All Activity
- Last week
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CruiserKG joined the community
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* MAME 0.274 for Mac - https://ports.macports.org/port/mame/details/ * CPCalive 1.19b [Amstrad] - http://www.cpcalive.com/cpcalive_en.html * Pyboy 2.5.1 [Gameboy] - https://github.com/Baekalfen/PyBoy/releases * Gear System 3.7.0 [Ganesis/Megadrive] - https://github.com/drhelius/Gearsystem/releases * ARES v143 [Multi-system] - https://ares-emu.net/download * Gopher64 1.0.8 [N64] - https://github.com/gopher64/gopher64/releases * Bochs 3.0 [PC] - https://bochs.sourceforge.io/ * XEMU 0.8.20 [XBOX] - https://github.com/xemu-project/xemu/releases
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Golden Axe port to Neogeo is available, as is Karnov port. I've got the P.O.W. port as well, but only on neogeoCD currently. I'll see if it's possible to make roms out of it. There's a Double Dragon One demo, also for Neogeo, that's in the current HBmame.
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Minuous started following Ami/WinArcadia 34.0 & DroidArcadia 3.31 released
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WinArcadia 34.0 (Windows XP/Vista/7/8/10/11): 15 February 2025 DroidArcadia 3.31 (Android): 15 February 2025 AmiArcadia 34.0 (AmigaOS 3): 15 February 2025 AmiArcadia 34.0 (AmigaOS 4): 15 February 2025 AmiArcadia 33.9 (MorphOS): 26 January 2025 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 V33.9: Summary: * CD2650: added "Settings|Input|Queue keystrokes?" option. * "Settings|Sounds|Ambient sounds?" now plays disk drive noises. * Miscellaneous improvements and bug fixes. Details: 2650b: changed timing of NOP and HALT instructions. fixed: some CPU instructions were setting flags wrongly (improves 8K BASIC). improved emulation of illegal (undocumented) opcodes. pong: "settings|view|blanking areas?": added colour burst signal. assembler: now throws an error on indexed branches where this is not allowed, eg. BCTA,UN FOO,r1 (rather than silently ignoring the ,r1 ). cd2650: added "settings|input|queue keystrokes?" toggle. os4.1feu1: fixed: keyboard layout menu subitems were not being ticked correctly. pipbug, etc.: removed misleading paper-based teletype ambient sounds. "settings|emulator|paths..." subwin: added "open..." buttons. localized various strings. twin,binbug,cd2650: added floppy disk drive ambient sounds. interton,elektor: fixed a bug affecting banger playback. ambient sounds now defaults to on. uvi/pvi/psg monitors: now tooltips also show the binary digit numberings and groupings. http://amigan.1emu.net/releases/ http://amigan.yatho.com
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- arcadia 2001
- interton vc 4000
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(and 6 more)
Tagged with:
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* Qemu 9.1.3, 7.2.16, 8.2.9 [PC] - https://download.qemu.org/ * SDLMAME 0.274 for Ubuntu - https://sdlmame.wallyweek.org/download/ * CPCalive 1.19a [Amstrad] - http://www.cpcalive.com/cpcalive_en.html * HBMAME 0.245.22 [Arcade] - https://hbmame.1emulation.com/ * MAME 0.274 for RPi - https://stickfreaks.com/mame/ * NegaMAME 0.274-1 - http://babelsoft.net/products/negamame.htm * Altirra 4.31 [Atari] - https://virtualdub.org/altirra.html * CDI-emu-0.5.3-beta8 [Philips CD-i] - https://www.cdiemu.org/?body=download * XRoar 1.8.2 [Dragon64/Coco] - http://www.6809.org.uk/xroar/ * ClownMDemu 1.1 [Genesis] - https://github.com/Clownacy/clownmdemu-frontend/releases * Ares v142 [Multi-system] - https://ares-emu.net/download * JGenesis 0.9.0 [Multi-system] - https://github.com/jsgroth/jgenesis/releases * Pantheon 14.814 [Multi-system] - http://bostjan-grandovec.si/Content/Download.htm * Gopher64 1.0.6 [N64] - https://github.com/gopher64/gopher64/releases * Nemulator 4.6 [NES] - http://nemulator.com/downloads.html * Q-emuLator 3.5.2 [Sinclair QL] - https://www.terdina.net/ql/winql.html * Cemu 2.6 [Wii-U] - https://github.com/cemu-project/Cemu/releases * XEMU 0.8.16 [XBOX] - https://github.com/xemu-project/xemu/releases * Erockus 12.8 [Front-end] - http://erockus.elementfx.com/arcade.html * Extramame 25.2 [Front-end] - https://www.wintools.net/extramame/ * SimpleLauncher 3.9.1 [Front-end] - https://github.com/drpetersonfernandes/SimpleLauncher/releases
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Yes, you are correct. It seems the function was commented out a long time ago and forgotten about. I've just restored it. When you hide the menu bar it will come back next time you run the game. The proper way is to set things up so that the bar is hidden for arcade games, but shows for computers/consoles. To make that happen, create a file called arcade.ini in the ini folder, and put one line into it: menu 0 For individual games and systems, you can right-click on the game, Properties, Miscellaneous, and adjust the checkbox "Show Menu".
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Hello seems like the "hide menu bar" window on top doesn't work, I press it and still stays there and cannot find an option to make it go away
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Nope apparently the resolution change is because of something done at low level, raine has absolutely no control on that, it just thinks that the real resolution is the one it displays in video info. And that's the goal of this function anyway to scale the screen and make everything on it to appear bigger. Normally this kind of thing is handled by a dpi setting, but dpi is mainly for text, then the graphical parts of the interface should scale comparatively, linux seems to do a good job for that, although it's been a long time I have seen a linux or a unix run on some really big screen, but when I switched to linux at university the servers were already using some very big screens ! I am not into the hd stuff because I find usually after 1k the improvement of the picture seems minor in most cases when switching to 2k, 4k, or anything beyond, but the increase in size for the pictures or the videos is absolutely huge, which means more storage, more processing power needed, and all that seems mostly wasted. When you think that we used screens at 576p for pal, and 480p for ntsc until not so long ago and it lasted for tens of years and nobody complained, all this seems quite crazy. But the world is turning crazier and crazier lately anyway !
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Hello Tux! Thanks for the fast reply! It's good you could easily reproduce the issue there. I was wondering if Raine couldn't ignore the Windows scaling setting and just use the driver or display resolution currently set on Windows when in full-screen mode? This would fix the issue once and for all, no? No problem, for the time being I can stick to the 100% scaling setting in Windows. But I think this is the limit resolution for 100% scaling. If the user happen to have anything above that, such as a 1440p, 2k, 2.5k or 4k TV or monitor Windows will probably suggest something higher than 100%, otherwise items in the interface will be very tiny to see. For this it would be good a long-term solution, especially because 1440p monitors are becoming more common and cheaper nowadays. Thank you again for your reply and for your time.
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Yeah but sorry I am not in 4k video stuff at all, rather the contrary, so follow miscrosoft recommendation here : stick to 100%, if you don't I can't help ! (I don't even have a 1080p screen, it's still 1680x1050 here, and I don't plan to change anytime soon. 150% works here though but everything appears ridiculously big and I wouldn't want to run an emulator with these settings, I checked that raine has a changed fullscreen resolution here too, it does, something non standard though since it was 1680x1050 in the beginning. I'll just avoid this).
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Hello Tux! That's great to know! There are some interesting glsl shaders in Retroarch. I will be willing to test them in Raine if/when you ever implement this feature. It is the Windows scaling setting, not the Nvidia Control Panel. You right click the mouse in desktop -> Display settings and then you have an option to set the scaling. Here it shows "100% (recommended)", "125%", "150%" and "175%", take a look: I am using a 1080p TV, for 1440p monitors and 4k TVs there should be higher scaling values I believe. You should be able to reproduce this issue in your Windows installation I suppose. Here I use Windows 10. I believe this is not a recent issue, but I'm not sure about it. I didn't try changing the scaling settings in Windows before as far as I remember though... Anyway, it would be good if Raine good handle this setting better, but if not I'll need to change the scaling settings in Windows for the time being. Thank you again for your attention.
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You mean some scaling option in the video driver from nvidia, set it to 150% ? But even so, there's 1/3 of the resolution less to go from 1920x1080 to 1280x720, which would not match a 150% ratio ? Anyway it seems like a crazy idea to use such an option here... There is no change in the rendering compared to 0.97.2 at least ? For the shaders, all this glsl stuff is about running shaders, even the ones we currently have, but yeah I am annoyed not being able to run these .glsl shaders. No noticeable progress so far though, but at least the black screen you found shows there is another error that I missed, I'll fix it later.
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Hello Tux! Thank you so much for this super fast fix! So the issue indeed started recently as I suspected... Do you intend to add support for GLSL shaders? By the way, I think I've found another issue related to the shaders: If you change the scaling options in Windows Raine will be affected by the scaling and will produce a different effect in the shaders. Here I tested the scanline-3x shader, which is the one I use. If the scaling option in Windows is set to 100%, the scalines will be barely visible and the effect is great, as you see here: I suppose you can only see how good it looks in a 1080p TV or monitor. Now if the scaling in Windows is set to 150%, this is what you get with the shader: You have to zoom in the picture above a little to see how it really looks here. The scanlines become much thicker and the effect is not good anymore. I've noticed in "Video information" that the resolution reported by Raine is 1280x720, even if my desktop is set to 1920x1080: Maybe this is why the shader is looking bad? Raine would be taking a different resolution from the desktop, even if the one I have set in Windows is 1920x1080. Anyway, I came across this issue by using the computer from a distance to the TV, so I set the scaling to 150% to be able to see better farther. Perhaps you could make Raine always use the resolution set in the desktop and ignore the scaling adjustment? Or would this be something only fixed in SDL 3? I'll wait your comments on that. Thank you so much again for your continuing work in Raine.
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It actually started in 0.97.3 because I played a little bit with the glsl stuff, I had tested and it didn't seem to break anything, but with this particular shader because it doesn't affect all shaders, there is indeed a problem. Anyway it's fixed.
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Hello Tux! I have updated Samurai Shodown 2 Perfect Edition to version 2.4. Hopefully everything was done right. Also, I've found a glitch in the latest version. If you try to apply a shader on the fly it will not work. The screen will be totally black, see: https://drive.google.com/file/d/1GYKCs_Ipvi4-hkVIBrV1kcjw4DdIl2kZ/view?usp=sharing You have to close the program and then reopen it to see the shader effect in the picture. I think this started in the latest version, I don't remember experiencing this issue in the previous version... 🤔 Hopefully you'll be able to reproduce this issue in your setup and fix it easily. Thank you so much in advance for your time.
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Frogman joined the community
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The enhancement in the arranged soundtrack in street fighter alpha 1,2 are not so big as compared to the difference between neogeo cd and rom. The most clear track to notice the difference is chun li theme. I know the existence of the ast because i played these games in sega saturn when i was young. I think Tux has done an amazing work in the sound association function and I hope more people should know about this, that’s why i share my list here. (Unfortunately, it seems not many people interested.)
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Great work, ffman1985! I didn't know Capcom did soundtrack arrangements for Street Fighter Alpha 1 and 2 in the PS1/SS ports. I'll test the associations eventually in Raine and report here if everything goes right. Thank you for sharing your work! PS: I opened a feature request in FBNeo GitHub page to support sound associations almost a year ago, but no developer has had interest in implementing this feature yet. Gladly we still have Raine and Tux to fix some possible associations issues!
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brianaki joined the community
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https://arstechnica.com/gaming/2025/02/donkey-kongs-famed-kill-screen-has-been-cleared-for-the-first-time/ This famous kill screen can be optionally fixed by a cheat from mame included in current raine versions anyway, but the article is still interesting ! Extreme way of playing just to pass this kill screen without actually fixing it... ! And here is how this bug is fixed by the cheat, with some heavily commented z80 code : http://donhodges.com/How_high_can_you_get.htm About the next page from the article about the pacman bug : this time the fix is still needed and the cheat is correctly converted for that, you can enable it before starting the game if you are crazy enough to try to reach level 255 ! last edit : finally the dkong kill screen fix still had a bug because of the converter. It's now fixed in git, along with cheats for fatfurspa.txt fatfursp.txt p47j.txt p47.txt samsho2.txt sgemf.txt superspy.txt truxton2.txt (the txt extension is the extension for raine scripts). These are all in git, along with the fixes for the converter.
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_MADrigal started following Zzap!Raine website (long overdue) restyle
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For the 3-4 people that still happen to visit the Zzap!Raine site, I have some news. I always thought that the website "didn't really age very well" and the menu icons in particular were very old and quite ugly. So I redesigned all icons with a Bubble Bobble style, and also fixed the general site layout to make it look better on modern web browsers. However the site counts about 120 independent HTML pages and I do not have the time to fix all of them at once, so the main pages were fixed and the rest will be done at a later stage. The site logo has also been redesigned, as well as other minor icons. I hope you like it. Link to site: https://raine.1emulation.com/zzapraine/index.html Link to image:
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cwfookes joined the community
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1.4.2 is since July 2024. I actually cloned their git repository so I have been using this 1.4.2 for a very long time already, by using the ips patches of course. I have some symlinks in the ips directory which point directly to their cloned repository so when it's updated, the ips directory too. Very good work I agree even if I don't play this kind of game usually.
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The king of fighter 94 team edit (kof94te) has released the final version before. The author stated that:The hack is complete with no planned additions, 1.4.2 is the final version. So, it is a good time to add support in raine. https://github.com/city41/kof94te
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HBMAME and HBMAMEUI 0.245.22 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP
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HBMAME 0.245.22 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2025-02-02 0.245.22 - NAM-1975: Enabled the demo in the attract mode - Galaxian hardware: fixed bugs in sprite drawing cocktail mode New Games --------------------------------- - [cbarrel] Captain Barrel - [doubled] Double Dragon One demo (2025-01-23) - [doubled1] Double Dragon One demo (2025-01-03) - [galaxiann2] Galaxians (beta 2, 2023-06-23) (Neo-Geo port) - [pakupaku] Paku Paku (v0.01) - [pakupaku2] Paku Paku (v0.02) - [sgz] Shadow Gangs demo - [shinobin] Shinobi v1.0 (Neo-Geo port) - [shinobin1] Shinobi v1.1 (Neo-Geo port) - [shinobint] Shinobi Test
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MAME, WOLFMAME AND MAMEUI 0.274 32bit available (Xp compatible). Download from: RETRODANUART MAME XP
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runwhiteboyrun joined the community
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* MAME 0.274 - https://www.mamedev.org/release.html * ARCADE64 0.274.0 - https://arcade.mameworld.info * MAMEUI64 0.274.0 - https://messui.1emulation.com * WolfMAME 0.274 - https://github.com/mahlemiut/wolfmame/releases * Gopher64 1.0.0 [N64] - https://github.com/gopher64/gopher64/releases * XEMU 0.8.15 [XBOX] - https://github.com/xemu-project/xemu/releases * CpcAlive 1.18 [Amstrad] - http://www.cpcalive.com/cpcalive_en.html * XRoar 1.8 [Dragon32/64, Coco 1/2/3, MC-10] - http://www.6809.org.uk/xroar/