[NG & NGCD] NeoRaine Update

NeoRaine 1.0.0

This is not new generation raine, it's just a build with neocd support ! For those who don't know what neocd is, it's some of the best neogeo games ever with cd quality music.
Actually I started all this lightly, just to port some old code I had writen 2 years ago for the psp to raine, and I had planned to spend only a few days on it. Finally it lasted more than 1 month, and thanks go to Stephh for his very good bug hunting sessions !

Anyway it was fun and interesting to do, and since there was no decent neocd emulator for linux, it was something to be done. Go to the download section, and follow the link for neoraine (and read the doc page at least once !).
By the way there is also a small 0.50.6 release for raine, because while developping neoraine, a few bugs were fixed for raine (a huge one for the cheats, and a few small ones too). See the changelog for details.

Have fun and merry christmas (ok, 2 days late, but rainemu was down for christmas so it's not my fault !).

http://www.rainemu.com/msgboard/yabbse/index.php?topic=1226.0
neoraine-1.0.1

it contains only the changes for samurai spirits rpg.
I am not totally happy with them, because they are specific to this game, and since it's a console, it's not supposed to have specific code for any game, but anyway...

Also I have reuploaded raine-0.50.6 without the debug symbols this time so it's a little smaller, and upgraded the sources (but it's still named 0.50.6).

http://www.rainemu.com/msgboard/yabbse/index.php?topic=1226.0
neoraine (1.0.2) unstable; urgency=low

  * Fixed corrupted line in the about dialog when displaying it for the 2nd time
  * Allow the sfx volume and music volume to be set to more than 100% (until 200%) for games with too quiet samples.
  * fixed crash in last resort (at start)
  * games which upload to the pcm area can also use savegames now (previously trying to save such a game exited neoraine)
  * startup.bin becomes obsolete and is removed
  * last blade 2 had lost its title screen because it was trying to use dma for its uploads, it's now supported.
  * Pulstar gains a speed hack too.
  * Fixed the huge bug with the sfx sound only on the left side, it's now stereo, sorry !!!

http://www.rainemu.com/msgboard/yabbse/index.php?topic=1230.0
NeoRaine 1.0.4

just a quick fix for the infamous tosec names of more than 80 characters in cue files, + clearer error messages for the cue files, that's all there is to this new version... !
I am late now !

http://www.rainemu.com/
NeoRaine v1.0.5

- Fix pcm handling in ssrpg (random battles)
- fix speed hacks handling when raster frame is used (like in the demo of street hoop which was really too fast !!!)
- add experimental support for mode2/2352 isos (normally neocd isos are all supposed to be mode1/2048, so usually mode2/2352 are bad rips, but sometimes they work anyway !!!).

http://www.rainemu.com/
neoraine (1.0.6) unstable; urgency=low

  * Fixed a stupid bug with the cache, never use xor to see if a memory area was changed. The + I now use is still not perfect, but it's much better, and it should be enough for what it's used.
  * Fixed a possible crash when loading a savegame because I had forgoten to turn the cd music off before restoring a savegame...
  * Add a "turbo" key : the default is del, you can change it in the gui, it just toggles the limit speed setting. If you are not limited by vsync, you can reach 700 fps in neoraine with yuv overlays when disabling the speed limitation with this key !

http://www.rainemu.com/
neoraine (1.1.0) unstable; urgency=low

  * Switched from SDL_Mixer to SDL_Sound to decode audio tracks : no more weird crashes with electric fence, adds flac audio support for the audio tracks, and allows to save the position of the audio track in the savegames.
  * Fixed a problem with semi transparent sprites which showed only in puzzle bubble !
  * Setting the speed to 85% in aof2 didn't work, fixed
  * Fixed kof96 neocd collector demo, which was messing with interrupt vectors.
  * Added error messages in game when an audio track can't be loaded (either file unreadable, or track not found)
  * Added pseudo video layers keys to the neocd driver : you can now disable the 8 first sprites blocks + the fix layer using the F5..F12 keys. Notice that the sprites layers are logical layers, the hardware doesn't handle them directly.
  * Fixed the opening b demo in last blade 2 (option->demo viewer->opening b)
  * Inputs are now reseted when returning to the game, which avoids the problems when calling the gui while keeping a game key pressed.
  * fullheight scanlines + double width were kaput (old broken asm code)
  * Fix the blinking effect of scanlines in windows fullscreen with double buffer enabled
  * Add loading animations support - by default they play as they would with an 8x cdrom drive, it seems the best choice between too slow and too fast. You can change their speed in the neocd options in the gui (or set it to off to disable completely the animations).
  * Fix some possible corruption in the savegames, but old ones can still create corruption, try to use only savegames created with this version.
  * savegames are compatible again between linux & windows
  * handles the urls in history.dat without crashing.
  * You can finally change the keys for the video layers, go to the inputs section / Video layers...
  * Fixed loading directly an iso passed on the command line, it was broken since 1.0.5.

http://www.rainemu.com/
neoraine (1.1.1) unstable; urgency=low aka "triple 1" !!!

  * The autofire options are fixed and they are now saved with your game options (as custom controls).
  * Fixed a stupid graphical glitch which can happen after a loading sequence (like on the title screen of last blade 2).
  * Fixed again scanlines (asm problem) + double pixel scaler (same problem)
  * Fixed a possible crash when using normal blits and loading a new game
  * Remapped custom keys : the multimedia keys were recognised before, bad very badly mapped since they could cause a serious buffer overflow. So they have been remapped and if you used some non standard keys in your mappings you'll have to remap them using the gui.
  * The loading is now progressive when animations are enabled, this produces a smoother animation and allows to better see some effects (notice that at speed > 2, it can still be not totally smooth because at these speeds the number of sectors loaded by frame can vary from frame to frame).
  * the turbo key (default: del) becomes like the game keys : keep it pressed to enable turbo, release it to go back to normal.
  * When changing a control, you now have the option to delete it.
  * Fix again some corruption in the savegames. This correction might fix some savegames saved before this version, but you might be obliged to create new savegames to be sure to get rid of the problem (tested with samsho4).
  * When loading a game with animations enabled and the game uses a resolution of 304x224, there could be some glitches left on the borders of the screen after the initial animation, it's fixed now.
  * Fix problems with starting some loading animations (breakers).
  * Add handling of direct writes to fix area for over top, the only game I know which needs this ! And fix the animations of overtop which were bad begining at level 2
  * Fix a remarquable bug with the memory pool : if you played in windowed mode with normal blits and resized the window while playing a game by draging a border of the window, the memory pool had an overflow after about 1s of resizing, which was ending in a violent crash !  The memory allocation is now more resistant to this kind of fun ! Notice the bug could happen only if your window manager resizes the window in real time, that is if it sends redraw messages every time the size changes. MS Windows doesn't do that normaly, it happened in kde for me.
  * Until now if you pressed the windows key by mistake, windows throws you to the desktop, but if you were in the middle of a game, you had a ugly message when you came back, and raine/neoraine exited after you validate the message. Well it's windows specific behaviour... anyway now when you press this damned key, you are still thrown to the desktop (I don't think I can do anything to prevent this !), but you can continue your game when you come back with alt-tab. Notice that the game is not paused in this case !
  * Recompile the windows version of sdl_sound with smpeg support to be able to play some weird kind of mp3s called "free format" which couldn't be played in 1.1.0. Now if you find another unplayable format, the error message will appear on the game screen instead of the console since usually there is no console in windows ! ;-)
  * If starting a game which had a title bitmap (which appears after you have done "load game") in normal blits at a resolution such that width > 640 and height < 480, then you had a crash. It's fixed too !

http://www.rainemu.com/
neoraine (1.1.2) unstable; urgency=low

  * Fix the mess between default and custom controls created by the autofire saving ability
  * Prevent a crash when messing with the autofire before a game is actually loaded
  * Fix bad palette in kof96ng (it's a general fix, the palette actually uses a mirror).
  * The turbo control works as expected with a joystick too (release the control to stop the turbo effect).
  * Help the user from turning animations off in the middle of a loading animation and prevent last blade 2 from geting lost if we use a low speed of loading. Also make the loading progression bar slightly more precise, and survive if the user changes the cdrom speed in the middle of a loading animation.
  * small improvements to the gui, and added the ability to change most of the colors (gui options / Colors).
  * fixed speed too fast in some places for janshin (Quest of Jong Master)

http://www.rainemu.com/
neoraine (1.1.3) unstable; urgency=low

  * Fixed the loading animations "flashes", during, after or before the animations (thanks to Juveno41 for the animation he found on youtube, it helped a lot !). It also finally explains why the animations of overtop were bad from level 2 : they were not supposed to be shown at all !
  * Fix a stupid mistake which could cause a bad restoration of savegames in some situations
  * Some part of the gui could remain visible after the game was started...
  * The depencies for raine and neoraine are now in different files to avoid to reproduce the mistake of version 1.1.2 with the bad windows binary !

http://www.rainemu.com/
neoraine (1.1.4) unstable; urgency=low

  * Fixed a few problems when switching between yuv layers and normal blits
  * Disabled double buffer for the gui in windows, this makes a lot of things much easier and already improves the look of some parts of the gui
  * Fixed the message "loading error" on some games.
  * neoraine could crash on a cd song change sometimes (thread bug - it's a one which happens only if you are unlucky !). It's fixed now.
  * The colors selection dialog gains some sliders controls, and you can now change the fg color to any color (if you chose a dark color in previous versions, you got something very ugly !). Notice that alpha is ignored for fg color, but it's better this way, transparent text becomes unreadable !
  * fix 8bpp mode (when launching neoraine on an 8bpp desktop), broken in many places (crashes, palette, etc...).
  * Prevent a possible crash when reseting a game, and prevent graphics corruption when reseting during the 1st animation while the fix area is being loaded

http://www.rainemu.com/
neoraine (1.1.5) unstable; urgency=low

  * fix loading a mode1/2352 image with animations enabled
  * Now supports audio tracks contained in the game image file (usually a bin file). I tested with a mode1/2048 image and a mode1/2352 one, so it should normally work everywhere. If you made your own image from a real cd, and all you can hear is a big "sssssshhhhhhh" instead of music, then there is a new option for you in sound options : "audio tracks format". Normally cd tracks should always be in lsb format, but some cd player swap the bytes when reading them, so you can try msb if the sound is broken for you, but normally you should never have to touch this option.
  * See raine changelog for the stupid gui fixes of previous version.
  * Basic support for playing directly an audio cd : if no external audio track can be found, then neoraine will try to play the 1st audio cd it can find. In linux it works only if you have the cable between the cdrom drive and your soundcard, in windows it works everywhere (converted to digital). This is the less "efficient" mode of playing : looping isn't supported, which means that in aero fighters the track won't loop during game play, and for now it doesn't try to save the current track position in savegames.
  * When a cd track was played until its end, it stopped completely the cdda and you couldn't hear anymore any track. It's fixed now.
  * The demo of street hoop didn't play correctly if loading animations were enabled. This bug affected only games which used the horizontal irq (very few)
  * disabled speed hack for magical drop 2 as it made the menu much harder to use !

http://www.rainemu.com/
neoraine (1.1.6) unstable; urgency=low

  * This version mainly takes the changes from raine 0.40.15 : joysticks are more responsive, and the console gets new commands which allow better cheats for ssrpg

http://www.rainemu.com/
NeoRaine v1.1.6 R2

http://www.rainemu.com/
neoraine (1.1.7) unstable; urgency=low

  * changes for the console : better handling of scripts in windows (fopen rb instead of r !!!), now correctly handles tabs in scripts, reports errors if console is hidden (during scripts execution), adds save and restore commands.
  * all the scripts for ssrpg have been updated to handle up to 3 characters in the team at the same time (thanks to saaleh for the savegame which allowed me to do that !)

http://www.rainemu.com/
neoraine (1.2.1) unstable; urgency=low

  * Fixed a crash when restoring a savegame in kof98 (too many pcm uploads)
  * Savegames could be badly restored starting in version 1.2.0 because of a change in the handling of the main ram.
  * Added an error message when trying to load a game from a .cue file and the iso defined in the cue file is not readable.

http://rainemu.swishparty.co.uk/
neoraine (1.2.2) unstable; urgency=low

  * Sound sample rate can only be 44 Khz in neoraine because of the audio cd tracks, so the sound options don't allow to change this.
  * When stopping sound emulation in the middle of a game the sound now stops immediately.
  * See raine changelog for version 0.51.0 for changes not specific to neoraine (gui, console, video...).

http://rainemu.swishparty.co.uk/
neoraine (1.2.3) unstable; urgency=low

  * Fixed hq2x/3x in 16bpp, see raine changelog for details
  * Running games without sound emulation should now work correctly (very likely to crash previously !).
  * You can now choose in neocd options to always turn cd music off when loading a file, which is what the console was doing because it couldn't do both at the same time. It can still be usefull to do the same in some very rare cases, so it's your choice.
  * You can now mute either the sfx or the cd music in the sound options menu.
  * The default sfx volume and cd volume are now both 60, and there is an option to return to the default volumes in the sound menu.
  * When restoring a savegame new cdda commands are now always handled (they could be ignored in some cases before).

http://rainemu.swishparty.co.uk/
neoraine (1.2.4) unstable; urgency=low

  * Fix the stupid bug with "mute sfx" freezing the emulation
  * Fix a crash when trying to cancel "update sprite block" in neocd options.
  * Now correctly emulate the pause command sent to the audio cd before loading any file from the cd. The "Always stop cd music while loading" option moves from neocd options to sound options and is now set to yes by default, and is saved while you leave the emulator.
  * Speed hacks are coming back in a better form. The speed hacks autodetection could not work anymore for a few versions, it's working again now (try ironclad, you'll see the difference). There is now an option in "neocd options" to disable speed hacks if you fear the game might be a little faster with speed hacks enabled (it's not the case normaly speed hacks just make the animations smoother normaly, but there might be exceptions).

http://rainemu.swishparty.co.uk/
neoraine (1.2.5) unstable; urgency=low

  * Fix a rare cache corruption bug (which could load some bad sprites in some very specific cases).
  * Better handling of commands to restart the same audio track (previously it was interpreted as unpause command)
  * Better support of cue files with multiple audio files in them (previously some files could very well not be found).
  * Support for starting indexes for audio tracks in cue files.

http://rainemu.swishparty.co.uk/
neoraine (1.2.6) unstable; urgency=low

  * There was again a bug in the crc calculation of the cache, which prevented neoraine to load a file it should have loaded from the game in some cases. Since I really had too many bugs of this kind, I completely disabled the optimization and thus fixed this bug for good this time. You should get much more reliable savegames now, especially with games which load tons of files like king of fighters. (It also affects normal play, when loading files between rounds).
  * See raine 0.51.5 changelog for generic changes in this version (gui, double bufer, etc...).

http://rainemu.swishparty.co.uk/
neoraine (1.2.7) unstable; urgency=low

  * Small bug fixes and improvements, most notably a better sync with music thanks to a float fps now, and a fix for savegames which didn't save correctly  the fix area when it was uploaded from the prg ram.

http://rainemu.swishparty.co.uk/
neoraine (1.2.10) unstable; urgency=low

  * sound chips state is now saved into savegames, + corrections of unfinished stuff in previous version. See raine changelog for version 0.51.8 + git changelog for details.

http://rainemu.swishparty.co.uk/