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Raine 0.91.14 : more fixes... !


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 - one is about the speed of games like pang for the 64 bits version (they were too slow !), it's specific to the z80 emulation using the C version only.
 - and the other is quite original, a graphical glitch in some cps2 games like hyper street fighter 2 and some others which was unnoticed for more than 10 years ! You can see pictures along with the discussion there : https://github.com/zelurker/raine/issues/25#issuecomment-799135733

That's the 2nd one which pushed me to make a new binary, you don't see this kind of bug everyday !

http://raine.1emulation.com/download/latest.html

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Thanks for the new release! This also fixed the weird rectangles in Marvel vs Capcom's character select screen which I had already reported some time ago (perhaps in the old forum?):

https://imgur.com/a/y9Kluv9

You can see from the window frame that the screenshot is old (taken in Windows 7, but I had a backup of it). Maybe it also fixed some other CPS2 games?

But there's still some broken graphics in MvsC which remained unfixed, as you can see below:

https://imgur.com/a/S9JqphH

If I remember correctly, you said it was related to raster effects. We can also see this issue in Marvel Super Heroes vs Street Fighter.

Anyway, let's hope you can fix these someday too!

If you wish a savesate, here you have it: https://drive.google.com/file/d/1X-LeCpxzAnp1FzwQvrrtNjBmgap7LRvB/view?usp=sharing

By the way, this savestate is returning an error message when you load it, but if you click ok, it loads fine. Weird... 🤔

 

Thanks again for your work! 🙂

 

PS: you forgot to update the release year to 2021 in the "About" info. 😅

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Yeah the fix affects quite a few games, it's on a low level function so it's used by quite a few, that's why I released a new binary because of it.
Yes your problems are related to rasters, and I never tried to emulate them in cps2, maybe they are easier than the neogeo ones though !

I thought about the year actually, I wonder if there is a gcc define which inserts the year the program is compiled, it would fix this for good, but I didn't check gcc docs yet, on the todo list.

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Thanks for the fast reply!

I was wondering if this warning message I get from this MvsC savestate file in my previous post is due to architecture differences (x86 vs x64), because it's an old save file made in raine32?

Anyway, thanks again for your time! 👍

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1 hour ago, mer-curious said:

Thanks for the fast reply!

I was wondering if this warning message I get from this MvsC savestate file in my previous post is due to architecture differences (x86 vs x64), because it's an old save file made in raine32?

Anyway, thanks again for your time! 👍

I didn't see the message, but I guess so yeah probably. In this case it means it can't restore the 68000 data, but sometimes it works anyway if you are lucky, it depends on the way the emulated game is made and at which point you tried to load the save state, quite a lot of these games have a main loop, and they wait for the vbl at the end of the loop, so if you saved in this loop, and tried to load in this same loop, chances are high you will be able to restore the game even without touching the 68000 registers !

Don't count on it though, it's more likely to crash with a very impressive error message on screen usually !

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Hey Tux! Just to complete my report, this is the message I get with that save file:

https://imgur.com/a/iXWKS9A

It shows every time using latest x64 version in Win10. Curiously, if I load it using the x86 version of Raine it quickly shows a message "speed hack not found, slowing down..." and the game is frozen. The program continues working but I can't do anything in the game. Something weird is going on with this save state.

Anyway, thanks again for your attention! 👍

 

PS: and if I try to load in x86 version a save state created in the x64, I have this and the game is restarted: https://imgur.com/a/vkR9b98

Edited by mer-curious
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Posted (edited)

The message is quite clear I thought, even if technical, it says it can't find the ids for the 68000 and the z80 in the save game, which is normal since it was saved in 32 bits so these are not even the same cpu emulators here.

For the 32 bits version, you hit an incompatibility I added for the 64 bits version, musashi didn't want the original speed hack, and it was right it was more dangerous than I thought, but now the savegames made with the old speed hack become incompatible ! I didn't even think about that. I just spent too long to add some hack when loading the savegame to restore things correctly to avoid the freeze. Found some problems in mvsc (your screenshot), msh, dimahoo, 19xx and xmcota. There might be some that I missed, I don't have a savegame for all the cps2 games, but it might fix all of them (they share more or less the same memory map).

Sorry for the inconvenience, but anyway it was a minor problem.

By the way gigawing couldn't load at all, it was another weird problem with its speed hack, I guess it's been broken for a very long time for this one, it's fixed too.

I also found a problem with the cheats for strider, a multi-line comment containing " ! It's fixed, but multi-line comments are not handled currently, you'll see only the start of it.

Tsss.. It's starting to make quite a few fixes...

edit : the gigawing problem was because of a change for another game between 0.64.16 & 0.90, I checked all the games using this same hack, apparently gigawing was the only one with a problem !

 

Edited by Tux
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