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Ok, nothing major this time, release mainly due because of an update for the appimage files for non arch linux distributions ! So here are the changes anyway (mostly in chronological order): - lots of script updates from ffman1985, including sf2 serie (sf2, sf2hf, sf2ce, ssf2 and ssf2t, hsf2), the sfa serie (sfa, sfa3, sfz2a1, sfz3jr2, sfz2alj), and the marvel serie (mvsc, mshvsf, xmvsf) ! Impressive work... ! - Rom region selection in the gui for sf2hf, sf2, sf2ce, sfa, xmcota, mshvsf - some big fixes in the converter I used to convert the cheats from mame, which allowed to fix quite a lot of things, I didn't fix everything because there was no report at all about that, and it's a long process. I just fixed the biggest games. - Fixed black screen for shaders when using scanline-3x during game - mer-curious updated samurai shodown 2 perfect edition to the latest romset - added some cheats and hiscore saving for dkongex and dkongjp (all dkongex cheats are not tested). That's all, nothing major, but still quite a lot of changes... Oh yeah also the 2 appimage files are updated to be in sync with the latest windows builds, and I'll update the linux arch files now... ! http://raine.1emulation.com/download/latest.html3 points
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MAMEUI64 0.274.0 has been released. Available at https://messui.1emulation.com Changes: - Fixed minor issues with galaxian-based games such as 4in1, frogger, pacmanbl, mooncrst and jumpbug [MT 02074, 02077, 09084, 05208, 01598] - Centralised version control to the top of the makefile - Fixed crash sound in drivfrcg and clones [MT 01595] - ELF2: fixed numerous bugs to get this system working [MT 09076] 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.2 points
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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:2 points
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After fixing the windows compilation problem in arch (!), here it is. So the main thing is the new shinobi neogeo driver, see there : Otherwise, fixes/improvements included : - the changes for mer-curious changing his physical display and/or soundcard on his laptop are inside, there is a thread about all this somewhere. - fixed a crash when opening the console after an error while loading a game - fixed a bug in the game options dialog, there is another post about this somewhere too, thanks to mer-curious... - fix the region selection which got broken while moving around entries from the main gui menu. - Restore mouse position when exiting the program, mainly useful for linux, for window managers which react to this - Now use SDL_OpenURL to open an url from the gui, it probably doesn't change anything for now, but it will be useful if raine is recompiled for something else than windows or linux. For once the linux binaries were ready a few hours before windows because of an update problem in my arch setup, nothing major finally, but very annoying ! http://raine.1emulation.com/download/latest.html2 points
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And what took me so long ? Finding something to use for the sh2 emulation in 64 bits, and it was not easy ! Finally I took the sh2 emulation from an old mame version (153), and modified it to be compatible with what gens did, so that it's compatible with the psikyosh driver. The result is slightly slower than the asm version, but not by a lot, so it will do for now. I lost a lot of time with yabause which I looked at before that. Except that the windows status bugs seem fixed for good for those who missed the latest update of this painful story in the forum, there was a binary specific for that. And you can update your dlls for 0.96 if you want a more recent sdl2 version, but it's not mandatory, it should work fine with the old dlls. Have fun : http://raine.1emulation.com/download/latest.html Oh yeah, I also added some links to some strategy guides in the about dialog for galaxian, pacman & clones, and dodonpachi. It's nothing fancy, it will just open your current browser with the corresponding page in the web, some kind of integrated bookmarks to raine, but I thought these guides deserved some more visibility !2 points
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And the magazines have finally been delivered! Time for a few group photos!2 points
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It mainly fixes the untested games in 0.97.0, but I took the opportunity to totally overhaul the disassemblers in the console, they are not external anymore, they use the functions provided by mame to disassemble. With that you can disassemble z80 encrypted roms which is convenient, but I did it mainly because my offsets arrays was becoming way too big with the sh2 emulation, it had been done for the 68000 for 32k regions, here it was really far over the limit ! But those who don't use the console shouldn't notice anything. Except that added the "psikyo SH2" driver to the drivers list in the game selection dialog options to be able to select these games more easily. That's all, the overhaul of the disassemblers is a very big change in git, it gets rid of most of the directories settings too. http://raine.1emulation.com/download/latest.html For the gory details : dz80 was one of the external disassemblers, the one used by the z80, it was with raine since the old allegro dos version actually ! Very good disassembler, but it can't cope with encrypted roms... ! Also there was no support for the 6502 disassembler in the console, although it supported an external disassembler ! The list command changes because of that although its functionality remains the same, now the pc line is not in the middle of the listing but at the top. That's all for now, it was a very furious coding session !2 points
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The usual stuff, but some of these fixes are quite surprising, at least for me : The updates first : samsho2pe updated to its latest version but can already be retrieved from internet archive, sfz3mix v0.31 and it's now downloaded directly from its site instead of internet archive. Also the pbobblen "rotary" version is now supported, see the post about that there Fixes : - the sdl2 default rendering was mostly broken, now it works again, it's good to have this one as default rendering even if it has less features than opengl - the fps displayed when using the turbo key (DEL by default) were wrong ! - fixed the mess added in previous version about window size, position and status, hopefully for good this time - fixed slowdown when choosing to have an opaque hud in opengl !!! This one was very surprising, I only found it because I tested the sdl2 rendering and so I chose opaque hud there, and kept it when returning to opengl after. It took me a long while to understand where that incredible slowdown was coming from ! It can be particularly felt if using the turbo key, it was much slower if using an opaque hud ! Anyway it's done totally differently now and should work all the time. - got rid of the borderless option in video options, it was replaced by desktop fullscreen in sdl2 it should have been removed earlier. And you can now cancel a rom download before the end, just use either the ESC key or a right click on the progression dialog. http://raine.1emulation.com/download/latest.html2 points
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At least this time I took a good week for this one so I had more time ! For sf2mix it's another clone from zero800, not as spectacular as sfz3mix, but still interesting. For the fixes, most of them are described in this forum thread with plenty of pictures posted : Except that ffman1985 did it again, this time on "fatal fury1", and the very special thing this time is that he added the ability to play in coop with the computer! One of the most surprising bugs was probably the bad initialization of the sound driver in the sound options dialog, we probably had this one for very long ! Anyway find it there : http://raine.1emulation.com/download/latest.html2 points
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Actually found another curious hack from the link given by mer-curious : https://rotary-bobble.mattgreer.dev/ some people thought about using a rotary control for puzzle bobble, when taito never did that for its 4+ games (4 major versions), afaik at least. So I was curious to emulate this to test with a mouse the result. It's not bad, but it's very similar to the precision you get when playing on keyboard ! The mouse becomes better in extreme situations when you need a 1 pixel precision... Anyway I'll commit this to git in case somebody wants to test that, it was interesting anyway to revisit puzzle bobble this way. In case you have a memory card saved for this game, disable it because the part where the game asks about the memory card is not converted to the rotary control so it's just impossible to select an answer ! It's probably the bios which does this part. Just move pbobblen-neogeo.bin out of the savedata directory before starting the game. Added the ips files with the dat file in the extras section of the downloads, but you need the git version to use the mouse with this game. (it detects when the ips patch is in use and switches automatically the control to the mouse).2 points
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Mainly because I broke the top of the main menu in the previous version ! 1 line fix, but an important one... !!! Anyway except this one I manage to fix some alignment issues in sfz3mix (16 pixels on the right for scrll2, scroll3 and the sprites, I can't say I had a lot of time to test it, but it looks better). And a fix for a mer-curious crash, see his thread for the details, it was probably specific to ssrpg, but it obliged to change the way samples were handled ! I hope there won't be another critical bug in this one because I plan to cool down for a few days after this ! http://raine.1emulation.com/download/latest.html2 points
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kof94te is at version 1.3.0, out of beta, including the patch for this problem. By the way he could confirm the problem happens only on raine, not on the original hardware, so maybe 1 day I'll have to change the way sprites are drawn. But for now it allows me to do things faster for sure, so everything is good. I can keep the patch in the source since it checks the contents of the rom before patching it, so it doesn't try to patch 1.3.0, just tested with the a95 patch. This is the end of this problem then !2 points
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Yeah well I finally was convinced to release an update to have sfz3mix, and it was quite a lot of work for what was supposed to be just a hack... ! It's actually the biggest cps2 game so far, using a resolution higher than the original hardware and with such huge rom regions that it had to use quite a few modifications in the emulation to work. You have the links in the forum to the site's project, thanks to zero800 for that. It also obliged me to fix some bugs in the cps2 emulation, so there should be some improvement especially related to line scroll in the background layer which sfz3mix uses a lot. Except that ffman1985 did it again, he added a lot of console scripts, as a reminder the neogeo ones are for aes only, non arcade mode. His new scripts are for at least fatal fury special, fatal fury 2, kof94, kof95, and samsho3. And then quite a lot of small fixes, most of them coming from the gcc sanitizer, really efficient at his work, a lot of minor stuff and some buffer overflow in the line scroll in cps1 and zoom code in the psikyosh driver (sh2). The translations were updated too, mostly the brazilian one. Thanks to mer-curious for the bug reports and the help for the translation. http://raine.1emulation.com/download/latest.html2 points
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HBMAME and HBMAMEUI 0.245.19 32bit avaliable (Xp compatible). Download from: RETRODANUART MAME XP2 points
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MAMEoXtras Even More Odds N Ends Important Please note try as we might we could not find a vmm value that would work for Cyborg Force but fear not it will work if you turn on the default vmm via the emu options. just remember to switch it off again after playing as to make sure all your other games which require vmm will still boot correctly. New games now supported Cyborg Force (NeoGeo) Top Roller Games Fixed And Now Playable Exerion (game breaking protection issue sorted) Hammer Away Games with graphical improvements Chinese Hero Hammer Away Performan Sky Lancer Wild Fang / Tecmo Knight Games with sound improvements Bomber Man World (World) Go Go! Mile Smile / Susume! Mile Smile Karate Champ New Atomic Punk - Global Quest (US) Performan General Fixes And Improvements Fixed missing graphical layer for Hammer Away in the Sega System 18 driver so it is now playable [grant2258] Emulated a missing graphical effect for Wild Fang / Tecmo Knight the screen now shakes when enemies break through walls and you land after a big jump [arcadez] Fixed Player 2 Start Button for Namco's Tinkle Pit [MAMEDev, arcadez] Added missing button 3 inputs for Strike Gunner S.T.G used to combine both ships into one during a two player game [MAMEDEv, arcadez] Updated the protection code for Exerion to prevent the game from ending should you die at anytime after the first bonus round [MAMEDev, arcadez] Added a new game Top Roller to the yamato.c driver and reworked the cpu encryption making it compatable with the MAME78 codebase [grant2258, arcadez] Fixed some graphical niggles with Chinese Hero on level 7 [MAMEDev, arcadez] Improved the sound for Go Go! Mile Smile / Susume! Mile Smile by adding sound banking and reclocking the sound and CPU speeds [MAMEDev, arcadez] Fixed some grahical niggles throughout the game and with the cocktail mode for Orca's Sky Lancer [MAMEDev, arcadez] Added support for Cyborg Force to the NeoGeo driver [arcadez] Fixed broken sound and incorrect background graphics in Performan [MAMEDev, arcadez] Fixed sound clipping in Karate Champ [MAMEDev, arcadez] Fixed sound samples not playing in two versions of Bomber Man namely Bomber Man World (World) and New Atomic Punk - Global Quest (US) [MAMEDev, arcadez] link(includes new roms) [code]https://www.sendspace.com/file/2ib7c7[/code]2 points
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Done in git, notice that dead zones are not really necessary afaik in linux, at least all the joysticks I could test don't return anything when the joy is at its default position, which is the expected behavior but it means no dead zone necessary, but that's not what happens in windows at all ! That's why I added this big dead zone... At least this way people will be able to fine tune this... ! It's in the inputs dialog, like mouse sensitivity, same principle, a slider.1 point
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For those who have downloaded the file - Sound Associaition List (SF Series)(31-1-2025), plz be aware that for the list for street fighter zero 2 alpha, the rom name is wrong (sfz2alz is not exist). You may download it again, but I prefer to change it yourself, because differnt people play different rom ver. Note: for english ver., it is sfz2al which is the parent rom. And for japanese ver., it is sfz2alj. And the original sfa2 may also use the list which I didn't checked.1 point
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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.)1 point
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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/kof94te1 point
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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 Test1 point
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And it's a good news for the lazy people who don't want to emulate directly the sega driver !1 point
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There's a golden axe conversion happening too.1 point
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Well sorry I can't guess what you broke in this case ! Actaully from your screenshot the locale gets initialized to Portuguese but raine doesn't even detect it so it stays in english internally, you even have an half translated screen : Background animation should have a translation normally, I checked and there is one for pt_BR. Eventually make sure that the contents of your locale directory is only 4 directories : es fr it pt_BR. I guess you should be able to overwrite the language setting from the gui anyway. (eventually select another language 1st and then once it works you can select what you want). For info yes here the language detection function works fine in windows so it detects french and so my raine starts by default in french, I usually change that to english because I am used to the english keyboard shortcuts. In next version the windows language detection function will recognize pt_BR and italian too by default, but you'll see that only if starting without any config file, otherwise the choice in the config file has the priority. All this might be because of the dll update, maybe the detection got clever and has its own windows language detection now... ! But normally when raine can't detect the locale, it falls back to C, which is english normally (default locale), so I am really not sure how you can do that !1 point
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Since they took so long, I decided to make a new release of MAMEUI - 0.273.1 Extra changes: - cdibios: fixed crash at start [MT9037] - vp415: fixed regression and crash at start [MT9024] - svision: fixed crash at start if no cartridge [MT9017] Happy New Year 2025.1 point
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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 !).1 point
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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.1 point
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Well you can always test the last sdl1 version to check, sdl2 started in 0.92, so the last sdl1 must be in 0.91.15. Also if you saw the post in the other thread, we became xp incompatible with 0.97.2, so it's probably because of the new function to detect the soundcard. It doesn't really matter anyway, xp is ancient now, and you are bound to hit an incompatibility like that if you keep adding new functions. Also something you probably didn't think about, but if you set Autodetect as default, then you will never see which card is selected, it probably doesn't matter much anyway as long as it can be heard, but if you want to have the detect and store result as before, the only way is not to have this autodetect as default. (or modify the interface to show which card was detected when Autodetect is selected, but I prefer to keep things as simple as possible). And for the unexpected return of the black border : I had actually tested this in windows, but apparently this function doesn't return the same thing when you call it in windowed mode and fullscreen ! So it got me, because I didn't think about saving the config and run again. And it doesn't make much sense, it's supposed to be state-less normally... ! Anyway !1 point
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1) autodetect as default : we used the other way for years and you are the 1st to have a problem with that, I think we can keep the old default for now, I prefer to see precisely my soundcard name when I go to options. 2) your haunting black border : well not for me in linux. Maybe it's windows only... I am terribly tempted to simply stop to support windows, what a marvelous idea it would be ! I might try that in windows later, but for now in linux : 1) removed my config file, started raine, went to fullscreen loaded dino, took a screenshot of the title screen, then quit 2) run raine again in the same config, loaded dino, took the same screenshot, got exactly the same picture, end of the test for now. ... and same result in windows, same picture in both case (compared the files they are identical). got it, I hadn't the latest binary in windows, it's still the same old problem because I changed the way to get the screen coordinates, in windows we get the height of an invisible windows title bar added, not in linux. 1 line fix, a function name instead of another, but it's really annoying. At least the site is fixed, back with some disk space, you can get the ultimate test binary there : https://raine.1emulation.com/archive/tux/raine.7z1 point
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It's a miracle we can still post to the forum with a full disk, maybe the database uses another disk ? Anyway here is a mega.nz link for now : https://mega.nz/file/OYVAXI4b#uMADM9P6tyzFjRN3kUj90s1spQKI-B188WSJmvIBYDE1 point
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Oh, ok I surrender, I added an Autodetect choice for the soundcard in the gui, and I fixed the detection of the sample rate which was linked to the sound driver instead of the soundcard... ! You won't have a test binary for now because after the forum, it seems the ftp is broken for now, I can't send raine.7z ! (deleted the file to avoid any mistake). It's still a rare case in my opinion, but it's quite interesting to see how it can be done without having something too big. Since I had to fix the sample rate detection too it's a little longer than what I anticipated but it's still ok, and maybe someone else would use that ! Notice that the behavior is the same as before : if you don't choose "Autodetect" explicitely and you have no config file, then it will detect the soundcard only once, there's no reason to detect it all the time except on a crazy laptop changing its output device all the time ! Difference from before : now if you change the soundcard in sound options and the sound card driver has a preferred sample rate, you'll see this sample rate selected in the options in real time. Not all drivers have a preferred sample rate, if there is none the frequency is not changed. By the way the error on the server is because of a full disk !1 point
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Nope, sound_card becomes a string value in the config file for sdl versions from now on, the old config file is converted on the fly so you don't have to edit it manually. Actually sdl2 accepts only a soundcard name when opening a soundcard, not an id, so it's easier this way. While testing I stumbled upon the case where you get a strange soundcard name with trailing spaces, in this case the trailing spaces are removed when reading from the config file which added another case to fix... ! Anyway it should work in all cases now, hopefully ! Test your thing... same link.1 point
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Ok, did a minimal fix, you can test it at the usual place : http://raine.1emulation.com/archive/tux/raine.7z This forced me to reinstall the dev tools in windows, which showed me that the compilation of the 32 bits version was broken in mingw32, so nobody did that clearly ! Actually I had never reinstalled these after upgrading my windows disk which is now a ssd about 1 year ago or so. Anyway the fix is at 2 levels, it forces the desktop size to the video mode size instead of looking at the usable area, but except that I got a stupid game screen in the lower left part of the screen when I was in fullscreen, only for the 64 bits version, so it forced me to make the binary in mingw32 and not in linux as usual, there is clearly some dll problem, probably specific to windows 10/11 somewhere. So this archive is bigger, it includes a new libcrypto-3.dll which was not required before. Also since the bug is saved in the config file, the fix can work only if raine is not started in fullscreen with a broken config file, if it's the case you need to return to some windowed mode and switch again to fullscreen, or delete your config file. It seems to work for me, I guess I'll have to make something more official after that mess... Problem is that it probably breaks compatibility with old windows version for good this time. It's not my fault, it's the way windows is made, they willingly make things harder and harder to stay compatible with old versions. edit : and uploaded a new dlls64-0.96.7z with an updated SDL2.dll, 0.28 was becoming quite old. This should still be compatible with all 0.96 versions, and the libcrypto-3.dll is only in this raine.7z package for now.1 point
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Maybe it's just a sync problem when you choose the real fullscreen mode, normally these modes have nothing special for sync, but except that... But anyway knights is a 16:9 game, 384x224 it's 1.71 16:9 being 1.78), but I guess you took care not to use real fullscreen modes here again didn't you ? Anyway if the scaling parameters are normal it tries to apply the same scaling value to w and h so that at least one dimension takes the whole screen. For knights it's normally the horizontal screen which is full, there is a very thin black border on the top. That's why it's impossible to get a black border around the whole picture here, it's either w or h which is maximized. Unless your super windoze chose a video mode with some sync problem which forces black borders, use desktop fullscreen only, it uses the same sync as the desktop so there should be no black borders, and I really don't understand how you could miss that you were using real fullscreen modes, if you want to do it from windowed mode you have to choose left in the gui... anyway removed soon if I make another binary one day. (or you have something which reports a wrong resolution, I never heard of that). For the gui screenshot I might be able to add some code to be able to take a screenshot from raine (I guess just make the same keyboard shortcut to work from the gui), but you can't do much for the way windows does things here. And the reason I disabled maximized -> fullscreen is because it becomes almost impossible to restore the window for maximized state in windows, so it's still the case. And for the print screen key not working, it might be microsoft's way to try to discourage the use of opengl programs in favor of direct3d, except that it's stupid since if you want to be able to run your program on something else than windows, direct3d is not an option ! edit : another "confidential" binary for you to play with, it recognizes the 1st 2 emulator keyboard controls from any gui dialog, the 1st being screenshot, and the 2nd switch to fullscreen. Which means that poor windows users who can't take a screenshot using the print screen key will now be able to use the standard raine key for that at least ! And you'll be able to switch to/from fullscreen using your chosen key, alt-return by default. By the way real fullscreen is removed. By the way the code to take a screenshot from the gui is shamelessly copied from the old dos allegro version with minimal modifications : png instead of pcx, and calls ogl_save_png in the end to save the picture (same thing as the game drivers). Contrary to the allegro version, you'll get a message box telling you the filename of the screenshot when it's done. The link is still the same : http://raine.1emulation.com/archive/tux/raine.7z1 point
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I finally fixed all this, took me a good 1+ hour, because I had to reboot multiple times to compare linux and windows... ! Anyway, in the end the patch is quite short. It's my fault for having started that, I was surprised also that the code seemed so simple when I did it in the previous version, I should have guessed there were some pitfalls ! Anyway I hope it's fixed for good this time. Yeah maybe a way to cancel the download without killing violently the program in case you get a slow server could be an idea, not for now because I had enough of stupid occurrences with these window positions/sizes/status, but I agree it would be a good idea (but not so obvious to add in the code, this dialog is very special, it's the download function which updates the dialog in a callback, so let's hope there is a way to cancel the thing...).1 point
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This issue was 100% caused by the graphic driver running my Asus ProArt B650-CREATOR motherboards built in graphic card. As soon as I upgraded to a separate discrete graphic card (and rebooted) this issue went away. Thanks to people replying anyway. Viva la MameUI64!1 point
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Over the past few months I also published Issue 9, Special Issue Christmas 2003, and Issue 10. One only issue remains: Issue 11 - it will be published on 30 June, then the project will be complete https://raine.1emulation.com/zzapraine/issues.html1 point
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Yeah yeah... the thing about the hotfix version is that it fixes only the emergency. Here the emergency was that I succeeded to break all the top of the raine's main menu ! The one with sf2mix and all the fixes contained in this thread will be released today, I hesitate to do it now because I am still currently a little sleepy so it's not a very good idea to do anything like that in such a state... ! But promised, it will be released within at max 8 hours and very probably earlier.1 point
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Hello mer-curious, you can contact me on Discord (user zero800) and help me make a soundtrack that's even better than the current sfz3mix samples. I came across this forum by searching on google for a TAS video from SFZ3Mix. I started reading the thread and couldn't believe there were people wanting support for my hack1 point
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Ok, then I'll wait for your version then ! Yes you can tell a track is looping but from memory it's the whole track in this case, so you should make sure start and end are ok for that.1 point
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Ok, finally found the cause of the bad sound, as I suspected, it's because of the unusual size of the pcm rom. The default driver initializes the bank by taking a byte & 0x7f and << 16. Well you just need the whole high byte with sfz3mix, that is & 0xff instead of & 0x7f. The & is still required because it's a 16 bit value and we want only the lowest byte. Well that's the end, I think the support is complete, just have to wait for a few details about these custom samples, and ffman1985 seems very busy with some new scripts now... Also fixed last night some long lasting bugs about alignment of the background layer when it uses some line scroll, I had to fix it here because this game uses that all the time, even in the 1st attract mode screen ! So this probably fixes quite a few other things related to cps2 at the same time...1 point
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If you are still around, I had a look at the custom samples, and they seem to be 8 bit wav files... Well qsound is also 8 bits so that doesn't make a big difference, but the songs seem different though, so what are they ? I can recreate some ogg files from these using audacity, but it's the 1st time I use some 8 bit samples to create some mp3 or equivalent...1 point
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Ok, finally fixed almost all of sfz3mix : - the aspect ratio dipswitch is a fake one. In Raine it's useless since the setting is already in video options. Ok in raine it's just about trying to keep the 4:3 aspect ratio or not, I could instead force to 4:3 or 16:9 like here (there is even an option for these ultra wide screens, I didn't know these could be useful for gaming !). Spent quite some time searching how it was read, didn't find anything... ! - there are quite some hacks for the sprites drawing explaining my bad sprites. It's a huge sprites bank, $4000000 bytes, never seen that in a cps2 game so far. Luckily there was also a modified mame source where it's easier to track the modifications and find everything needed. There was also a change in the output handling which helps a lot to center the screen ! - for the sound it was a blank area in the middle of the rom. At least the intro sound of the game seems broken which is strange since it's the only broken sound apparently. It's among the new sounds added to this... I checked their custom samples, they are about music only, so it's not the cause, so for now I don't know why it's not playing correctly... It's possible the driver uses some fancy recent feature of the qsound driver, the one in raine is actually very old now. The amazing thing about qsound is that their samples are 8 bits and they sound like 16 bits samples... ! - The inputs seem ok, tested only in service mode, can't be sure about the game, I am not an expert in this game but it should work normally. It's in git for now. ffman1985 has been adding quite a few of his hacks/cheats lately too to git...1 point
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I have most of the sounds, it was because this romset was made for mame compatibility and so it includes the gap that mame has for its z80 memory map in the middle of the rom ! 0x8000 bytes wasted, and so I needed to make a memmove to compensate for this... Still a few sounds seem strange, I'll have to make more tests on that, and anyway for now no idea for the broken sprites and there are quite a few !1 point
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For the kof94 hack, it's a very well done one with ips patches, so you can add it by using the ips patches... yeah I know, you need to create the .dat files not to become crazy, but they are not that hard to do, it's pretty straightforward... Now there is still a question : there are 2 directories in the ipsPatches directory : a94, and a95, and both seem to contain very similar file names, so what's the difference between them ? I guess a95 is not just more recent than a94, it would be too easy... ! Well for the a94, you can create a94.dat by copy and pasting this in the a94.dat (and put it in the ips/kof94 directory, with the contents for the a94 directory from the ipsPatch folder in their github site) : 055-c1.bin kof94_a94.055-c1.c1.ips CRC(b96ef460) 055-c2.bin kof94_a94.055-c2.c2.ips CRC(15e096a7) 055-c7.bin kof94_a94.055-c7.c7.ips CRC(62f66888) 055-c8.bin kof94_a94.055-c8.c8.ips CRC(fe0a235d) 055-p1.bin kof94_a94.055-p1.p1.ips CRC(f10a2042) 055-s1.bin kof94_a94.055-s1.s1.ips CRC(825976c1) [en_US] a94 from https://github.com/city41/kof94te I tested with this one alone and you can already make your custom team, so I really wonder what a95 is about... Someone courageous to go to their discord server to ask what it's for ?1 point
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The default keys for save states changed in MAME. Read: https://docs.mamedev.org/usingmame/defaultkeys.html Looks like you are pressing LeftShift F7. If the keys are not working as documented either delete cfg/default.cfg, or change the key definitions via Tab, Input Settings, Input Assignments (general).1 point
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In the old days (!), I used something very convenient for that, electric fence, it just created a crash as soon as a read or write was done outside a normal area, then you just used a debuger to find what line triggered this exactly. But the problem is that multi threaded programs are not supported by electric fence and these days everything is multi threaded (quite normal with all the cores in the cpus now). And so I was left with sub optimal ways to try to debug memory stuff in raine for years. I tried some, like memwatch which can have its uses, but doesn't track everything so it's a lot less useful than what I had before. Then with clang came -fsanitize=address, a compiler command line argument, which is now handled by gcc too. And this thing works amazingly well ! Most of the asm code is even supported (except the 68020 stuff mostly). I should probably have spent more time playing with this when I added clang support, but I had a lot of stuff to finish at the time. Anyway I finally tried this thoroughly and it produced quite a few fixes in git already : - for the okim6295, this stuff is very old but there was a clear buffer overflow for old_bank, I suppose since it was a small array it had some limited effect and didn't create any crash but it could have. That's the most serious one i got so far. - all the others are mostly read overflows and since it didn't crash it had no effect, but it's better to have them fixed anyway. These fixes are in git, and they replace memwatch in debug builds for now.1 point
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zelda3-xbox new port by calistex A reimplementation of Zelda 3 for the Original Xbox,ported over from the original project. more info,including release details here. [code]https://github.com/Calistex/zelda3-xbox[/code] link(includes game assets,ready to play) [code]https://www.sendspace.com/file/yh89wn[/code]1 point
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HBMAME 0.245.18 has been released. https://hbmame.1emulation.com/ What's new in HBMAME ==================== 2024-04-10 0.245.18 - New PGM driver from IQ_132 - Restored music to kovshp and many of its hacks New Games --------------------------------- - [cyborg] Cyborg Force - [cyborg1] Cyborg Force (patched) - [galaga01] Galaga Wave Mixer - [galaga02] Galaga Challenging Only - [lbhmg] Last Blade Hidden Mini Game - [nbajam03] NBA Jam Tournament Edition SE 5.0 - [pgmcabal] Cabal (PGM) [iq_132] - [pgmsnake] PGM test program [iq_132] - [sf2ce58] Street Fighter II' (SrSreet edition) - [sfz3mix] Street Fighter Zero 3 (Turbo Mix 0.28) [zero800] - [ssf2tnl] Super Street Fighter II Turbo (New Legacy v0.9 beta 2024-04-02)1 point
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MAMEoXtras More Odds N Ends by arcadez [quote] New games now supported Beyond Kung-Fu (missing background gfx same as current MAME) Clockwork Aquario Donkey Kong Remix Mortal Race games fixed and now playable Kiki Kai Kai (via the new MCU dump) Virtua Racing games with graphical improvements U.S Classic Safari Rally Shuuz games now with sound Safari Rally games now with sound sample support safari rally games with emulation improvements Hooked up the M6801 protection mcu for Taito's Kiki Kai Kai fixing many issues in game eg broken enemies and game logic this game can finally be considered 100% in the emulation dept and fully playable. Improved the performance in Virtua Fighter and Virtua Racing by disabling debug logging calls in the Model 1 graphic code. general fixes and improvements Backported the MB86233 CPU added stalling support to the V60 CPU [grant2258] Hooked up the TGP logic data for Virtua Racing game now playable [grant2258] Added support for Clockwork Aquario to the segas18 driver [grant2258, arcadez] Added support for Mortal Race to the stlforce driver [mistydreams, arcadez] Backported a graphical fix from latest MAME to fix missing shadows in Atari's Shuuz [MAMEdev, arcadez] Fixed missing player 3 buttons in Final Fight Anniversary Edition [arcadez] Added support for Beyond Kung-Fu the super rare Kung-Fu Master 2 prototype to m62.c [MAMEdev, arcadez] Hooked up the M6801 protection MCU for Kiki Kai Kai game can now be considered 100% playable [MAMEdev, arcadez] Speedup both Virtua Fighter and Virtua Racing by disabling logging calls in model1 gfx. [grants2258] Added missing color proms and decoding for U.S. Classic [mahoneyt944] Fixed colors and added sample support for Safari Rally plus added the World Version [mahoneyt944] [/quote] link [code]https://1fichier.com/?n8jsd9aiqdvx0il8b9ay[/code] mirrorlink [code]https://www.sendspace.com/file/izyty2[/code]1 point