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Everything posted by Tux
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Sadly no, it's an "update glitch" you could say, with sdl1.2 I could update just tiny regions of what is displayed, now I can't anymore, the whole thing must be redrawn, and it creates problems in this kind of case. My bad, I used audacity to load that, actually the track was playing fine, it's just you don't often hear tracks ending like that, so I confirm there is indeed a problem with the loop setting while using mp3 ! Maybe some other formats. Only way to fix it for now : convert to wav (using audacity for example !), and edit your games.cfg to use the wav version instead of the mp3, it will work flawlessly. Notice that I was stuck at an audacity v2.x, the latest one 3.1.3 has a nice loop button with a tutorial on how to make nice loops, but for this track it seems to loop perfectly without updating it (in wav !). I'll try to fix the mp3 problem later, it's odd we never noticed that earlier though, it's still sdl_sound, I don't think they changed the way they played mp3, so it's probably been there for quite some time... Yeah no worry, I'll have a look, I don't know yet what it is though. Yeah yeah but it's not easy usually !
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I seem to remember you found something very similar in another kof game, and we never found the solution, and there was no over slow-down found. I might try to take a look, but not now... it's the kind of thing where I'll search for a long time, and it's probably not worth it.
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I don't have this, only the associated track is played for me. There is a problem about the loop setting though, it plays in loop if there was a sample which was playing in loop when going to this dialog, which is not very reasonable. Tested on the intro song 21h of course, with a short wav sample looping, I hear only the wav file when doing "play track". Yeah you can't see if the box is checked or not, but it seems to accept a change of setting (the setting is correctly saved in the config file but you don't see it on screen). Yeah I know where it's coming from, it's annoying. Yeah well for now associate something which loops to the 1st song, 21h, and when the song starts ingame, go to play anything in this dialog, it should loop ! Yeah I know, it's ridiculous... ! Already replied. Its main purpose was to find the sound effects commands actually, starting a song the usual way, then testing what a given command does to it. I don't have that, I used a 1.79s wav, and it loops perfectly... After seeing at the end of the post that you posted directly your files : encoding problem apparently, I used 2 players to play the file, mpg123 and mpv and both stop before the end, so if it loops it creates this effect, normal. Maybe switching to cbr (constant bitrate) can work around this, or change the encoder. Actually I don't have any player which can play this file to the end, they all stop before it. Ok, bad news for you, you are by far the one who uses this function the most, and since you didn't test kof2001 thoroughly and neither did I, there remained bugs ! For the little story, like all the last games, its z80 rom is based on garou, but it's an evolution of it, and the 2nd array of offsets was wrong here, I was a little rusty for this stuff so it took me a little while to find something which works everywhere (assuming we don't forget another game). It seems to work now. I don't have this, but I don't even have the neogeo music playing for this game, probably a neogeo bios setting. I tried ingame, but it doesn't change colors... Might be windows specific ? Yep, windows specific, I can reproduce it in wine... ! Oh well... switch to linux ?
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Test this is just to test a specific command, displayed in the field just before. Actually it's equivalent to entering a number in the field and just press return, it's tested as a sound command. Useful mainly when trying to understand how the song codes work for a game, it's normally useless for the games you are using, except when you already know a sound effect number and want to play it directly without browsing the others in the top menu. For the rest, I'll look later, I'm having a little break for now... !
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Yeah, annoyed by a nasty thread bug in 0.93.2 for those who installed without a previous config file, so here is a fix. Not a few changes except that, 0.93.2 was only 2 days ago, but : - curl should now know how to download a parent set when needed (not totally sure it will work all the time, but it should). - A fix for the sound dialog which got some strange strings inside when you tried to change the driver - And all the rest are memory leak fixes, most of them harmless, but the file selector leaked quite a lot of memory and I hadn't noticed, since it's not used very much it was not a very big deal, but still it's better like that. these fixes are thanks to https://sourceforge.net/projects/memwatch/ Notice that this annoying bug could be worked around by simply quitting raine once using the quit command so that it writes its config file, so it was not so disastrous, but here is the fix anyway... ! http://raine.1emulation.com/download/latest.html
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Yep the cause was indeed the lack of config file. It's something new with sdl2, there is a slight modification in the sound thread, it starts faster now, so here it asks for some data before the sound chip had time to initialize and it creates a crash. For some reason it happened only if there was no config. And since I almost never remove my config file, it took me quite some time to notice, even when I reboot in windows to test a new version it keeps its config file. The fix is just moving a call a few lines down, very easy to fix, but quite hard to find indeed. Anyway those who kept their config files never experienced this, and in linux the config file is in a separate directory, which makes it even less likely to run a new version without any config file if raine was used at least once before...
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I don't know why you didn't post the link directly, there were spaces everywhere in your link, anyway... You finally found something ! 1) loading gauntlets 1st fails because it needs the parent set which is gauntlet and it hasn't got it. 2) after loading gauntlet you get a crash because the default sound init is bad for some reason, if you want to fix it on your side, either open the sound options dialog once, or just quit so that the config file is saved, the crash won't come back ! And yeah it should know about loading directly the parent set from internet archive, but anyway... I'll see about fixing this sound issue, even if it happens only when you run without any config file ! edit : fixed both, it now knows how to load gauntlets even if the rom directory is empty, and it doesn't crash on the 1st sound init like it did here. But I won't make another binary today, sorry, too much coding with all the allocations fixes today, I'll see that tomorrow, thanks for the report anyway !
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That's the advantage of non overclocked cpus : you can "abuse" them continually, there will never be any crash ! There are serious stability tests for an overclocked cpu, like running for a whole night memtest86 in loop, and it should not get a single error after a whole night (or even better, a whole day). Anyway...
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Well I actually have the same cpu on my main machine. From cpupower frequency-info : hardware limits: 1.55 GHz - 3.20 GHz available frequency steps: 3.20 GHz, 2.80 GHz, 1.55 GHz It's a good cpu, easy to overclock, but which can also become very easily unstable, I had a quite a few problems when I first got it. So 3.7 GHz is very far from its normal frequency, even with some small boost, and freezes as you describe are quite common for an overclocked cpu over its limit. With its 8 cores + 8 threads, it makes 16 virtual cpus, it's a beast to compile things, even at its vanilla settings, and it's much better to have something always stable. Anyway you say it isn't well maybe, but I can't reproduce this, so until someone can reproduce that reliably, I'll just forget this...
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Wouldn't you have overclocked your cpu by chance ? The base frequency of this chip is not that high if I'm not mistaken... I can't reproduce that at all anyway for now, and until someone can do it constantly on a non overclocked system, there is nothing much to do about that. For now I am busy fixing some memory allocations, nothing major in the sense there is no buffer overflow, but there are quite a few allocations which were never freed, blame the recent system libs which prevent me from using electric fence, I had to find something else to track bad memory allocations, and that's the result of that... but it won't change anything to your freezes.
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Maybe a very long directory somewhere ? (I thought I was safe on this side, but usually I use short dir names, maybe I forgot something somewhere...).
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Hehe, thanks for that, I forwarded the link to Mike !
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Sorry can't reproduce ! Tried in linux & windows for the 32 bits version. I guess you should be able to just quit at the end of your setup which is supposed to freeze to save your config, if you get a config file which can constantly reproduce these freezes send it, I'll have a look !
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I just rebooted win10 to test this, no problem here.. Tell us if you find what's wrong... Corrupted rom ? Although I don't know any way a corrupted rom could freeze like that, usually it's a very fast error message... Good luck anyway !
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Yes, 0.93 was for gauntlet in case you didn't know, and finally the 32 bits and the 64 bits version work, actually the 32 bits version even has the attract mode sounds working, which even mame has not, but this game is crazily programmed anyway, and there's no reason to be proud of that. I am not 100% sure everything works because I only tested in single player, but afaik gauntlet 1 & 2 are both working, the code is slightly different from what there was in this famous mge since I use the old excellent slapstick emulation from mame, and I am still not 100% sure it will work everywhere, but it should be good normally. Except that a few interesting changes : - finally fixed the annoying black zone which appeared when jumping in some super street fighter 2 games in cps2 drivers. The reason was again the cps2 rasters, it allowed me to fix a few bugs in the previous emulation. I didn't retest the other places using rasters, I'll just hope for the best ! - Also since most of these cps2 games used finally a 4:3 screen despite their 16:9 resolution, there is now the option to display them in 4:3, see the new "fix aspect ratio to 4:3" option in renderer options for opengl, it has now a new option "always" to force any game to 4:3. This is discussed in detail in the 0.93.1 thread here. - A fix when loading some games in the same session, like multi pang after super pang, it was because of something badly done when adding the new sound chips recently, it probably affected quite a few games, not these 2 only. - Some cheats had some serious syntax error, finding a variable which didn't exist and displaying the error message in a loop. The conversion was updated, and the cheats fixed (at least those I could detect). - For those using the "controller mapping", I had forgotten the case when more than 1 controller is using these special mappings, it's fixed. - And fixed a weird bug when trying to run the windows version of raine in wine. You can get this there : http://raine.1emulation.com/download/latest.html
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There's nothing wrong or right about that, it's more a question of taste, some people love to fill the black border of a 4:3 picture on a 16:9 screen even if it kills the ratio, it doesn't change anything for the emulation, it's comparable to these buttons behind the cabinet to stretch the picture. Eventually you could try to get the same conditions as for the original arcade cabinet, but it's hard to get the information of the screen size for all of them. I got it for ssft2, I confirm this one is 4:3, and 1944 too (although 1944 looks very good in 16:9 in my opinion !). From memory the one I saw using a 16:9 screen was a marvel super heroes game, not sure which one though, it was in London, and it was quite a long time ago already... ! Actually ssft2 displayed in 16:9 reminds me of "super gem fighters" from capcom too, they just increased the "flat" effect for super gem fighters ! Maybe there is something more to learn about that, because standard resolution in these days was more like 320x224 or 320x240, that is a solid 4:3 resolution, 384x224 like here is quite far from that, so even if it can be displayed fine on a 4:3 screen, they probably choose such a resolution because they thought about using some 16:9 screens... but I don't know anything about that, just guessing. Anyway adding that is probably a good idea, it's quite astonishing the difference it can make. This function could make some games look ridiculous, if you use it on those ultra wide games like darius or darius2, it will look ridiculous. Well it's just a message which was printed on the console by the original program (if you have a console, so I guess you missed it completely in windows !). They did it like that, I didn't change anything about it, it's better to see it, even if you see a part of it, you can always resize your window, you can even do it while the message box is displayed, but I think it won't display more characters if you do it while it's already displayed ! You can try that, min font size setting is for that, but if you put that too low it will become quite unreadable, and it's useless since you can simply switch to a higher resolution. Ok, ok, just did it, it's funny how you are sensible to this kind of detail... ! Good to know !
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For super pang / mighty pang, it's not that specific, it's because it had been so long since I added some new sound chips that I forgot a part of it, an order of things which must be maintained, otherwise you get this kind of crash. At least it's easy to fix ! For avsp, for me it's the same, at least compared to mame 232, the only difference being that the key file is not required in raine since it's in the source, and anyway if your rom is bad you can let raine get it from the internet archive !
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Yeah well my git log starts in 2009, and there is a gap of a few years when I didn't use any source control tool, so I couldn't answer better than that. 2004 you say ? Quite old, but it didn't get a lot of love in all these years though ! (even the change I thought about for dkong, finally I gave it up for now).
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I didn't find this specific problem yet, but I found 2 other issues : some problems with some cheats in this game which trigger an error about an unknown variable, it's a conversion error from the xml original, it's fixed for the games which could be affected (quite a few). And I suddenly realized that despite this game has a resolution very close to a 16:9 one (384x224), it was actually displayed on a 4:3 screen... So I changed the "fix aspect ratio to 4:3" option which was only yes or no before, yes fixing the ratio to 4:3 when it was very close to 4:3, now it's "no", "close" (which is the yes from before), and "always" which forces the aspect ratio to 4:3 no matter what. It's right that the display is better for this game using a 4:3 ratio, I didn't notice because I almost never play this... ! It's not the case for all the cps2 games though, I remember seeing a machine using a big 16:9 screen once. And actually this option didn't really work at least for the sdl2 version, but maybe it had been broken for longer than that, nobody noticed because the correction was very light before, now you really see it in action when it forces this game to 4:3... Anyway... !
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Yeah when you see a "a" at the end of the version number it's that I forgot something at the very last minute, this time it was a new bitmap for the window big icon, which is actually rarely used, it's a blue bub from bubble and bobble with just more resolution, even if you almost never see it, it's nice to have it !
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Well I had to redownload this to test, no problem here. Try the version from gametronik, a little long to download though, the audio tracks are in wav, I converted them to ogg once downloaded and tested, start 1, default character, story mode, won the 1st fight, stopped here.
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Very likely yeah, to finish the description, it happens only when the player jumps, and only on certain stages. AFAIK, it's been here for years, but I must admit I had even forgotten this one. I might look at it one day, but not now... anyway anybody can try to fix it too !
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afaik there is not even any samsho4 sp, I know a samurai shodown V special which I just tested and which works, but no samsho4 sp in arcade rom or neocd... !
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I just took the time to investigate, it was just a draw far from the normal coordinates, this shouldn't matter normally, it's some 3d, not 2d, but anyway to begin with this shouldn't have drawn at these coordinates. Fixing this (just 1 line) fixes the problem, you'll get the fix in the next release.
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Yeah I noticed that, it's specific to wine & sdl2-2.0.20, don't know why exactly I didn't investigate, but since it works fine in a real windows, I didn't bother. Good to know that downgrading sdl fixes the problem, yes you can use it without problem, it's supposed to be just a bug fix, I wonder what change triggered this... ! Here is the sdl 2.0.20 news : General: * SDL_RenderGeometryRaw() takes a pointer to SDL_Color, not int. You can cast color data in SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little endian systems) for this parameter. (not used in raine) * Improved accuracy of horizontal and vertical line drawing when using OpenGL or OpenGLES * Added the hint SDL_HINT_RENDER_LINE_METHOD to control the method of line drawing used, to select speed, correctness, and compatibility. Windows: * Fixed size of custom cursors Linux: * Fixed hotplug controller detection, broken in 2.0.18