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Wine 9.8 released with Mono updates, ARM improvements

By - | Views: 28,258

Another biweekly development release for the Windows compatibility layer is here, with Wine 9.8 now available.

Highlights of this release include:

  • Mono engine updated to version 9.1.0.
  • IDL-generated files use fully interpreted stubs.
  • Improved RPC/COM support on ARM platforms.
  • Various bug fixes.

The changes from Wine Mono 9.1.0:

  • Due to a license change in Vagrant, the Vagrant build files have been removed in favor of Podman. The official build of this release was also made using Podman.
  • Fixed a build error on systems that use a scheduling policy not in a hard-coded list.
  • Fixed a crash when auto-generating a COM interface for some classes with array types in their signature (Winehq bug 55736).
  • Implemented String.Concat(object, object, object, object, __arglist) (Winehq bug 56248).
  • Fixed doubled characters when typing in Terraria.
  • Added support for Joystick and Keyboard inputs in Managed DirectX/monoDX.
  • Added support for the ApplyToOverrides property in System.Web.Extensions.
  • Fixed System.Drawing.Icon incorrectly rejecting cursor handles, which was also breaking System.Windows.Forms.Cursor.Hotspot.
  • Fixed hang when System.Environment.Exit is called while another thread is in a long-running native call.
  • Upstream updates:
    • SDL2 to 2.30.2.
    • FNA to 24.03.
    • llvm-mingw to 20240320.

There's 22 bugs noted as solved from this Wine development release including a bug from all the way back in 2005, which was for the Microsoft Office 97 installer. There's also fixes for Battle.net, Corsair iCUE 4, Installshield and various other miscellaneous apps and Windows compatibility issues.

Article taken from GamingOnLinux.com.
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6 comments

mrdeathjr May 5
With this wine version winehq begin provide noble official packages:

https://dl.winehq.org/wine-builds/ubuntu/dists/noble/main/binary-i386/

https://dl.winehq.org/wine-builds/ubuntu/dists/noble/main/binary-amd64/

In my case need this packages if you use staging, and install in this order

wine-staging-i386_9.8~noble-1_i386.deb

wine-staging-amd64_9.8~noble-1_amd64.deb

wine-staging_9.8~noble-1_amd64.deb

winehq-staging_9.8~noble-1_amd64.deb


back to improvements them add many commits related to wmv

QuoteRémi Bernon:

mfreadwrite/tests: Do not accept MFVideoFormat_RGB32 in the test transform.

mfreadwrite/tests: Avoid using MFCreateMediaBufferFromMediaType.

mfreadwrite/tests: Shutdown the test stream event queues on source shutdown.

mfreadwrite/reader: Avoid leaking the stream transform service MFT.

winegstreamer: Set other aperture attributes on video media types.

winegstreamer: Always set aperture attributes on video decoder output types.

winegstreamer: Introduce a new wg_transform_create_quartz helper.

winegstreamer: Use DMO_MEDIA_TYPE in the WMV decoder.

mf/tests: Use a separate field for buffer_desc image size and compare rect.

evr/tests: Sync compare_rgb32 / dump_rgb32 helpers with mf tests.

mfmediaengine/tests: Sync compare_rgb32 / dump_rgb32 helpers with mf tests.

winegstreamer/video_processor: Allow clearing input / output types.

mf/tests: Move the video processor input bitmap names to the test list.

mf/tests: Add more video processor tests with aperture changes.

mf/session: Introduce new (allocate|release)_output_samples helpers.

mf/session: Get session topo_node from their IMFTopologyNode directly.

mf/session: Introduce new session_get_topo_node_output helper.

mf/session: Introduce new session_get_topo_node_input helper.

mf/session: Wrap samples in IMFMediaEvent list instead of IMFSample list.

mf/session: Handle transform format changes and update downstream media types.


Ziqing Hui:

winegstreamer: Merge video_cinepak into video field.

winegstreamer: Merge video_h264 into video field.

winegstreamer: Merge video_wmv into video field.

winegstreamer: Merge video_indeo into video field.

winegstreamer: Merge video_mpeg1 into video field.

winegstreamer: Implement mf_media_type_to_wg_format_video_wmv.

winegstreamer/video_decoder: Set input/output infos in h264_decoder_create.

winegstreamer/video_decoder: Change decoder attributes.

winegstreamer/video_decoder: Add wg_transform_attrs member.

winegstreamer/video_decoder: Support aggregation.

winegstreamer/video_decoder: Use video_decoder to implement wmv decoder.

but in practice stay testing various games with wmv cinematics but dont appear changes in my case until now

almost forget on non directly related with wine, i ask about this for dxvk

https://github.com/doitsujin/dxvk/pull/3411

because show all tasks are completed and devs put this in this topic:

QuoteThere is a goal of having it merged for the dxvk 2.4 release. Just needs to be reviewed beforehand.





Last edited by mrdeathjr on 5 May 2024 at 11:34 am UTC
How well does Mono actually work these days? I remember when an awful lot of people were of the opinion that it was basically pointless--that it would, much like Wine, find it impossible to really approach parity or real compatibility with that Microsoft thing it was imitating and would be forever chasing taillights. And, like with Wine, back when there were not a lot of resources put into it there was a lot of truth to the idea. But with Wine + Proton that is now pretty much not the case for games, basically because certain parties found it worthwhile to pour quite a bit more resources into it, so that Wine could improve faster than the taillights could recede. So did that ever happen with Mono? Is it good now?
whizse May 5
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Well, Mono is certainly working well for Unity.

C# is presumably doing well on the Windows side, but doesn't seem to have caught on much on the Linux side as far as I can see? Most of the big ticket apps from the Mono heyday (like Banshee, F-Spot etc) seems to be unmaintained.

Microsoft did buy Mono (well, Xamarin the developer) and also subsequently started open sourcing .NET. That seems to have blurred the lines somewhat between Mono and "offical" .NET.

At least that's my take on the situation.
Phlebiac May 5
Quoting: whizseMicrosoft did buy Mono (well, Xamarin the developer) and also subsequently started open sourcing .NET. That seems to have blurred the lines somewhat between Mono and "offical" .NET.

Yes; Mono is dead, but was a success, because .NET is now officially cross-platform. Microsoft recognized where the cloud money is at, and Azure and .NET are both more Linux-oriented these days. Of course, they also have WSL to try and keep some people on Windows...
Quoting: Purple Library GuyHow well does Mono actually work these days? I remember when an awful lot of people were of the opinion that it was basically pointless--that it would, much like Wine, find it impossible to really approach parity or real compatibility with that Microsoft thing it was imitating and would be forever chasing taillights. And, like with Wine, back when there were not a lot of resources put into it there was a lot of truth to the idea. But with Wine + Proton that is now pretty much not the case for games, basically because certain parties found it worthwhile to pour quite a bit more resources into it, so that Wine could improve faster than the taillights could recede. So did that ever happen with Mono? Is it good now?

Mono found a few powerful backers, but none of them are as determined as Valve.
It successfully provides dotnet 6.0 and parts of 7.0. With that it's technically two/three versions behind dotnet framework, but useful for most production applications, because grabbing the newest of the newest can cause issues.
It's also popular enough that some large market have started developing for it instead of the other way around.
It's the basis of the C# capability of Unity and Godot and populair for android applications.
As a(linux) developer in training I've noticed its limitations way too often, but I also respect that it can apparently run basically any game and android app.
mrdeathjr May 7
With this wine staging version, in my case show a interesting surprise on devil may cry collection

this game dont run because lancher needs more functions on mono but now



and this game have wmv cinematics with wmapro audio and appear this with sound








Last edited by mrdeathjr on 8 May 2024 at 11:33 am UTC
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