Jump to content

mer-curious

Premium Members
  • Posts

    272
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by mer-curious

  1. Hello Tux! I was recently playing with Raine and stumbled upon some issues in the NGCD emulation. I was playing with the Samurai Shodown RPG game, but perhaps it could affect other games too. Here are the issues I found:

     

    1:

    In Samurai Shodown RPG if you cut the introduction audio track and go to the game title screen and then show the GUI, the introduction track will restart when you leave the GUI. You can see the effect in this video clip:

    https://drive.google.com/file/d/1H8WzvmHJhfJl6qseZbDixAyRpbYSha61/view?usp=sharing

     

    2:

    The load state/save state graphical function is broken for NGCD games, as you see in this clip:

    https://drive.google.com/file/d/1WjbanP6buOZqf5yHYEtXZ_b-o-Vhecgg/view?usp=sharing

    I guess you forgot to fix it for NGCD games when you made the changes in this function.

     

    3:

    Raine is freezing in Samurai Shodown RPG if you die and quit to the title screen before the introduction music starts. You can see the issue happening in this clip:

    https://drive.google.com/file/d/1JalmutZp87d-rEHWH_TuLNgaCNZ868t-/view?usp=sharing

    If you let the introduction music play the freeze won't happen, which is interesting...

    I have a save state before dying so you could try reproducing this issue. Just let the character die and quit to the title screen and then press the button before the introduction music plays. Here's the file:

    https://drive.google.com/file/d/1mOf-rcHzDJjwxYl_TY0jeaNyxzUhPhui/view?usp=sharing

    I created this save state after loading a NG game with sound associations. Perhaps this could have triggered this weird freezing...

     

    4:

    The sound is choppy in this save state. See in the video here:

    https://drive.google.com/file/d/1yIhRL87-bx5hYJa-OXRma_n0QSjysj-G/view?usp=sharing

    Save state file:

    https://drive.google.com/file/d/1dd6wB27OcLmBl8Er-m_Hcf7zYXBG2Gyt/view?usp=sharing

    I'm not sure why this is happening with this state. I created it from the previous state in order to speed up the character dying process. Perhaps this could be related to that...

    But if you let the character die and continue the game, you'll see the audio is correct, so it's just with this battle track...

     

    Anyway, hopefully you'll be able to reproduce and fix some of these issues eventually.

    Thank you so much in advance for your time and work.

  2. Hello Tux! Thanks a lot for this new release! 😀

    I made a quick test here and everything is working correctly in relation to my reports in the other thread. Also, I can read a little better now the renderer options with the new default settings.

    By the way, samsho2pe has been updated to v.1.9. The author claims the graphical glitch I reported here was fixed, but I can still reproduce it both in Raine and FBNeo.

    I reported the issue in the GitHub pull request for the change, but I haven't had an answer yet. Hopefully the author will read it and fix the glitch definitely. You can check it here:

    https://github.com/finalburnneo/FBNeo/pull/1641

    There is also a new change here:

    https://github.com/finalburnneo/FBNeo/pull/1643

    Anyway, I'm not sure if you should update the driver now or wait until this issue is finally fixed...

    By the way, while trying samsho2pe v1.9 in Raine the emulator showed me a message about different CRC numbers for some ROM files, which is expected:

    wWRJn3d.png

    My ROM sets are always updated, so this is the first time I see a message like that in Raine. I went and tried to confirm the game load with Enter to proceed, but surprisingly I have to press Esc for that. I thought that maybe it would be better to have here an "OK" so we could press it? This already happens in some other messages in the GUI, such as this one:

    HFISDa9.png

    It's also more intuitive to use the confirm key I guess, because we are indeed agreeing to proceed running the game with the errors or wrong files. The same for when using a game controller.

    Finally, I was thinking if the CRC report could also show the found CRC for the files. For instance, "Bad CRC for ROM xyz (found: 123456, expected: 654321)". I'm not sure whether this information would be useful to me, but maybe for someone it could be, especially running a game from an old online repository or using the emulator for the first time.

    Ah, there also seems to be a double line space between the CRC report and the message "The game might not run correctly". I'm not sure if this was intended though, but it's not common in the GUI as far as I've noticed.

    Anyway, just some ideas I had after seeing this message for the first time.

    Thank you so much again for your continuing work. 👍

  3. 21 hours ago, Tux said:

    1) Yeah I didn't test it, it would be easier to just remove the option... ! Don't worry, I'll test it...

    Hello Tux! Thanks for that! I would be very happy if you could keep this GUI function. It's useful when using Raine from a distance and navigating the menus with a game controller.

     

    21 hours ago, Tux said:

    2) did you at least read what I wrote about editing the colors or reverting to the default themes for that ? Either edit your bg color or revert, or even better revert 1st, and if it's still not enough for you then edit the bg color manually.

    I always set up a fresh install of Raine with a new configuration file when a new version is released. I thought this would be enough to load the new configuration for the GUI look, no? Maybe I am wrong for this very case.

    Let me know if I still need to do this procedure with the colors configuration even with a fresh install of the program.

     

    21 hours ago, Tux said:

    3) Nope obviously, didn't do it (boring and uninteresting, but yeah should be done one day).

    Thanks! It was just a detail I saw when running this very rom samsho2pe. I don't think I have seen it when running other roms though. 🤔

     

    21 hours ago, Tux said:

    Yeah that's what he is already, and he loves that, too bad he can't code to help to fix these things... !

    Yes, it's a pity indeed. Maybe one day if I study computer science or programming?

    For now the best I could do was reviewing the GUI texts and reporting issues I may stumble upon when using Raine.

    Anyway, thanks pmc2 for the comment and thank you Tux for continuing working in the program. 👍

  4. Hello Tux! Thank you for this new small update release of Raine.

    I made a quick test here and here's my feedback:

    1- The issue with the Save state/Load state menu in Game options is fixed for the parent rom, but for the cloned rom there is still a glitch with showing the save state slots information, as you see below with the samsho2pe clone:

    QxWmvwC.png

    You can see that the save/load states are all marked as 0. It seems the program is not reading correctly the slot information from the save files.

    If you'd like to test you can download my save files from here:

    https://drive.google.com/file/d/1Yx9iwGSmV7wKe1nk4CHzWO_jq5dnMYI-/

     

    2- I tried Raine now with the restored feature of the background window in the OpenGL options and I found it a little confusing to see the OpenGL options. It looks like this here:

    cKDz4KP.png

    I'm not sure if the screenshot captures the difficulty I have here to read the options. Anyway, I don't use this menu a lot though, so this change doesn't affect me much. But perhaps it could affect more others? Especially someone using Raine for the first time and going through all the program menus.

    If you agreed, perhaps it would be better to keep it the old way, that is, without a background window...

     

    3- Finally, I'm not sure if you took a look at the open bracket information in samsho2pe, but I can still reproduce it here, as you see below:

    rgR8Sww.png

    If you open the shader selection you see that the space for rom information is bigger.

    But this isn't really an issue, just something I noticed which seems to be missing for this particular ROM.

     

    Anyway, that's my quick report for this version.

    Thank you so much for your continuing work on the program. 👍

  5. 2 hours ago, Tux said:

    It's because with the sdl1 gui you saw the video options menu behind it and for more readability you needed to have this one non transparent.

    Hello Tux! Thanks for the explanation. So the opacity in this dialog was partially intentional in the end, if I understood it correctly...

     

    1 hour ago, Tux said:

    You have 2 menus and 1 dialog overlapping each other (you can see a very small part of the main menu at the very top, the top of the "Load game" line)

    Yes, I can see the three menus overlapping. If you open the shader selection, will it also show a fourth menu over the others? 😅

     

    1 hour ago, Tux said:

    Maybe that's a little too much ? I'll wait a bit, but for now I think it's still very readable !

    I'm not sure either. Preserving the menus in the background is interesting, but I guess I would have to check it for myself since I'm still used to the old GUI look.

    But if preserving the menus doesn't bring any benefits to the user, maybe just showing the current menu as we have now could be better, no?

    Anyway, at least now all menus are standardized in terms of transparency.

    Thank you again for your time and also for sharing with us your work in progress in Raine. 👍

  6. 8 hours ago, Tux said:

    The Shared, yeah probably right, I'll see that eventually.

    Hello Tux! I'm glad you agreed with this small change. 👍

     

    8 hours ago, Tux said:

    Nothing major for us, these are just minor bugfix releases.

    Ok. I didn't know they were working in a 3.0 version of SDL. I think all emulators still use the 2.0 version anyway.

     

    8 hours ago, Tux said:

    For the way too long name of the game : yeah I thought about that when copying and pasting the info from fbneo, I am tempted to just cut some part from it, but I can also remove any restriction on the length in the gui, now that it's fully opengl there is no risk to display off limits... I'll see, minor problem anyway.

    Yes, it was just something I noticed when playing in full-screen and eventually showing the GUI. I saw the open bracket and thought it could be a typo. That's why I reported it.

    By the way, since you talked about OpenGL, perhaps you could check why the OpenGL menu doesn't show like the other menus in the GUI, as you see below:

    UbRct7p.png

    It seems it doesn't have the transparency that is applied to all the other menus in the GUI. But I'm not sure if this is intended...?

    Anyway, just another detail I noticed when configuring the shaders.

    Thank you so much again for your work. 👍

  7. 8 minutes ago, Tux said:

    ... and I disagree ! ;) But, if you want, you can update the brazilian translation and put that in CAPITALS then (for the brazilian language only) !

    Hello again! Thanks for the super fast reply.

    I'm sorry, I didn't want to bother you with that. I know it's just a tiny detail in the text. However, I didn't mean you should write the whole word in capital letters, like "SHARED", but just the first letter, "Shared", as we have for "Yes", "No", "Enabled", "Disabled" and all the other settings in this menu.

    It's a change just to follow the naming standardization we use in virtually all the GUI.

    By the way, I forgot to mention in my previous post that there's a new SDL version in the SDL GitHub, but I don't know if it would bring any benefits to Raine...?

    Finally, I noticed there's some information missing for the samsho2pe ROM when you expand the window, take a look:

    Hf3722i.png

    As you see in the bottom, the ROM information ends in an open bracket. I'm not sure if this is correct or not...

    That's my quick reply for now.

    Thank you so much again for your time and for the fast response.

  8. 1 hour ago, Tux said:

    Well it's done, you can choose to have the Neo-Geo saveram shared or per game in the neogeo options now. The default remains shared because the original hardware works like that, and I never missed any neogeo hiscore so far, but I agree it's a design mistake, these scores should go to the memory card and not to the shared ram.

    Hello Tux! I'm glad you could add this feature to Raine!

     

    1 hour ago, Tux said:

    Too bad we don't get our hands on the source code of one of these games, but it's probably horrible to read, they probably had crazy delays to release stuff as fast as possible, but it's too bad to have lost all that anyway.

    Yes, I agree with you. Perhaps some hackers know how these games work through reverse engineering?

     

    1 hour ago, Tux said:

    the design mistake is probably because at the time even if the games are on some big cartridges, they didn't change that often and when the owner changed a game usually it didn't go back to the previous one, it was just to make some money with a new game. But they missed the point that the saveram should get exploitation info only (how many games for how much time), the hiscores are more player related and should go to the memory card.

    Yes, this makes sense.

    By the way, it's not just the high score which is saved to the internal console memory. Some late Neo-Geo titles such as KOF'98, '99 and 2000 also save other information such as the game language and the difficulty level you set in the game options. This is how I noticed my personal data was lost for these games, I went to the options and saw the settings had been reset to default, then I let the game demo run to see that all my hardly achieved scores had been gone too. 😩 Hopefully this will never happen in Raine again. 🙏

    It's a pity only a few games use the console memory to save the game settings. Most of them only save the high score information, as you noticed.

    2 hours ago, Tux said:

    Oh yeah, for the transition if the file <game name>.saveram doesn't exist yet, the saveram is read from neogeo.saveram, it's just saved in the end into <game name>.saveram. The .nv files you found are probably compatible if their size is exactly 65536 bytes.

    Ok, I'll see how this works when you release a new version.

    Ah, I looked at the code and noticed you forgot to capitalize "shared" for this setting. I think this should be done to match the other naming standard used for the options in this menu.

    Anyway, just a tiny detail I saw since I reviewed most of the GUI text recently.

    Thank you so much again for your time and work.

  9. 9 hours ago, Tux said:

    It doesn't say anything like that ! The eeprom is saved by raine too but there is no eeprom in the neogeo. Its nv files are probably the contents of the memory card. The neogeo saveram is bigger, 64k, nowdays 64k is nothing, but at the time non volatile ram was very expensive, it was the same thing for the ps1 "card" where it stored its saves, it was a few kb also at the time.

    Hello Tux! I'm sorry for having misunderstood this issue. I'm not really acquainted with all the technical knowledge of arcade games emulation. But I have never experienced the high scores loss in NeoGeo games in FBNeo. Maybe this 1kb file is really the save RAM information then? And so it will never be erased when loading other NG games...

     

    9 hours ago, Tux said:

    Well I never understood why the games don't save their hiscores in their memory card, would seem more reasonable to avoid any overwrite. Plus it seems it has a memory card for both modes, aes/mvs here (for samsho2pe).

    Yes, it would be much wiser to use the memory card for that. But the card seems to be used only for the stage save, so you could continue your progress in the arcade or in the AES console later. I guess other systems like the Dreamcast had this feature too with the memory card, which you could take to the arcades to use in the Sega Naomi games, and vice-versa.

     

    9 hours ago, Tux said:

    Well I am not a super big fan of 64k files / neogeo game where only a tiny portion of the file would be used. Eventually an option by user, default being share everything.

    Thanks a lot for considering this change. I hadn't thought about an option to choose between the current and a new per-game save RAM system, but that seems very interesting indeed! How would you call it? Maybe "Per-game save RAM file"? Would it go into the NG/NGCD options, I guess?

    Anyway, any methods you approach for this feature would be welcome, be it a 1 or a 64kb file per game. I think an important feature of emulation is improving the limitations of the real hardware, in this case, the NeoGeo save RAM limitation, which occasionally erases old game information to save new one.

     

    4 hours ago, Tux said:

    I would advise a cable-less keyboard for this kind of case ! I hate this kind of keyboard for normal use, but for this use specifically it turns the keyboard into a remote control ! If you also install some dvr program which can run without any mouse, it can become quite awesome ! :)

    That's a very good suggestion! My dad has one in his setup and it works pretty well for that. These wireless keyboards are cheap nowadays (some of them, at least) and some also come with a wireless mouse, so I'll be looking for one eventually.

    Thanks a lot again for your time and work. 👍

  10. 4 hours ago, Tux said:

    The glitch : most probably a hack problem, I agree, too bad you don't have the url for the original author, you could post there to be sure.

    Hello Tux! Thanks for the fast reply!

    I'll see if I can create an issue report in FBNeo GitHub and see if the authors of the samsho2 hack show there.

     

    4 hours ago, Tux said:

    The savegames in the gui : probably the most underused function of raine, never used it myself, but you are right and I just fixed it in git, it just shows this thing is never used.

    Yes, I've been using it a lot when playing Raine in a TV and from a distance, especially with difficult games such as Samurai Shodown that makes me create some save states in order to win.

     

    4 hours ago, Tux said:

    and the saveram is saved in neogeo.saveram only, in savedata too.

    Yes, when I deleted this file the high score for both of these games disappeared, so they were really using this file for that.

    Isn't it possible to have a "saveram" file for each NeoGeo game we load? I believe FBNeo does something like that.

    I found this explanation from a FBNeo developer:

    V83JVdw.png

    source: https://retropie.org.uk/forum/topic/25014/fbneo-high-score-saving-trouble/5

    I checked my FBNeo folder and these *.fs and *.nv are very small files, 1kb. *.fs seems to be created for NG games and *.nv for other systems such as CPS1 and 2. This is a screenshot from my folder:

    MhdShvh.png

    This would be a good solution for not losing scores for precious NG games. For instance, sometimes I open a NG game just to test a bug in Raine or see if the game is fun but by doing that I risk losing my precious scores for the other games which were first in the neogeo.saveram file.

    Anyway, I'm not sure if this would be complicated, so I'll wait your comments on that.

    Thank you so much again for your time and work!

  11. Hello Tux!

    Here's a quick report for this new small update:

    - the green screen bug after visiting a menu with green marks is indeed gone in Windows! I tested it in two Windows systems.

    - the new Samurai Shodown 2 Perfect Edition is working normally as reported in the other thread. However, I found a graphics corruption in a certain part of the game which also happens in FBNeo, take a look:

    Ld2lXk6.png

    It may be an issue with the hack itself because it doesn't happen in the original game. Here's a save state in case you'd like to check it:

    https://drive.google.com/file/d/1Zo404KDruAwZZWGwEGTJ7K7PTAkKzaDw/

    - finally, playing with this clone I've found a GUI glitch. The save states for a cloned game will show in the GUI for its parent rom, but they won't work/load. As an example, here are the saves for samsho2pe:

    T4vZJ9k.png

    The GUI shows them correctly.

    Now, if you open the parent rom, samsho2, this is what you get:

    WDv2fGE.png

    The last save slot was created in the parent rom and is the only one working. The others are taken from the cloned samsho2pe and when you try load them they all load the same save for samsho2.

    This glitch does not occur the other way round, that is, if you have states saved for the parent they won't incorrectly show for the cloned rom.

    It becomes confusing to manage the save slots in GUI when this issue happens. I'm posting my save files so you can reproduce it there:

    https://drive.google.com/file/d/1Yx9iwGSmV7wKe1nk4CHzWO_jq5dnMYI-/

    It should be an old GUI glitch because I don't play with cloned roms normally. Otherwise I would have noticed it before.

    Anyway, that's my quick feedback for now.

    Thanks a lot for this new release! 👍

    EDIT: I have just found that the neogeo.saveram information is also shared between these two games. Take a look:

    z9Kxjlp.png

    This was made in the original rom, samsho2.

    Now if we load the perfect edition, this is what we have:

    hQYdsd7.png

    I'm not sure if this happens for all parent-clone roms in Raine. But I suppose they should have separate save score information, no?

    Maybe this is linked with the save states issue above? I'll wait your comments on that...

  12. 2 hours ago, Tux said:

    Yeah it's a comment, it's harmless, but it just shows I had a quick look at samsho5pf just before adding this clone !

    I fixed it here. At least it shows you had a look at the code, good, and thanks for that !

    Hello Tux! I'm glad I could help you in some way.

    By the way, you changed the company name for "Hack", but I guess it is "Bear". At least this is what FBNeo calls it, as you see below:

    sL00LAH.png

    This is also what we see when we load the game, in the title screen:

    Od4LQ04.png

    Anyway, not too important but just a detail I noticed.

    As for the instructions on how to add a new rom, I'll read it more carefully later looking at the code. But I still think I would need a hand in doing that, especially for these more different rom hacks.

    Thanks again for your work!

  13. 17 hours ago, Tux said:

    Ok, you convinced me, but it's not one of these basic clones we had lately, this one adds a new mapping for the rom, it's not mapped as the others, so I'll need to look into it in more detail...

    Thank you Tux for your work in adding this rom. I didn't expect it would need any especial programming rather than allowing Raine to see the new driver. Hopefully it didn't give you so much work. 🙏

    I tried it here one turn until the final boss and it's working pretty normally. The sound associations also work for this clone, I just had to add a new entry in games.cfg with the same associations from the original samsho2.

    Thank you again for this.

     

    17 hours ago, Tux said:

    You should take a look at the git log for adding this rom, it's not so hard to do, except here I added the mapping for 0x900000 plus a new define rom ROM_END instead of copying lines all the time... So that you'll be able to add your own clones later !

    Yes, I took a look at the code added and I guess I understood most of what you did, but perhaps I would still need a hand of yours if possibly adding a new "version 1.9" of this hack in the future...

    By the way, in line 1265 there is a typo:

    7DzpZmd.png

    We have "samsho5pe" after the /, when it was supposed to be "samsho2pe", no?

    Anyway, this probably won't affect the game emulation, right?

    Thank you so much again for your time and work. 👍

  14. 20 hours ago, Tux said:

    Err I disagree here, I think the previous workaround was enough. The reason why it was fast this time was simply because I was finally able to reproduce it, previously I had to make a fix blindly.

    And also I found that you deserved to know all about it considering the time you spent on it !

    Ah, OK. Sorry for the misunderstanding. I thought you had already reproduced it before.

    Anyway, thanks for taking the time to fix it definitely now!

     

    20 hours ago, Tux said:

    Any use of a colored line in the gui would make it to go away, as any key using the overlay gui (f2, f3, f4 and the layer keys if they are used by the current driver).

    Ok, I understand now. 👍

     

    20 hours ago, Tux said:

    Remember ? I am retired !

    😅

     

    20 hours ago, Tux said:

    Plus you are dreaming here, the last commit you show in fbneo is from december 2023, but internet archive is notoriously slow to update its romsets, the dates of the files you are linking to are from april 2023 (click "show all").

    If you find where this romset is coming from and how we can get reliable updates, I will consider it.

    Good news: the romset in archive.org is indeed updated, as you see in the CRC comparison below:

    NHpYslk.png

    Prg1tOG.png

    You have to click on "ZIP" in archive.org and look for the individual romset to download it.

    According to the uploader, it is maintained updated, as you read here:

    lxTrySd.png

     

    I also found in Google a site called Retroroms with a series of "FBNeo sooner" threads in which one of the authors of this mod shares the new rom files, as you see here:

    9k1mhSJ.png

    source: https://www.retroroms.info/forum/topic/FBNeo-sooner-1-0-0-3.46001.htm

    This site also has a downloads section with lists of roms based on emulators, and there is also a list for Raine.

    Finally, I messaged the authors in GitHub to see whether there is an "official" site for the game. But at least we know now that all these popular places have updated files.

     

    20 hours ago, Tux said:

    It's actually the other way around, I just forgot to add a test to check that we don't try to load the same game when accessing these lists of games, and this test is already present for the main list of games. I should add it yeah... !

    And so you'll just have to either press f1 or load another game 1st, or quit and reload.

    Ok. I just found it more intuitive to just go there in the game list and try reloading the game by clicking on it. I think some other emulators like FBNeo allow the user to do this too.

    Perhaps you could add a message such as "Game already running. Reload? Yes / No" when clicking on a game already running and let the user decide to reset it?

    Anyway, just an idea I had when using this function through the Recents list recently.

    Thank you so much again for your time.

  15. Hello Tux! I'm so glad you could finally fix this crazy bug! Considering the time we had lived with it, I think you were really fast in fixing it this time!

    Anyway, it was then worth it installing the new Windows version in my friend's laptop and bumping this thread again with an update in my testings.

    Thanks again for your motivation in this work and also for the patience in providing the details about it.

     

    5 hours ago, Tux said:

    which means just 1 more function called when the "play game" option is selected, almost nothing.

    Just to be sure, it will also work correctly if we simply use the ESC key to return to the game, and not just the "Play game" menu option, right?

     

    1 hour ago, Tux said:

    It works also for the f1 key (reset) because you get some texts at the bottom of the screen to tell about the cpu(s) being reseted, and so it calls glColor too...

    Interestingly, if you trigger the green screen bug and reload the game by using the Recents or Most Played lists, it will also fix the bug even if there are no white messages displayed at the screen (at least I can't see them... 🤔).

     

    Now I have two requests for a new upcoming Raine release:

    1) I'd like to ask you to add support for the Samurai Showdown 2 Perfect Edition romset. It's a hack of the original Samurai Showdown 2 with some (perhaps many) improvements. It's currently in version 1.8 as you see in this commit:

    https://github.com/finalburnneo/FBNeo/commit/3a422761de5f5ceb85d51d7cd0a14a462e292655

    Perhaps the authors will make more adjustments to the game, but then we could simply provide the new roms, right?

    You can find the romset already updated here:

    https://archive.org/details/fbnarcade-fullnonmerged

     

    2) Finally, I've noticed that we can't reload the game by clicking on it in the Game Selection list. This is only possible if we use the Recents or the Most Played lists. Would it be possible to enable the reload function to the normal list too?

    I felt the need for that when I was testing the green screen bug in Art of Fighting 3 and tried to reload the game by clicking on it in the Game selection list. I'm not sure why, but maybe this was the most intuitive path I found to reload the game, and then I found that only the Recents and Most played lists would work for that, which I found curious...

    Anyway, it's not really something necessary but just an alternative for the "hard reset" function I guess, and perhaps a more intuitive way to use for this function. But if it's too complicated, just let it for another time.

     

    That's it for this very long post. Thank you again for your time! 😃

  16. 1 hour ago, Tux said:

    Yeah with 0.95.5d I can reproduce it, but there is no point, that's the reason why I took back this workaround. From memory it happens only in windows...

    Hello Tux! Thanks for the fast reply.

    I'm glad you could finally reproduce this bug again!

    Actually this whole discussion started in this thread because you said the bug had already been fixed in SDL and that you couldn't reproduce it anymore in your Windows 10 installation, as you see here:

    On 5/31/2023 at 7:59 AM, Tux said:

    It's an old windows bug, but it was fixed in some sdl version, make sure you are using a recent sdl (latest SDL2.dll date is april 2023, version 2.26.4 in the about dialog). If you still have the bug with the latest sdl, then maybe the bug is fixed only for some graphic drivers and in this case I'll have to take my workaround back. For now I can't reproduce this at all, with wine in linux or directly in win10.

     

    Then came ffman1985 and said he couldn't reproduce it either in Windows 11:

    On 6/2/2023 at 12:44 AM, ffman1985 said:

    Hello, Tux and mer-curious. I cannot trigger the green screen bug in 0.95.4d when opening the association list with green mark for loop. My PC is windows 11 64bit, and my laptop have an AMD igpu and the intel gtx 1660 ti max q (with a driver in May 2023), I think the AMD igpu is used when raine is operated. Also, I didn't make any change regarding the video except for the full screen.

    That's why I started thinking it was an issue with my Windows 10 version, or my graphics card driver. But that seems to have been a very wrong guess...

    To be honest when I visited my friend recently I asked his permission to format his drive and install the latest version of Windows 10 in his laptop just to test this issue with Raine. I took sometime to backup and restore his files, but it would be worth it trying. Hopefully I didn't do the same with my desktop, because it would have been all in vain...

     

    Anyway, it looks like you both weren't triggering the bug correctly. If only I had recorded a video before...

    At least the mystery is partially solved now.

    Thank you so much again for your time.

     

    PS: if ffman1985 really triggered the bug correctly as he described in his comment, maybe the bug is only affecting Nvidia and Intel GPUs?

     

  17. 7 hours ago, Tux said:

    Oh well since your video is so short I took the trouble to reproduce this here. Well in the meantime I updated my windose to win11

    Hello Tux! Thank you so much for your time testing this bug again.

    Yes, you updated the system but you are still using the same AMD CPU from before, right?

    You and ffman1985 both use AMD processors, and the three systems I tried here use Intel, one from the 3rd, one from 5th and another from 10th Core generation. It's either the processor or the Intel/Nvidia graphics drivers, because I don't have AMD GPUs either...

    But you also use an Nvidia GPU, right? That's why I think the issue is with the CPU...

    Anyway, I'm sharing with you my Raine folder, which has virtually all the default configurations, but maybe there is something interesting to analyze there:

    https://drive.google.com/file/d/11uGTMzCpUEC3NhgqXN6CfNMDFZVAAcGQ/

    I even tried to update the SDL to the latest version in the root directory, but it didn't fix the bug unfortunately.

    Interestingly while I was trying to reproduce this bug in this clean Raine setup the screen became green but reverted back to normal, which had never happened before (when the screen becomes green, it remains green until you hard reset the game or change it).

    I'll try to get to a store with an AMD computer and test Raine there in a thumb drive.

    Hopefully you'll find someone with an Intel platform too.

    Thank you so much again for your time. 👍

    PS:

    7 hours ago, Tux said:

    I installed the latest version from the site, in 64 bits and latest version, didn't touch any setting, and no green screen here

    You should try version 0.95.5d because after that the green screen patch is present again in the code.

  18. On 6/3/2023 at 4:52 AM, Tux said:

    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).

    Hello Tux! Happy New Year! ☺️

    I finally had the opportunity to test Raine in my friend's laptop, which has the latest version of Windows installed, the same as yours, 22H2, and with the latest updates too.

    To my surprise I could still reproduce the "green screen" bug in his machine. It seems the bug lies elsewhere then and is not specific to a Windows version, as you suspected.

    You and ffman1985 mentioned that you both have AMD CPUs in your computers, right? So maybe the issue is related to Windows with Intel platforms? Or perhaps SDL and Intel platforms?

    I'm posting a video clip of how I reproduce the problem in my friend's laptop so you can make sure you cannot reproduce it in your AMD computer. I'm using the latest unpatched Raine version, which is 0.95.5d. Here is the video:

    https://drive.google.com/file/d/1A-Qd4-CsPOiRQAJx7yDzJbHVtNaWreaC/

    If you do the steps above and cannot see the green screen bug, then it's definitely something with Windows and Intel platforms.

    Unfortunately I don't know anyone with an AMD computer, so I would have to reach a store with a thumb drive and try Raine there in one of the available computers with AMD CPUs.

    If you have access to an Intel computer you could also try that and possibly detect the cause?

    Anyway, I think we are closer to resolving this mysterious bug in Raine. It's not an issue with Windows versions after all but probably something related to Intel and SDL and Windows or all of them together.

    Thank you so much for your attention!

    PS: sorry for bumping this old thread again, but the discussion started here, so I thought it could continue here.

  19. On 12/3/2023 at 1:11 PM, pmc2 said:

    hello,

    do you play with a game in mvs using the music from its CD version? have I understood correctly, how do you do it?

    Absolutely. This was a feature originally present in the Nebula emulator back in the beginning of the 2000s. Then some years ago I had the idea to suggest Tux this feature so we could have the "perfect NG game" in terms of visual and sound quality.

    You need to play the ROM sound commands in the sound associations option and then associate each command to your desired external audio file.

    There is already a compiled list of sound associations for many NG games in this thread, so you can just go there, grab the list for the games you want and provide the audio files with a few changes.

    The soundtracks used are mostly the ones with arrangements taken from the NGCD, but there are some also taken from Saturn or Playstation ports.

    If you have any trouble with that you can post in that thread.

    PS: it's now possible to even improve the visual quality of the game by using some IPS patches. For example, in KOF97 you can disable the flash effect in the game, which is really disturbing if you play in a dim room. You can also disable the timer in the character select screen and even add a practice mode.

  20. 3 hours ago, Tux said:

    Maybe you have set the option in sound options "always stop neocd music while loading" to No ? Actually I should have removed this option long ago, I added it out of curiosity to see if it could be useful sometimes, but for the original hardware it's totally impossible not to stop the music while loading because both require reading from the cd. This option is always to "yes" by default, just make sure yours is.

    Hello Tux! I think ffman1985 was using this feature to mimic the NG MVS/AES game behavior in the NGCD port, so maybe there are some use cases for that? I generally prefer to use the MVS/AES version of the game to enjoy the sprites integrity, and then I use the sound associations option to add the soundtrack arrangements from the CD version, so I have "the best of two worlds". But maybe there are some NGCD games that could work well with that option...

    Anyway, thanks for the new Raine version!

  21. Hello Tux and Neville!

    I'm also having the same issue and came straight to the forum to file a bug report. 😅 Hopefully someone was faster than me and Tux even faster to already fix the problem!

    Anyway, now that I know the issue is related to the bin audio files support in Raine, I just converted them to mp3 and the game works now. I didn't look further but everything seems ok. I also had to edit the CUE file.

    The game size reduced from 690mb to 290mb with the mp3 tracks.

    Please Neville, tell me if you need help with that or if you're fine waiting for a new Raine release. I'm posting my edited CUE file below in case anyone needs it:

     

    FILE "Samurai Shodown - Tales of the Bushido - Track 01.bin" BINARY
      TRACK 01 MODE1/2352
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 02.mp3" BINARY
      TRACK 02 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 03.mp3" BINARY
      TRACK 03 AUDIO
        INDEX 01 00:00:00    
    FILE "Samurai Shodown - Tales of the Bushido - Track 04.mp3" BINARY
      TRACK 04 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 05.mp3" BINARY
      TRACK 05 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 06.mp3" BINARY
      TRACK 06 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 07.mp3" BINARY
      TRACK 07 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 08.mp3" BINARY
      TRACK 08 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 09.mp3" BINARY
      TRACK 09 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 10.mp3" BINARY
      TRACK 10 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 11.mp3" BINARY
      TRACK 11 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 12.mp3" BINARY
      TRACK 12 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 13.mp3" BINARY
      TRACK 13 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 14.mp3" BINARY
      TRACK 14 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 15.mp3" BINARY
      TRACK 15 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 16.mp3" BINARY
      TRACK 16 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 17.mp3" BINARY
      TRACK 17 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 18.mp3" BINARY
      TRACK 18 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 19.mp3" BINARY
      TRACK 19 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 20.mp3" BINARY
      TRACK 20 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 21.mp3" BINARY
      TRACK 21 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 22.mp3" BINARY
      TRACK 22 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 23.mp3" BINARY
      TRACK 23 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 24.mp3" BINARY
      TRACK 24 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 25.mp3" BINARY
      TRACK 25 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 26.mp3" BINARY
      TRACK 26 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 27.mp3" BINARY
      TRACK 27 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 28.mp3" BINARY
      TRACK 28 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 29.mp3" BINARY
      TRACK 29 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 30.mp3" BINARY
      TRACK 30 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 31.mp3" BINARY
      TRACK 31 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 32.mp3" BINARY
      TRACK 32 AUDIO
        INDEX 01 00:00:00
    

    Thank you guys! 👍

    PS: Perhaps it's better to rename "BINARY" to "MP3" in the mp3 files in the CUE file but this hasn't caused any errors in Raine so far.

    Edit: Ok, I cannot play the audio files in foobar if they are labelled as "binary", so it's indeed better to label them as "mp3". Here's an updated version of the file structure:
     

    FILE "Samurai Shodown - Tales of the Bushido - Track 01.bin" BINARY
      TRACK 01 MODE1/2352
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 02.mp3" MP3
      TRACK 02 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 03.mp3" MP3
      TRACK 03 AUDIO
        INDEX 01 00:00:00    
    FILE "Samurai Shodown - Tales of the Bushido - Track 04.mp3" MP3
      TRACK 04 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 05.mp3" MP3
      TRACK 05 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 06.mp3" MP3
      TRACK 06 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 07.mp3" MP3
      TRACK 07 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 08.mp3" MP3
      TRACK 08 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 09.mp3" MP3
      TRACK 09 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 10.mp3" MP3
      TRACK 10 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 11.mp3" MP3
      TRACK 11 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 12.mp3" MP3
      TRACK 12 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 13.mp3" MP3
      TRACK 13 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 14.mp3" MP3
      TRACK 14 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 15.mp3" MP3
      TRACK 15 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 16.mp3" MP3
      TRACK 16 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 17.mp3" MP3
      TRACK 17 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 18.mp3" MP3
      TRACK 18 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 19.mp3" MP3
      TRACK 19 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 20.mp3" MP3
      TRACK 20 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 21.mp3" MP3
      TRACK 21 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 22.mp3" MP3
      TRACK 22 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 23.mp3" MP3
      TRACK 23 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 24.mp3" MP3
      TRACK 24 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 25.mp3" MP3
      TRACK 25 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 26.mp3" MP3
      TRACK 26 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 27.mp3" MP3
      TRACK 27 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 28.mp3" MP3
      TRACK 28 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 29.mp3" MP3
      TRACK 29 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 30.mp3" MP3
      TRACK 30 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 31.mp3" MP3
      TRACK 31 AUDIO
        INDEX 01 00:00:00
    FILE "Samurai Shodown - Tales of the Bushido - Track 32.mp3" MP3
      TRACK 32 AUDIO
        INDEX 01 00:00:00
    

     

  22. Thank you for this new release, Tux!

    In the list of fixes you forgot to mention the bug with the index information in the CUE file for NGCD games, which was discussed in the long 0.95.5 thread. And as a cosmetic change you (re)added the program version to the title bar for when playing NGCD games too.

    Thank you again for your work! 🙏

  23. On 6/8/2023 at 7:37 AM, Tux said:

    I reproduce it very easily with last blade 2, but not samsho3, go figure... !

    Hello Tux! Revisiting this thread now I figure why: the issue with the game width was with Samurai Shodown 4, not 3! 😅 I was confused with playing both games and reporting two different issues about them in the same post. That's why you would never notice it with that game. Hopefully you also tested The Last Blade 2 too...

    But you see in my previous post that the screenshot is indeed from Samurai Shodown 4. I just made a confusion with typing the wrong game title.

    Anyway, this mistery is solved! 😁

    Thank you!

  24. On 7/28/2023 at 11:51 AM, ffman1985 said:

    Also, bear in mind that the 2018 release of the ngcd style controller did not follow the design of the click-style joystick of the original controller, plus the button layout is switched. So, even of its low price, neogeo fans should not buy that.

    Yes, I know about that. Instead of the traditional A, B, C, D button layout (from left to right) they came up with B, A, D, C in the NG Classic Mini controller. I don't know why on earth SNK approved this decision, especially considering that some early NG games do not support button remapping if I'm not wrong, but I also strongly disliked this change in the controller design. Hopefully 8bitdo fixed this.

     

    On 7/28/2023 at 3:59 PM, Tux said:

    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 !

    Thanks for the suggestion, Tux! This controller has a nice price too, but I'm not sure if it is worth it considering the issues with the d-pad and the PC drivers. Perhaps for the Switch, Android and PS3...

    By the way, the 8bitdo controller is also available from Aliexpress, here:

    https://aliexpress.com/item/1005005795535578.html

    I'm inclined to getting one from there to avoid the import taxes to Brazil. But I guess I'll wait some reviews first...

  25. Yes, I've always wanted to try one of these controllers with NG games on emulators, especially with fighting games. But then I read in some forums that the d-pad in this controller is terrible for fighting games, which is quite a surprising allegation since SNK was the master of fighting games in the 1990s. Then I lost the motivation to look for one it's been a while already. I was interested in the PS2 or the PS3 versions which were released over a decade ago.

    Now this new 8bitdo release looks very tempting from the promotional pictures, here:

    https://www.8bitdo.com/neogeo-wireless-controller/

    And the price is very inviting too:

    https://www.amazon.com/dp/B0C9BZR395

    Anyway, I'll let you know my impressions if I ever get one of these, and, of course, how it works with Raine.

×
×
  • Create New...