Jump to content

mer-curious

Premium Members
  • Posts

    319
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by mer-curious

  1. Hello Tux! Thank you so much for taking the time to test those issues. So, for the adapted loading animation, I already have the game region set to Japan, so much so that if I hard reset the game it correctly shows the first loading animation in Japanese. But if I open the program and load the game it will show the "Samurai Shodown 3" animation instead of the "Samurai Spirits" one, even if I had already set the game to the "Japan" region before. Perhaps if you added an option to "NG/NGCD options" to set the default NGCD region even before the game was loaded would fix this? I'm not sure if this is doable though, but you see in the video that the real console does load the first loading animation correctly as far as I can tell. As for the wrong picture width, I always set a new raine32_sdl.cfg file for every version I try, so everything is set to default here, except for the NGCDZ BIOS for NGCD and the Unibios 4.0 for NG games. Then I load The Last Blade 2 CUE file and have the issue with the picture width. It's a very weird bug indeed, but I can reproduce it very consistently. I have recorded a video clip showing that, here: https://drive.google.com/file/d/1_wY1hJ-z5eguoJ7OBNr4jPqH_-6MyMXs/view?usp=sharing You see in the video that even if I maximize the window the width won't be corrected, only if I ever show the GUI. Hopefully you'll be able to reproduce this eventually and tell what could be happening. But these are minor issues nevertheless. Thank you so much again for your time. 👍
  2. Hello Tux! Thank you so much for considering my suggestion and bringing back the version number for NGCD games! I really hope it helps someone besides me with the testings. By the way, I have been playing a little more with some NGCD games and I think I've found two issues to discuss: 1- The first loading animation for Samurai Shodown 3 is not adapted to the Japanese region the first time you load the game, as you see here: But if you hard reset the game, it is finally adapted: Surprisingly I have found a video of someone playing Samurais Spirits 3 in the real hardware and the first loading animation is indeed adapted to the Japanese language, as you see in the following video: Please notice that he is using a CD drive emulator and loading the game from an SD card, but we can see that the first loading screen is in Japanese as well. Perhaps there's something not detecting correctly the region we set when loading the game? Anyway, I'll wait your comments on that. 2- The picture in some NGCD games is not being drawn correctly the first time you load the game. To correct the picture you have to display the GUI and then return to the game. I've noticed this happening with two games so far, Samurai Shodown 3 and The Last Blade 2. Please take a look at the pictures below. The first is taken before the GUI is shown, and the second, after visiting the GUI: Samurai Spirits 3: The Last Blade 2: I'm not sure if you could do anything to improve this as soon as the game is loaded, but I'm reporting it anyway. Thank you so much in advance for your time and work. 👍 PS: I've created a pull to suggest a new default setting to the NGCD loading speed + some minor text revisions.
  3. Hello again, Tux! Thank you for the details on the fixing job. They are really interesting for laymen in programming like me. Yes, it's been a while since I played some NGCD game, so only recently I came across this bug. I was trying to see whether SNK applied sprites cut in the CD version of this Samurai Shodown game too, but it's hard for me to detect it since I don't play this game much, so the combo NG ROM + sound associations may work better for me for a while. But anyway, thanks again for fixing it! Yes, I know the About dialog has the version number and a super cool rainbow effect. But the information in the window title is also useful in case you want to reproduce an issue in (many) different versions of the program. I generally keep some old versions in my emulators folder before safely ditching them for the newer ones, like I have in my laptop now: I delete them when I feel everything is OK with the current version. But sometimes I may have even more Raine versions than that depending on the issue I'm testing (for example, when I was investigating the sound device issue discussed in the other thread). So if I'm easily seeing the version number there in the window title my test job is much quicker/easier too. I also thought this would be a good idea to suggest because we already have the version number showing for when playing ROM games, so it would be consistent to display it for NGCD games too, I guess. Anyway, just a detail in the interface that may possibly help someone in some cases. Feel free to let if for another time if you think so. Thank you again for your continuing work in the program.
  4. Thank you Tux for the information, Tux. I'm not sure if I should reinstall my whole system with the latest version of Windows just to check this little issue with Raine. I don't even know if this is really the reason, so I'm holding back a little longer. But you said that your Windows 10 upgraded to version 22H2 in March 2023... this doesn't match with the time you noticed the color issue was gone, does it? So maybe it was fixed before this update, or maybe it's not really related to a Windows version... Anyway, I have a friend with Windows 10 installed in his laptop. I'll see if I can reach him eventually and try Raine there. I'm not sure which version he has though, but it will be worth trying it. As a side-note, I have found a crash in Raine while playing Samurai Spirits 3 for NGCD. If you let the demo game run for once or twice, the emulator should crash before showing the introduction sequence for a third time. I don't know if this helps, but I downloaded the game from the Internet Archive, here: https://archive.org/details/rr-snk-neo-geo-cd Then I converted the tracks to mp3 and edited the CUE file like this: FILE "Samurai Shodown 3 - Track 01.bin" BINARY TRACK 01 MODE1/2352 FLAGS DCP INDEX 01 00:00:00 INDEX 02 00:04:00 INDEX 03 00:08:00 INDEX 04 00:12:00 INDEX 05 00:16:00 INDEX 06 00:20:00 INDEX 07 00:24:00 INDEX 08 00:28:00 INDEX 09 00:32:00 INDEX 10 00:36:00 INDEX 11 00:40:00 INDEX 12 00:44:00 INDEX 13 00:48:00 INDEX 14 00:52:00 INDEX 15 00:56:00 INDEX 16 01:00:00 INDEX 17 01:04:00 INDEX 18 01:08:00 INDEX 19 01:12:00 INDEX 20 01:16:00 INDEX 21 01:20:00 INDEX 22 01:24:00 INDEX 23 01:28:00 INDEX 24 01:32:00 INDEX 25 01:36:00 INDEX 26 01:40:00 INDEX 27 01:44:00 INDEX 28 01:48:00 INDEX 29 01:52:00 INDEX 30 01:56:00 INDEX 31 02:00:00 INDEX 32 02:04:00 INDEX 33 02:08:00 INDEX 34 02:12:00 INDEX 35 02:16:00 INDEX 36 02:20:00 INDEX 37 02:24:00 INDEX 38 02:28:00 INDEX 39 02:32:00 INDEX 40 02:36:00 INDEX 41 02:40:00 INDEX 42 02:44:00 INDEX 43 02:48:00 INDEX 44 02:52:00 INDEX 45 02:56:00 INDEX 46 03:00:00 INDEX 47 03:04:00 INDEX 48 03:08:00 INDEX 49 03:12:00 INDEX 50 03:16:00 INDEX 51 03:20:00 INDEX 52 03:24:00 INDEX 53 03:28:00 INDEX 54 03:32:00 INDEX 55 03:36:00 INDEX 56 03:40:00 INDEX 57 03:44:00 INDEX 58 03:48:00 INDEX 59 03:52:00 INDEX 60 03:56:00 INDEX 61 04:00:00 INDEX 62 04:04:00 INDEX 63 04:08:00 INDEX 64 04:12:00 INDEX 65 04:16:00 INDEX 66 04:20:00 INDEX 67 04:24:00 INDEX 68 04:28:00 FILE "Samurai Shodown 3 - Track 02.mp3" MP3 TRACK 02 AUDIO FLAGS DCP INDEX 00 00:00:00 INDEX 01 00:03:00 FILE "Samurai Shodown 3 - Track 03.mp3" MP3 TRACK 03 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 04.mp3" MP3 TRACK 04 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 05.mp3" MP3 TRACK 05 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 06.mp3" MP3 TRACK 06 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 07.mp3" MP3 TRACK 07 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 08.mp3" MP3 TRACK 08 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 09.mp3" MP3 TRACK 09 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 10.mp3" MP3 TRACK 10 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 11.mp3" MP3 TRACK 11 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 12.mp3" MP3 TRACK 12 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 13.mp3" MP3 TRACK 13 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 14.mp3" MP3 TRACK 14 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 15.mp3" MP3 TRACK 15 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 16.mp3" MP3 TRACK 16 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 17.mp3" MP3 TRACK 17 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 18.mp3" MP3 TRACK 18 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 19.mp3" MP3 TRACK 19 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 20.mp3" MP3 TRACK 20 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 21.mp3" MP3 TRACK 21 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 22.mp3" MP3 TRACK 22 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 23.mp3" MP3 TRACK 23 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 24.mp3" MP3 TRACK 24 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 25.mp3" MP3 TRACK 25 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 26.mp3" MP3 TRACK 26 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 27.mp3" MP3 TRACK 27 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 28.mp3" MP3 TRACK 28 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 29.mp3" MP3 TRACK 29 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 30.mp3" MP3 TRACK 30 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 31.mp3" MP3 TRACK 31 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 32.mp3" MP3 TRACK 32 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 33.mp3" MP3 TRACK 33 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 34.mp3" MP3 TRACK 34 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 35.mp3" MP3 TRACK 35 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 36.mp3" MP3 TRACK 36 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 37.mp3" MP3 TRACK 37 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 38.mp3" MP3 TRACK 38 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 39.mp3" MP3 TRACK 39 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 40.mp3" MP3 TRACK 40 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 41.mp3" MP3 TRACK 41 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 42.mp3" MP3 TRACK 42 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 43.mp3" MP3 TRACK 43 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 44.mp3" MP3 TRACK 44 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 45.mp3" MP3 TRACK 45 AUDIO FLAGS DCP INDEX 01 00:00:00 FILE "Samurai Shodown 3 - Track 46.mp3" MP3 TRACK 46 AUDIO FLAGS DCP INDEX 01 00:00:00 I suspect the issue is with the index information in the CUE file for track 2, which is the track for the opening sequence. If I remove the index 00 line it no longer crashes. Also, I need to remove the 3 seconds pre-gap in this track so it synchronizes with the opening sequence. So I have it like this now: FILE "Samurai Shodown 3 - Track 02.mp3" MP3 TRACK 02 AUDIO FLAGS DCP INDEX 01 00:00:00 I'm not sure if there is really something you can do to avoid the crash in Raine or if it is just an unavoidable issue with converting these BIN/WAV tracks to MP3 and having to manually remove the limitations left in the CUE file. Thanks a lot in advance for your time. PS: 1- can I also delete all these FLAGS DCP lines from the CUE? 2- I've noticed you forgot to add the emulator version in the window title for when a NGCD game is running. It's currently only showing for the ROMs loaded, not for NGCD games.
  5. Hello ffman1985! Thank you so much for your feedback. Do you have Windows 11 in both of your setups? Tux, which Windows 10 version do you have running there? I'm suspecting it should be a Windows version related issue, since I have Windows 8.1 in a machine and Windows 10 in the other one, but not the latest 10 version released. This is the one I have: https://en.wikipedia.org/wiki/Windows_10_version_history#Version_21H2_(November_2021_Update) It's the LTSC version, which only receives security updates from Microsoft, not feature updates. Perhaps this issue with SDL was fixed in a feature update? Anyway, thank you all for your attention.
  6. Hello Tux! Thanks for this new release. The green color bug is fixed here and the Samurai Spirits 2 picture is no longer cropped. And of course, I can play SFZ3 again. 😁 Yes, but from revision B to E I think we had quite a few interesting tweaks in the program. Gladly everything is working fine now as far as I have tested. So no bug reports for the moment. 🙏 Yes, this bugs me too, especially because you generally reproduce all the issues I report and also because you have Nvidia drivers there too, so this remains a big mistery... Perhaps it has something to do with the 64 bit version I use or my raine.cfg file? I always generate a new one for every release and this has already been a source of bugs if I remember correctly... Anyway, hopefully ffman1985 will have an AMD graphics card in his setup and will eventually tell us if he has this green screen in the games too (up to version 0.95.5d). Thank you so much again for your fast support and for this release. 👍
  7. Hello Tux! Thanks for the troubleshooting. So I had SDL2 version 2.26.2, which is the one currently distributed in the DLL package in the downloads page. I went and downloaded a newer one directly from the SDL GitHub site, version 2.26.5 for Windows x64, but the problem persists unfortunately. I tried this in both of my systems, one with Windows 8.1 and intel HD graphics, an the other with Windows 10 and an Nvidia GTX 1660Ti graphics card. The last thing I did was to update my Nvidia drivers. I had one from August 2022 and then installed the most recent one from May 30th 2023. The color issue remained sadly. Is your graphics card from AMD? Perhaps it only happens with intel and Nvidia drivers? Anyway, I wonder how you couldn't reproduce it there in your Windows setup... Thank you so much again for your time and attention. PS: perhaps ffman1985 could also try to reproduce the issue in his setup.
  8. I'm sorry Tux. I think I was too quick in my report. It seems that the issue doesn't have to do with whether you have IPS patches enabled or not, but with the green mark in the GUI. If you have sound tracks associated to any game and have enabled the loop function, you should see a green mark in "loop" for such tracks. If you go back to the game then the picture should be greenish too. You can also trigger this bug by visiting the IPS patches selection menu for a game and marking any *.dat files with the green X. The game picture should be also green when you return to the game. Interestingly the bug does not seem to happen if you have a shader selected in the Video options. Hopefully you'll be able to reproduce it this time. Thank you again for your fast response.
  9. Tux, I'm creating a new post because I've found a glitch: If you have a game with IPS patches anabled and visit the sound associations menu, then "Manage associations", and then return to the game, the screen will be greenish, like this: I'm not sure if it happens with CPS1/2 games too because I still don't have any games with IPS patches enabled for those systems. Hopefully an easy problem to fix too..? Thanks in advance for your checking this! 👍
  10. I'm glad that the fix was easy too. And yes, I could only notice it while testing this hidden characters patch for Samurai Spirits 2. The patch only recently got supported in Raine, so I went to test it and saw that the hidden characters' portraits were barely fitting the screen, whereas in FBNeo there was a better alignment with the picture. So I decided to come here and report it to Tux to see his comments on that. Anyway, I'm also glad the Japanese version of SFA3 is also working again. Should we get an "e" revision for version 0.95.5 then? Thanks again for your time. 😊
  11. Thank you for your help ffman1985! So the SFA3 Japanese driver must come back to Raine, right? Do you also have any idea on the screen crop issue in Samurai Spirits 2? Thanks again! 👍
  12. Thanks for this quick update Tux! 😊 The Samurai Spirits IPS patch is now working correctly thankfully. But now I noticed something interesting with this game in Raine: the picture is not being shown entirely. Take a look and compare it to FBNeo: You see that FBNeo's borders are much bigger than Raine's in the character select screen. In Raine the new hidden characters portraits barely fit the screen. I noticed that the whole game has this picture crop too. It's not something related to the IPS patch, because it works the same in the previous version. I also disabled the blend files to see if it was the cause, but no. So something strange is going on here... I wonder if it also affects other games maybe..? As a second bug report, I went and tried Street Fighter Zero 3 with the muted announcer setting but found that the game is not working here. This is what I did: 1- I loaded the Street Fighter Alpha 3 ROM (I cannot find "Street Fighter Zero 3" anymore in the game selection list). 2- I changed the Region option in the GUI to Japan. 3- I select Ryu to play. 4- As soon as I choose the fighting style in the character select screen, the ROM reboots automatically. Interestingly I don't have this issue in version 0.95.5c, so maybe it's something to do with the Street Fighter Zero 3 driver removed from the current version? Anyway, I'll wait your comments in those issues. Thank you so much in advance for your time. 👍
  13. This could be a good addition to the IPS thread since I've already linked three IPS collections there. Maybe they can be useful to other emulators too. Still talking about CPS1/2, doing my tests here with the SFA3 announcer in Winkawaks I've noticed Razoola did a great job with the Qsound chip emulation. I'm not sure about my impressions though, but the sound effects and possibly the music sounded a little cleaner than Raine and FBNeo. By the way, both Winkawaks and FBNeo feature an option called "low pass filter" that helps my earphones a little which have poor lows. I was wondering if you had ever tried such a feature or would be interested in adding it to Raine too? Thank you in advance for your time. 👍
  14. Hello again Tux! You are correct, but I guess you mean here the driver/ROM file name, no? It's difficult to find uses of the game name with the acronym sfa3 or even SFA3. I was able to find one "good" mention in a fighting games moves site for "SFA3" in upper case, see here please (in the first paragraph): https://wiki.supercombo.gg/w/Street_Fighter_Alpha_3 Except this, I couldn't find "sfa3" references, just the extended official game title. Generally we write rom, neogeo, kof and all these emulation terms in lower case letters, but we tried to revise some texts in Raine recently to match what other emulators do. In this case I think it fits better to use SFA3 because we are referring to the game, not exactly the "driver". The announcer is a game feature, not a driver one, so "SFA3". Anyway, this is how Winkawaks named it. Maybe an alternative would be the official game name (Street Fighter Alpha 3) since now all region versions are supported through it? But it's just a tiny detail because you have already of course done everything important in relation to adding this forgotten emulation feature to Raine. Thank you so much for that. 😊 EDIT: I've just found another source with "SFA3" in upper case while creating a pull request in the GitHub for Raine, here: https://www.fightersgeneration.com/games/sfa3.html
  15. Great Tux! I'm happy it was an easy feature for you to add. Does it work on the fly? I mean, can I enable and disable it whenever I want? Also, could you revise the text a little to something like "Mute SFA3/SFZ3 announcer" with capital letters in the game acronym and with SFZ3 too to clearly state it works for the Japanese ROM? And by changing the term "speaker" for "announcer" we keep the reference to what Razoola did with Winkawaks many years ago so users can possibly refer to that option when they eventually try both emulators. Anyway, just some details to be consistent with the writing we mostly have now in the GUI. Thank you both again for these tiny interesting features. 👍 PS: I suppose this new string is translatable too, right? As well as the one to "Preload IPS *.dat files", as we discussed in GitHub.
  16. Hello Tux and ffman1985 and thank you for these amazing cheats. I have a request for a cheat for Street Fighter Alpha/Zero 3. There is an old emulator called Winkawaks created by famous CPS2 dumper Razoola in the beginning of the 2000s. This emulator has an interesting option in which you can disable/mute the narrator/announcer in SFA3/SFZ3, as you see in the following screenshot: I don't know why there was such an option there, but I guess Razoola didn't like SFA3 announcer that much, and I've come to agree with him that the announcer in this game is a little too excited in the fights, so it's an interesting feature in his emulator. I'd like to know if you could add such an option to Raine, maybe through a cheat like you are doing here? Raine would be the only emulator to feature this option after Winkawaks, which by the way isn't updated for years now. Thank you so much in advance for considering this request. 👍 PS: I suppose Winkawaks remains closed source until nowadays unfortunately, otherwise you could easily take a look at the code to see what he did to disable the announcer in this game.
  17. Hello again Tux! Thank you so much for this fix! 😊 So I was right that you hadn't found the patch I was trying here, right? So it was good in the end to attach it to the post. But I also get confused with these IPS collections because there are three of them in my original IPS thread. However, the ones I mostly use are the "FBA pack" (in the YouTube video description) and the Emufrance one (in the Emufrance website). These seem to have the most interesting and useful patches as far as I've tested. I didn't find many useful ones in Taoenwen's, but it's good that it's still maintained and "updated", even if you have found some kind of incompatibility with them. Anyway, it seems now that all patches I tested are working fine in both FBNeo and Raine emulators, and the only thing left is the bug with changing from one IPS patched game to another. Hopefully you'll have some time and motivation to investigate it any time soon. Thank you again for your great work and for your super fast support. 🙏
  18. Thanks for the fast reply, Tux! I'm not sure if you tested the same patch I was trying here. It's the one in the Emufrance IPS pack, not in the Taoenwen GitHub one. Or you can get it in the attached file in this post. Raine doesn't crash here, actually nothing happens, it's as if no patch was loaded at all. I posted the FBNeo screenshot just to show the effect on screen so you could easily check whether it worked or not. FBNeo also had some issues with the IPS feature, which I reported recently and fortunately got fixed. I used Raine in my report to show that the patches were functioning somewhere else. Anyway, I reported this issue because I always think a fix can benefit other games and patches and users too, but personally I don't play this game very much, so I could live without this patch working in Raine. I also couldn't guess it would be so much complicated to fix it. Do you intend to take a look at the crash with changing games with IPS patches enabled? Thank you again for your time and attention. 👍 samsho2.zip
  19. 😊 Hello Tux! I made a quick test with the new 0.95.5 revision and finally could load my KOF2003 IPS patches. Thanks for that fix! This revision also allowed me to try some more games and they all seem to be working fine, except for one: Samurai Spirits 2. This is the patch I'm trying to load and which it's not working: 3-EnHiCharV2.dat You should find this patch in the Emu France IPS pack which I shared in the other thread (folder 4.4 test). Please let me know if you cannot find it. This patch does work in FBNeo as you can see in the screen capture below: You can see that the two hidden characters are shown in the character select screen, the one in the bottom left (a guy with the face all covered in black) and the one in the bottom right (a green leaf portrait). Perhaps there's some incompatibility with IPS patches that you didn't notice yet? Finally, there is another bug with the IPS feature: if you load a game with IPS patches enabled and then try to load another game with IPS patches enabled too, the program will crash. Maybe you are already aware of that, but I noticed this while using Raine from a distance from the computer, and when that happens I need to get up and reach the computer in order to reopen the emulator and then load another game with IPS patches enabled. This is not so user-friendly if we are using Raine in this very situation in which we control the GUI functions mainly with the game controller, because we would need to approach the computer to restart the program in case of loading another game with IPS patches. So I would be glad if you could consider checking this issue too. Perhaps we could see a "d" revision for this version then..? 😁 Anyway, thanks a lot again for this new release and for your work as always. 👍
  20. Thank you! I am glad the fix was easy to do. And yes, I was quite busy during the last weeks, so I hadn't much time to play with many IPS patches yet. But anyway, I should report any issues I find as soon as I test other games. Yes, I agree with you. By the way, I was able to edit my last pull request on GitHub and updated it with a text revision for the IPS error messages. For this particular error message I also thought of adding "Raine will close." in the end because that's what's happening in Windows. Is it a good idea? I actually don't know if Raine closes intentionally or not (that is, a crash). I have to press OK two times for it to happen. Or maybe the game could continue without any patches enabled for this case? Anyway, I'll wait your comments on this and on the text revision too. Thank you so much again for your time. PS: I suppose the KOF94 graphical glitch is harder to fix than the CPS2 one?
  21. Hello again Tux! Still talking about KOF2003, I went and tried to activate some IPS *.dat files for this game and ended up with this error: I have the following patches enabled: 2-Lunlck.dat 2-prExit.dat 3-Boss2.dat 3-FxCBos.dat 3-FxCRos.dat 3-FxMakC.dat 3-KvCPU.dat 3-LeadBo.dat 3-MakBug.dat 7-BdFix.dat 7-chest.dat 7-gun.dat You can get these files in the YouTube video description I linked in the other thread. Is it possible to change the emulator in order to use such a number of patches? Incredibly they all work fine in FBNeo. I haven't tested so many patches there though, but all of these do seem to work. Thank you in advance for your time and work.
  22. I'm sorry Tux. The sound associations are OK with this game. It's just that the path in the games.cfg file wasn't matching the one in my computer. I lowered the volume of the official KOF2003 arranged sound track album release a while back in a sound editor because it was too loud compared to other NGCD audio tracks and it was difficult to here the game's sound effects while playing the game. Then I added the word "lower" to the KOF2003 track folder. I may have removed this word accidentally, so the emulator would never find the tracks. I added it again and everything is OK now. I'm sorry for wasting your time on that. The path extension wasn't the issue in the end. But yes, it is so long that I didn't see it well in the folder: I'll try renaming this folder for something easier to read to avoid that in the future again. Thank you so much for your fast reply. 👍 Edit: I renamed it to "King of Fighters 2003 AST (lower)" and edited the corresponding strings in the games.cfg file.
  23. Perhaps this thread could be pinned in the Raine forum? This would maybe let more users know about this feature in the emulator and ask about how to configure the sound associations.
  24. Thank you so much for this new release, Tux! I did a quick testing here and everything seems to be working OK. I tried some CPS2 games that I remembered had some graphical glitches in Raine and apparently they are not visible anymore. I tried Marvel vs. Capcom in the Onslaught stage and Marvel Super Heroes vs. Street Fighter in the Apocalypse stage. Everything seems to be good as far as I've noticed. By the way, if you're ever inspired again to work on these graphical glitches maybe you could take a look at that old KOF94 glitch which happens in the Japan stage. I still have the comparison video with FBNeo, here: https://drive.google.com/file/d/1xi1mHtqkQKDQTNRKdwB8KHb3p_ugXlLD/view Finally, one bug report: I could no longer make the sound associations work for KOF2003. Maybe it's not related to this new version, but something you changed in a version before since it's been quite some time I played this game. I have the directory set as that: 53 = d:\unzipped\games\NEO-GEO CD\The King of Fighters '03 Arrange Tracks Consumer Version [SCDC-00386] - [17-11- 2004] lower\01. 2003 (Title).mp3 Here's the audio track I use for the title demonstration, if you wanted to try: https://drive.google.com/file/d/1VcAj1mcNaxm5MtCxw-yKfkHtXDn2wguu/view Hopefully it's something easy to figure out. And here's my complete track list in the games.cfg file, which also has all associations for KOF2003: https://drive.google.com/file/d/1LpbYDWrc16tmuQMuY2LSLL3H8cekTkNO/view?usp=sharing That's it for now. Thank you so much for your work as always. 😊
  25. Hello Tux! I've seen you've been working a lot in Raine in GitHub. I have just submitted a pull request to change some texts a little bit, a very minor revision. See if you like it. Ok, no problem. By the way, I would suggest a change for the text in the "Stop emulation" function too, I would perhaps call it "Stop emulation (show/hide the GUI)" because that's exactly what the Escape key does in this function, right? But since there's no way to leave the GUI with the Guide button yet, I would have to ask you first to unbind the Guide button from this function and bind it again to the "Return to the GUI" one, which I had it bound to before. We still can't hide the GUI with the Guide button (or any other button assigned to that function), so my new description would be a little misleading for the controller button, unfortunately. Perhaps when you have some free time and interest in this issue you could check it out again? Yes, in Retroarch the Guide button closes all the menus at once, which is quite a nice feature (especially when playing with the shaders). But in Raine this button could just mimic what the Escape key does, that is, go back and go back all the menus until show the game. Maybe this would be easier to do? Anyway, if you think it's too difficult or time consuming you could just unbind the Guide button from "Stop emulation" as default and bind it to "Return to GUI"? I guess this would make more sense for now because currently both keyboard and joystick button work the same in this function (you can't leave the GUI with Tab as well as with a controller button). Thank you for tip. I'll try to use that and see if I get used to it. By the way, the keyboard left arrow key is also loading the games when pressed in the game selection menu. Is this correct? I thought maybe just the right arrow key could be allowed to do that, because it also works to "confirm" some actions and enter the menus. Maybe it was implemented by mistake? Anyway, I'll your comments on that. Great! Thanks for letting me know. When playing from a distance of the keyboard these controller shortcuts always come in handy. Thank you so much again for your continuing work. 😊
×
×
  • Create New...