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cloud79

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  1. Hi everybody, I did a fresh MAME 0.284 install, including latest complete ROMset and CHDs taken from Pleasuredome. As usual, before starting any game I execute an AUDIT MEDIA in MAME User Interface. Unfortunately, I noticed there are 4 UNAVAILABLE Media, that are: - Cut the Rope - Doodle Jump Arcade (v1.16) - Guitar Hero Arcade (v1.0.5) - Monkey Jump I already checked both ROMs and CHDs for each game listed above and they are correctly downloaded and placed in the right folder. But they never pass the Audit Check. I also tried to download those ROMs and CHDs from other sources, same result. Any idea on how to pass the MAME Audit Check for those games? I already know they are currently NOT supported by MAME 0.284, but it's just for completion reason and to stay always up to date with the correct romset. Finally, I exported the list of those 4 games marked as Unavailable by MAME Audit Check and I noticed that all of them should contain rom files which status is set to NODUMP. Indeed, there is no evidence of the Rom file flagged as NODUMP into the ZIP or CHD file. Could this be the possible reason for not passing the Audit Check? Is there any way to disable the Audit Check for the Roms flagged as NODUMP? Here it follows an example of Cut the Rope: <machine name="cutrope" sourcefile="pc/cuttherope.cpp"> <description>Cut The Rope</description> <year>2016</year> <manufacturer>ICE</manufacturer> <rom name="be0118.bin" size="5775392" crc="c6b94784" sha1="f689d45309f2b6825f660623414bcb2ca118c6b1" status="baddump" region="bios" offset="0"/> <rom name="mcf51jm32vlk" size="262144" status="nodump" region="iomcu" offset="0"/> <disk name="cuttherope" sha1="25be8285ca75d759962f4b59b313a97d9077747e" region="ide:0:hdd" index="0" writable="yes"/> <device_ref tag=":maincpu" name="pentium4"/> <device_ref tag=":pci" name="pci_root"/> <chip type="cpu" tag="maincpu" name="Intel Pentium 4" clock="100000000"/> <sound channels="0"/> <input players="0"> </input> <driver status="preliminary" emulation="preliminary" savestate="unsupported"/> <feature type="sound" status="unemulated"/> </machine> Thanks a lot in advance!! Regards. EDIT: Problem found and solved! Basically, the Folders Names containing the CHD files (just the Folder Names and not the CHD file names!) have been renamed in MAME 0.284. Once I renamed those folders to match what MAME executable is looking for, the Audit Check was passed fine at 100%. Thanks everybody!
  2. Hi everybody, I'm trying to start wmmt1 and wmmt2 using the Wangan dedicated CXBXR build released few months ago by @hippopippo. Unfortunately, wmmt1 boots fine but it immediately raises an error: Wheel Error Occurred E20 (take a look to the attached screenshot) wmmt2 boots but it stays forever in a black screen. Please consider I successfully started both games with the same CXBXR build a couple of months ago (it was end of October) and since then I didn't touched or modified anything in the emulator or game files!! The only updates I eventually made were Operating System updates (Windows 10 Pro) and Nvidia Driver Updates (Nvidia RTX 3060 OC). Any idea? Thanks a lot in advance!
  3. Hi Hippo, Is there any chance to get some Resolution Patch for this game? Thanks a lot in advance.
  4. Hi everyone, I'm trying to start Ollie King and Outrun 2 (full version, not beta, not SP) using CXBXR-DS build released days ago by @hippopippo via command line. But I'm receiving this error: D:\EMU\CXBXR>cxbxr-ldr.exe /load "D:\ROMS\CHIHIRO\Ollie King\OllieKing.xbe" Unhandled Debug Command: int 2Dh, EAX = 1973532418[0x3D98] MAIN: Received Exception (Code := 0xE06D7363) EIP := 0x75A1B702 EFL := 0x00200216 EAX := 0x080EFAD8 EBX := 0x19930520 ECX := 0x00000003 EDX := 0x00000000 ESI := 0x5CD3C698 EDI := 0x5CD053F0 ESP := 0x080EFAD8 EBP := 0x080EFB34 CR2 := 0x00000000 [0x3D98] FATAL: X86 Popup : The running xbe has encountered an unhandled exception (Code := 0xE06D7363) at address 0x75A1B702. Press "Abort" to terminate emulation. Press "Retry" to debug. Press "Ignore" to attempt to continue emulation. [0x3D98] MAIN: Aborting Emulation Any idea? Thanks a lot in advance.
  5. Hi everyone and thank you so much for bringing us ArcCabView! I found it extremely useful for my Arcade setup custom needs, in particular to bring all recent games running on TeknoParrot into my Sega New Net City Arcade Cabinet equipped with a TriSync CRT Arcade Monitor. I mastered the usage of ArcaCabView Shader during last few months and I'm able to run almost every TeknoParrot game with the right proportions on my 4:3 CRT Arcade Monitor @ 640 x 480 resolution. At least until now, when I decided to equip my Arcade Cabinet with a couple of Gun4ir Lightguns... In order to fit the screen and preserve the right proportions for all TeknoParrot games that are not able to downscale to 640 x 480, I usually follow these simple 4 steps: 1. Set the game resolution to its original one (720p, 768p, 1080p) or leave blank the Custom Resolution setting in TeknoParrot. As a result the game will start in a WINDOW bigger than the Arcade screen and displayed in overscan (the outermost edges of the picture are hidden); 2. Set the game to run into a WINDOW and not full screen into TeknoParrot game settings; 3. Set Borderless Gaming App to position the game WINDOW at the top left (X:0, Y:0) of the Arcade CRT screen and of course to remove WINDOW borders and Windows Taskbar; 4. Install and Configure ArcCabView, by modifying the Stretch and Offset options, in order to reduce the game image (not the entire WINDOW, just the game image) to fit a 4:3 screen @ 480p and to drag the game image at the top left of the Arcade CRT screen. This pattern worked flawlessly for almost all TeknoParrot games, including Jurassic Park, Mission Impossible and Sega World Drivers Championship... So, to improve the Arcade experience, I recently equipped my Arcade Cabinet with a couple of Lightguns (OpenFire Gun4ir), when I discovered the BIG problem. When I start a gun game configured like above, the Aim Cursor of my Guns is LOCKED and imprisoned into an invisible square positioned in the top left corner of the screen and smaller than the gaming area of my Arcade screen!! Basically, I'm not able to trigger fire on any gaming element outside that small invisible square!! It seems like when the game starts into a WINDOW (1280x720, 1360x768, 1920x1080) that is bigger than the available resolution of my Arcade CRT (640 x 480), the invisible Aiming Grid is still set as a 640 x 480 square. So, by reducing and moving the game image to fit the Arcade CRT screen, that invisible Aiming Grid is reduced and moved as well! Since the invisible Aiming Grid starts as a 640 x 480 square, when I reduce and move a bigger game image, the Aiming Grid is reduced and positioned on the top left corner of the Arcade screen. The higher the original game resolution and corresponding WINDOW, the smaller the resulted invisible Aiming Grid area (simply because for higher resolution games I need to tweak a lot into the Stretch option to fit the Arcade screen). Have you any idea on how to solve this problem and to restore the invisible Aiming Grid to its original 640 x 480 size despite any Stretching/Offsetting into ArcCabView? Or to avoid the invisible Aiming Grid reduction while Reducing the game image? Please, I'm really desperate, because I'm not able to use my Lightguns with my Arcade Cabinet. Thank you SO much in advance!
  6. Please, can anyone share CHD file and ROM/Dongle for Battle Gear 3? On Internet Archive I found IMG binary file only... Thanks a lot in advance
  7. Is RVA emulation confirmed with this latest version? I just tried Tatsunoko vs Capcom, it boots, but it stays forever in black screen.. So, I rolled back to one of the previous versions. Thank you!
  8. Thanks a lot @hippopippo I'm so sorry, it was my fault, since I didn't notice the availability of a completely NEW section into the Controller Configuration titled TRIFORCE. That explains why I was no more able to get access into the TEST MENU of Triforce. Thanks a lot
  9. Thanks @hippopippo Of course I did it immediately! Please consider I'm using the Emulator in Portable Mode. So the path, as you can see, is inside the Emulator Folder / User / Triforce directory. Moreover, I noticed the GAME TAGS are changed! Please take a look on how the SAME Virtua Striker 4 2006 (Export Version) was identified in previous Dolphin version (SBLL) and in the newer one (GLLP6E) This is generating different tridimm_XXXX.bin files... What's going wrong here?!? by the way, please let me know which is the Controller Button you’re using to trigger the Test Menu. In my previous Dolphin version setup, it was the Z button, that was associated to F2 Key on my Keyboard.. Using the same configuration on latest Dolphin version and by pressing F2 key it says simply something related to save state in a popup with yellow font on the top left of the screen.. but no Test Menu is triggered..
  10. just tried latest version here posted by @hippopippo Virtua Striker 4 and Virtua Striker 4 2006 (Export Versions) are not working anymore (see the attached screen). What I have to do? Moreover, it seems I'm not able to enter in TEST menu. Have you changed the mapped button on the controller? Which one is now the correct button to get access to the TEST/SERVICE Menu? Thanks a lot in advance.
  11. Hi everyone, I'm trying to launch Arcana Heart 2 game dump using latest TeknoParrot version. Unfortunately, it seems the game has been "reshaded" somehow in order to run fine on recent 16:9 full hd monitors, while preserving aspect ratio. Basically, the game runs into a portrait with two pink vertical side bars containing also the Game Title (take a look at the screenshot here). My problem is that I'm running the game into a standard 4:3 CRT Arcade Monitor @31Khz with a maximum resolution of 640*480. As you can notice, in order to preserve the two pink vertical side bars, the global image is stretched to fit the borders of my CRT 4:3 Monitor. So, the question is, how to remove/crop those side vertical bars and restore the game to its original aspect ratio? Also, I assume the problem is common with many old TeknoParrot game dumps... Thanks a lot in advance. Best regards.
  12. Hi everyone, Is there any way or any resolution Patch to run Aliens Armageddon at 480p resolution? I've an arcade cabinet with a CRT Monitor and I'd really appreciate a patch to run the game into my cabinet. I've already tried with ReShade, dgVoodoo and DXWND without success.. Any ideas? Thanks a lot in advance!
  13. Hi everyone, Are you able to get access to the SuperModel website/forum? I'm no more able to open any official web page related to the emulator in the last 20 days or more.. has it been discontinued? Thanks a lot!
  14. Hi everyone, I'm trying to start Tekken Tag Tournament 2 Vanilla edition (it's the standard version, not the Unlimited one). The game boots up but it locks into a screen saying: USB DONGLE ERROR: NO KEY. (please look at the screen attached) I've already setup the USB Dongle Volume like the screen here attached. Any idea? Thanks a lot in advance.
  15. Thanks a lot @hippopippo I've just downloaded latest version and configured it. Is there any way to differentiate the TEST button from the INSERT COIN button? I've noticed that the X button (look at my screenshot attached here) acts as P1 INSERT COIN and TEST button at the same time! So, basically, sometimes it happens that I'm not able to successfully insert my coins in game, I need to press it more times until it is correctly triggered. I'm pretty sure about the double function of the same button, because I use the same button to scroll down the cursor into the Triforce Service Menu that I'm able to startup by triggering the Z (F2 on my keyboard) button. Thank you so much. Best regards.
  16. Thanks a lot @hippopippo Could you please re-upload this latest special build of Crediar Dolphin Triforce Branch elsewhere? Unfortunately, the one coming from mediafire is currently blocked by my Windows Security since it is infected by a Trojan Virus. Here you can find details in the screenshot attached. Thank you so much in advance!
  17. Me too.. Just tried latest TeknoParrot Update and nothing has changed. Both KOF XIII Climax (neverending black screen) and KOF XIII Climax for NesicaXLive (runtime error r6025 pure virtual function call) are NOT working. Fingers crossed for an update from the TeknoParrot Team...
  18. Hi @3nigm4 thanks a lot! Sorry for the late reply, family, sons and work often take precedence over hobbies 🙂 Please consider I'm not using Play embedded into TeknoParrot anymore! I'm just using the standalone version of Play that is usually more updated than the one included with TP. By the way I've improved the AHK v2 Script a lot and now it finally works as expected, fully integrated into LaunchBox/BigBox! Here you can find the final version attached. Basically the script takes one argument as input via command line. The expected input argument is the fully qualified path to the ROM ZIP File. The folder that stores the ROM ZIP file MUST include a folder containing the ROM CHD file as well. Here you can find a sample Script invoke command, based on the directory where my System 256 Roms Folders are currently stored: FullscreenForce.exe "D:\ROMS\TEKNOPARROT\Tekken 5 - Dark Resurrection\tekken5d.zip" So the script parses the input arguments and dinamically retrieves the Rom Path (D:\ROMS\TEKNOPARROT\Tekken 5 - Dark Resurrection in my case) and the Arcade ID (tekken5d in my case, omitting the .zip extension). These two variables (Rom Path and Arcade ID) are the essential inputs for Play Emulator, in order to start every Arcade game. The Rom Path is injected into the Play\Play Data Files\config.xml where the Preference TAG that contains the attribute Name=ps2.arcaderoms.directory is updated with the Value of the Rom Path. The Arcade ID is used to issue the command to Start Play Emulator and to boot the game: Run("Play.exe --arcade `"" . arcade_id . "`"") At the end of the Script the useful FullScreen Force commands are associated to the F11 Key of the keyboard. Once compiled into an EXE file, it's just a matter of LaunchBox Configuration. In Tools > Manage > Emulators, I've added the Play Emulator de-flagging everything, so that it looks like the first screenshot here attached. In the Running Script Menu of Play Emulator I've added the following script: #NoEnv Sleep, 3000 SetKeyDelay, -1, 110 Send {F11} Sleep, 3000 Send {F11} Return $Esc:: { WinClose, ahk_exe FullscreenForce.exe Process, Close, FullscreenForce.exe WinClose, ahk_exe Play.exe Process, Close, Play.exe WinActivate, ahk_exe BigBox.exe } Basically, once started, the LaunchBox automates the F11 Key press twice, with some delay/sleep. When the game is stopped/exited, then both Play.exe and FullscreenForce.exe processes are terminated. Finally, since I've originally added all System 256 Games to LaunchBox as associated to TeknoParrot Emulator and since I don't want to remove and re-add them, I've simply Edited each System 256 Game (via Mouse Right Click > Edit Metadata) in the Launching Section, by specifying the ZIP file of the game (look at the second screenshot) and in the Emulation Section, by specifying to start the game using Play Emulator configured above ((look at the third screenshot). Thanks a lot!! And happy emulation everyone!! 🙂 FullscreenForce.ahk
  19. Thanks a lot once again!! First problem, I'm trying to enhance the current AHK Script in order to pass some arguments to it when launching a Game. The idea is to parametrize the Game Name in order to dinamically adapt the launch command. Unfortunately, when I launch the Play.exe from the AHK Script with this command: Run("Play.exe --arcade 'D:\ROMS\TEKNOPARROT\Tekken 4\tekken4'") I'm obtaining this error: Failed to read arcade definition file located at D:\ROMST\TEKNOPARROT\Tekken.arcadedef Any idea?? Thanks a lot in advance!
  20. Dear @3nigm4 I've converted the Script from v1 to v2 syntax, here you can find the new version attached. AND IT WORKED!!! 🤗 But, believe it or not, the F11 Key MUST be pressed TWICE!!! With the first F11 hit the Emulator goes full screen but it has the SAME problem I've already described. So, I was frustrated and I was hitting the F11 for the second time just to exit from FullScreen and return back to the Windowed mode in order to close the Play Emulator. Then the SURPRISE, it was NOT returning from full screen to windowed mode as expected, but it was setting the position of the Fullscreen without the huge vertical black bar on the left!!! The Fullscreen starts at X and Y position 0 of my CRT Monitor, and now I'm able to see every Tekken Game in Full Screen Mode!!! THANK YOU SO MUCH!!!! Now I need to study how to set it into LaunchBox and how to automate the F11 double key press when the Launchbox starts the Emulator and it's done!!!! Thank you so much my friend! Have a nice evening! Fullscreen Force_newV2.ahk
  21. Thanks a lot @3nigm4 I'm still studying your Force Fullscreen Script. Unfortunately, it seems it is written using AHK v1 and I'm now converting into AHK v2 sintax, otherwise it is not possible to compile it. Stay tuned, I will update you as soon as I'm able to compile and run it. Thanks once again.
  22. Great!! Thanks a lot!! fingers crossed 🙂
  23. Same problem with 0.71 as well. if I select Fit Screen or Original size in the Presentation Mode selectbox, everything works fine with right aspect ratio, once I enter in Full Screen Mode (Alt+Enter) the rendered image is shifted of a bunch of pixels on the right, leaving a huge vertical black and useless bar on the left (see the screenshot). if I select Fill Screen in the presentation Mode selectbox, everything works fine and it looks like a 16:9 aspect ratio in the Emulator Window, once I enter in Full Screen Mode (Alt+Enter) the rendered image is not shifted but Zoomed In, and so it crops a vertical rendered section of the screen in the right side 😞 I believe emulator is not yet compatibile with 640*480 original monitor resolutions.. yes, if it is possible to provide an AHK script I would appreciate it a lot! by the way, please consider that if the AHK script simulates and automates the Alt+Enter key combination, then I would expect the same wrong behavior.. probably it could be helpful something that overlays and masks with horizontal black bars at the top and the bottom the toolbars and Menus of Emulator running in windowed mode. Surely, it will not be either an elegant solution or a complete full screen, but at least it will be fully playable without any useless menu or toolbars. I can easily integrate it within my LaunchBox-BigBox setup. thanks a lot!
  24. Do you have any link with 0.71 version already built for Windows 10 64bit? Sorry, I didn't notice the end of your message, I'm just downloading it now! Thanks a lot!
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