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- Today
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MAMEUI64 0.273.0 has been released. Available at https://messui.1emulation.com Changes: - Removed option to change clone colours - it hadn't been working for a long time. - Fixed crash in mononcol if no cartridge used. - Fixed quickload in jaguar which had been crashing for the last few years. Many games now playable. See hash/more/jaguar_quik.xml - Got rid of annoying popup messages in supracan. Please note that gameinit.dat which previously only contained arcade-related info now additionally has console, computer, and pinball information. You can grab a copy at https://github.com/Robbbert/Startup/blob/main/gameinit.dat . This information will show at the top of the history tab.
- Last week
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I took the time out of curiosity to search when they did that change : in mame 177 precisely, it was in 2016! It doesn't come for this rom alone of course, there are quite a lot of changes in the cps2 roms, and they can't be applied automatically because there are some differences in the way raine and mame load these roms. Which means that I'd have to manually test each change, plus it would make the new roms incompatible with the version for raine on internet archive ! Well if you manage to find at least 1 useful change in all these changes, I'll consider it, otherwise just forget it ! The ideal would probably be to be able to load roms from some external definitions files so they can adapt to all these crazy changes for those who want to follow, but it would require quite some changes... ! Plus it would probably create some other problems in some drivers which modify the rom and expect some precise bytes at some precise places (which is not the case of the cps2 driver thankfully !).
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* Clownmdemu 1.0 [Genesis/Megadrive] - https://github.com/Clownacy/clownmdemu-frontend/releases * Gopher2600 0.35.3 [Atari2600/VCS] - https://github.com/JetSetIlly/Gopher2600/releases/ * Gearboy 3.6.0 [Gameboy] - https://github.com/drhelius/Gearboy/releases
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It's been noticed that the clone colour menu option doesn't do anything. This is because the listview (the main game list) was originally written for NT4.0 and broke in the newer compiler (after 10.1), so it had to be rewritten in accordance with Microsoft standards. This new code doesn't support alternative colours per line, that's why it didn't work. The menu option has now been removed.
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D : I remember now, it's just that the key sequence you type is the sequence which is searched, so if you type twice D, it means you are looking for DD, which can be dangerous in case you have a game whose label contains DD, like top hunter, the neogeo game... ! If you are not sure, it's better to enable the "return mandatory" option. I didn't do that to be standard, just to find a way to be as fast as possible with the keyboard, it works well. And for the mame update : it's a never ending headache, I stopped following their nonsense years ago, all this should have been done differently normally (preserving the old rom sets and just adding the new ones with an increasing number when they are found), it would preserve compatibility with all versions, and usually the most recent version hasn't got very important changes. So well I accept patches to update the romset if you feel like it, if not, you'll have to be patient because I really hate doing this stuff !
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Hello Tux! I'm sorry for the late reply. Thank you for this fix! I'm glad it was easy for you to do it. Thank you for the tip. I didn't know about that option. I was wondering if this wouldn't be another case of making an alternative option as default in Raine since it is the most common behavior, that is, you select/highlight a game and then you confirm its loading by using Enter and don't have it loaded by chance when using the keyboard letters... I understand now the behavior. So it does have a logic... But my idea is that the game selector menu worked as the same as every other file selector we have interacted with in the computers, so if you press a letter it will select every item with that letter in the beginning, and if you press another letter it will try to find items with that letter in the beginning too, always wrapping around the items list to find an item starting with that letter. It would be simpler and more intuitive I guess... In this case it had to highlight Darkstalkers and then Double Dragon, no? Because it was the next game in the list starting with the letter D. But the cursor remains in Darkstalkers... I'm not sure if this is expected though... Anyway, it would be great if you could reconsider the way the game selector works with the keyboard. I think it wouldn't make a huge difference, but it would certainly make it more intuitive for new users I guess... Now I would like to add something new to my post... I tried to load Super Street Fighter 2 X: Grand Master Challenge and Raine downloaded a new romset from archive.org. I found it strange because I already have this romset in my arcade games folder. So I went and checked it to see what happened: The one I have in my arcade games folder is this: The one Raine downloaded is this: Curiously the one in my arcade games folder works fine in FBNeo, so I guess it's because it has already been updated to support the new rom versions recommended by the MAME project, right? I was wondering if it wouldn't be time to update the romsets in Raine too, and then you could redirect the downloads to the FBNeo archive.org romset until someone updates the Raine full archive. This would prevent this issue of having two different versions for the same game in the computer. It's not really a huge issue because most of these games are very small in size, but if you had something like a tool to easily sync the new romsets with Raine, maybe it could be worth it updating it, no? Anyway, I'll wait your comments on this too... Thank you so much for your time and for always replying fast in the forum.
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Ah yeah, mess/messui officially died over 2 years ago, but you can always compile your own, or you can use mameui and turn off the arcade side. May as well lock this too, since there's no point having it open any more.
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Zarzon started following Welcome to the official MESSUI forum
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We need Mess!
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* JGenesis 0.8.3 [Multi-system] - https://github.com/jsgroth/jgenesis/releases * Cemu 2.5 [Wii-U] - https://github.com/cemu-project/Cemu/releases * SDLMAME 0.272 for Ubuntu - https://sdlmame.wallyweek.org/download/ * Sameboy 1.0 [Gameboy] - https://sameboy.github.io/downloads/ * mGBA 0.10.4 [GBA] - https://mgba.io/ * Mark 5 2.0.1 [Hitachi BML3] - http://s-sasaji.ddo.jp/bml3mk5/download.htm * Qemu 9.2.0 [PC] - https://download.qemu.org/
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Ami/WinArcadia 33.71 & DroidArcadia 3.22 released
Minuous posted a topic in Emulator Releases [/emu]
WinArcadia 33.71 (Windows XP/Vista/7/8/10/11): 13 December 2024 DroidArcadia 3.22 (Android): 13 December 2024 AmiArcadia 33.71 (AmigaOS 3): 13 December 2024 AmiArcadia 33.71 (AmigaOS 4): 13 December 2024 AmiArcadia 33.7 (MorphOS): 4 December 2024 Super Bug Advance 1.3 (Game Boy Advance): 11 September 2009 AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (Electronics Australia 77up2 and 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) 1977-1978); * Signetics Instructor 50 trainer (1978); * Signetics TWIN minicomputer (1976); * Central Data 2650 microcomputer (1977); * PHUNSY microcomputer (c. 1980); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * Hofacker MIKIT 2650 trainer (1978); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save states, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, real-time debugger, frame skipping, redefinable keys, save screenshots (9 supported formats), REXX port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, printer output, artefacting, support for ZIPped games, clipboard support, palette editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, disassembler, CALM support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape decks (4 supported formats), RetroAchievements support, printer emulation, floppy disk drive emulation, screen editor. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V33.7: Summary: * BINBUG 6.1: added 150/300/1200/2400 baud rate options. * Miscellaneous improvements and bug fixes. Details: removed support for obsolete PGM/PRO format. auditing now recognizes various additional filetypes. SAVEAOF,SAVEEOF commands now avoid writing blocks that cross an 8K page boundary. now warns when loading AOFs and EOFs that have blocks that cross an 8K page boundary. malzak: now saves NVRAM in Configs/ directory. pipbin,cd2650: added knowledge about non-page crossing AOFs. binbug 6.1: now allows baud rate adjustment. wa: fixed: "options|bios|binbug 3.6" did not have any tick or glyph. aa: fixed: if not using pipbug 1 and user wanted 4800 baud, it was setting the radio gadget wrongly. audit subwindow can now open the user's games directory. fixed: arcadia/interton/elektor: "run to raster line" numbers didn't match the ones shown by ctrl+hover, and guide ray was pointing to the wrong rastline. arcadia,interton,elektor: now shows data as binary with commas between bitfields when hitting UVI/PVI watchpoints. arcadia: various emulation improvements. arcadia: improved dejittering. arcadia: improved overlays for horse racing and pleiades. incorporated Anthony's latest Greek translation. assembler: now warns about eg. LODR,r0 $1234,r1 . arcadia: added knowledge about (incl. overlay, trainers, etc.) for frogger 1.3. -------------------------------------------------------------------------- DroidArcadia 3.22 is a port of a subset of the AmiArcadia/WinArcadia 33.71 emulator to the Android platform. The following machines are emulated: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); and * Malzak 1 and 2 coin-ops by Kitronix (c. 1981). Features include: artefacting, autofire, force feedback, frame skipping, game help, gamepad support, high score management, horizon dejittering, locale support, save screenshots, saved states, sprite demultiplexing, tone retuning, trainers, support for ZIPped games, DIP switch editor. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish and Spanish. Changes since V3.21: Summary: Arcadia: Miscellaneous improvements. Details: elektor: removed support for obsolete PGM/PRO format. arcadia: various emulation improvements. arcadia: improved dejittering. arcadia: improved overlays for horse racing and pleiades. arcadia: added knowledge about (incl. overlay, trainers, etc.) for frogger 1.3. http://amigan.1emu.net/releases/ http://amigan.yatho.com-
- arcadia 2001
- interton vc 4000
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1 - I was tempted to say it's not really a bug, it's super minor and you are the only one using this at least from what's reported on the forum, but the fix is trivial, just reset exit_options when opening the game options, so I did it. 2 - gui options / return mandatory C - yeah if it can't find the key you just pressed in the following games in the list, then is starts to look for it anywhere in the game title, that's for when you don't remember the whole title ! This thing is made to be used very fast, and I can confirm it does its job well ! D - not sure, well just press return in this case, I won't bother to look why it didn't select it as it should have done in this particular case.
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Hello Tux! Thanks for this fix in the console. I'm posting again because I think I've found two bugs in the graphical interface: 1- If you load a game and then visit the Game options menu and hit back there, you are taken back to the Raine main menu, which is what is expected. But if you save a state or load a state or do a hardware reset and then later you try to visit the Game options menu, you will never be taken back to the main menu if you hit back there, you'll always be taken straight to the game screen. See here: https://drive.google.com/file/d/1tQAG6V0a4B_Ii-VyoDCSYs7DaArSgPyo/view?usp=sharing I think that when you use the save/load state functions or the reset function it is expected that you be taken straight to the game screen, but later if you visit the Game options again and decide to just go back to the main menu, it should be possible too, no? I stumbled upon this bug by doing many save and load states in KOF2001 using the graphical interface and for a moment I went to the Game options menu and decided I would not save a state in that time and then I hit back in the controller. I noticed I wasn't taken back to the Raine main menu but straight to the game screen instead. Hopefully you'll be able to easily reproduce it and see if it could be fixed... 2- The Change/load game selector menu is working oddly here when using the keyboard. A- If I press B in the keyboard this is what happens: https://drive.google.com/file/d/1KDBvlRVEtgMzyZiEgAa7r55NPd3A5eQV/view?usp=sharing You see that Blazing Star is immediately loaded, when the expected behavior would be to just take the cursor to the game and highlight it, no? B- Still in the game selector menu, if I press T the first game with letter T is highlighted in my game list, which is expected, but then if I press T again KOF99 is loaded, see here: https://drive.google.com/file/d/11ChUY87rj94t94igfr8_t2BLS1qmMY8L/view?usp=sharing And if I press T and then M in the keyboard, Nightmare in the Dark is loaded? See: https://drive.google.com/file/d/19tTzMQG0cmY-iWtKSI1dm65LiOXNXK82/view?usp=sharing And this random loading will happen with some other letters in the keyboard too... C- Now if I press M and then M again, Captain Commando will load? Look here: https://drive.google.com/file/d/13EAr2jsnWdHX5h7-VXAccMvbtdImrRKz/view?usp=sharing D- Finally, if I press D and then D again, nothing will happen and the cursor will remain in the first game with letter D in the list, which in my case is Darkstalkers, see: https://drive.google.com/file/d/1D00nLcJnY0dY9v-p4f4gmbhaLPZaL3CW/view?usp=sharing So, there seems to be something wrong in the game selector when using the keyboard, maybe it is working in a pattern I can't understand...? But I think the appropriate behavior would be to move the screen to the first game of the pressed letter and then move to the next game with the same letter if you pressed it again. For example, if I have Samurai Showdown, Street Fighter 2 and Super Street Fighter 2 in my game list, hitting S would take me first to Samurai, then hitting S again would take me to Street Fighter and finally to Super Street Fighter. If I hit S again Raine would then take me back to the first game with this letter in the list, which is Samurai Showdown. The game would load only if I hit left or Enter in the keyboard. Anyway, hopefully you'll be able to reproduce this issue in your game list and possibly find a way to improve it. If you need me to test some changes related to these bugs I'll be glad to try it in a test version. Thank you so much again for your work.
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xyzhz changed their profile photo
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* MAME 0.272 - https://www.mamedev.org/release.html * WolfMAME 0.272 - https://github.com/mahlemiut/wolfmame/releases * MAME for Mac 0.272 - https://ports.macports.org/port/mame/details/ * MAME for Rpi 0.272 - https://stickfreaks.com/mame/ * NegaMame 0.272-1 - http://babelsoft.net/products/negamame.htm * Qemu 7.2.15, 8.2.8, 9.0.4, 9.1.2 [PC] - https://download.qemu.org/ * Play! 0.68 [PS2] - https://purei.org/ * clrmame scanner 0.08, rebuilder 0.15.1 [Rom Manager] - https://mamedev.emulab.it/clrmamepro/ * ExtraMame 24.12 [Front-end] - https://www.wintools.net/extramame/ * Erockus 12.6 [Front-end] - http://erockus.elementfx.com/arcade.html
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xyzhz joined the community
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HBMAME and HBMAMEUI 0.245.21 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP
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MAME, WOLFMAME AND MAMEUI 0.272 32bit available (Xp compatible). Download from: RETRODANUART MAME XP
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WinArcadia 33.7 (Windows XP/Vista/7/8/10/11): 2 December 2024 DroidArcadia 3.21 (Android): 2 December 2024 AmiArcadia 33.7 (AmigaOS 3): 2 December 2024 AmiArcadia 33.7 (AmigaOS 4): 2 December 2024 AmiArcadia 33.6 (MorphOS): 20 November 2024 Super Bug Advance 1.3 (Game Boy Advance): 11 September 2009 AmiArcadia and WinArcadia are multi-emulators/assemblers/disassemblers of these machines: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * PIPBUG- and BINBUG-based machines (Electronics Australia 77up2 and 78up5, Signetics Adaptable Board Computer, Eurocard 2650, etc.) 1977-1978); * Signetics Instructor 50 trainer (1978); * Signetics TWIN minicomputer (1976); * Central Data 2650 microcomputer (1977); * PHUNSY microcomputer (c. 1980); * Ravensburger Selbstbaucomputer aka 2650 Minimal Computer trainer (1984); * Hofacker MIKIT 2650 trainer (1978); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); * Malzak 1 and 2 coin-ops by Kitronix (c. 1981); * AY-3-8500/8550/8600-based Pong systems (Coleco Telstar Galaxy, Sheen TVG-201, etc.) (1976-1977); and * VTech Type-right machine (1985). Features include: ReAction GUI, load/save states, windowed and full- screen modes, CPU tracing, trainer, drag and drop support, graphics scaling, automatic load/save of configuration/game, keyboard/joystick/ gamepad/paddle/mouse/trackball/Vision-dapter support, autofire, turbo mode, gameplay recording/playback, sprite demultiplexing, help windows, source code, real-time debugger, frame skipping, redefinable keys, save screenshots (9 supported formats), REXX port, network play (IPv4 and IPv6), real-time monitor, locale support, game selection sidebar, text-to-speech, printer output, artefacting, support for ZIPped games, clipboard support, palette editor, tone retuning, high score management, force feedback, sprite editor, 3D, assembler, disassembler, CALM support, Scale2x/3x/4x and HQx filters, animation recording (5 supported formats), sound recording (8 supported formats), horizon dejittering, tape decks (4 supported formats), RetroAchievements support, printer emulation, floppy disk drive emulation, screen editor. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish, Russian and Spanish. Changes since V33.6: Summary: * Improved AOF file format support. * Miscellaneous improvements and bug fixes. Details: incorporated Samir's latest Italian translation. arcadia,galaxia: fixed: screen editor was not taking per-row/column scrolling into account. fixed: recent files list was not sorted properly and could have duplicates in some situations. wa,os4: recent files list now shows per-game glyphs. aa: fixed: when auditing, if the path couldn't be locked, it was never going back to the normal mouse pointer. wa: now uses busy mouse pointer while auditing. wa: now disallows ctrl+hover feature in 3D mode. wa: screen editor: now disallows setting cursor position via mouse in 3D mode. wa: 3d mode: now user can zoom in/out using ctrl+home/end. pipbug: now inserts a delay after each pasted CR so that eg. microworld basic has time to process the input. aa: twin,tr: fixed: pasting of text was not being allowed. selbst: fixed: pasting of text was not being allowed. pipbug: added autosense support for benchmark and mandelbrot programs. pipbug: now when loading basic programs, doesn't press the ENTER button for the user after the RUN command. pipbug,binbug,cd2650,selbst,mikit: added autosense support for AOF files. deprecated PGM/PRO format (incl. assembler now generates AOFs instead of PGMs, etc.). debugger: SAVEAOF,SAVEHEX commands: now adds CR+LF to end of last line. debugger: SAVEAOF,SAVEEOF,SAVETVC: filename argument is now optional. debugger: removed SAVEPGM command (format is deprecated). fixed: some debugger commands were not listed in all catalogs/manual. fixed: audit subwin: wrong numbers for icons, directories and unknown files were being shown. phunsy: mini-monitor BINs can now be loaded. selbst: removed BIN support (these games are supported as AOFs now). aa: various improvements and fixes to icon generation. elektor: fixed: loading of EOF files was broken. elektor: added TVCs for all remaining games/apps. elektor: added overlay for eprom programmer. binbug: now autoruns BASIC programs. -------------------------------------------------------------------------- DroidArcadia 3.21 is a port of a subset of the AmiArcadia/WinArcadia 33.7 emulator to the Android platform. The following machines are emulated: * Emerson Arcadia 2001 console family (Bandai, Emerson, Grandstand, Intervision, Leisure-Vision, Leonardo, MPT-03, Ormatu, Palladium, Poppy, Robdajet, Tele-Fever, Tempest, Tryom, Tunix, etc.) (c. 1982); * Interton VC 4000 console family (Acetronic, Cabel, Fountain, Hanimex, Interton, Prinztronic, Radofin, Rowtron, Soundic, Voltmace, Waddingtons, etc.) (c. 1978); * Elektor TV Games Computer (1979); * Astro Wars, Galaxia, Laser Battle and Lazarian coin-ops by Zaccaria (1979-1981); and * Malzak 1 and 2 coin-ops by Kitronix (c. 1981). Features include: artefacting, autofire, force feedback, frame skipping, game help, gamepad support, high score management, horizon dejittering, locale support, save screenshots, saved states, sprite demultiplexing, tone retuning, trainers, support for ZIPped games, DIP switch editor. The supported languages are currently English, Dutch, French, German, Greek, Italian, Polish and Spanish. Changes since V3.2: Summary: Elektor: Miscellaneous improvements. Details: elektor: added TVC autosensing for all remaining games/apps. elektor: added overlay for eprom programmer. http://amigan.1emu.net/releases/ http://amigan.yatho.com
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- arcadia 2001
- interton vc 4000
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azrael_III joined the community
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Thank you Robert. Merry Christmas.
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No problem, it's very easy to reproduce. It comes from the very special nature of the console, contrary to other dialogs in the interface, it always exists, but since the interface has a parent system to be able to draw the background, it can create problems when the parent of the console disappears. Here because of the error, it takes one of the temporary messageboxes as parent and so the 1st time you try to display it, it just crashes because the parent has disappeared ! Yeah it's normal, this part of the gui is a hack, because I wanted the console to always exist, which is not the normal way of working for this gui. So there is a workaround, not too complex, maintain a list of active dialogs to be able to check if the parent is still active when drawing a dialog. If it's not, just remove the parent that's all. So patch very short and efficient. Pushed to git.
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Hello Tux! Thank you for your reply, and also for still trying to support these old operational systems, even if they can't do much except be used for these old games and a few arcade emulators. Yes, I hope pmc2 can still use Windows 7 or Linux in his old hardware to play with some emulators... Except for these comments, I'm mostly replying to report what I think could be a rare bug: if you load a game with IPS patches presenting ROM conflicts and then try to open the console, Raine will crash. See here: https://drive.google.com/file/d/1yC7WX9AjTgb32URZ2TSc_qL9hHnLsqtR/view?usp=sharing I stumbled upon this bug by trying to visit every option in the main menu to see that everything was right with the recent changes. Luckily I was playing KOF97, which has some ROM conflicts in the IPS patches. I couldn't reproduce this crash in other contexts, I mean, using games without patches or games with patches but without conflicts. It seems specific to this very case... You could try to reproduce it by using my kof97.ini file with some conflicts, here: https://drive.google.com/file/d/1MRMjay45G9bapkMGFeeCVZSKycF8SQ2G/view?usp=sharing You can get the corresponding IPS files in this thread: The patches are either in the YouTube video and/or in the emufrance link. They can also be in the GitHub link. It's a little confusing because I got different patches from different packs I guess. If you can't find them please let me know and I'll upload my kof97 IPS folder for you. I'm not sure if this crash was expected, but I'm reporting it anyway... Thank you so much in advance for your time and attention.
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* ARCADE64 0.272.0 - https://arcade.mameworld.info/ * MAMEUI 0.272.0 - https://messui.1emulation.com/ * Sugarbox 2.0.4 [Amstrad CPC] - https://github.com/Tom1975/SugarboxV2/releases * XEMU 0.7.134 [XBOX] - https://github.com/xemu-project/xemu/releases * Pantheon 14.620 [Multi-system] - http://bostjan-grandovec.si/Content/Download.htm * XRoar 1.7.3 [Dragon 64/Tandy CoCo] - http://www.6809.org.uk/xroar/ * Gopher2600 0.35.2 [Atari 2600] - https://github.com/JetSetIlly/Gopher2600/releases/ * Clownmdemu 0.8.0.1 [Sega Genesis, Megadrive] - https://github.com/Clownacy/clownmdemu-frontend/releases
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xp last update was in 2010 or 2011, so it doesn't make much sense to loose too much time on it. I would have kept compatibility but virtualbox removed direct3d support for xp in 6.1 because of a big security hole in their driver, I would have preferred that they would simply add a big red button to click to allow users to install this despite the security hole, but they just removed direct3d support, so it's impossible for me to run any version of raine in xp in virtualbox now, so too many people want xp to disappear. On my end I quite liked some custom xp editions like tinyxp : small, fast and efficient, but oh well, I guess it's too outdated now. And it's not hardware obsolescence, you still do what you want with your hardware, you can install something else on it, it's software obsolescence only here. And the next victim will be win7, but maybe I won't have to deal with that... !
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MAMEUI64 0.272.0 has been released. Available at https://messui.1emulation.com The only major change is the ability to get proper crash dumps in case something goes wrong. Most people can ignore this, but if you think you can help with tracking down problems you must start MAMEUI with a redirection parameter. For example: >mameui > crash.txt Various internal things will be written to crash.txt which can be ignored, but should a crash occur, the dump will go into crash.txt as well. The dump uses the new file mameui.sym which has been included in the download package. When a crash occurs, MAMEUI will appear to freeze for about 60 seconds, before exiting. No need to panic. If the freeze goes on for too long then you can terminate the process.
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Hello Tux! Thank you for your reply. Just out of curiosity, I went and tried here an old version of Raine and it indeed worked flawlessly when switching from the laptop speakers to the TV ones. I tried version 0.91.21, the last SDL1 version I guess. I noticed it didn't have a sound device selection setting, so maybe it was the implementation of this setting which introduced this issue? Or maybe it was when Raine started saving the sound device firstly detected in the configuration file...? Anyway, I think I was surprisingly right on my memories on doing this switch without issues before, because it is something that started recently apparently... Yes, I saw pmc2's comment talking about that. I'm really sorry for that. I hate hardware obsolescence. Maybe this change could be reverted without breaking the auto-detection feature...? Or maybe with the improvements made in the test versions so far the compatibility may have been restored? I think the reasoning behind this decision in other emulators is exactly this, the "default/auto-detect" setting for the sound output device works for all contexts because it may always make the sound work. The user who is not satisfied with it may manually edit this setting if he/she wants... That's why I also think it makes more sense to have this option set as default in Raine too, applied to new configurations, I mean, so if you have already set your desired sound output device, then it wouldn't affect your setup anyhow. Thank you for this explanation. It's good that I stumble upon these weird bugs in Windows sometimes, so you can have the opportunity to check and fix them eventually. Thank you so much again for your attention in relation to the recent bug reports.