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mer-curious

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Everything posted by mer-curious

  1. mer-curious

    Raine 0.92.1

    I'm also experiencing some issues with my D-input controllers. The d-pad curiously works fine in the GUI but not in the game. I've noticed that in the Inputs menu the directions are automatically assigned to "Stick 0", but my controller doesn't have this stick. So I manually map the directions to "Stick 2" (which seems to be my d-pad), but it still doesn't react in the game. Xinput works fine, but XBox 360 controller's d-pad is not ideal for 2D fighting games, unfortunately. 😕
  2. mer-curious

    Raine 0.92.1

    Hey Tux! Thanks a lot for the technical details! In full-screen the menu does show properly, as you can see here: https://imgur.com/a/uq2yW4p But the path isn't that big, is it? I guess the glitch happens because this dialog does not resize to the 640x480 window, that's why it becomes unreadable. You have already fixed some things related to this resizable menus before, if I'm not wrong. 🤔 That's why I thought this one could be fixed too. Anyway, let's hope it doesn't break anyone's experience with the program eventually. I'm sorry for this one, I just thought you had fixed it, then I went to test it and reported it wasn't working yet. But it was an interesting testing in the end because now we know the crash has to do with the Xinput, since my Dinput controllers don't trigger it. But I did! It's in the other thread. It's because there are so many messages and quotations that you may have missed it. Here it is: And then I reported this issue again here because I didn't know whether you had tried to fix it. Anyway, it's not fixed yet. I'm sorry for bothering you with these little nuisances about the GUI. I just care about it being as usable and orderly as possible for the default configuration and possibly for new Raine users too. And since we didn't have this distortion in the previous (SDL1.2) versions, I thought maybe it was something unexpected and so it could possibly be fixed. Unfortunately I cannot help you with coding, otherwise I would try. Thank you so much again for your work in this crazy bug! Thank you again for your incredible work and time!
  3. mer-curious

    Raine 0.92.1

    🙂 Hey Tux! I've started my testings with the new release and here's my preliminary feedback: - the first thing I noticed is that the mouse wheel is not working properly in a certain part of the menu, specifically in the ROMs directory select screen. I can scroll down using the mouse wheel but I cannot scroll up, so if I reach the bottom of the directory I'm stuck there. I've recorded a video in which I show you this glitch happening. Take a look: https://drive.google.com/file/d/1X9cMmImh5zIz4IxC4YnSjbtdy0FXbKTo/view?usp=sharing - I've found another GUI glitch: Go to Change/Load ROM -> Options -> Rom directories, then click on Raine's default ROM directory and you should get something like this: https://imgur.com/a/6vfR5qh - the "Analog controls" option still crashes the emu if I select my X-input (Xbox 360) controller, but not my D-input game-pad. Maybe the crash is related to the X-input API then? - CPS2 games still have a "bi-linear-filter-like" effect automatically applied to them if you load another game first. When this bug is triggered all the following loaded games will also be affected, regardless of the driver. - Raine's game list is much more readable now "out-of-the-box" with the bigger font size. 👍 - Even though it is more readable, there is some weirdness in the title of some games. Take a look at the KOF '98 and The Last Blade 2 titles, for example, and compare them with the others: https://imgur.com/a/gEmgyVr - the Shuma-Gorath moves have been fixed indeed! But I'm concerned about whether this fix would also work for another game that possibly use the same command? 🤔 I guess that's it for this quick report. Thank you so much for your incredible work! 😉
  4. mer-curious

    Raine 0.92.1

    Hey Tux! Thank you so much for this new release! I'll check it out and then report here if I find anything odd. 👍 Just to let you know that the "Old versions" page is not updated with the previous (and first) SDL2 version. As someone who is worried about hardware obsolescence, I think it's really interesting that you are still using such an old version of Windows to play game emulators these days! Did you see Tux's suggestions in the other thread regarding this situation? I'll put them here and also some other work-arounds I thought of: - use a Linux distribution compatible with your old hardware and use Raine SDL2 for Linux instead; - upgrade to Windows 7 and see if Raine SDL2 works fine there; - stick to Raine with old SDL version and use another emulator more compatible with XP alongside Raine (I currently do this if I want to play CPS2 games perfectly with the raster effects, but I'm on Windows 8/10); - ask Tux to support both SDL versions of Raine (this could be time-consuming and I don't if it's possible at all); Anyway, if none of these tips work I hope you can find a good use for your old PC/laptop! 👍
  5. Hey Tux! This is really great news! I'm so happy you could finally "smash" this "mystic" bug, if you forgive the pun. 😂 We were not crazy after all! Edit: But I'm curious on why would this move sometimes work when loading a CPS1 game first. 🤔 I happened to forget to attach a picture of FBNeo's default mappings for 4-button games such as Neo-Geo. See if you like it like this: https://imgur.com/a/tOyC7ji Thank you so much again for your great work! 🙂👍
  6. Thank you so much for taking the time to check it. The name of the move is "Sonic Boom" in Street Fighter, not in Marvel Super Heroes. I call it "Sonic Boom" because it became famous with the Street Fighter franchise. You hold back for ~2 seconds, then front + punch. Shuma-Gorath in Marvel Super Heroes has the same move with both punches and kicks. There it is called "Mystic Stare" and "Mystic Smash". https://imgur.com/a/CNILYI7 I can easily perform it in the left (Player 1) side of the screen, but it's impossible to do it in the right (Player 2) side. I can only do it if I load another game first, such as a NeoGeo game or a CPS1 game. I've also tried loading another CPS2 game first and it worked with Cadillacs and Dinosaurs but not with Street Fighter Alpha 1. Perhaps because it also uses a six-button configuration? But Street Fighter 2 also uses it, although it is from another driver... Anyway, I hope you can figure it out eventually. Thank you so much again for investigating it! 🙂👍
  7. Where is this option? I couldn't find it to test it. But I'd still prefer a background without this graphical effect just like in the previous versions... I don't know if it's really bi-linear, but that's the most common filtering effect for emulators. It applies a smoothing effect to the picture. Take a look: https://imgur.com/a/rycFR0N The smoothing effect shows as soon as the game is loaded, even before hitting "Play game". And it also happens if you change one CPS2 game for another too, not just from different drivers/systems. Yeah, the problem is that I can perfectly and repeatedly perform it on the left side (P1 side) of the screen and can perfectly perform it on both sides of the screen in FBNeo. But I've noticed something interesting: I loaded Street Fighter 2 and selected Guile to perform his Sonic Boom move and everything worked correctly. Then I changed to Marvel Super Heroes in the same Raine session and I could perfectly perform the same command with Shuma-Gorath too! Now if I load MSH in a new Raine session I can't perform the move in the P2 side of the screen. Pretty weird! Anyway, I wish other Raine user could test it to confirm that I'm not crazy... 😞 What do you think of the FBNeo bindings? https://imgur.com/a/UFpbssk I'm sorry, I think I made a mistake. I was judging by the behavior we had in the SDL1.2 version, which mapped the Up, Down, Left and Right directions to the game-pad's analog stick, which is not convenient for fighting games. Now in SDL2 the directions are mapped both to the analog stick and d-pad. By the way, I guess there's an error with the mappings for an X input /X360-like controller. The middle kick and coin controls are mapped for the same "Back" button (Select in the PS2-style controller), which is not functional for 6-button fighting games such as Street Fighter. The same goes for the strong kick, which is currently mapped to the Guide / PS button. I haven't noticed that yet. One thing that I noticed though is a glitch that happens if you visit Video options or Console once a game is loaded. The GUI gets out of bounds and has a smoothing/bi-linear effect applied to it. Take a look: https://imgur.com/a/Gr24j02 I guess that completes this long post. Thank you so much again for your continuing support and development of this emulator. 🙂👍
  8. Wow! That came fast! 🤩👏 Thank you so much for your hard work in this super upgrade! I guess you deserve to rest now. I'll leave this preliminary feedback here just in case you wish to play with it again sooner or later: - the mouse wheel does not work to scroll in the GUI. - the background effect makes reading the games list a little more difficult than in previous versions. Perhaps the default option could be a clean background? - CPS2 games seem to load with bi-linear filter on when you load them after another game from another driver (such as Neo-Geo) has been loaded. - the new default key for full screen mode (Return) is not so easy to guess because generally this key is used for confirming actions, not switching between screen modes. Perhaps you could finally swap it to Alt+Enter in SDL2, which is the default for most programs and emulators? - the input bug which does not allow executing the "Sonic Boom" command on the Player 2 side is still present in Marvel Super Heroes. Curiously I was able to perform this command the first time I tried the emulator in a clean install, but then I couldn't anymore. Very weird. - The default keys for Player 1 are a little unusual. It's really rare, for example, to have the Caps Lock key mapped for actions in a program. Maybe they could be the same as for the SDL1.2 version? - The emulator still tries to automatically assign the controls to your game pads, but the assignment is not ideal for many arcade games, especially fighting games, which work better with the d-pad and not the analog stick. Isn't it better to turn this feature off and let the user decide the best mappings for every game or driver? - When I click on Analog controls and select "Controller (Xbox 360 Wireless Receiver for Windows)", the emulator crashes. That's it for now. Thank you so much again for your time! 🙂
  9. Thanks for keeping us informed about your progress on the SDL2 update. I hope you get better soon. 🙂
  10. Yes that's it. I have some close friends and relatives that sometimes get together so we play beat'm-up, kart racing and also rythm games. Nice addition with the vertical rotation. I believe FBNeo has an option like that too. My current Samsung monitor also rotates vertically, but I've never used it that way with emulators because I virtually don't play shoot'm-ups except for Metal Slug, which is side-scrolled. Thanks again for considering checking the input bug in the future and for your time and work dedicated to the SDL 2.0 upgrade. 😃
  11. Thanks for your work, Tux! I'm glad it was an easy fix for that. By the way, the B1+B2 button combination for P2 and P3 are currently unavailable. Is this right? Anyway, I hope a fix for the "Sonic Boom" command bug in Marvel Super Heroes would be as easy as that too. Thanks again for your time and support. 😃
  12. Hey Tux! Seeing that you have been releasing new versions again, I'd like to report another bug related to the inputs. While playing Captain Commando with two players, the setting for B1+B2 for player 2 doesn't work and will actually trigger the B1+B2 setting for player 1. I'm using one generic USB controller for P1 and one X360 controller for P2. By the way, I've already reported somewhere else that the X360 controller will always be automatically assigned to the P1 controls. So if you have your games assigned to one specific game-pad, this configuration will move to the P2 as soon as you plug an X360 controller to your PC, as you can see in the screenshot below: Before connecting an X360 controller: https://imgbox.com/Gl3sQkun After connecting: https://imgbox.com/qfkdTfms Maybe this could be resolved by removing the automatic bindings for game-pads which Raine currently does. I suppose it could be a good change because the automatic binding doesn't work very well, especially in relation to the sticks. For example, my 10B game-pad is incorrectly assigned to "stick 0", when it actually had to be assigned to "stick 2" in order for the d-pad to work in the game. Thank you so much in advance if you ever try to fix these issues. 🙂👍
  13. mer-curious

    Raine 0.91.20

    Hey Tux! It's good to see you're back to updating Raine! 🤩 When doing some tests with the 32 bits 0.91.20 version I came across the 32 bits DLL packages in the downloads page. Which should I download, the 0.90 or the 0.91.7? This "7" in 0.91.7 can be a little misleading. One may think it's only valid for the previous Raine 0.91.7 release, which was my case, and so I downloaded the 0.90 package and realized it didn't work. Maybe you could make it clearer which package people should download, especially ones that are new to trying Raine? 👍
  14. Six months later and no dark theme yet. 😂 Anyway, I followed Tux's advice and installed a browser extension to change the colors. I'm using Dark Reader (https://github.com/darkreader/darkreader), which is compatible with Chrome, Firefox, MS Edge and also Firefox for android! But I don't know if they work in Linux. 🤔 I have to say I can no longer live without this extension. It saves my life when I'm having a headache and have to use the computer or smartphone.
  15. Hey Tux! I'm experiencing a weird bug with the inputs in Marvel Super Heroes. I cannot perform a specific command with Shuma Gorath when I'm facing left (P2 side). The command is press back for 2 seconds, then forward + any kick button. Shuma Gorath should transform himself into a ball-like creature and perform a rolling jump forward in the air leaving some replications of him. You can see this move many times in this video, for example, in the first round after the K.O.: https://www.youtube.com/watch?v=hqggeCP_G68 You can also use the same command (charge back for two seconds, then forward) with any punch button. The character should throw forward a ring made of eyes. These moves work perfectly when the character is facing right (P1 side). I've tried it with other emulators and the move works normally there in both sides, which confirms it's an issue in Raine. I've also tried performing them with the keyboard but it didn't work either. Never seen an issue like that before. Anyway, I hope you can reproduce it if you ever play with Raine again. It's not hard to perform I guess. If you have ever played any Street Fighter games, it's the same command as Guile's Sonic Boom. Thanks in advance for your support.
  16. Hey Tux! Thanks for this release (and for the previous one too)! Do you have any idea of your progress porting Raine to SDL2? Maybe 20, 30%? Perhaps you could set smaller goals for your work in this transition? And then someday another coder could eventually help you finish this job? Anyway, I'd be very glad if you could still support Raine in current SDL1.2 architecture, even if this limited you in fixing some things in the emulator. By the way, I've recently noticed that when playing Raine with a game pad in Windows, the screen will fade after a while and then turn off. I suppose the next thing is make the computer sleep, but I always press a key in the keyboard or move the mouse and interrupt this process (it probably resets the timer set in the power plan for this function). I've searched a little about it and it seems this happens when the program doesn't send to the system a "no sleep" command when it's running, or maybe it doesn't detect the inputs from the game pad. Is it possible to add such a function to Raine? Or would this require a change to the SDL2 library?
  17. You could try using the soundtrack releases on CD instead of the NGCD version. They have the full tracks without any breaks. This is what I did with KOF2000 because it didn't receive a NGCD version, only a soundtrack release. You can find soundtracks for NG games on sites such as https://downloads.khinsider.com/. Just look for the releases which have "arranged" in the title (or "image album" in case of the Fatal Fury games). I didn't know Matrimelee associations was broken. It would be great to fix it because the arranged soundtrack is awesome! 🤩
  18. I still plan to do a super complete games.cfg file with all possible sound associations and post it here so people can enjoy NG games the best way possible. But I need to check all SNK ports for Saturn and PS1 to see which received soundtrack arrangements. I know WakuWaku 7 did (and I've already added it to the file) so it's possible that others did too. Some PS2 ports such as Garou and KOF2001 also got soundtrack "improvements" but the quality doesn't even compare to the SNK sound team from the '90s (possibly because SNK bankrupted in the beginning of the 2000's). Anyway, I'm very grateful to Tux for adding this feature. 😊
  19. Hey Tux! Just to complete my report, this is the message I get with that save file: https://imgur.com/a/iXWKS9A It shows every time using latest x64 version in Win10. Curiously, if I load it using the x86 version of Raine it quickly shows a message "speed hack not found, slowing down..." and the game is frozen. The program continues working but I can't do anything in the game. Something weird is going on with this save state. Anyway, thanks again for your attention! 👍 PS: and if I try to load in x86 version a save state created in the x64, I have this and the game is restarted: https://imgur.com/a/vkR9b98
  20. Thanks for the fast reply! I was wondering if this warning message I get from this MvsC savestate file in my previous post is due to architecture differences (x86 vs x64), because it's an old save file made in raine32? Anyway, thanks again for your time! 👍
  21. Hey Tux! Did you happen to have thought on why Raine sounds different in this sound sample heard in this message "Anouncing the victors. Here they are." in KOF97? I'm asking because I suppose FBneo reproduces it more accurately as far as I can tell from my experience with the game. It's hard to find gameplays from real hardware since most people play NeoGeo games on emulators, but hopefully I've found some for this particular game! In this video you see this sound sample playing in the real NeoGeo home console (please go to minute 5:35) -> https://www.youtube.com/watch?v=pqDY0DshWJ8 And here you can check it playing in the NeoGeo CDZ console (go to minute 5:40) -> https://www.youtube.com/watch?v=G1RgYPMpyl0 Perhaps these videos can help you compare the sound with what we we currently have in Raine. Anyway, I'll wait your thoughts. Thank you in advance for your attention! 🙂 PS: we don't celebrate Valentine's Day in Brazil, so I took quite some time to understand the pun in your previous message when you posted it. 😅
  22. Thanks for the new release! This also fixed the weird rectangles in Marvel vs Capcom's character select screen which I had already reported some time ago (perhaps in the old forum?): https://imgur.com/a/y9Kluv9 You can see from the window frame that the screenshot is old (taken in Windows 7, but I had a backup of it). Maybe it also fixed some other CPS2 games? But there's still some broken graphics in MvsC which remained unfixed, as you can see below: https://imgur.com/a/S9JqphH If I remember correctly, you said it was related to raster effects. We can also see this issue in Marvel Super Heroes vs Street Fighter. Anyway, let's hope you can fix these someday too! If you wish a savesate, here you have it: https://drive.google.com/file/d/1X-LeCpxzAnp1FzwQvrrtNjBmgap7LRvB/view?usp=sharing By the way, this savestate is returning an error message when you load it, but if you click ok, it loads fine. Weird... 🤔 Thanks again for your work! 🙂 PS: you forgot to update the release year to 2021 in the "About" info. 😅
  23. Hey Tux! Thank you for the new version! 🤗 I've being playing a little with KOF97 and noticed a particular sound problem in the game. There's a sample that looks a little poor in quality when compared with what we see in other emus. I've made a short video-clip comparing Raine to FBNeo. It's the sound produced in the message "Announcing the victors. Here they are...": https://drive.google.com/file/d/1yj82YjXPpoyFEzX6yD4UFVYy1iYkrI9P/view?usp=sharing This animation shows after every match in the game, that's why I've noticed it. Interestingly I don't remember it being that bad before. Maybe something jeopardized it with the progress of the emulator? 🤔 If you want a save right before this passage, here it is: https://drive.google.com/file/d/10wEwA7_9QGo08ut-SRUMoKiNUCVr8Cmi/view?usp=sharing Thank you again for your support. 🙂
  24. mer-curious

    Raine 0.91.12

    Hey Tux! I downloaded a new version of AOF3 from Gametronik and put it in a shorter directory, just D:\unzipped\. I also put Raine directly in this same folder. I can still crash the emulator with those three save states. But I've played another turn and did some new save states and couldn't crash the emulator so far with these new ones. How may I know when a buffer overflow happens so I can create a save before triggering it? You mean play the game normally and see a way to trigger the buffer overflow before creating save states? Thank you so much for your time checking this issue. 👍
  25. I agree with you. I also prefer the dark theme. I reported this situation in here:
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