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Tux

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Everything posted by Tux

  1. I made a quick picture on civitai to see what I could get on this theme, without describing the outfits because I assumed they would get their default outfits and finally they ended up inverted, Ryu in red and Ken in white. I guess it could be fixed with a more descriptive prompt.... Anyway that was just a quick experiment, I'd say they look a little too much like Mr muscle, but overall it's not too bad : Oh yeah the hadoken, the blue energy ball between them is quite a failure here... !
  2. Actually I don't love fighting games, it's just that there are lots of fighting games in cps1 & cps2, but I don't love them ! I liked playing some very old fighting games a very long time ago against a friend on an atari st, and I played matmania with my cousin in the arcades too, but except that no, no love for fighting games sorry ! And no I won't buy an italian version sorry! I totally missed this dash story because I never had to handle these cps cartridges directly of course... thanks for the info !
  3. I didn't even know what your "cps-dash" was ! You won't find any reference to dash in the raine cps drivers by the way. It's specific to sf2ce apparently anyway ? Some video chip at 12 MHz instead of the usual 10. Oh well... ! Yeah I think the main reason for cps2 was the sf2 bootlegs, apparently Capcom didn't appreciate that at all and wanted to get rid of all these before getting some cash from the sf2 success... it's a little pity all these fighting games in cps2, but there are good games in all categories anyway (except racing !).
  4. Yeah I forgot about these hardware differences because I am too used to the emulated version where all this doesn't make a big difference, and there is no real difference in the driver for what can be accessed in the gfx banks. For the cpu, cps1 qsound was at 12 MHz, cps2 is indeed at 16, it's 1/3 more, so not so much. But anyway it's still right to say that cps2 is an improved cps1, so there can't be any real competition between the 2. It's very rare to see such a high frequency for the 68000 but they even used cps2 after 2000 ! It's not an easy driver, quite a lot of crazy stuff inside between these weird ports, the sprites which have 3 layouts sharing the same memory space, and the encryption of course, but at 1st I was only interested in cps1, to be able to compare to a very old cps1 emulator which was entirely written in assembly, I forgot its name, callus I think. cps2 came quite later, but since there were not so many differences between the 2 at the hardware level it would have been a shame not to add cps2. I guess it was not so easy to extend callus, and it never emulated cps2, and callus was closed source anyway. For the picture notice you can also get very good results using some AI these days, if they have been trained with your fictional characters you can get impressive results, and it shouldn't be hard to find some trained model for Ken and Ryu here. You just need to be very precise in the description of the picture you want... !
  5. Nice picture ! I'd say it's hard to believe cps1 and cps2 share mostly the same hardware because usually there is quite a big difference graphically, so they probably improved the way they are making games quite a lot between cps1 and cps2, and this is the main difference, also cps2 uses qsound all the time when it's used only on a very few late cps1 games. You could say cps2 is a high end cps1, with encryption and the "suicide batteries" as they were called, not such problems in emulation but still... ! Anyway cps2 is just cps1 + encryption to make sure there would be no bootleg (and it worked !), and so they could spend more in it to have higher quality games. It's not the same for cps3 which is a completely different platform, nothing in common with cps1 or cps2 except the fact that it's from capcom !
  6. Tux

    0.97.5: 2nd release!

    Thanks !
  7. Tux

    Feature Fast Forward

    You can also try to create a new user assuming this strange behavior is not the default on your system. From what you wrote you are limited to 70 fps, this seems to be the hard limit of your vsync. From memory because I have not seen these settings for quite some time, with the nvidia tool you can choose if this kind of thing can be chosen by the application (this is the default) or forced to a setting. Of course it should never be forced, otherwise you get this kind of thing. Actually I made some more tests here since I have a nvidia too and I can't reproduce your problem, the nvidia settings for double buffer are just ignored, the application always has priority. The only thing I can change from nvidia-setting is the glx information to display fps, I can enable this if I want. Not a problem for me, I prefer things to work this way, but it means I can't experiment with your problem so you are on your own here, but if you find how you did this exactly I am interested! For the numbers, if you are limited to 70 fps or so, it means an acceleration of about 1/6 for a 60 fps game, you would probably not notice the difference. Here when using this I reach a little more than 2000 fps on sf2 which means 33x faster, that's a little too much I must say, you can't be very precise at such a speed. And it's about the same speed when using the 64 bits C version and the 32 bits asm version (they are both above 2000 fps, the C version might be a little faster but at this level it's not sure!). I thought about limiting this turbo speed, but after all it's quite fun to go that fast, that's why the function is enabled only while the key is pressed, to be able to maintain it for only very short periods of time.
  8. Tux

    0.97.5: 2nd release!

    Err maybe you could have reduced the amount of text here... ? Anyway it's fixed in git, it's just the parameter of the callback to remove, it's useless, never been used, it's some code from mame and in mame they pass a parameter here. We don't. It's fixed in git, so if you update your git repo it will be fixed. I guess you might need an updated PKGBUILD file if you don't update your git repo by yourself... ! edit : updated the PKGBUILD files, 0.97.5c for the 64 bits, 0.97.5d for the 32 bits because there was yet another incompatible pointer type in the z80 asm core used by the 32 bits version. These are minor problems except they are making all the compilations of all previous versions to fail now ! Oh well... and in the meantime since last binary release wml had become incompatible so I had to update this too... ! Anyway everything updated and working now.
  9. Tux

    Feature Fast Forward

    Nope, I do it regularly in linux. Well sorry, it means something in your config breaks it, I can't guess what it is. After looking a little at the code for memory, this key has a very simple function : it just disables the opengl double buffer so that the game doesn't wait anymore on vsync. If you are using the sdl driver instead of opengl, it does the equivalent by calling the corresponding function. Anyway I know you can force these vsync setting if messing with the nvidia control panel settings. If you did that or something equivalent, I can't do anything for you. But anyway it just means something on your system prevents the double buffer from being disabled, I can't guess what !
  10. Tux

    Feature Fast Forward

    del key by default ! (but it's quite raw, and depending on your configuration it can be extremely fast sometimes !). while the key is down, turbo is active, it's more a turbo than a fast forward, it just removes all speed limits while the key is pressed.
  11. Nope sorry, no pi here, so no pi version from me !
  12. Tux

    0.97.5: 2nd release!

    Yeah nothing major this time, it's more because a few things were committed to git this week to finish properly stuff in 0.97.5, and since there's nothing in the works for now it's better to release some new binaries now rather than wait an indefinite amount of time... So the changes : - Add a configuration for the joysticks dead zones in the inputs dialog, all joysticks share the same setting, don't complain since arcade joysticks don't use precise placement, it's just up left down right and center that's all. - cheat dialog: fix bug when text for the status bar is too long to fit on the screen normally the bar flashes and you can click on it to get the full text. Except the click has been broken since the transition to sdl2 ! At least this feature is not used often, which is not a surprise. - new region switches for xmvsf, mvsc, hsf2 - mshvsf: Enable "Norimaru" for all regions. It's an extra character which was reserved for Japan only previously, but it didn't make much sense to keep it only for Japan after adding a region switch to this rom. - And ffman1985 produced a new console script for sf2hfj. That's all, and this time it should be the last release for quite a while ! AppImage files updated too by the way, since sdl was updated it was too bad not to include the updated version... I didn't update the sdl2 dll in the dlls package for windows, you can grab the updated version directly from github if you are interested, but it's really about minor fixes inside, nothing major. win64 dll: https://github.com/libsdl-org/SDL/releases/download/release-2.32.2/SDL2-2.32.2-win32-x64.zip win32 dll: https://github.com/libsdl-org/SDL/releases/download/release-2.32.2/SDL2-2.32.2-win32-x86.zip I didn't even update the version number, but you can check the date of the binary either in the archives or in the about dialog, compiled a few minutes ago!
  13. 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.
  14. Well the time of cfg editing was mainly for the dos version, where adding an option to the gui was a nightmare. A good point of the sdl & sdl2 version is that the gui is redone, and it's much easier to add stuff, so no cfg editing required anymore. Well I guess I could add something for the crazy guys like you... !
  15. Yes it has, I remind you that I built the 2 appimage with distributions based on this ubuntu ! As mentioned in the downloads page for the i386 appimage: dpkg --add-architecture i386 followed by apt-get update apt-get install libgl1:i386 libpulse0:i386 After that you should be able to use the i386 appimage!
  16. I didn't put that as an option because sadly the arcade games don't handle precise joystick movements, it either moves or not. So I decided to take a huge dead zone in this case, it takes half of the moving area. Meaning a joystick returns values from -32767 to +32767 for its 2 axes, a move is valid if the stick has an absolute value > 16000 ! If you have a stick which still needs some dead zone configuration even with that, I'd say it's really broken at this point ! Now replacing this 16000 value by a setting wouldn't be hard, but well, it seems a little too much... !
  17. Yeah I know it's been very long... maybe a good time to stop now ! For the shared dirs, not so simple, it's the 1st thing I tried of course. The shared dirs do not mount automatically as they should, and if you try a manual mount from the command line you get an invalid argument without anything in the log. nfs was much more reliable luckily ! Well performance wise the 32 & 64 bits versions are equivalent, but it's easy to test the 32 bit appimage if you are curious !
  18. Tux

    Raine 0.97.5 !

    Oh didn't notice there was also an update for sdl2, it's quite hidden now by sdl3. For that no problem, you can download the dll yourself and place it in the raine directory to test, you can check the sdl version in the about dialog. Actually in arch I didn't see it because the usual binary package was just replaced by sdl3, to get the updated sdl2 I need to compile it using aur, which is not automatic... ! What a mess... ! Doing that now... ! edit : updated all my sdl2 versions now, linux and windows !
  19. Tux

    Raine 0.97.5 !

    Oh you could speak more clearly by saying they finally released sdl3 as I suspected would happen soon... Well I didn't know, but if the switch to sdl3 is as involved as the one from sdl to sdl2 then it won't happen now for raine... edit : and after a quick look : yes it's involved, and so it will take time, and well maybe the time is right to stop raine here, sdl2 will continue to be supported anyway.
  20. Tux

    Raine 0.97.5 !

    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.html
  21. Done ! I finally switched to linux mint, which is based on ubuntu but with some more usable interface (at least for me) and it gave me less problems too, except its very long installation time ! Anyway you get 2 appimage packages for 0.97.5, which means the current version in git, I didn't plan to release now, but why not ? I'll make the windows binaries tonight or tomorrow, got enough building and configuration for now, with a proper announcement, nothing major in it, mainly some scripts updates, but lots of them to fix some long standing problems which means that not enough people are using them otherwise they would have been reported by now. It's a shame, these scripts are not only about cheats, they sometimes allow to see things you wouldn't see without them in a game ! And ffman1985 added some too. And mer-curious updated some romset to its latest version. I guess you are using the 64 bits version ? Well the 32 bits version seems surprisingly easy to run, see the comments on the download page, just 2 basic packages to install 1st to get a good amount of base packages for i386, and everything should be fine ! There will be another update tomorrow because I forgot some debug code in the launcher for the i386 version and forgot to update hiscore.dat and history.dat inside... Also ffman1985 managed to contribute a few more scripts a few seconds after I posted this ! I never found why the vbox shared dirs didn't work in ubuntu or in mint this time, I did it with a nfs mount instead, I don't know what they messed, the problem is probably in ubuntu, and since mint is based on it... ! Anyway...
  22. I don't know if you are the only one using this, but at least you are the only one talking about it ! Ok, good idea because raine development is slowing down so it's a good idea to make a last appimage. Now the problem is that I didn't keep a script to build the appimage so I need to find how I did it last time, it was 2 years ago (!) and I don't have any virtualbox image of a linux distribution now so I'll have to download this ubuntu iso to have something to test it on at least... So it will take time ! I saw that some projects manage to build automatically some appimage on github each time they have a new commit, I don't think I could use the same trick here, but maybe I should try ! edit : and I would say installing this latest ubuntu on a virtual machine is not a nice experience : - required safe graphics option for some reason (black screen during boot otherwise) - the installation just froze, apparently it was because it requires more than 2 Gb of ram just to be able to run the installer ! - the installation takes an insane amount of time, it's supposed to be the default / miniaml install, well it's eating my partition, gigabyte after gigabyte ! and ti's telling a ton of lies while doing so : ideal for games, well it runs probably well for games, but it's still windows which is ideal for games (it's even the main windows use for me and for some others), 66% of devs prefer ubuntu : apparently it comes out from some questions from 2020, wonder where they asked them. From what I know most kernel devs use arch because of its crazy update speed, and it's right that it's impressive and works very well with as little modification as possible on anything, a lot of debian users moved to arch too some time ago because of a problem with systemd... ! Anyway, if it freezes again, or fills my whole partition, I'll try with mint instead, at least that one is smaller ! Try to boot arch some day, when it says minimal, it's nothing comparable to this !
  23. 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 !
  24. 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).
  25. 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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