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mer-curious

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mer-curious last won the day on May 18 2020

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About mer-curious

  • Birthday 06/28/1984

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    Rio de Janeiro, Brazil
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    Music, films, languages, videogames etc.

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  1. You could try using the soundtrack releases on CD instead of the NGCD version. They have the full tracks without any breaks. This is what I did with KOF2000 because it didn't receive a NGCD version, only a soundtrack release. You can find soundtracks for NG games on sites such as https://downloads.khinsider.com/. Just look for the releases which have "arranged" in the title (or "image album" in case of the Fatal Fury games). I didn't know Matrimelee associations was broken. It would be great to fix it because the arranged soundtrack is awesome! 🀩
  2. I still plan to do a super complete games.cfg file with all possible sound associations and post it here so people can enjoy NG games the best way possible. But I need to check all SNK ports for Saturn and PS1 to see which received soundtrack arrangements. I know WakuWaku 7 did (and I've already added it to the file) so it's possible that others did too. Some PS2 ports such as Garou and KOF2001 also got soundtrack "improvements" but the quality doesn't even compare to the SNK sound team from the '90s (possibly because SNK bankrupted in the beginning of the 2000's). Anyway, I'm very grateful to Tux for adding this feature. 😊
  3. Hey Tux! Just to complete my report, this is the message I get with that save file: https://imgur.com/a/iXWKS9A It shows every time using latest x64 version in Win10. Curiously, if I load it using the x86 version of Raine it quickly shows a message "speed hack not found, slowing down..." and the game is frozen. The program continues working but I can't do anything in the game. Something weird is going on with this save state. Anyway, thanks again for your attention! πŸ‘ PS: and if I try to load in x86 version a save state created in the x64, I have this and the game is restarted: https://imgur.com/a/vkR9b98
  4. Thanks for the fast reply! I was wondering if this warning message I get from this MvsC savestate file in my previous post is due to architecture differences (x86 vs x64), because it's an old save file made in raine32? Anyway, thanks again for your time! πŸ‘
  5. Hey Tux! Did you happen to have thought on why Raine sounds different in this sound sample heard in this message "Anouncing the victors. Here they are." in KOF97? I'm asking because I suppose FBneo reproduces it more accurately as far as I can tell from my experience with the game. It's hard to find gameplays from real hardware since most people play NeoGeo games on emulators, but hopefully I've found some for this particular game! In this video you see this sound sample playing in the real NeoGeo home console (please go to minute 5:35) -> https://www.youtube.com/watch?v=pqDY0DshWJ8 And here you can check it playing in the NeoGeo CDZ console (go to minute 5:40) -> https://www.youtube.com/watch?v=G1RgYPMpyl0 Perhaps these videos can help you compare the sound with what we we currently have in Raine. Anyway, I'll wait your thoughts. Thank you in advance for your attention! πŸ™‚ PS: we don't celebrate Valentine's Day in Brazil, so I took quite some time to understand the pun in your previous message when you posted it. πŸ˜…
  6. Thanks for the new release! This also fixed the weird rectangles in Marvel vs Capcom's character select screen which I had already reported some time ago (perhaps in the old forum?): https://imgur.com/a/y9Kluv9 You can see from the window frame that the screenshot is old (taken in Windows 7, but I had a backup of it). Maybe it also fixed some other CPS2 games? But there's still some broken graphics in MvsC which remained unfixed, as you can see below: https://imgur.com/a/S9JqphH If I remember correctly, you said it was related to raster effects. We can also see this issue in Marvel Super Heroes vs Street Fighter. Anyway, let's hope you can fix these someday too! If you wish a savesate, here you have it: https://drive.google.com/file/d/1X-LeCpxzAnp1FzwQvrrtNjBmgap7LRvB/view?usp=sharing By the way, this savestate is returning an error message when you load it, but if you click ok, it loads fine. Weird... πŸ€” Thanks again for your work! πŸ™‚ PS: you forgot to update the release year to 2021 in the "About" info. πŸ˜…
  7. Hey Tux! Thank you for the new version! πŸ€— I've being playing a little with KOF97 and noticed a particular sound problem in the game. There's a sample that looks a little poor in quality when compared with what we see in other emus. I've made a short video-clip comparing Raine to FBNeo. It's the sound produced in the message "Announcing the victors. Here they are...": https://drive.google.com/file/d/1yj82YjXPpoyFEzX6yD4UFVYy1iYkrI9P/view?usp=sharing This animation shows after every match in the game, that's why I've noticed it. Interestingly I don't remember it being that bad before. Maybe something jeopardized it with the progress of the emulator? πŸ€” If you want a save right before this passage, here it is: https://drive.google.com/file/d/10wEwA7_9QGo08ut-SRUMoKiNUCVr8Cmi/view?usp=sharing Thank you again for your support. πŸ™‚
  8. mer-curious

    Raine 0.91.12

    Hey Tux! I downloaded a new version of AOF3 from Gametronik and put it in a shorter directory, just D:\unzipped\. I also put Raine directly in this same folder. I can still crash the emulator with those three save states. But I've played another turn and did some new save states and couldn't crash the emulator so far with these new ones. How may I know when a buffer overflow happens so I can create a save before triggering it? You mean play the game normally and see a way to trigger the buffer overflow before creating save states? Thank you so much for your time checking this issue. πŸ‘
  9. I agree with you. I also prefer the dark theme. I reported this situation in here:
  10. Is it possible to return with the dark theme to the forum or at least provide it as optional? The white theme is really eye-hurting when navigating the forum in low light room or at night. πŸ˜•
  11. mer-curious

    Raine 0.91.12

    πŸ€” Interesting. The 3 first save states crash the emu immediately here. No, I don't think I have long file names. The path is this: D:\unzipped\games\NEO-GEO CD\Art of Fighting 3 [Ryuuko no Ken Gaiden]\Art of Fighting 3 [Ryuuko no Ken Gaiden].cue The tracks are named as: Art of Fighting 3 [Ryuuko no Ken Gaiden] - Track 27.mp3 My NGCD bios is in this folder: D:\unzipped\games\Arcade\neocdz.zip Maybe it's specific to Windows? What I remember from the 3 first save states is that I loaded the game, changed the region from Europe to Japan and then started playing. That was pretty much it as far as I remember... As for the garbage screen, I can reproduce it every time here. I used Pause + Space to advance the frames and took a screenshot: https://imgur.com/a/bT1pOWr I tried the test build you provided above but didn't see any changes about these issues unfortunately. But thank you so much anyway for checking this one! πŸ‘
  12. mer-curious

    Raine 0.91.12

    😊 Hey Tux! I've been playing with the NGCD version of AOF3 and noticed a gargabe screen every time after the loading animation to a stage. It happens as soon as the loading animation is finished, and then the emu quickly shows a corrupted screen and finally the stage appears. In the Cemetery stage it is more noticeable because a blue screen flashes before the stage shows. It's not something that hinders the game play, but perhaps it could be the cause of an unknown bug somewhere else? Interestingly, when I was trying to reproduce this issue with my save states, I found a way to easily crash the emulator. If you try to load the save states in slots 0, 1 and 2 the emu immediately crashes. But in save states 3, 4 and 5 you can check the garbage screens (hopefully!). Here's the pack with the saves: https://drive.google.com/file/d/1B3V-VfL2axtyY4-HbfCqJGqAO-VYIkuB/view?usp=sharing I'm using the loading animations set to 2x and the region is Japan. Thank you so much in advance for your constant support. πŸ™‚πŸ‘
  13. mer-curious

    Raine 0.91.12

    Hey Tux! I've played a full turn in AoF3 with version 0.91.12 and made a lot of save and load states there and the graphics didn't corrupt in any moment, so I guess it's really fixed! πŸ™Œ Now I think my tests with the test version were a little too fast, because I missed an irregular behavior in KOF99 sound associations. When you let the game demo run, the soundtrack should stop playing as soon as the score ranking screen is shown. But with the new changes in the sound associations the stage track continues playing there, which didn't happen before. I've tested KOF98 and interestingly everything is perfect there. This doesn't really breaks the game experience so far, but if you ever find time to check this one, I'll be glad to retest it again. If you need a save point, here it is: https://drive.google.com/file/d/1zIwJJU0aPBbBrAj0jCS2vV8XdviSrZG-/view?usp=sharing Thank you so much again for your continuing support, especially with this sound association feature. πŸ‘
  14. mer-curious

    Raine 0.91.11

    Yeah, I think it's related to the way Raine sees the connected pads in the PC. It binds the commands of P1 for the first pad it sees, and since the first in Windows is the xinput, it associates the P1 to the x360 controller and all my previous associations for P1 with my dinput pad are moved to P2. I generally use this pad for arcade games and the x360 controller to 3D games. I guess you'd have to have access to a normal dinput pad to reproduce this problem. I already use custom game inputs but the xinput replaces my config for these games too. It's a little pain to remap the inputs for all the games I had already them mapped, but I can live with that for now. I could also unplug the x360 controller before running Raine, although it's not something very user-friendly. Anyway, thanks for commenting on this. πŸ‘
  15. Hey Tux! Thanks for this test version! I've played a turn in Art of Fighting 3 with it and noticed no issues with the sound associations now, so I guess it's fixed. πŸ™Œ I've also played a turn with the sound commands turned off to see if there are places where the tracks speed up or slow down, but didn't find any. So I guess your speculation is right about these commands being implemented but never used (at least in this game). But it's great to know you could change the tempo in the mp3 files! I'll let you know if I ever find a game that does that. Finally, I found an easy way to reproduce the graphics corruption in AoF3! I had reported this issue a while back but never really investigated it. So now all you have to do is load the savestate (made with the sound commands off) and try to reload the same state sometimes (press F4 between 3~5 times) in order to eventually trigger the graphics corruption. Here's the file: https://drive.google.com/file/d/1WOvDdG7-Jhs8kjFY__0RzPguVqK8Nr6z/view?usp=sharing I can reproduce it easily here. Hopefully you will too! Thank you so much again for your fast responses! ☺️
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