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mer-curious

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Posts posted by mer-curious

  1. 4 hours ago, Tux said:

    I don't have this, only the associated track is played for me. There is a problem about the loop setting though, it plays in loop if there was a sample which was playing in loop when going to this dialog, which is not very reasonable. Tested on the intro song 21h of course, with a short wav sample looping, I hear only the wav file when doing "play track".

    Hey Tux! Thanks for your super fast reply! You are correct, this feature is working fine here. I had the impression it was playing both the sound command and external file because I only tested this with KOF2001 and the new tracks for this game were very poorly arranged due to the SNK's bankruptcy in the beginning of the 2000's, to the point I thought I was listening to the original music files, when it was actually playing the PS2 enhanced ones. I'm sorry for that!

     

    4 hours ago, Tux said:

    Yeah you can't see if the box is checked or not, but it seems to accept a change of setting (the setting is correctly saved in the config file but you don't see it on screen).

    Yeah I know where it's coming from, it's annoying.

    Ok, thanks for the info! It's probably a graphical glitch in the GUI then, right?

     

    4 hours ago, Tux said:

    Yeah well for now associate something which loops to the 1st song, 21h, and when the song starts ingame, go to play anything in this dialog, it should loop !

    Yeah I know, it's ridiculous... !

    Ok, this is not a big deal. It's just that being able to preview the looping effect makes the association settings more user-friendly.

     

    4 hours ago, Tux said:

    Already replied. Its main purpose was to find the sound effects commands actually, starting a song the usual way, then testing what a given command does to it.

    Thank you for your clarification. I guess now this option makes more sense there. 👍

     

    4 hours ago, Tux said:

    I don't have that, I used a 1.79s wav, and it loops perfectly...

    After seeing at the end of the post that you posted directly your files : encoding problem apparently, I used 2 players to play the file, mpg123 and mpv and both stop before the end, so if it loops it creates this effect, normal. Maybe switching to cbr (constant bitrate) can work around this, or change the encoder. Actually I don't have any player which can play this file to the end, they all stop before it.

    Interesting. Here I can play this track normally until the end in all the players I've tested with it, namely foobar2000, Media Player Classic, VLC, Windows Media Player and Chrome. I used foobar2000 to convert the wav tracks to mp3 using the LAME encoder, which is a very popular mp3 encoder. Also, Raine 0.91.18 plays fine this file without cutting the last second. I've tried to convert the file with LAME encoder again using a constant bit rate profile but it still kept skipping the last part of the track. Then I tried a generic mp3 encoder in VLC and the cut not only persisted but got worse in Raine. Finally, I tried this new converted file in Raine 0.91.18 and there was no cut there.

    So there seems to be some kind of incompatibility with Raine SDL2 in terms of playing (some) mp3 files integrally?

    Anyway, converting the tracks using the Ogg Vorbis format works around this issue for the moment with the latest Raine versions.

     

    4 hours ago, Tux said:

    Ok, bad news for you, you are by far the one who uses this function the most, and since you didn't test kof2001 thoroughly and neither did I, there remained bugs !
    For the little story, like all the last games, its z80 rom is based on garou, but it's an evolution of it, and the 2nd array of offsets was wrong here, I was a little rusty for this stuff so it took me a little while to find something which works everywhere (assuming we don't forget another game). It seems to work now.

    Thank you for this fast fix. 👍

     

    4 hours ago, Tux said:

    Yep, windows specific, I can reproduce it in wine... ! Oh well... switch to linux ? ;-)

    I'm happy you were able to reproduce it somehow. I could try to switch to Linux eventually, but I suppose it's also good to have this stability parity between different operational systems.

     

    3 hours ago, Tux said:

    I seem to remember you found something very similar in another kof game, and we never found the solution, and there was no over slow-down found.
    I might try to take a look, but not now... it's the kind of thing where I'll search for a long time, and it's probably not worth it.

    Interesting. I don't remember that exactly now. But anyway, I guess fixing this slowdown could benefit other NG games too perhaps?

     

    Thank you so much again for your attention and time spent with all this testing. 🙏

  2. So, I'm also experiencing a weird slowdown in the order select screen in KOF2001. The cursor movement becomes very slow when I try to move left or right. I also notice that the animations in the screen as well as the CPU order selection are also affected by this slowdown.

    For comparison, I went and tried this game with FBNeo and couldn't reproduce this slowdown there. I've made a video of the issue showing in Raine and then comparing it to how FBNeo performs with this game:

    https://drive.google.com/file/d/1SaypCppv08YnY5WZ5XRjsWO1XB5McJpR/view?usp=sharing

    I don't if it's possible to see the slowdown, but it's very easy to feel it when trying to move the cursor with a controller or keyboard. When the CPU order is finished, the speed returns to normal.

    It's not an issue that hinders the game-play though, but maybe it could also affect other moments of the game which I'm yet to realize if I start playing more KOF2001.

    Anyway, I'm reporting it in case it was an unknown issue.

    Thank you so much again for your time and attention.

  3. Hey Tux! I was trying to create sound associations for the KOF2001 game and then stumbled upon some issues which I think could be fixed or improved. I'll number them below to help us with the discussion on each of them:

    1. The "play track" function is broken in the new SDL2 versions. When we select "play track" both the associated track and the sound command are played simultaneously.

    2. The loop check-box is no longer functional in the SDL2 versions, neither by pressing the space bar or by clicking in the box with the mouse cursor.

    3. It would be useful that when we had the loop check-box marked for a track it also looped in the Raine player so we could preview the looping effect before starting the game.

    4. I don't know what the "Test this" option is for.

    5. Since the loop feature is broken in the SDL2 versions, I used an SDL1.2 version to create the sound associations for KOF2001. Then when I tried it with the latest Raine version I noticed there is an issue with the loop feature and the track played in the KOF2001 character select screen (file SND01_00041.mp3 from my pack). The loop is applied before the end of the track (maybe 1 or 2 seconds to the end). This produces a noticeable seam effect when the track loops, which doesn't happen in the SDL1.2 version I tested. I suppose this is happening because the track is too short (just 8 seconds)? Anyway, it would sound better if it could loop perfectly in the most recent versions as well as we had in the SDL1.2 ones.

    6. There is a bug in a part of the game in which we leave a stage straight to a story demo. Two tracks are played at the same time, which wasn't supposed to happen. The only track that should play in this part is file SND01_00048.mp3 (sound command 37h). Here's a save state right before you enter this cutscene:

    https://drive.google.com/file/d/1FjLgfoq8zvRf1AEWQbAUrfzq3KjBT2_L/view?usp=sharing

    7. I don't know if this is related to the "Sound associations" settings, but if you click on "Manage associations" and then return to the game the colors will be pinkish, take a look:

    https://drive.google.com/file/d/1Db0Den6qU0ttR_Qt2CJEy2lywwXinadh/view?usp=sharing

    I guess these are all the issues I've found so far with the sound commands feature. I'm sharing my games.cfg file together with my KOF2001 soundtrack pack to help you reproduce the problems:

    https://drive.google.com/file/d/15V40Yph1yVsw1crovgIDJ9oKIfdSV84O/view?usp=sharing

    Thank you so much in advance for your help.

     

    PS: In the following post I will report a slowdown issue which I'm experiencing in KOF2001.

  4. Hey Tux! I suppose the fix you have provided to FaustXXX's bug report should also deal with Neville's freeze as well, right? In case it doesn't, I just found out that you don't have to go full-screen nor play with the Video settings to trigger the issue. Just try to load a game after populating the game list and this should make the program freeze.

    A video of it happening: https://drive.google.com/file/d/1YC16cm52TfcY-hG4Rck7TbHGzmbOuPEt/view?usp=sharing

    I suppose it should definitely have to do with the lack of a config file in the config folder because this is what we all had in common in our setups. So in the end it wasn't a CPU overclock or video drivers issue.

    Anyway, thank you again for your super fast work!

  5. 4 hours ago, Neville said:

    I finally found out what it was. If I delete the files inside the "config" folder, restart Raine, add game folders and activate fullscreen, then the new 4:3 mode before loading any game, Raine will freeze when trying to load ANY game.

    But if I load a game before touching any video option, then everything works fine.

    Hey Neville! I could reproduce this bug by following these steps. I'm using the 64 bit version of the emulator, so it's not limited to the 32 bit apparently. In relation to the Full-screen activation, I do it by switching it to "Yes" in the Video settings. And as for the new 4:3 aspect ratio option, I change it from the default "Close" to "Always".

    Perhaps it's related to the Intel OpenGL drivers? I'm using Intel integrated graphics with the latest Windows drivers for the 6th gen+ (Skylake) CPUs.

    This is the ROM directory string associated with Raine: D:\unzipped\games\Arcade

    Let's hope Tux can reproduce it eventually. 🙏

  6. Hey Tux! Talking about FBNeo, I once inquired the FBNeo team about an option to set the aspect ratio in the Retroarch FBNeo core. The developers replied me that virtually every CPS1, 2 and 3 game is 4:3. You can take a look at the discussion here: https://github.com/libretro/FBNeo/issues/366

    So now that you changed something related to the aspect ratio this reminded me of that issue I opened in the FBNeo GitHub page. So, is it wrong to display these CPS games in 16:9 in terms of emulation accuracy? Maybe what Raine does is show them in integer scaling and then I'm misunderstanding it as 16:9?

    Anyway, except that, I just wanted to let you know that the button mapping is working pretty fine for my crazy Saturn adapter as far as I've tested. To be a little picky, just the message in the third line is slightly cut in the 640x480 window size, as you see below:

    https://imgur.com/a/mkRhUuR

    But I don't know how you could fix that except by reducing the font size? 🤔

    Also, you could capitalize the option "d-pad for movement" just to match the capitalization of the other options in this menu.

    Well, just some cosmetic details due to my brief testing of this new version.

    Thank you so much for your continuing work.

    PS: by the way, the load-state error message which we discussed privately is gone indeed.

  7. 2 hours ago, Tux said:

    No, I don't know what they used there, but no matter. It just means that I should merge the capability to edit these mappings directly in raine, I had hesitated to do that and it seemed useless, and you are the one who finds a pad with a super weird configuration where it becomes useful !

    I'll try to do that then...

    Ok, no problem. I can use it with the "gamecontrollerdb.txt" trick for the time being. But would it be possible to have two different controller layouts to the same identification number?

    2 hours ago, Tux said:

    What happens then, it doesn't detect anything when you move the direction stick or what ? (just for info)

    That's correct, it doesn't detect the directions. I can't navigate the GUI neither using the controller. I can reach the Inputs configuration using the keyboard but nothing happens there when I try to bind the D-pad to the directions. The buttons are detected on the other hand, but with a weird naming layout. For example, the Saturn left shoulder button is called "trigger right-". By the way, the adapter is identified as "HRAP2 on PS/SS/N64 Joy..." and I can't read the rest of the name due to the character limitation in this menu.

    Anyway, I hope this can be of any help to you in trying to improve the detection of these weird adapters eventually.

    Thank you so much again for your time.

    PS: I was able to read the full name given to the adapter by generating a log file. It's called "HRAP2 on PS/SS/N64 Joypad to USB BOX".

  8. 4 hours ago, Tux said:

    Try to feed it to raine then and see what happens (your mapping). Notice here is already a mapping in gamecontrollerdb.txt with the same identification for windows, I guess it's because of your usb adapter which can take a few different pads ? Well to test yours find the line containing the identification (03000000250900000017000000000000) and replace it by your line. Save launch raine, and see what happens. It's confirmed by the log file, it's identified as a game controller (Joypad to USB Adapter), they changed the name, or maybe it's because with a different pad plugged to that it works differently.

    I'd say there's probably a better way to use a sega saturn controller here, it's not normal that moving into a direction activates a button, but you might make it work with this mapping.

    Hey Tux! Thank you for your assistance. I've tried what you asked and it worked! I didn't even have to rebind the directions, just the Coin input because even with my controller data the Coin input was still mapped to "Back" in Raine, which is generally the Select button that the Saturn pad lacks unfortunately. But it worked after manually rebinding it to the left shoulder button.

    This controller data that comes already in the gamecontrollerdb.txt file is a little weird. It has data for the left stick but not for the d-pad, which is normally present in a standard PS1/PS2 controller. Perhaps it was mapped to a very unique game console controller type (because "joypad to usb" is very generic in the end)? Anyway, is it possible to ask for a revision for this identification number in the data-base?

    Thank you so much again for your help.

    PS: if I completely remove the gamecontrollerdb.txt file from Raine folder I'm still not able to bind the directions in the inputs configuration unfortunately.

  9. 4 hours ago, Tux said:

    If anyone wants to do it, he's welcome to... there are some sites which built some info page for raine, some rather well done I must say !

    This is interesting. I didn't know about that. Perhaps you could choose one of these pages to link in Raine's download page?

     

    4 hours ago, Tux said:

    Hum, not sure where to put that anyway, but it's not a bad idea.

    No problem. My suggestion was to include these commands in the Raine controls because this is where I intuitively looked for when trying to find the basic program controls. But maybe there's a better place for that.

     

    4 hours ago, Tux said:

    raine > log

    then quit and look inside the log file, not sure it will work, but it should.

    Do you still have the testgamecontroller program ?

    I was able to create the log file in Raine, which is attached to this post.

    Fortunately I could also generate a mapping file with the Testgamecontroller program and the directions were detected there. I followed the Sega to Xbox layout in this mapping because I'm using a Sega Saturn pad with the adapter, but it also supports PS and N64 controllers, so I don't know which standard could be used to include it in the SDL database. Perhaps three entries could be generated specifically for each of these controller models? I also have some PS and N64 pads, by the way.

    Anyway, I hope these logs can help you figure this issue out.

    Thank you so much again for your help.

     

    PS: this is my Saturn pad: https://segaretro.org/Control_Pad_(Saturn) . As you can see, the Saturn didn't have a Select button, which is generally mapped to the Coin input in the emulators. If I could choose, I would rather map the Coin input to the left shoulder button (LB in the Xbox mapping).

    log sega saturn controller

  10. On 2/8/2022 at 6:36 PM, Tux said:

    For the keyboard (esc) and gamepad (button 2 which is usually B on xbox pads and O on playstation, it's quite intuitive...

    I agree, but I guess it would be more user-friendly to have this stated somewhere in the program (even if as a non-configurable option), since we don't have a "readme" file or any other file in which we would normally find this kind of information.

    Anyway, just a suggestion thinking as a new-comer to the emulator.

     

    On 2/8/2022 at 6:36 PM, Tux said:

    Yeah you are right, but most people keep the same old config from version to version, so it's always a problem to change the config name.

    Maybe you could change the name and make Raine detect the old filename and copy the information to the new one?

     

    On 2/8/2022 at 6:36 PM, Tux said:

    It's niice getting some feedback anyway !

    Thank you for your willingness to help. Actually I do have something new now. It's about the new SDL2 inputs behavior. I think I've found another bug in it.

    I have a Mayflash Sega Saturn/Playstation/Nintendo 64 to USB adapter which was borrowed with my brother and I finally asked him to bring it back to me so I could make some tests with Raine and my Sega Saturn controller. This is the adapter:

    https://www.amazon.sa/-/en/Mayflash-Sega-Saturn-Controller-Adapter/dp/B006ZBHXEO

    So, the issue I'm having is that Raine does not detect the directions in the inputs configuration when I try to bind them.

    When I go to the Windows Game Controllers setup, this is how the directions work with this adapter:

    https://drive.google.com/file/d/1m-WbQSHU1ICdcDJEQNlO42u1vUhWkbxh/view?usp=sharing

    So as you see, whenever a direction is pressed, it seems that a button is detected too. I don't know why this adapter works like this, but maybe this is what is avoiding Raine detect the directions when I try to bind them. I have already tried disabling the "D-pads for movement" option, but it didn't work either unfortunately.

    Curiously the Raine SDL 1.2 versions work normally with this adapter.

    The Sega Saturn controller has better detection of diagonal movements, so it's more suitable for 2D fighting games. That's why I would be glad if you could work around this issue in the new versions eventually.

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

  11. On 2/6/2022 at 4:02 AM, Tux said:

    You are really paranoid about that, I already explained in the other message that I just updated SDL2.dll in the dlls package, this is exactly the same file now, I simply packed it in the 0.93 release so that people don't have to redownload the whole dlls package just to update sdl that's all.

    Hey Tux! Thanks for the clarification. Now I understand what happened. I'm sorry about coming to this subject again. It's because I always create a new installation folder for every new release, so I easily noticed this difference.

    On 2/6/2022 at 4:02 AM, Tux said:

    There is always an universal cancel which works everywhere in the gui, that's ESC on the keyboard or right button on the mouse, or what is usually button 2 on a gamepad, I thought you knew this after all this time...

    Yes, I finally recently realized that. I guess I took some time to realize it because this command/action is not present in the "Raine controls" menu. Perhaps you could include it there but make it non configurable, that is, just for information?

    On 2/6/2022 at 4:02 AM, Tux said:

    At this level there are only joystick indexes, raine does not know if it's affected to any player or not, and you could even affect only some of the inputs to 1 player for what it knows, so I can't do that.

    This dialog is just intended for someone wants to use a particular joystick and doesn't want to reaffect all the inputs, then go to this dialog and swap its position with another one.

    Ok, no problem in relation to the changes. I just thought this dialog could be more easily understandable by layman users. I personally had some difficulty in understanding what to do to make my Hori pad be associated with player 1 (the X360 controller has the priority for that), that's why I suggested repositioning and rephrasing the questions/messages to the user.

    By the way, I guess I know why you use space for entering colons, exclamation points and question marks in your texts in Raine. It's because this is correct for French orthographic rules, so your keyboard should insert it automatically. But for English, this is not standard as far as I know. 🤔

    On 2/6/2022 at 4:02 AM, Tux said:

    Glad to see you were not able to find any outstanding bug this time anyway, at least things are improving !

    Yes, but I'm not really playing a lot lately. But I'll try to report any bugs I find.

    One last suggestion is related to the raine32_sdl.cfg file. Do you think it's a good idea to rename it to to just "raine_sdl.cfg" once we now have a 64 bit version of the program? I thought about this when I checked the Config folder and finally realized it seems a little misleading to have a "raine32" citation in a 64 bit installation of the program. So maybe removing this mention would make it sound more generic and suitable for both 32 and 64 bit versions?

    Anyway, just a small detail that came to mind due to the lack of more important bug reports.

    Thank you in advance for your time and continuing work. 👍

  12. Hey Tux! I finally played a little with this new version and it seems to be working fine as far as I can tell. 🙌

    However, when I unpacked the updated DLL files to the Raine folder it asked me if I wanted to replace the SDL2 file already in the folder. Is it ok to do this? They seem to be the same to me. I ask because this didn't happen with the previous versions.

    Except this, I've happened to start using the joystick indexes option and I guess it could be a little improved to make it more user friendly. For example, the question near the top of the window is a little too distant from the selectable options, which makes it a little difficult to observe. Also, there isn't a "Cancel" option in case the user accidentally enters this dialogue or just doesn't want to change anything. Maybe this question could be placed above the options for better reading? Actually, this configuration could be made simpler and clearer for layman users with a question/title such as "Joystick index order", and then we would have the indexes order such as:

    Player 1: joystick name
    Player 2: joystick name
    Player 3: joystick name
    Player 4: joystick name
    Change the index order
    Cancel

    That is, practically the same way it currently is but with the addition of the player number and some additional options below. And then by selecting the "Change the index order" option Raine would take us to a dialogue with a message such as
    Select the joystick for player 1
    Xbox 360 controller
    Ascii controller

    And then if there are only two controllers, Raine automatically associates the remaining controller for P2. If there are 3 controllers, the emulator will prompt the user to order the first two players sequentially and then associate the third controller for P3 automatically, and if there are four joysticks, the user will be prompted three times and the remaining game-pad will be set automatically for P4.

    Anyway, I guess this would be a nice change to make this configuration more intuitive, but this is not something urgent, so feel free to think about it before implementing this or any other change you might come up with, if you ever think they make any sense.

    That's it for this quick feedback post.

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

  13. On 2/2/2022 at 3:21 PM, Tux said:

    You'll notice the binaries are 1 Mb bigger than usual, that's because they contain an update to sdl2 (I'll update the dlls package later), the updated history.dat file (which won't be in all releases but this time it was updated with the new games info). There are also some new cheats for the new games but these are small.

    Hey Tux! Thanks for this new release.

    I haven't tested it yet because you said you would update the DLLs package but, as far as I've noticed, the modification date for the packages in the Downloads page is still from December 2021. Is this OK for this new version?

    Or perhaps I may have misunderstood what you said about updating the packages?

    Anyway, thank you so much again for your continuing work on the program.

  14. Hey Tux! Thank you for this new version!

    Just a quick report to let you know that the "Sound options" crash and the "slow mp3 tracks" have been fixed in this version thankfully.

     

    On 1/10/2022 at 3:27 PM, Tux said:

    I might add something new soon, if I find the time and the courage !

    This got me curious. Do you intend to add the Konami drivers for Sunset Riders and TMNT Turtles in Time some day eventually?

    Also, perhaps you could add some more shaders to enrich this feature in Raine. There are quite some interesting shaders in the libretro pack, but I don't know whether they can work on Raine without some kind of conversion.

    Anyway, thank you so much again for your continuing work on the emulator.

  15. 22 minutes ago, Tux said:

    No, not so far. Seems like some audio played too slowly ? Doesn't make much sense, it's a wav or mp3 track isn't it ?

    Yes, precisely. In the video clip I provided above you can see it sounds as exactly as that. The track playing in the KoF'97 intro is track 46 from the NGCD version of the game, if you'd like to check how it should sound normally.

    I'm using 192kbps, 44100hz mp3 files. Maybe it's a Windows-related bug again?

    Anyway, thank you again for your super fast assistance.

  16. Hey Tux! Thank you for the super fast reply and for the fix on the Sound options crash.

    Were you also able to reproduce the distorted sound with the associated tracks? I can reproduce it with all the games for which I have sound associations. It seems related to the changes in this new release.

    3 hours ago, Tux said:

    Yes you need the hiscore.dat file in the raine directory. I thought about putting it in the release archives, but it almost never changes, although now that it's stripped of unneeded stuff it's 70k only, so maybe I should put it in the main archive now. Anyway it's at the top of the extras download page.

    Thank you for the information. And I agree with you. I think it would be better to have the hiscore.dat file in the emulator package "out of the box".

    Anyway, thank you so much again for your continuing support.

  17. Hey Tux! Thanks for releasing this new version! 👍 So I went to try some KoF'97 game-play to see whether the save-states are working normally but when I loaded the game I immediately noticed the BGM sound is broken. It seems that only the associated tracks are affected though.

    Also, if you visit the Sound options, return to Main Menu, then visit the Sound options again, Raine will crash.

    Here's a short video in which I reproduce both of the issues I've mentioned above:

    https://drive.google.com/file/d/1u6XMFeDxGD4hgHuNAVdB87EcxCpzPq9l/view?usp=sharing

    As you can see in the video, sometimes you have to enter and leave the Sound options more than once in order to trigger the crash, but it does crash eventually, whether it's in the first, the second or perhaps the fifth time you come and go the sound settings.

    Anyway, I hope you can reproduce those issues and fix them whenever you have the time.

    Thank you again for your work.


    PS: do I need the hiscore.dat file in Raine's executable folder in order to save high scores for CPS1 and 2 games?

  18. 12 hours ago, Tux said:

    edit : more info needed, when did you create this save ? With latest version ?

    Hey Tux! Thanks for the fast reply. This save was created using the latest 0.92.4 version. I might have probably made a few load states before in this turn, but everything went well until I reached this stage, saved and then when I loaded I had this random voice samples loaded there too.

    I still haven't experienced something similar in KoF'98, but I'll let you know if I do.

    Thanks again for your attention. 👍

  19. Hey Tux! Thank you so much for the latest 0.92.4 update. I've just tried it and couldn't find more issues with the controllers. I also tested Captain Commando with my four controllers plugged in at the same time and everything was fine as far as I've tested. So hopefully everything is fixed for the time being. 🙏

    Except this, I've stumbled upon a weird bug while loading a save-state in KoF'97. Suddenly after loading this state many conflicting voice samples are heard in the game (they seem to be from the character Kyo, but he is not even in the match). I don't know if you'll be able to fix it because the issue might be already triggered in this save file. Anyway, here you have it if you'd like to check it eventually: https://drive.google.com/file/d/10wEwA7_9QGo08ut-SRUMoKiNUCVr8Cmi/view?usp=sharing

    That's it for this brief feedback. Thank you so much again for your time. 👍

  20. Hey Tux! Thank you so much for keep trying solutions for this crazy controller issue.

    I've tested your latest update (the one from December 21st) and I'm finally glad to say that I no longer have the left / right directions issue with my PS4 controller! 🙌 Well, at least for most of the time, because I'm still experiencing a weird issue related to the directions in Raine. Eventually I won't be able to perform double tap forward or double tap backwards to respectively make the character run and jump back in the King of Fighters games. Hopefully I have found an easy way to reproduce this bug so you can check it out. Here is the procedure:

    - load a KoF game such as KoF'98;
    - select the Practice option in the game menu, then choose "Advanced" and finally your character for practicing;
    - when the fight starts, practice the double tap forward and double tap backwards moves for a while so you get used to performing them. Use your controller's d-pad for that. Double tap forward will make your character run (if you keep holding forward), and double tap backwards should make him jump back;
    - now hit Esc to show the GUI and move the analog stick up and down and then return to the game by pressing the button to confirm actions in your controller;
    - from now on you should have the bug triggered and so you won't be able to perform those moves anymore.

    Please notice:
    - if you hit Esc to leave the GUI instead of using the controller button you may trigger the bug only temporally. Leaving the GUI with the controller button triggers the bug permanently;
    - if you press up and down with the controller d-pad in the GUI instead of using the analog stick you may also trigger the bug but your character should get stuck in the crouch position;
    - I was able to reproduce this bug with all my controllers, even with the Hori pad which doesn't have an analog stick (I used the d-pad in the GUI in this case).

    Here's a short video of how I reproduce this issue using the instructions above: https://drive.google.com/file/d/11aTvE1uHXhR3O9NeZhmRXpc230FnWuBG/view?usp=sharing

    I hope you can reproduce it whenever you have the time to work on the emulator again.

    Thank you so much for your attention.

  21. 9 hours ago, Tux said:

    I am sorry to inform you that in this case, inputs -> d-pads for movement : no

    You'll still be able to use the d-pads for movement by mapping them explicitly. Sorry the dead zone is too big here, these pads were not supposed to have one in the beginning and I won't resurrect the old calibration screens because of that.
    Try that and see how it works...

    Hey Tux! Thanks for the tip and for the quick update on the d-pad GUI navigation. I didn't know you had added an option to address the cases in which the controller doesn't work correctly. After changing it to "No" and manually reassigning the directions, I was finally able to use the d-pad in the game correctly as far as I've tested. Thanks again for that! 👍

     

    9 hours ago, Tux said:

    Yeah it's a side effect of what I chose to do here, since I don't have the masks for the priorities I decided that these big 32x32 sprites should mostly be use for background and not foreground, so I force them in the background when they are at the highest priority. It allows to have the shoulders of the giant drawn correctly. I'd say this glitch is minor in comparison, for now I can live with it...

    Ok, no problem. Thank you so much for the thorough explanation, as always. 👍

     

    6 hours ago, Tux said:

    I'll probably make "d-pads for movement" = "no" the default for next version, which will avoid this kind of posts.

    Maybe this would be indeed the better to do for the time being so new Raine users don't eventually experience the "d-pad issues" with their controllers in Windows. Also, the option is not so clear the way it is currently written because by changing it to "No" you don't actually disable the d-pad for movement "at all", you just have to reassign it manually in the game inputs. So what do you think of renaming it to something like "Enable analog stick to d-pad simulation" with options such as "Yes" or "No"?

    By the way, I've noticed that setting this option to "No" doesn't fix the issue with the directions in the GUI, that is, if I try to navigate with my PS4 controller's d-pad in the GUI the up and down directions will still eventually stop registering just as happens with the games. This makes it a little difficult to scroll through the GUI in places such as the game list or the game history (if you're looking for hints or just game curiosities). I know I could simply use the analog stick instead, but perhaps this option could also make the d-pad fully usable in the GUI environment?

    As a final report, I was able to test the "blank screen" issue with an NVIDIA GPU and unfortunately it showed there too. This was something introduced with the SDL2 update.

    Anyway, that's it for this post. Thank you so much again for your time and work! 👍

  22. 😊 Hey Tux! First of all, thanks a lot for this new release. 🙏 Since I was the one who reported most of the issues in the 0.92.3 thread, I was really eager to test this new version. So, here's my quick feedback:

    - 😞 I'm sorry to inform that I still experience the same issue with the controllers in this new version. The Left/Right directions continue stopping registering out of a sudden if you press and hold them. I only tried it with my DS4 controller, but I suppose that if I can reproduce it with this controller it may affect other pads as well eventually.

    - I don't know if I've already reported this, but my PS4 controller's d-pad doesn't work in the GUI in any of the SDL2 versions. It works fine in the SDL1.2 versions though.

    - The Apocalypse stage in X-Men vs Street Fighter is much better now. Thank you for your work on that. However, these fixes have introduced a small graphical glitch in the pre-stage screen in which the characters face each other before the match. There is a gray wall of dozens of X-men vs Street Fighter logos that works as a transition animation from the versus screen to the fight stage. Normally this animation hides all the elements in the screen, but now it is showing behind the characters in the versus screen. Take a look: https://imgur.com/a/NArIA2t

    Version 0.92.3 showed this effect correctly, but the current version presents this glitch. I'm reporting just in case you're unaware of this side-effect. If you'd like another save-state in a point shortly before the versus screen, here it is: https://drive.google.com/file/d/1CBdZuJYqKM3HCUzrHWyXk_dO0MAQIBLj/view?usp=sharing

    By the way, this state shows a message when I load it. I don't know why, but it works after confirming.


    Well, I guess that's my feedback for now. Thank you so much again for your continuing work. 👍

  23. 6 hours ago, Tux said:

    They replied this for the mappings :

    not too sure on these.. could you please ask your user to refer to the Windows game controller dialogue and make careful note of what each of the buttons are registering to be sure ? for example A = 3, B = 5, C = 7, etc. thanks !

    Well, it's really becoming too complicated just for something which should have taken 5 minutes. You can check that if you want, if you don't I'll understand and that's really no problem, I already told them that at this level it would make things easier if they just say they refuse the pull request !
    I already merged these mappings here anyway.

    Hey Tux! Thanks for letting me know. I've already replied there with my GitHub account. Let's see if they have all the info they need now.

     

    On 12/16/2021 at 6:05 AM, Tux said:

    By the way it's not a sign the game controller is bad quality, my ps3 "six axis" (that's the way this model is called, no rumble functionality inside, but still the bluetooth inside) has lasted for more than 15 years, that's quite impressive for a game controller even if I didn't use it very much all this time.

    I understand. My brand new DS4 controller has the same dead-zone sensibility as we have noticed, so it's not a sign of wear in your PS3 controller, it's just the way they work with the drivers. I also have some PS2 controllers since 2001. They have been opened for cleaning a couple of times, but still work quite reliably. I hope my PS4 controller lasts as long as those.

     

    8 hours ago, Tux said:

    if you make another save now, it will be "rasters resistant" !

    And you can fix this one by doing this : launch the game as usual, then activate pause, load your savegame, once it's loaded and still in pause, save... !

    Done it's fixed, now you'll be able to load it with rasters active ! It was a mess to fix, and that's just for cps2 rasters, but anyway I might use this one day in more drivers... !

    Great! This fix will be really useful when saving a long play during the activation of the raster effects. No more worries about that.
     

    Thank you so much for your continuing work on Raine. 🙂👍

  24. 17 hours ago, Tux said:

    So you used already the sega layout in the mapping you sent, and the playstation one for the other ?

    Hey Tux! Now I think I know what you mean about providing the correct layout. You're talking about the log files from the ControllerMap program, right? So, since the layout of the program is based on the X360 my previous mappings tried to follow that design. But now I've redone the mappings of my ASCII pad to follow that picture in the Git database which shows "Sega -> Microsoft". The Hori pad kept the same because I maintained the PS/XBox design. By the way, in the Git you informed that the Hori pad has 3 sticks, when it actually has only has one, the d-pad. Anyway, I'm attaching the updated logs to this post.

     

    17 hours ago, Tux said:

    Edit : can't seem to be able to reproduce your blank window. Normally if it happens pressing esc brings back the gui and after that it's ok but still I'd like to be able to reproduce it. Tried starting from fullscreen with a game loaded or not, switching using alt+return or the gui, the whole thing in opengl, everything worked fine. And tried in windows of course. Oh well... !

    That's exactly what I do here. I load a game in windowed mode, then hit Esc or "Play game" to leave the GUI, press Alt + Enter to enter full-screen mode, finally Alt + Enter again to return to windowed mode and then the screen is blank. Yes, if I press Esc the GUI shows with the game picture again.

    Perhaps it's related to the Intel OpenGL drivers because I currently only have integrated graphics to test (d-gpus are way too expensive in my country unfortunately). So in my old laptop I have a 3rd gen (Ivy-bridge) i3 CPU with Intel HD Graphics 4000, and in my desktop I have a 10th (Comet Lake) i5 with Intel UHD Graphics 630. From 6th (Skylake) to 10th (Comet Lake) Intel uses the same micro-architecture as far as I know, so if you have anything Skylake or above with integrated graphics you should probably be able to reproduce it. I'm using the latest drivers. Here's a quick video of the issue showing: https://drive.google.com/file/d/1OjWQ0ffO_xlkI7n13uvIvRJWAgb6DtxU/view?usp=sharing

    Notice that OBS recording takes longer to show the picture in full-screen mode and introduces a glitch in the top left of the screen when I leave it, but I don't experience these symptoms using Raine.

    I'll let you know if I come to test this issue with a NVIDIA or AMD video chip.

    Thank you so much again for your work. 🙂👍

    Ascii and Hori update.7z

  25. 5 hours ago, Tux said:

    Ok, I finally understood !

    The problem is simply that the sticks on the ps3 / ps4 controllers are too sensitive ! The stick gets very easily moved from its center position and once that happens it keeps on sending move commands around the center position. While you use only the stick for direction it has no consequence, it's just a rounding problem, you don't even notice it.

    But if you use the dpad for direction which is mapped to the same stick, the direction gets continually cancelled by the stick movement around the center position !

    Hey Tux! I'm really glad you could pinpoint the source of this issue! 😃 I guess I would have never come to this assumption, even though I noticed from my tests that playing with the analog sticks in the SF2 Input test menu would greatly increase the chances of triggering the problem, just as you have reported in your testing with the PS3 controller. Now everything makes sense: I couldn't experience this problem with the previous SDL1.2 versions because they didn't have this connection between the d-pad and the analog stick. Also, it's interesting that although my PS4 controller is genuine and brand new, the analog stick wobbles very slightly when I shake the controller in my hand and the driver does register this movement in the Windows controller properties.

    Anyway, thank you for this great troubleshooting! 👏

     

    5 hours ago, Tux said:

    After some more testing : linux has some builtin compensation for this dead zone, it's impossible to trigger it on the ps3 controller.
    On windows, it's very easy, just move very slightly one of the sticks, it will start to report continually some movement, for me it's easier to do on the left one than on the right one.
    So it's a driver problem in the end... ! I am tempted to try to ignore the dead zone at our level, it's not hard to do :
    central position is 0,0, extremes are 32767, -32767, when this dead zone problem happens it sends moves around position +-1000-1200, so I could just ignore anything < 2500 in absolute value, it should get rid of all this mess in just 2 lines. I'll try it, it's just 2 lines of code.

    But after this, if I have ever some other problem with this, it will be time to remove the dpad as a directional stick !

    This seems to be a good solution to keep both d-pad and analog stick configured and working by default, but wouldn't it be possible to just completely ignore the analog data received in this connection? The directional pad is purely digital, so the analog variations are unimportant, no?

    Also, have you thought about making the d-pad the default for the automatic binding of the directions? For me it makes more sense to use a d-pad with arcade games, no? But then if someone remapped the directions to the analog stick, would they possibly face the same issue with the controls?

    Anyway, I'm opened to testing whatever solution you may try. You can share another test version here if you want. 👍

    But something still bugs me: the apparent impossibility to reproduce this issue with my X360 controller, even if it has a very noticeable wobbling dead-zone. Perhaps the X Input drivers made the difference here, as you said? But what about the "controller inoperative" issue which I experienced sometimes with this controller in Raine, how could it be explained? An issue with the detection of X Input drivers maybe?

     

    5 hours ago, Tux said:

    The shoulders problem is yet another problem with the priority bitmap in cps2. It's not fully implemented in raine, it's a very complex thing, they use masks instead of simple priorities... It was already broken in the versions before the rasters it's not directly related to them, it's "just" a priority problem, but a very complex one, so no promise here... !

    Ok, no problem. In case you need, this is how it should look like: https://imgur.com/a/mpeSAuz

      

    On 12/12/2021 at 9:10 PM, mer-curious said:

    - If I leave full-screen mode after a game has been loaded, the windowed screen will be blank. See: https://imgur.com/a/RUMYkdN

    Even though the screen is blank, the game continues running because I can still listen to the game sound playing.

    Just for information because I don't know if you checked this, but it's still not fixed in the test version. 👍

     

    7 hours ago, Tux said:

    For sony it's X = A, O = B, the square = X, the triangle = Y, I thought you knew that, everybody who tries to use a sony controller on windows has to learn this since windows tries very hard to force everyone to use the xbox controller convention. It's exactly the same layout as the xbox controller this way.

    Yeah I agree your 1st looks like the sega, the 2nd is a little extreme since there are no sticks, but I guess it can be useful to know at least where the dpad is. It can't redirect the dpad to any stick in this configuration though, but it should work anyway. You didn't say if you need to upgrade your mappings to follow their choice of button layout, but probably for at least one of them. Well it's not an emergency but try to do it so that I'll update them and send all that...

    I guess you can suggest the Sega layout for the ASCII pad and the Sony layout for the Hori one, if it's available in the SDL database.

    There are some changes I would make to the mappings but they are more related to the arcade systems, so I don't know if they could be implemented in the database. For example, for six-button CPS1/2 games, it would be better to have six face buttons, so button 1, 2, 3 down and 4, 5, 6 up (in this order). For Neo-Geo games, the configuration is already good (it follows the NG game-pad layout: A, B down, C, D up, in this order, as seen here: http://www.hbgamespy.com/uploads/81lkb7rxjul-ac-sl1500-684.jpg).

     

    I guess that's it for this long post. Thank you so much again for your great work and support. 🙏

     

    PS: I went and test shaking my X360 controller with the Windows controller properties opened, and the axes didn't register a thing. So you are correct, the X Input drivers do have better detection of dead-zones (they seem less sensible to this kind of "natural" movement).

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