is now ancient history, this is totally outdated stuff.

    And for me the translation is finished enough as it is now, I was able to play the game enough to determine that finally, it's not a good game, even compared to the worst final fantasy (a reference in the jrpg category) it's still very bad (and not having videos is ok). Plus the guy never comes here and we are supposed to find his threads all over the internet ? Just forget about all this, it's not worth it. I mean if someone wants to spend time on it, no problem with me, but it will certainly not be me.

    By the way most of the translations functions added to raine were for the sdl1 version, they have not been tested in ages and are probably mostly broken in the sdl2 version, I should probably remove all of them, they have become useless, but I just leave them in case maybe one day they will be useful for something else, after all it doesn't make any harm.

    But congratulations for finding the thread anyway !

    • Like 1
  8. You owned a 3do ? Just heard of it, never seen one ! It was quite famous in its time...

    Sorry been quite busy lately, didn't have any time or motivation to do new stuff for now, will probably return to it later... !

    • Like 1
  9. It was simply because you keep on reseting your config file and you forgot to disable speed hacks.

    Speed hacks are disabled by default now (for neogeo/neocd), so that I don't loose time again on something so stupid.

    (and since the windows binary I use for quickly testing in linux doesn't really have a stable config, it also allowed speed hacks, and I didn't realize it was the problem here before quite a long time !).

    By the way I found a small problem I didn't expect : there was no sound during the neogeo logo while the game is booting, it's related to a very old change which was not supposed to have this effect (related mainly to the 6502 !). I fixed it, hoping I didn't add more problems, but afaik it should be better. This one is quite technical, it's related to the way the scanline counter is read during a "normal" frame, that is a frame which doesn't use scanline interrupts.

  10. 39 minutes ago, mer-curious said:

    Hello Tux! I have posted some feedback related to the IPS feature and other issues in some other threads in the forum, so here I will just quickly report some new unrelated issues I found in my recent testings.

    The graphics in Agressors of Dark Combat (NEOGEO game) seems broken. Many parts in the game show completely black. Take a look:

    M7GWPKB.png%5B

    Also, if you start the game by hitting Start it will be totally black too.

    I don't know if it matters, but I'm using Unibios 4.0 in Japan/Console mode.

    Looks like yet another windows specific bug ! It gets tiresome isn't it ? No idea where it comes from for now, I get different results and I don't know what changes them, sometimes the screen is all black when pressing start, sometimes it's only the sprites. No idea !

    Easy solution : linux version !

    I don't know what this craziness is again, it happens even in debug mode... !

    Interesting question also : is it new ?

    39 minutes ago, mer-curious said:

     

    I accidentally stumbled upon this message by trying the numerous old versions I tested to figure out the sound issue I was having:

    8nGT187.png

    As you see, the message is not very clear and the sentence organization is confusing. If you tell me what you meant I can help you review the text.

    The important part is "no recent game yet", this text has not been updated but there is nothing in options to change that now, it's outdated. No need to care about that, you can see it only when you have played no game or when you remove your configuration which never happens for normal players.

    39 minutes ago, mer-curious said:

     

    Finally, the first time I tried to download the new DLL files pack Firefox refused to download it because the file could be dangerous and so I had to confirm the risk in order to download it. I think it's because they are not hosted in a HTTPS protocol, no?

    Maybe, just add https in front of the links then ? I'll change that just to be sure.

    In this case it's an over reaction from firefox, the fact that it's https doesn't change its contents.

    39 minutes ago, mer-curious said:

    Also, you could invert the order of the DLL packs in the page to match the one for the Raine versions: first the 32 bit one and then the 64 bit below. It's a tiny detail but it does help to visually localize which pack is for which version.

    I guess that's it for this quick report.

    Thank you so much again for your work.

    I hadn't noticed I had inverted them. It was because it's generated from a script usually, but the x at the end of 92x made things unusually complex and it didn't go as I wanted so I found it was faster to manually enter the links and here is the result...

    I guess I'll spend a few minutes on this again then... !

    edit : reverted to the old system, the links are relative (except to github of course), so you'll get https if you display the page in https, the problem is probably because I posted the link to the download page in http and not https, try this one instead, but it's just a stupid warning from firefox here (that's called too much security when it becomes that stupid) :

    https://raine.1emulation.com/

  11. No the sound driver won't go away, there are cases where it can be useful.

    The reason why the frequency can change is that when the driver is changed raine asks if the driver has a preferred audio sample rate, and if there is one, it chooses it. It just means your ds4 prefers 11 KHz ! By the way 11kHz is not so bad if you stay on digital sounds, that is sound where devices use wav like sounds. It gets worse if generating sounds, for most "midi" music it becomes generated sound.

    Anyway it's quite rare to have a sound driver with a preferred frequency, even more when this frequency is < 44100. For me here I have only one which has a preferred frequency, and it's 48 Khz !

    You should just have paid more attention, but as I said the sound is not so bad in 11 KHz if you stay in some specific games, and by chance the kof games are in this category.

    It's funny to see how people get attached to 44.1 Khz as a kind of grail these days. I learnt not too long ago that the "chromium tapes" we had been using in my childhood and which were considered top quality at the time, rendered sound at around 33 Khz only if I remember correctly, and we would never have guessed that at the time... !

  12. 1 hour ago, mer-curious said:

    So, continuing from my previous post, unfortunately I wasn't able to enable any of the IPS files yet. I copy and paste my kof97.ini from FBNeo to Raine's IPS folder, and all I get when I start the game is this message:

    KcNSfHC.png

    And then I have to click "Ok" a few times in order to finally start the game.

    For information, this is what my FBNeo's kof97.ini file has inside:

    // FinalBurn Neo v1.0.0.03 --- IPS Config File for kof97 (The King of Fighters '97 (NGM-2320))
    
    2-Stage1.dat
    3-hchr2ps.dat
    97lx.dat
    k1-TimePS.dat
    k4-flash.dat

    Didn't I mention that this file is very sensitive to what's inside and is not supposed to be edited by hand, even less copy a file generated by something else here ???

    No other comment about that, the parsing would fail at the very 1st line of your file here !

    1 hour ago, mer-curious said:

    I can see the "X" mark in those *.dat files when I navigate the list in Raine, but interestingly they don't seem to work.

    Finally, I need to report a GUI glitch which I found in the IPS menu. If you scroll the list all the way down, click on the final *.dat file to select it and expand Raine's window, the file selection won't resize with the window expansion and will stay small. Here's a quick recording showing the issue happening:

    https://drive.google.com/file/d/1tJRLyayBAP-FafJCqPPf_5Ue20YI9yH1/view?usp=sharing

    Also, if you pay attention, the "X" mark in the file is lost either maximizing or restoring down the window size.

    I think these are my comments for now on this new feature. Hopefully you'll be able reproduce and possibly fix some of them.

    Thank you so much again for your continuing work in the emulator.

    Easy fix : just don't do that ! (usually people start by choosing a window size, usually fullscreen and don't ever change after that). I'll look into that later...

  13. 15 minutes ago, pmc2 said:

    Excuse me but we're not going to have this debate every time, I explained to you 50x that it's a feedback I'm giving you. I don't give a damn about xp or anything else, so either you take this remark as a simple "plus" or you tell me that my remarks on xp bother you (which I can understand) and that's it haha :D

    Now for my part I start from the same principle as retroarch and its compatibility of old systems. if it is possible (especially here it is really simple) and even if it affects a user in the universe I arrange for it to be good, I know perfectly well that at some point it is the ultimate end but in the case of raine it is not yet that moment. Moreover, contrary to what you think and beyond the risks etc, many asian still use xp, your emulator is used more than you think here too ^^

     

    Yeah well if I had someone who took care of the windows build and wanted to fix this kind of details, it would be no problem, but as a matter of fact I have only me, and really I can't care less about xp now.

    And the drawback for other users is that from memory it's the access to some function which is impossible because it's a kernel function, and of course the xp kernel hasn't been updated for ages, and this particular function is about the timing for threads if I remember correctly it's in winpthreads.dll and the said function isn't even used directly in raine, so it's minor, but now sdl2 uses threads and it's probably a good idea to let it use the time granularity it wants.

    So except if someone comes with a super new argument, we'll leave things as they are. The old dll pack, 0.92x still works with xp for those who are interested, and sdl2 isn't even too old in this one because I updated it not too long ago. There is a libmuparser.dll which is not necessary anymore but it's not a problem. So xp compatibility officially stops here because not enough people care, and it's becoming too bothersome to maintain without anybody to help.

  14. 2 hours ago, pmc2 said:

    Great thanks.
    should make a changelog :) .

     

    if you were wondering what the small bug fixes were, these were :

     - an old bug in sdl2-2.0.20 which obliged me to make a workaround seems to have disappeared, the checkboxes are all green again in the windows version of raine (there was exactly 1 white line before to work around this bug, it was barely noticeable).
     -
    move "preload ips" to the game selection dialog, idea from mer-curious and he was right on this one.
     - the crash when there is an empty ips folder and you select anyway "preload ips dat file" and then click on the ".." which appears is fixed, you won't even see the .. now, you'll just get an error message telling the directory is empty !

  15. 13 minutes ago, pmc2 said:

    dll is not xp compatible again ^^(old are ok).

    I think you should put the pack for xp on your site, it would be easier (and eventually I will test for you if the new ones are functional from time to time).

    https://pixeldrain.com/u/npsvX5pd

    Or just give up this xp compatibility for good ? Who still uses xp today, except maybe in some remote world places where they don't have much choice ?

    I forgot which dll it was exactly, and I was almost sure it would be good this time.

    I am tempted to just drop that, you are the only one who asked about xp, it was fun because it was not too hard to do at the beginning but it starts to be an annoyance now, and if you are the only one testing it, and just for testing, it's not worth it.

    If anybody else is interested in xp support, post, and explain why you are still using xp today, otherwise I'll just drop that, and good riddance !

  16. This one kept me busy for a few days, the windows version looses time in the conversions between double numbers and ints. It doesn't happen in linux, and I don't know the exact reason, it's probably related to mingw32, but anyway the fix is to merge muparser into raine and change its base type to "unsigned int". The consequence is that float numbers are not recognized anymore in the console, I'll just hope that no script used them, but I don't think any did.

    It goes with a dll update, a few dlls were updated including sdl2, so it's advised to update for all windows users, the new packages are dlls32-0.95.7z for 32 bits and dlls64-0.95.7z for 64 bits.

    The linux version didn't have this problem, but since I don't want to maintain 2 different versions the merge is done there too, and so raine doesn't need muparser to be installed anymore in linux. We get a very small speed improvement in linux too because it allowed me to make a few more optimizations since no type conversion is needed anymore now.

    Except that there were a few small bug fixes for the recent 0.94.12b, but the really big thing is the merge of muparser inside raine and the gain of speed it brings.

    https://raine.1emulation.com/

     

    • Like 1
    • Thanks 1
  17. 2 hours ago, alocacoc said:

    I have nothing much to say, just my usual 1000 thanks for your awesome continues work on Raine and 0.94.12b is compiling nicely under Arch.

    :)

    Yeah quiet around here these last days for a change... !

    I finally found the reason why the windows version was slower for scripts, and I have a fix, I sent it by pm to ffman1985 so that he checks it, but he hasn't been reading his messages for 2 days ! Oh well, at least you are in linux, so you don't need this fix, the linux version doesn't have this problem. It's a crazy story about double to int conversions, I assumed they took almost no time with modern cpus, and it's the case in linux, but that's the very reason the windows version is slower, and I can't explain why, but it's a fact. The solution : merge muparser into raine (the doc encourages people to merge it in their project), and change its base type from double to unsigned int. It works, and I finally get the same speed in linux and windows, the only drawback is that float numbers are not recognized anymore in the console but it shouldn't be a problem normally.

    I didn't decide yet what to do if he doesn't come back in a reasonable delay to test this, since it's a windows problem only I can just ignore it, or release it without any more testing, or simply commit it to git and start to work on something else. I think I'll probably choose the last option.

     

    • Like 1
  18. You compile from git, so do it for your version, you just have to delete or comment out the line "stop_scripts()" in source/emumain.c

    After that you can eventually commit it to be sure you'll keep it :

    git commit source/emumain.c

    it should stay for long, this area of the sources is not modified often.

  19. 2 hours ago, ffman1985 said:

    After the update, the cheats automatically disable after reset by f1, is that sth intended?

    As discussed earlier after you asked that for the hidden scripts and I replied it should be done for all the scripts because it's what a reset is supposed to do.

    There might be some way to make some chosen scripts resistant to that, but I am not sure it's a good idea, it would add to the complexity without any obvious benefit, a reset should stop anything related to the current emulation and return everything to its default state, that's how it works.

  20. I was gonna quote your 1st message but it's just impossible, you can't insert a reply in the middle, and you can't delete the end of the message, if you do it restores it in place of what you typed in the end, this stupid editor just made me loose a few minutes for nothing.

    Anyway !!!

    1st point about your crash which annoyed me on the .. : yeah it annoyed me because the function has become quite complex after all and it's quite irritating to see some testing stopping here, but anyway in the end I found a c++ way to fix that in just a few lines without too much fuzz so you'll just get your error message now.

    2nd point move the option to the game selection dialog : agreed good idea, it's done and pushed to git, but I think the 2 above options always appear even if there's no data, and I don't plan to loose some time trying to hide them when there's nothing. It won't crash anything, you'll just get your error message if you try them and there's no data, so there's no problem here.

    • Like 1
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