Jump to content

mer-curious

Premium Members
  • Posts

    319
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by mer-curious

  1. mer-curious

    Raine 0.64.13

    I'm glad you could reproduce it. Thank you for fixing this one! Thanks for this too! Ok, no problem. If you could just find a way to convert these shaders to the format used in Raine it would be great already. By the way, I"ve turned off Double buffer in the OpenGL renderer options and now the GUI shows again in fullscreen! Why is double buffering causing this now? Finally, I'll leave here again some information about that Marvel vs Capcom graphics glitch which I had reported in the old forum. Perhaps you can check it some day. You can see the glitches mainly in the screens below: character select screen (little black squares) the floor in the Onslaught stage (black) Onslaught's head (missing) You can find a savestate for the Onslaught stage here: https://mega.nz/#!Jh1AmJxB!p4t0a1M32Yjd3uk06uDyEWnF3dWZIV4yHpfUPDl0J1A (hopefully you can download it now!) Thank you so much for your continuing work on Raine.
  2. mer-curious

    Raine 0.64.13

    I guess I've found out what's happening. In order to trigger the bug you have to trigger a specific winning quote from Kyo in the winning/score count screen. The quote is "Stop moping around and butch up, you weenie!" How to trigger this quote? I don't know exactly. What I am doing is waiting the introduction movie play until you can see "Violent fighting to come again!" in the screen, then load the savestate. I did this for at least 3 times and could trigger the Kyo quote needed to reproduce the crash. If even with this you can't reproduce it, please see if you can have a quick try in a Windows installation because Wine may not be perfect for this specific testing. I have tried this in another machine with another intel processor and with integrated graphics and could easily reproduce it there (as long as I can trigger that winning quote). Thank you once again for you patience.
  3. mer-curious

    Raine 0.64.13

    Yes, the first time it happened to me I had all the tracks associated to external mp3 files. Then, to confirm it didn't have to do with the associations, I unzipped a fresh installation and played all the way up to this part with all default settings (except the unibios setup) and it happened again. The savestate that I provided is from the this new unzip, without any associations and customs settings. Please. see if you can test it in Windows and with a fresh install. Just use the Unibios because with the default Europe bios (the first from the list) it is curiously not crashing here. By the way, does the savestate store the bios selection information and its setup? Also, see if you can take a look at this later: Thank you in advance for your help! PS: I need to say that to use the Kagura character in the ROM cartridge version of KOF 96 I used the Unibios cheat database.
  4. mer-curious

    Raine 0.64.13

    Sorry, I didn't know Mega was asking for passcodes now. I've just attached the file to the post. Take a look! Now let's see if you can reproduce this weird bug. I'll try that! Thanks for the tip! Thank you for considering this possibility. kof96.zip
  5. mer-curious

    Raine 0.64.13

    Hello, Tux! Thank you for this new release! Recently I came back to playing some arcade games in Raine and have found a weird bug in KOF 96. After a certain part in the game, the emulator simply vanishes. I've made a savestate so that you can investigate what happens. Here: https://mega.nz/#!84EAyIwb Just after you read the character Kagura saying "I don't know. It's unbelievable!" in the cut scene demo, the emu will terminate. Interestingly if you cut the demo animation by pressing the A button the game will follow on normally. So you have to let the demo animation play in order to see the bug happening. Just make sure to use the Unibios v 3.1 set to "Japan" and "Console" because that is the setting that I was using. I've noticed that when using the default Europe bios (the first one that shows in the list) the bug won't happen. Perhaps the problem is with the bios??? I've tested the NGCD version of the game and it seems to run fine there. I've also noticed that if you visit the Neo-Geo bios select menu in the NG/NGCD options without a NG game loaded (that is, in a fresh run of the emulator with no bios set at all), the emu will hang if you use the up and down arrow keys to try to select a bios. Is this right? By the way, I've also noticed the bug that RamonZ reported about the GUI not showing in fullscreen mode. Sometimes his workaround of pressing the Esc key 3 times works, sometimes it doesn't. Therefore I have to exit fullscreen mode in order to select another game or set up the emulator in general. I really prefer to enter fullscreen when playing, so if maybe you could investigate what is causing this little issue I (actually we) would be more than thankful. I have Windows 7 SP1, GTX285 and nvidia drivers 341.92. Current version available for my card is 341.95, but I don't believe updating the drivers would fix this, because from the drivers' release notes the update is very minimal. Finally, I'd like to know if it would be possible to use the libretro shaders in Raine. They have tons of shaders to play around and some are updated quite regularly. I've tried renaming the file extensions from *.cg to *.shader and from *.glsl to *.shader but it didn't work in Raine. You can find the shaders here: https://github.com/libretro/common-shaders That's it for now. Thank you so much for your time.
  6. Hi Tux! Thanks for the new release! Everything that I reported on my last posts have been fixed. No more invisible Fatal Fury string in the roms list, and the shaders are now activated without leaving the menu. I'm still seeing the fireball "glitch" on Fatal Fury 3 though. What is curious is that it is speficic to that flying platform stage, which makes me suppose some graphics on the stage may be interfering. Maybe something to do with the raster effects, as we have on the KOF94 Japan stage animation? Anyway, I tried disabling the raster effects and the fireball started showing normally. When I enable it again and the scenary is reloaded, it shows again. Unfortunately this didn't work for the KOF94 Japan stage. In case you haven't noticed, the glitch is like this: part of Andy's fireball (sometimes half, sometimes 2/3rds of it) is not visible in that stage. It's hard to take a screen capture of how the glitch looks like because of the blinking effect of the fireball. But here is a sample on how it should look: With the glitch Without the glitch For info, I played the game on FBA and didn't see the glitch there. Sorry for not providing a decent bug report before. If you should want to take another look, I've created a savestate just a moment before the player releases the fireball, so you don't have to worry executing it. For comparison, I made two savestates: one in a stage where we don't see the bug, and other in that stage where we see it (the flying platform stage). Please find the files in the Mega server: https://mega.nz/#!pwdyxD4L So, do we finally have something to be fixed there? Thanks a lot in advance for your attention.
  7. Thanks a lot for that! And for the other fixes too! As for the Fatal Fury 3, I was actually talking about something weird I noticed when a character from the game fires a fireball-like move in a specific stage. It seems the fireball starts disappearing. As I don't see this effect in other states, I think it's triggered by this very stage. It would be good if you could take a look and tell whether there's a bug there or not. You just need to execute a command like a "hadouken" in that stage with Andy, but the "hadouken" is for the left side of the directional pad (when you are facing right). I've uploaded a savestate and posted a few more instructions on my first post in this topic. It's very easy to reproduce. I guess you shouldn't take more than 3 minutes if you wanna try. Thank you in advance for your attention.
  8. No problem! I could have done some more testing too. But I've been mostly playing the MVS versions of the NeoGeo games because there are no sprites cut there, and we can have CD quality BGM from NGCD with the sound commands feature, so we have "the best of two worlds". That's why I didn't notice the glitch was happening with the CD titles. You couldn't check the glitch I reported from the Fatal Fury 3, could you? What about the one with the shaders setting? Anyway, they are very unimportant. Thank you so much for your continuing support and progress.
  9. Hi, Tux. I was looking forward to make a small donation to Raine but there's no longer a "Donate" button in the page as it had before the server changed. I'd like to know if it would be possible to restore the button to the main site (http://raine.1emulation.com/) to let people donate to the project. Thanks in advance for your attention.
  10. Hi, Tux! Thanks for the new release. The GUI glitch on the inputs menu is fixed! Now the menu perfectly shows in any window size, even in the default one. Thank you so much for that! Still on the GUI, I've noticed that when you are in a fresh install/unzip of the emu and set a shader, the "Shader" string will not immediately change to show the shader selected until you leave and visit the Renderer/OpenGL options menu one time. That is, the "Shader" will show as "None" even though you had selected a shader prior to leaving the dialog for the first time. Is this a normal behavior or should it change immediately to reflect your action the first time you set it up on a new installation? I would also like to report something strange I noticed in my games list. There's a "blank" string which seems to correspond to Fatal Fury 3. Take a look: This wasn't like this on the previous version. Does it have to do with the Mame roms updates? By the way, I played the game for like 10 minutes and everything seems fine. I just found a weird glitch in the Andy's fire ball ("hadouken") when in a specific stage. I've made a savestate to take you there. See the attached file in my post. Just fire a fire ball and you'll see it blinks weirdly in this stage. The command for Andy's fireball is the same as a hadouken but to the left side, so: down, down-left diagonal, left + A (assuming you're in the player 1's side). Finally, would you consider adding support to "Teenage Mutant Ninja Turtles" and "Teenage Mutant Ninja Turtles - Turtles in Time" games? They are nice beat'em up games released by Konami for the arcades. There are actually many arcade games released by Konami for different hardwares. FBA shows the hardware for these two games are the GX963 and the GX063 respectively. That's my feedback for now. Thank you again for your excellent support. fatfury3_savegame.zip
  11. Thanks a lot for considering checking it out. For info, these are the adapters I have here (reported by the driver and shown in the Windows control pannel): PS/SS/N64 Joypad to USB BOX (27 characters string) TigerGame XBOX+PS2+GC Game Controller Adapter (45 characters string) With both I see the glitch. So if you have a gamepad with around 25 characters, you should easily trigger it. If not, maybe you could try to simulate a gamepad connected with long strings like these. I guess I wasn't clear here, sorry. I don't want a new option. What I wanted is that when we click on "switch to custom game controls", Raine instantly changed this string to "revert to default game controls" so that we could click on it and undo the "switch" we just did without needing to leave the menu. I don't think it makes sense to keep the string the same once the controls and the menu have already been switched and adapted to the inputs mode you've just turned on. So, for instance, I enter the Inputs menu and see it like this: Then I click on the "switch to custom game controls" option as shown above and the result is like this: Custom controls option is on and now Raine instantly shows the string as "Revert to default game controls" without needing to leave the menu for that. And if we click on it again Raine of course will show the options like this: And if we click it again: So my idea is that this switch string become available as soon as it is changed. When we click on "switch...", it becomes "revert" and the custom options show, and when we click on "revert", it becomes "switch" and all the other customs options vanish. Everything without having to leave the menu. I hope to be clearer now. Thank you in advance for your time and great work. PS: sorry for the 4shared server. I'll see if I find another server next time.
  12. Hi, Tux. Thanks for the new release. I'm seeing a little GUI glitch in the inputs menu that is bothering me a little. It happens when you use the default window size and have a long string for the gamepad. I've recorded a video so that you can see what happens: http://www.4shared.com/file/Ant7GqDXba/00004.html It seems there's a bigger background menu behind a barely smaller one in the frontground, so when you move the mouse cursor you see these weird "PPlayer 1" and "CCoin" being formed in the very end of the left side. It happens everytime you visit the inputs menu. I guess I've already reported this in the old forum but I don't remember your answer. Of course that a simple workaround is just to resize the GUI, but what if we need or want to use the default window size? Maybe now you could figure a way to fix it? Anyway, it's a very minor issue. I'm reporting it because I liked the "new look" of the inputs menu and this glitch somewhat jeopardizes the visual experience. I don't know if you'll be able to reproduce it. I guess you would need a PSX to USB adapter or a gamepad with a long string to show in the menu and trigger the glitch. Finally, I have a suggestion for the custom game inputs feature. Currently if we click on the "switch to custom game controls" and want to undo this action we need to leave the menu and then return to be able to revert the change to the default controls. I'd like to know if you could let us enable and disable the changes on the fly, that is, without needing to leave the menu to switch to either custom or default controls. I guess that way the option would be more intuitive to use, once a new user wouldn't have to "guess" we need to leave and return the menu to revert the action of clicking on the custom controls, because he/she would instantly see the changes on the screen when trying to click on it again. Except this, all shaders are working fine now. That's my little feedback. Thank you again for your great support.
  13. Thank you. This piece of information was indeed helpful to locate the problem. I was going to Git -> Locale -> right click raine.pot and "Save file as..." to download and this was giving me a file of 1.1mb. In the Locale folder we have to click on the raine.pot file -> highlight "Raw" and then right-click on it and "Save file as..." so that we can have a valid file to work with Poedit. Maybe it would be good to add this info on the translations topic, for the ones who have little to none coding skills like me. Interesting solution. But you're right. This wouldn't be trivial and I'm very satisfied with the combinations you've added for the time being. Thank you again for your help.
  14. Thank you once again for considering the suggestion. That will certainly let users more free to try the available translations and use them if they like it. Yes, I did this but curiously the program is saying the file is invalid. I've already tried dragging and dropping but had the same results. What a pity. But thanks a lot for trying these too. I'll be very glad if you can add the B1 + B2 combination solely. I'll then wait you check the problem with Raine.pot and Poedit to start my Portuguese (Brazilian) translation. Thank you again for your great time and attention.
  15. Ok, I can make a translation for my language. I downloaded the Poedit program and the raine.pot file from Git but couldn't open the file to start the translation. I'll wait your help here whenever you can. But I think an option to choose from the available translations under the option menu would let users be free to use or not the translations. I guess most arcade emus have an option like this. Yes, I always do a clean install just to avoid any nuisances. I then copy and paste my games.cfg file which has all the NG sound associations and sometimes hiscore.dat and, of course, the blend files. Thanks for the button combinations. Would you mind adding the Button 1 + 2, Button 2 + 5 and Button 3 + 6 for CPS2 too? The first is used in the beat 'em up games such as Dungeons and Dragons and Cadillac and Dinosaurs to release a special attack, just like in the CPS1 games. The other combinations are used in the Capcom fighting titles to assist the player during the battles and to change between characters, so they can be useful when using a PlayStation or an XBOX 360 gamepad, which offer many buttons to configure. Can also be handy when playing with the keyboard. Thank you so much again for your time and support.
  16. Thanks for considering the suggestion. Those combinations can come in handy when I'm using a gamepad with some spare buttons, like the one from PlayStation. I found the pictured inputs a very nice touch. Unfortunately I wasn't even able to test the shaders yet because before I reach the game Raine is strangely crashing. It's very easy to reproduce the crash: Unzip Raine to a clean folder (that is, make a new installation). Run Raine, select your roms folder, load a CPS1 rom like Final Fight or a CPS2 game like Marvel vs Capcom (can also be a NeoGeo game). Go to "Inputs" -> "Edit default game inputs" and try to edit an input. Raine should crash the moment you click on an input. As it's a new installation, I thought the problem could have something to do with the new pictured inputs and the lack of the commands.dat file in Raine's folder, no? I hope it's easy to fix. Finally, I couldn't find a way to enable the translations available in the "locale" folder. Would it possible to add an option in the "Options" menu to select among the present translations? That's it for now. Thanks a lot again for your great time.
  17. Hi, Tux. First of all, thank you for the new release. I've been playing some CPS1 and 2 games lately and started felling the need for the button combinations we already have for the NG and NGCD games. The CPS1 games I need this feature enabled are the beat'em up ones, like Final Fight and Captain Commando. If you press Button 1 and 2 together in these games you release a special attack. Actually Final Fight has a third configurable button, but it has no function in the game. So for these games a combination of Button 1 + 2 would work well for me. The CPS1 Street Fighter games use a 6 buttons layout, 3 for punches and 3 for kickes. But as far as I know these games never used any button combinations at all, so I don't know if you should enable other combinations like Button 3 + 4, Button 1 + 2 + 3 (aka 3 punches), Button 4 + 5 + 6 (aka 3 kickes) etc. Marvel vs Capcom for CPS2 also has a 3 punches/3 kickes button layout and it can work with several button combinations, although some will produce the same effect. As there are many fighting games for CPS2, maybe you could enable as many combinations as possible for this system. However, this would flood the inputs menu with countless combinations strings. So it would be better just to enable the ones people find useful for the games. For the Capcom crossover titles, I would like Button 1 + 2, Button 1 + 2 + 3 (aka 3 punches), Button 4 + 5 and Button 4 + 5 + 6 (aka 3 kickes and high jump). Maybe the punch + kick combinations can also be useful sometime: Button 1 + 4 (weak punch + weak kick), Button 2 + 5 (middle punch + middle kick = calls striker in MvsC) and finally Button 3 + 6 (strong punch + strong kick = changes fighter in the battle in MvsC). I suppose most CPS2 games should be covered by these combinations. For example, Cadillacs and Dinossaurs and Dungeons and Dragons will both use a Button 1 + 2 combination, and Darkstalkers will also use the punch + kick combinations above. Please tell me what you think about it and whether it could be added. Thank you in advance for your great support.
  18. Hi, Tux. I'd like to know whether these changes would perhaps improve speed on my Intel integrated HD 3000 graphics using the SABR shader. Thank you in advance for your time.
  19. Oh, thanks a lot for taking the time to investigate this. Just out of curiosity I went to try it on the NeoGeo CDZ emulator and like FBA this glitch didn't show there either. NGCDZ emulator is a NGCDZ-system only emulator and really not user-friendly (only supports the tosec image format, so I had to download the KOF94 tosec iso again to test). It's closed source and abandoned since 2005. I don't know if it shares the Mame code. But you're right, maybe it's not worth to do it if it's just* to fix this little nuisance. Thank you anyway for your great support. *at least the only we know so far.
  20. Hi, Tux! Thanks a lot for copying my post and especially for keeping this great project alive. I guess I've found out another bug. I started playing Final Fight for CPS1 and then remembered I had to turn on free play in the dipswitches. I turned it on but when I returned to the game it didn't take effect. It also happened with Magic Sword. It seems that CPS1 dipswitches are not taking immediate effect when activated within the game, when I think they should, no? Finally, I'm having 40fps in fullscreen when using the SABR shader. Is it a limitation of my videocard (Intel integrated graphics HD 3000 on a laptop) or is it a problem of this shader? That's it for now. Thank you in advance for your time and, again, for keeping supporting the project.
×
×
  • Create New...