Dingoonity.org

GCW Zero => Releases => Topic started by: dmitry_smagin on May 31, 2016, 08:39:28 am

Title: pcsx4all 2.4 UPDATE 2017-01-05
Post by: dmitry_smagin on May 31, 2016, 08:39:28 am
Behold,
this is PCSX4ALL 2.4 ported to GCW Zero.

Yeah, this is for real.

(https://img-fotki.yandex.ru/get/128901/3442222.1/0_c923b_bcd386ef_orig.png) (https://fotki.yandex.ru/next/users/exmortis/album/130917/view/823867)
(https://img-fotki.yandex.ru/get/28032/3442222.1/0_c38e9_66cd7a08_orig.png) (https://fotki.yandex.ru/next/users/exmortis/album/130917/view/801001)

Download opk: http://prizma.bmstu.ru/~exmortis/opk/pcsx4all.opk (http://prizma.bmstu.ru/~exmortis/opk/pcsx4all.opk)
Source code: https://github.com/dmitrysmagin/pcsx4all (https://github.com/dmitrysmagin/pcsx4all)

Compatibility list: https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0 (https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0)

Quick start:
- Put bios file scph1001.bin (in lower case!) to /media/home/.pcsx4all/bios
- Run emulator, go to Core Settings, set BIOS from HLE to scph1001.bin

Core Settings
Emulation core: int/rec - choice between interpreter and recompiler
Cycle multiplier - adjust cpu cycles (range 0.5 - 3.0), the default is 2.0
HLE emulated BIOS: on/off  - use high level bios emulation (HLE) or real bios image
Set BIOS file - press A to browse for bios image
RCntFix: on/off - enable/disable hack for Parasite Eve 2, Vandal Hearts 1/2
VSyncWA: on/off - enable/disable hack for InuYasha Sengoku

GPU Settings
Show FPS: on/off - display some debug info for testing purposes
Frame Limiter: on/off - limit fps to 50 or 60 (better disable for more smoothness)
Frame Skip - set frame skipping (off/auto/1..4)
Interlace: on/off - don't render even scanlines
Dithering: on/off - dither color (most prominent in Silent Hill)
Lighting: on/off
Fast lighting: on/off
Blending: on/off
Pixel skip: on/off - skip rendering pixels which are not visible due to downscaling

SPU Settings
XA audio: on/off - enable/disable XA audio
CDDA audio: on/off - enable/disable CDDA audio
Audio sync: on/off - enable/disable audio synchronizing (better disable with auto frameskip)
SPU updates per frame: 1 .. 32
Forced XA updates - enable/disable queueing XA interrupts sooner than usual (fixes audio dropouts)
IRQ Fix: on/off - enable/disable SPU IRQ always acknowledged (fixes audio in very few games, better off)
Interpolation - audio interpolation (none/simple/gaussian/cubic)
Reverb: on/off
Master volume: 0 .. 16

In-game key mappings
PSX button - GCW Zero button(s)
D-PAD       D-PAD
Triangle    X
Square     Y
Circle        A
Cross        B
Start           Start
Select      Select + B
L1            L
R1           R
L2           Select + L
R2           Select + R
menu      Select+Start

In-game menu
Swap CD - yes, changing disks works for multi-CD games
Load state - press left/right to alter save slot
Save state
Quit

Filetypes supported: bin (+cue), img, mdf (+mds), iso, pbp, cbn

UPDATE 2017-01-05
- more correct emulation of cpu quirks (senquack) which fixed the following games:
   Jackie Chan Stuntmaster
   Tomb Raider 2, 4, 5
   Mortal Kombat 3
   Mortal Kombat Trilogy
Version 2.4 - UPDATE 2016-12-24
- numerous fixes to gpu_unai and emu engine (senquack)
- dithering for gpu_unai (johnnyonflame)
- menu revamped, more options (senquack, d_smagin)
- added interpreter choice to the menu (slow, but more compatible)
- reworked load/save states menu, added preview screenshots (senquack)
- fixes for mipsrec: Tekken 2, Tekken 3, Skullmonkeys (d_smagin)
- more fixes for mipsrec - R-types, Cart Worls Series, Mega Man X6 (senquack)
UPDATE 2016-08-15:
- fix: Loading savestates restores original resolution (senquack)
- implemented a new event/interrupt scheduler queue (senquack)
- mips recompiler is improved and optimized (delay slots are used where possible, cycle stalls are avoided where possible, calls to psxBranchTest() are reduced etc). This allowed to gain 15-20 more fps depending on each particular game. (senquack)

UPDATE 2016-06-15:
- Fixed root counters code (taken from pcsx_rearmed), this improved timings and made the whole emulation more accurate. As a result, input is no more getting stuck occasionally in Cotton and Metal Slug X. (senquack)

UPDATE 2016-06-05:
- Added multi-CD boot/swap for for PSP Eboot .pbp images (senquack)
- Reset to default values in Settings menu (zear)
- Emulator is no more picky about case-sensitivity for bios name (zear)

UPDATE 2016-06-03:
- Build date and time are now displayed in menu
- [HLE] Fixed malloc(), Burning Road doesn't crash and worls fine;
- [HLE] More checks for errors in malloc(); Need for Speed 2 doesn't crash but gets stuck on loading screen

UPDATE 2016-06-01:
- [HLE] Fixed HLE (previously it didn't seem to work at all), now a lot more games work without bios
- [HLE] Fixed heap initialization; Grand Theft Auto 2 doesn't crash anymore
- [HLE] Check negative lengths in mem***() functions; Contra Legacy of War doesn't crash anymore
- [mipsrec] Disabled memory optimization; G. Darius works now

Changelog
- PCSX4ALL 2.3 is used as a code base, Uli's recompiler is transplanted from psx4all-dingoo (Dmitry Smagin)
- Uli's mips-to-mips recompiler is greatly cleaned up and optimized (Dmitry Smagin)
  added missing opcodes recompilation (DIV, DIVU, MFHI, MTHI, MFLO, MTLO, LWL, LWR, SWL, SWR);
  optimized for mips32r2 using seb/seh/ext/ins opcodes;
  added missing GTE opcodes recompilation (CFC2, CTC2, MFC2, MTC2, LWC2, SWC2)
- Backported SPU plugin from pcsx_rearmed (senquack),
  fixed CDDA audio in many games (NFS3, GTA1 etc)
- Fixed and improved gpu_unai plugin (senquack),
  fixed blending in Silent Hill (no more white squares around characters)
  fixed polygon inaccuracy which caused gaps between them (NFS3, Gran Turismo 2 etc)
  fixed inaccuracy which caused shifted or distorted horizontal lines (any game with Square Enix logo etc)
- Added support for more iso formats (proper .cue support)
- Added swapping CD for multidisk games (Dmitry Smagin, senquack)
- Simple yet working gui added (Dmitry Smagin)
Title: Re: pcsx4all 2.3
Post by: howie_k on May 31, 2016, 09:09:24 am
BOOM! Thank you :)
Title: Re: pcsx4all 2.3
Post by: kaio on May 31, 2016, 09:38:52 am
Спасибо, Дмитрий!
Thank's Dmitry!
Title: Re: pcsx4all 2.3
Post by: Senor Quack on May 31, 2016, 09:46:13 am
NOTE: .ecm CD images are not yet supported.  If your .bin file has been compressed with ECM, you must use a utility to convert it back to a non-ECM bin file before uploading it to your GCW Zero.  ECM strips the useless error-correction information, saving about 5-10% of space, and unfortunately for us is a very popular format.  If running windows, you can find an unecm.exe binary here. (http://www.theisozone.com/downloads/playstation/tools/unecm/)  If running Linux Ubuntu/Debian you can install the 'ecm' package and use 'ecm-uncompress'. Mac users can  find a unecm binary here. (https://plus.google.com/+JeremyWininger/posts/KfThGGnfHeo)  Experimental support for .ecm is in the works, but load times are ridiculously long as of now.

The emulator has support ported from PCSX Rearmed/Reloaded for .SBI subchannel files. Many later European PAL games had copy-protection encoded in the subchannel and will not work unless a .SBI file is present. For it to work, a .CUE file must be used to launch the game, and the .SBI file must be in the same directory as the CUE and be named exactly the same it (just with different filename extension).  If you still cannot get the game to work,  an NTSC US version of the game might be your better option.

The emu also supports ePSXe style patch files. You must place them in the folder ~/.pcsx4all/patches/  (~ means your home folder) and they must follow the strict ePSXe naming convention.  A patch meant for a specific CD with ISO name 'SCUS_94484' would look for a patch named SCUS_944.84 in the patches folder before starting. This allows loading trainers, translations, and patched versions of games.  Google is your friend.

The emu supports loading two compressed image formats, .pbp and .cbn   :   PBP is the Sony PSP Eboot ISO format, and can contain multiple disc images inside one compressed pbp file. Unfortunately, disc swapping within a PBP file is not yet implemented (TODO). Correction: as of June 05 2016, we fully support Eboot PBP format, including multi-CD images.  CBN images are the CBIN compressed format invented by Ulrich Hecht for his release of PSX4ALL for Dingoo.  The filename extension is 'cbn' despite the utility being named CBIN.  If you would like to compress your .BIN images, you can find cbin compression utility embedded in his PSX4ALL release for Dingoo:  http://dl.openhandhelds.org/cgi-bin/dingoo.cgi?0,0,0,0,71,331     CBIN compression binaries are included in the .zip file for Windows, Linux, and MacOS.  You will likely need to follow the instructions on this page to get Ubuntu to run 32-bit linux binaries if you are running a 64-bit system: https://askubuntu.com/questions/454253/how-to-run-32-bit-app-in-ubuntu-64-bit

I'll write some better documentation on the Wiki and provide links to 64-bit Linux build of CBIN compressor when I have time later. I hope to further improve compressed image support as time permits.
Title: Re: pcsx4all 2.3
Post by: fosamax on May 31, 2016, 10:00:59 am
Thanks for a something I've been waiting for a long time. Will try it ASAP.
Title: Re: pcsx4all 2.3
Post by: thefifthgiant on May 31, 2016, 01:33:25 pm
Looks good guys, I look forward to trying this out later in the week!  :)
Title: Re: pcsx4all 2.3
Post by: Qubits on May 31, 2016, 04:21:54 pm
Thank you, Einhander [NTSC-U] [SCUS-94243] is not working so far. Says " loading " but then nothing.
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on May 31, 2016, 04:33:23 pm
Thank you, Einhander [NTSC-U] [SCUS-94243] is not working so far. Says " loading " but then nothing.

No, it works. No matter HLE or real bios. Check your actions.
Title: Re: pcsx4all 2.3
Post by: Aeter on May 31, 2016, 05:17:29 pm
Holy mother of cows!
Thank you Se?or Quack and comrade Smagin!
Title: Re: pcsx4all 2.3
Post by: kami1357 on May 31, 2016, 06:19:57 pm
Holy smoke

You just made my day

Title: Re: pcsx4all 2.3
Post by: toto on May 31, 2016, 06:34:19 pm
Thanks guys! ?
Title: Re: pcsx4all 2.3
Post by: xdplus fanatic-oopsy on May 31, 2016, 08:06:11 pm
Congrats to the GCW Zero community for getting proper psx support. How are the games so far?? How are the framerates in games?? Do most games load and work properly?

Thanks!
Title: Re: pcsx4all 2.3
Post by: Quickman on May 31, 2016, 10:04:05 pm
Awesome!!!

Hey I remember @wingedmerchantgaming pretty recently did a psx video... Looks like it's time for a comparison video! ;) ??????
Title: Re: pcsx4all 2.3
Post by: Quickman on June 01, 2016, 03:30:18 am
@Senor Quack @dmitry_smagin
 Question: is this expected to run the same speed/smoothness as PSX4all,  just with better user interface (as well as what's listed above)? ... Or is it optimized to run faster/smoother overall in comparison?

 Again thank you so much for your hard work! So excited to test when I can!
Title: Re: pcsx4all 2.3
Post by: johnnyonflame on June 01, 2016, 04:38:28 am
Like I said @ IRC, Great job! A lot of effort went into this and it really shows.

@Senor Quack @dmitry_smagin
 Question: is this expected to run the same speed/smoothness as PSX4all,  just with better user interface (as well as what's listed above)? ... Or is it optimized to run faster/smoother overall in comparison?

 Again thank you so much for your hard work! So excited to test when I can!

No, this blows PSX4All out of the water REEEAAAAL good. Dmitry and Se?or really did a great job.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 01, 2016, 06:42:30 am
Mega Man X6 ( And Rockman x6 ) iso are not working so far. The game launch, you can press start a few times, then it says " Now Loading " and stuck on that screen for a few minutes before the emulator close itself.

Also for the gamers who want to play .bin.ecm iso that also got .ape file, here is a small tutorial of the method i've used (it works) :

1. Unzip all yours files to your roms folder.
2. Unzip the 7z file containing the iso to your rom folder.
3. Drag and drop the .bin.ecm on unecm.exe ( that you can download here : http://www.theisozone.com/downloads/playstation/tools/unecm/ ) it will convert the .bin.ecm to .bin
4. Download Monkey Audio @ http://www.monkeysaudio.com/download.html , and decompress the .ape file, it will create a .wav file (you can now delete the .ape).
5. Use WAVtoBIN ( http://www.epforums.org/attachment.php?attachmentid=38691&d=1385764256 ) to convert the .wav to .bin (drag and drop the .wav on WAVtoBIN.exe).

You can now upload your files to your roms folder on your gcw and it should work.
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 01, 2016, 08:10:32 am
Added a hackfix for HLE, a lot more games will work with it now.
Please, redownload from the same link in first post, thx.
Title: Re: pcsx4all 2.3
Post by: toto on June 01, 2016, 02:36:34 pm
Guys, just a noob question, do I still need all the bios or just spch1001? If i want to run european roms, do I have to use european bios? Can't wait to try it! Has anyone tried 'Hogs of war' ? Well done everyone involved in this realease, you made a lot of people happier!
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 01, 2016, 02:46:07 pm
I fixed some HLE errors and now HLE seems to me equally compatible as real bios.
So, first try HLE, then scph1001.bin. Region differences don't matter.
Title: Re: pcsx4all 2.3
Post by: care16la20 on June 01, 2016, 03:29:22 pm
Guys, just a noob question, do I still need all the bios or just spch1001? If i want to run european roms, do I have to use european bios? Can't wait to try it! Has anyone tried 'Hogs of war' ? Well done everyone involved in this realease, you made a lot of people happier!


Yep, it's working... Just looks a little bit slow to me but dont know how the original perform to compare

Btw, curious issue: On Need for Speed 1 , you get ingame, but none of the controls respond....



Anyway, great solid release !!
Title: Re: pcsx4all 2.3
Post by: Greetdeath on June 01, 2016, 04:39:37 pm
runs like a dream, really impressive work guys

btw, i don't know if it's just me but the select button isn't working
Title: Re: pcsx4all 2.3
Post by: zear on June 01, 2016, 05:31:08 pm
btw, i don't know if it's just me but the select button isn't working

You haven't read the release post, have you?
In-game key mappings
PSX button - GCW Zero button(s)
Select      Select + B
Title: Re: pcsx4all 2.3
Post by: 8-Brit Generation on June 01, 2016, 05:42:21 pm
Having some issues with the games that previously worked!

https://www.youtube.com/watch?v=WGpbiSvb96E

Needs to have the analog support or in place of the D Pad and a way to save settings.
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 01, 2016, 06:52:46 pm
@wingedmerchantgaming

Just tested Crash Bandicoot (U) SCUS-94900 and it works both with HLE and scph1001.bin (have you placed it in /media/home/.pcsx4all/bios ?)
However, Driver (U) SLUS-00842 works with scph1001.bin only

I updated opk several times today, please redownload.

EDIT:
Ok, re-uploaded opk again. Just to be clear with changes so far in comparison with initial update:
- improved HLE, many games started working (GTA2, Einhander, Strider 2 etc)
- G. Darius is now working (mips recompiler)
Title: Re: pcsx4all 2.3
Post by: zear on June 01, 2016, 07:14:44 pm
and a way to save settings.
It does save settings. I worked on that feature personally.

Watching your video and your issues mentioned there, it's possible you have a corrupted filesystem that prevents you from reading/writing certain files.
Are any other games/emulators able to store data?

Edit:
Also, a protip for everyone trying the emulator. If the game is having bad framerate, try disabling the "Audio sync" option. This speeds up the framerate, but if the game ran ok already it might make it run actually too fast.
Title: Re: pcsx4all 2.3
Post by: Quickman on June 01, 2016, 08:19:04 pm
 Thanks for the video @wingedmerchantgaming !  It's insane how well Castlevania runs!  :o
 Hopefully we can figure out how to load those other roms and get them running just as fast/smooth :)
 The music sounded amazing

 Thanks for all the hard work guys!
Title: Re: pcsx4all 2.3
Post by: 8-Brit Generation on June 01, 2016, 09:11:17 pm
@zear @dmitry_smagin

Hi Guys, I just wanted to say thanks for the hard work you have put into this emulator. I have another update video coming tomorrow. It seems that I had to remove the original opk. (I tried to install the updated opk by overwriting and it didn't overwrite the original install)

I have now managed to install the opk that has been updated several times today by dimtry and all is well. I have even tried games like Dino Crisis 2 which work flawlessly.

I will upload another video tomorrow to explain what happened and will show off more games!

Settings are seeming to save too.

DRIVER still hangs on checking memory card

Any planned incrementation of the analog stick and rumble? Would be great for rally games and for my ears  ;)

Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 01, 2016, 10:03:12 pm
@zear @dmitry_smagin
Settings are seeming to save too.

DRIVER still hangs on checking memory card
This is true if HLE is used. When using scph1001.bin, the game runs fine. Please, read first post and copy bios file to proper place (Use DinguxCommander for simplicity). If emulator doesn't find bios file, it reverts to bios HLE emulation.
Title: Re: pcsx4all 2.3
Post by: kaio on June 02, 2016, 07:55:54 am
Add a build numder or build date string in main menu please.  ;)
Title: Re: pcsx4all 2.3
Post by: thefifthgiant on June 02, 2016, 12:31:44 pm
Add a build numder or build date string in main menu please.  ;)
I second this

This release is really impressive, good job everyone. I got a chance to try it very briefly last night, just to test some games, but everything I tried ran pretty well on the first try with the default settings. This weekend I will actually get further into playing some games.  ;)

Oh, and I can confirm that driver is working with the bios as well.
Title: Re: pcsx4all 2.3
Post by: toto on June 02, 2016, 12:48:39 pm
Guy, so far, wich game is running fine?
Title: Re: pcsx4all 2.3
Post by: t-link on June 02, 2016, 03:01:18 pm
i played with FF7  & Castlevania: Symphony of the Night

perfect and smooth !!!

THX  dmitry_smagin !!!

great job !!!
Title: Re: pcsx4all 2.3
Post by: Aeter on June 02, 2016, 05:53:43 pm
Guy, so far, wich game is running fine?
I'm gonna go out and say a boatload.
Try it out and see for yourself.
Title: Re: pcsx4all 2.3
Post by: Quickman on June 03, 2016, 12:41:55 am
 Just saw this, thanks for the update  @wingedmerchantgaming

https://youtu.be/nMMJnjaRSSo
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 03, 2016, 02:28:51 am
This is to address the issues I observed in the new video posted by @wingedmerchantgaming.

First off, get yourself to a car parts store and get a cheap little packet of silicone grease, they sell them at the counter and usually are called 'Spark Plug Boot Grease' here in the US, or also it can be called 'Dielectric Grease'. One packet is more than enough for 1000+ applications to your DPAD/buttons. Use a toothpick to dab a small amount around all the edges of the DPAD, work the DPAD to get it in there and wipe off the excess. Your DPAD will loosen up with time and not squeak as much. Reapply occasionally.

The game Driver (E) [SLES-01816] should work fine, it loads and seems to work just fine for me, using the scph1001.bin ROM. If you use HLE emulated BIOS, it will hang on initial screen but this does not seem to be your issue.  I suspect that either @wingedmerchantgaming has a corrupted .BIN of Driver, or that his memcards in ~/.pcsx4all/memcards/ got corrupted somehow, as your game seems to hang when accessing memcards. You could try removing or renaming the files in ~/.pcsx4all/memcards/ so new memcard images will be created, but all saves will be lost if you delete them.  The md5sum for my .BIN of Driver is 9d77cf2610e29c4ada694784275cef5e  if you want to compare the integrity of your binary against mine.

If you own them, and are a native English speaker, I would suggest you use NTSC (U) versions of games, as their framerate and vertical resolution exactly matches that of our device. An additional benefit is more games will work without needing to provide .SBI/.sub subchannel files to bypass the copy protection of many later European PAL games.

As for your issues you had after swapping the SD card, I cannot help you as much as I do not use the OpkManager program. The problem seems to be that you initially installed the .OPK to your external SD card, so of course it no longer can be used once you swap the SD for another. Then, I believe you never inserted the first SD card back into the device while attempting to correct the issue. You should focus on sorting this out and I recommend you do not install emulator OPKs to external SD cards to avoid these issues. Insert the SD card you originally installed the OPK to, and uninstall it through OpkManager. Then reboot, and once you are sure it is uninstalled from any and all memory devices, install the pcsx4all OPK to your internal NAND memory and keep it there.

If you want to improve sound fidelity, referring to your mention of sound in Dino Crisis, you could try setting Interpolation to 'simple', as that has minimal impact on performance and actually sounds the best to me. Or, play with a decent set of headphones when doing personal gaming as the speakers aren't exactly hi-fidelity.

For issue of settings not being saved, the emu does not save the settings until the emulator is exited through main menu. This is not ideal, because if a game hangs like Driver did and you use Power+Select to exit you will not see the settings have been saved next time around. So, that is a real issue.
Title: Re: pcsx4all 2.3
Post by: finalmix on June 03, 2016, 04:53:11 am
Thanks !

通过我的 SM-G9300 上的 Tapatalk发言

Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 03, 2016, 07:08:56 am
UPDATE 2016-06-03:
- Build date and time are now displayed in menu
- [HLE] Fixed malloc(), Burning Road doesn't crash and works fine;
- [HLE] More checks for errors in malloc(); Need for Speed 2 doesn't crash but gets stuck on loading screen
Title: Re: pcsx4all 2.3
Post by: kaio on June 03, 2016, 07:30:57 am
Perfect!
Add also a manual inside the opk with info about: Quick start, Settings menu, In-game key mappings, In-game menu, File types supported from the first post, please.
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on June 03, 2016, 01:31:30 pm
Whaaat? Really? Tell Me I'm Not Dreaming :-* :'(

Thanks guys, thank you so much!!!!
Title: Re: pcsx4all 2.3
Post by: care16la20 on June 03, 2016, 03:08:41 pm
Great release !!

Few considerations:

- There is a flickering bar on the bottom sometimes on some games that seems to show part of the menu
- In Need For Speed 1 none of the controls respond... Still have to try Euro version to see if there is any difference
- Euro compatibility is different... For ex. FadeToBlack USA dont work but EURO works
- High advise to use Impaler to make the eboot images since they are smaller in space... Around 50% less depending on the game..
- The memcard manager can be acessed by simply loading an bios file and thats great

Title: Re: pcsx4all 2.3
Post by: toto on June 03, 2016, 04:30:29 pm
I'm trying to run a game with a data file data.bin.ecm. What sould I do?
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 03, 2016, 04:56:52 pm
I'm trying to run a game with a data file data.bin.ecm. What sould I do?
Unpack it and make sure the file is correctly referenced in its .cue file (if it's used).
Read the thread from the start, it's been explained at least by two people:
http://boards.dingoonity.org/gcw-releases/pcsx4all-2-3/msg144016/#msg144016
http://boards.dingoonity.org/gcw-releases/pcsx4all-2-3/msg144125/#msg144125
Title: Re: pcsx4all 2.3
Post by: Hneet on June 03, 2016, 05:02:08 pm
Guy, so far, wich game is running fine?

I'm adding here the games I've tested : https://annuel.framapad.org/p/gcw-tested-psx-games (will last one year after last edit)

everybody feel free to update
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 03, 2016, 05:17:17 pm
Guy, so far, wich game is running fine?

I'm adding here the games I've tested : https://annuel.framapad.org/p/gcw-tested-psx-games (will last one year after last edit)

everybody feel free to update

Hello. In fact, we've created one on google docs. It's better to use because not everybody understand Frech interface of Framapad.org

https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0 (https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0)
Title: Re: pcsx4all 2.3
Post by: Aeter on June 03, 2016, 05:32:45 pm
Guy, so far, wich game is running fine?

I'm adding here the games I've tested : https://annuel.framapad.org/p/gcw-tested-psx-games (will last one year after last edit)
everybody feel free to update

Hello. In fact, we've created one on google docs. It's better to use because not everybody understand Frech interface of Framapad.org

https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0 (https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0)
Was about to suggest using Google docs and it's done already before we know it. Awesome, keep up the good work.
Title: Re: pcsx4all 2.3
Post by: Seph817 on June 03, 2016, 06:05:03 pm
Thanks @dmitry_smagin @Senor Quack and @zear so much for this! I know I've contacted each of you in the past about working on a PSX emulator. I can't believe we finally have an official one! The Zero has a huge amount of awesome original and ported games and emulators but, this is the one I've always wanted. It seems to be working great so far, too! Thanks!

By the way, is there any way a hack for Parappa the Rapper could be made to fix the timing? It's kinda unplayable, right now.
Title: Re: pcsx4all 2.3
Post by: toto on June 03, 2016, 06:45:42 pm
Feel stupid I haven't looked for the answer in the forum. I've managed to run the .emc file. Great job everyone! Games are fantastic
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 03, 2016, 06:57:11 pm
By the way, is there any way a hack for Parappa the Rapper could be made to fix the timing? It's kinda unplayable, right now.

Turn off 'Forced XA Updates' for that any musical games that depend on timing. Until we get per-game settings, you'll have to remember to turn it back on for other games, or you will get audio dropouts in games that use XA audio (music/speech usually) and the FPS drops.
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 03, 2016, 07:23:33 pm
Just tested
Alien Trilogy
Castlevania - Symphony of the Night
Doom
Final Doom
Final Fantasy 7 8 9
Resident Evil 2 Dual shock Version

All worked without tweaking.

However Policenauts Translated did not work which is a shame but I've not tweaked anything yet.
I've got every PSX rom (proper bin rips) so it'l take a while.
Going to test next
Chrono Cross
Gran Turismo 1 and 2
Metal Gear Solid (impressed if that works)
Tekken series
Ridge racer series
Wipeout series
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 03, 2016, 08:24:10 pm
Civilization II
Final Fantasy Tactics
Gran Turismo
R-Type Delta

All working without tweaks
So far this is an outstanding release
Title: Re: pcsx4all 2.3
Post by: Qubits on June 04, 2016, 01:50:07 am
Here are a few videos of some psx games i've tested on the gcw, sorry for the quality my cam is shit :

https://www.youtube.com/watch?v=ZbF5dV51L6A

https://www.youtube.com/watch?v=hAzqGAON2Gw

https://www.youtube.com/watch?v=-sFAMRjzm-s

https://www.youtube.com/watch?v=4Jrk-I_2CnY

https://www.youtube.com/watch?v=T-XiC-Y18G8
Title: Re: pcsx4all 2.3
Post by: thefifthgiant on June 04, 2016, 03:01:01 am
Metal Gear Solid (impressed if that works)

It does, I'm playing it right now. Just beginning the first mission, but so far no issues other than some audio stuttering during a cutscene (once)
Title: Re: pcsx4all 2.3
Post by: Quickman on June 04, 2016, 03:43:43 am
@Qubits  thank you for all the videos! Everything looks like it runs so incredibly smooth! 
Title: Re: pcsx4all 2.3
Post by: lunar on June 04, 2016, 05:58:42 am
Excellent release! Most everything I've thrown at it has run great. The only two games I've had issues with are King's Field (original Japanese version with the English patch), which doesn't load, and Spyro the Dragon, which loads up the text box where the memory card save information prompt should be (on the title screen) and doesn't progress past that (though the idle animations and music continue to play as per usual). I'm an idiot and put the bios in the wrong folder. Whooooops.

Beyond that it's just really minor issues. Some slight sound stuff glitches here and there, gradients not being as smooth as they normally are, etc. I'm fairly picky and none of it has been enough to impede my enjoyment of anything that I've thrown at it so far. Some 3D heavy games (Spyro the Dragon, for example) run decently but are a bit choppy, dropping quite a few frames here and there.

I had more or less given up on the idea of the GCW doing PSX, so this is a nice surprise all-around.
Title: Re: pcsx4all 2.3
Post by: Aeter on June 04, 2016, 12:21:56 pm
Excellent release! Most everything I've thrown at it has run great. The only two games I've had issues with are King's Field (original Japanese version with the English patch), which doesn't load, and Spyro the Dragon, which loads up the text box where the memory card save information prompt should be (on the title screen) and doesn't progress past that (though the idle animations and music continue to play as per usual). I'm an idiot and put the bios in the wrong folder. Whooooops.

Beyond that it's just really minor issues. Some slight sound stuff glitches here and there, gradients not being as smooth as they normally are, etc. I'm fairly picky and none of it has been enough to impede my enjoyment of anything that I've thrown at it so far. Some 3D heavy games (Spyro the Dragon, for example) run decently but are a bit choppy, dropping quite a few frames here and there.

I had more or less given up on the idea of the GCW doing PSX, so this is a nice surprise all-around.
The devs here are awesome like that. They make the GCW Zero a great device, without it would just be a brick with buttons and a screen.
Title: Re: pcsx4all 2.3
Post by: thefifthgiant on June 04, 2016, 02:28:04 pm
The devs here are awesome like that. They make the GCW Zero a great device, without it would just be a brick with buttons and a screen.

This is true, and don't take them for granted (like I may or may not have done before)

Anyway, I've put this in the google document as well, but this is what I have tested so far (all USA versions):

Driver -  Works with: HLE   BIOS
Final Fantasy Tactics - Works with: HLE   BIOS
Mega Man Legends 2 - Works with: HLE   BIOS note: audio is very out of sync during cut-scenes
Metal Gear Solid - works with: HLE   BIOS

All of the above run at a good frame rate and with little to no issues other than minor audio problems, except for MML2 as mentioned above, which for some reason has an increasing long difference in the video and audio during the cut-scenes. I have only played enough of each to test, so when I play through them for real there may be more to report.

I have a whole bunch of games I will try eventually, but my SD is just too small  :'(
Title: Re: pcsx4all 2.3
Post by: Qubits on June 04, 2016, 03:02:42 pm
BTW for thoses who want to (re)discover the giant catalogue of the psx games, i highly recommend this site, they've got screenshots so it's easier to browse the psx library : http://www.musee-des-jeux-video.com/fr/sys/31-playstation/2/all
Title: Re: pcsx4all 2.3
Post by: Aeter on June 04, 2016, 06:12:01 pm
BTW for thoses who want to (re)discover the giant catalogue of the psx games, i highly recommend this site, they've got screenshots so it's easier to browse the psx library : http://www.musee-des-jeux-video.com/fr/sys/31-playstation/2/all
Pity it's French though.
Title: Re: pcsx4all 2.3
Post by: Strauberry on June 04, 2016, 09:30:18 pm
I'm trying to run Spyro using the scph1001.bin BIOS, but when the game tries to access a memory card, the screen freezes, any ideas what I might be doing wrong?
Something to note is that the sounds work fine during the intro cutscene, but there is no music
Title: Re: pcsx4all 2.3
Post by: btnheazy03 on June 04, 2016, 11:33:17 pm
After years of waiting, it's finally here!!!!!!!
Title: Re: pcsx4all 2.3
Post by: xdplus fanatic-oopsy on June 05, 2016, 12:50:31 am
yup... crazy release!
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 05, 2016, 03:02:28 am
I'm trying to run Spyro using the scph1001.bin BIOS, but when the game tries to access a memory card, the screen freezes, any ideas what I might be doing wrong?
Something to note is that the sounds work fine during the intro cutscene, but there is no music

I assume you are referring to the first 'Spyro the Dragon' game. I've verified that both the US NTSC (SCUS94228) and European PAL (SCES_01438) versions work as long as you are indeed using a BIOS (will not work with HLE).  Perhaps your image is corrupted? I am able to save and load games in both just fine. Let us know if problems persist and also let us know more specifics and the contents of your Spyro rom folder.

If you are referring to one of the later Spyro games, the European versions are copy-protected and require a .sub or .sbi file be present alongside the .cue file and named the exact same as the cue file, minus the extension of course.  Or, you could just use a USA version that doesn't need them.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 05, 2016, 04:53:54 am
BTW for thoses who want to (re)discover the giant catalogue of the psx games, i highly recommend this site, they've got screenshots so it's easier to browse the psx library : http://www.musee-des-jeux-video.com/fr/sys/31-playstation/2/all
Pity it's French though.

Sorry, its me that has set it in french, the site is originally in English : http://www.video-games-museum.com/en/sys/31-playstation/2/all
Title: Re: pcsx4all 2.3
Post by: Strauberry on June 05, 2016, 05:19:42 am
I'm trying to run Spyro using the scph1001.bin BIOS, but when the game tries to access a memory card, the screen freezes, any ideas what I might be doing wrong?
Something to note is that the sounds work fine during the intro cutscene, but there is no music

I assume you are referring to the first 'Spyro the Dragon' game. I've verified that both the US NTSC (SCUS94228) and European PAL (SCES_01438) versions work as long as you are indeed using a BIOS (will not work with HLE).  Perhaps your image is corrupted? I am able to save and load games in both just fine. Let us know if problems persist and also let us know more specifics and the contents of your Spyro rom folder.


Ah, my mistake for not clarifying. I'm trying to emulate the first Spyro game, and just to be sure, I tried installing the US NTSC rom. This time, the music did play at the title screen, but as for the game itself, safe for the music, it completely froze when trying to access the memory cards. As for my flash image, it's likely not corrupted as I have upgraded to the latest firmware, but I'm not sure how I would find out if it would be corrupted to begin with. I placed the rom in "/media/data/local/home"
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 05, 2016, 06:24:13 am
Ah, my mistake for not clarifying. I'm trying to emulate the first Spyro game, and just to be sure, I tried installing the US NTSC rom. This time, the music did play at the title screen, but as for the game itself, safe for the music, it completely froze when trying to access the memory cards. As for my flash image, it's likely not corrupted as I have upgraded to the latest firmware, but I'm not sure how I would find out if it would be corrupted to begin with. I placed the rom in "/media/data/local/home"

What I meant by 'corrupted image' was your CD image of Spyro might be corrupted or flawed. It's not unusual because CD images are so huge and uploading to the GCW's internal storage is pretty slow and can time-out very easily.  Are you sure you have free space on your device and haven't used it all up copying PS1 CD images to it?

First, if you don't have any saved games you care about, you can try renaming/deleting your memory card files in /media/data/local/home/.pcsx4all/memcards/ folder and fresh ones will be created when you next run the emulator. You will lose your saved games if they're deleted, of course. If that doesn't work, you can delete the fresh ones and rename the originals back to their original names.  Then, I'd try the following:

1.) Verify you have a working ROM named as /media/data/local/home/.pcsx4all/bios/scph1001.bin and have it chosen instead of HLE in the emu settings.
2.) Verify different games than Spyro work before fighting with just one game. You haven't told us if you've gotten any other games to work.
2.) Try copying the Spyro image from your computer to a microSD card and see if that works on your GCW. it will be in /media/sdcard/WHEREVER   If it works, that means the game CD image in your home directory got corrupted or wasn't fully copied over.
3.) If that doesn't work, try a different Spyro game image. You can use a PSP Eboot .pbp if you like, or a regular .bin/.cue image, preferrably NTSC US.
4.) Remove the file /media/data/local/home/.pcsx4all/pcsx4all.cfg to reset your settings to defaults. Change BIOS setting back to scph1001.bin afterwards , of course, as Spyro won't work with HLE emulated bios.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 05, 2016, 06:27:44 am
Yes, first you have to download a bios (scph1001.bin) and put it in the bios folder of your gcw (it's in /home/.pcsx4all/bios). Then i suggest you download the iso from the paradise of emulation if you see what i mean... Spyro has already been tested and is working in scph1001.bin mode as shown here : https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0
Title: Re: pcsx4all 2.3
Post by: Qubits on June 05, 2016, 06:37:47 am
BTW i have a good news for Mega Man fans, the X6 version is working if you download the .pbp rom (it's a rom made for the psp consoles which is basically just a single file instead of a .cue + .bin files), so you can play Mega Man X6 with a .pbp but only in HLE mode in the settings. I have tried other games that didnt work in HLE & scph1001.bin mode and they've worked with a .pbp rom so if your game doesnt work with a normal iso (cue + bin), try a .pbp and it might actually work.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 05, 2016, 11:59:17 am
There is a big problem with scph1001.bin mode : When you press a direction it happens a lot that it doesnt record the " key up " event so the character will still keep on going on the direction you've pressed, either Up, Down, Left or Right, this is more obvious on shootemups, you can try Cotton Original - Fantastic Night Dreams (Japan) in scph1001.bin mode for exemple and see for yourself, sometimes the witch will keep moving in a direction even if you have stopped to touch the dpad but this problem happens with all games played in scph1001.bin mode. It doesnt happen in HLE mode and all other emulators that i've tested are working perfectly and not doing this problem.
Title: Re: pcsx4all 2.3
Post by: Strauberry on June 05, 2016, 04:52:50 pm
Ah, my mistake for not clarifying. I'm trying to emulate the first Spyro game, and just to be sure, I tried installing the US NTSC rom. This time, the music did play at the title screen, but as for the game itself, safe for the music, it completely froze when trying to access the memory cards. As for my flash image, it's likely not corrupted as I have upgraded to the latest firmware, but I'm not sure how I would find out if it would be corrupted to begin with. I placed the rom in "/media/data/local/home"

What I meant by 'corrupted image' was your CD image of Spyro might be corrupted or flawed. It's not unusual because CD images are so huge and uploading to the GCW's internal storage is pretty slow and can time-out very easily.  Are you sure you have free space on your device and haven't used it all up copying PS1 CD images to it?


Ah, now I see what you mean. I tried deleting both memory files in the memcards folder, and I also deleted the config file, as well as placing the .bin and .cue files of the rom in my SD card, but still no luck. As for storage, I currently have 8.9GB left, so I don't think that it's contributing to this. I'm using FileZilla to transfer files, so it is possible that the connection could time out and the image is thus tampered with, so I'll try to look more into that. I have gotten Silent Hill 1 and Crash Bandicoot 1 working, and they only suffer slight issues in terms of sound. I also tried using the EBOOT.PBP file, but that did not work either. To further explain, when I say that it freezes when it tries to access the memory cards, it simply displays the memory card box, but blank with no text or images, and the game freezes along with it.

Also regarding the post below yours, I have put the "SCPH1001.BIN" file in my bios folder, if that's what you mean
Title: Re: pcsx4all 2.3
Post by: care16la20 on June 05, 2016, 05:18:57 pm
There seems to be something weird with controls expecially with directionals..

Ex Need For Speed there is no input
Road Rash commands dont respond properly making sometimes difficult to make turns
Title: Re: pcsx4all 2.3
Post by: lunar on June 05, 2016, 07:17:18 pm
Ah, now I see what you mean. I tried deleting both memory files in the memcards folder, and I also deleted the config file, as well as placing the .bin and .cue files of the rom in my SD card, but still no luck. As for storage, I currently have 8.9GB left, so I don't think that it's contributing to this. I'm using FileZilla to transfer files, so it is possible that the connection could time out and the image is thus tampered with, so I'll try to look more into that. I have gotten Silent Hill 1 and Crash Bandicoot 1 working, and they only suffer slight issues in terms of sound. I also tried using the EBOOT.PBP file, but that did not work either. To further explain, when I say that it freezes when it tries to access the memory cards, it simply displays the memory card box, but blank with no text or images, and the game freezes along with it.

Also regarding the post below yours, I have put the "SCPH1001.BIN" file in my bios folder, if that's what you mean

I had the same issue - turns out I had the BIOS in the wrong folder, causing it to run under HLE. Same is happening with you, except because your BIOS name is all capitalized. Make it lowercase and it should run fine.
Title: Re: pcsx4all 2.3
Post by: Strauberry on June 05, 2016, 07:44:02 pm
(deleted, redundant form of the message below)
Title: Re: pcsx4all 2.3
Post by: Strauberry on June 05, 2016, 07:44:59 pm
Ah, now I see what you mean. I tried deleting both memory files in the memcards folder, and I also deleted the config file, as well as placing the .bin and .cue files of the rom in my SD card, but still no luck. As for storage, I currently have 8.9GB left, so I don't think that it's contributing to this. I'm using FileZilla to transfer files, so it is possible that the connection could time out and the image is thus tampered with, so I'll try to look more into that. I have gotten Silent Hill 1 and Crash Bandicoot 1 working, and they only suffer slight issues in terms of sound. I also tried using the EBOOT.PBP file, but that did not work either. To further explain, when I say that it freezes when it tries to access the memory cards, it simply displays the memory card box, but blank with no text or images, and the game freezes along with it.

Also regarding the post below yours, I have put the "SCPH1001.BIN" file in my bios folder, if that's what you mean

I had the same issue - turns out I had the BIOS in the wrong folder, causing it to run under HLE. Same is happening with you, except because your BIOS name is all capitalized. Make it lowercase and it should run fine.

Thank you all so, so much! In the end, this is what made it work for me!
In retrospect, renaming the bios file is one the first things I should have done.
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 06, 2016, 07:06:56 am
UPDATE 2016-06-05:

- Added multi-CD boot/swap for for PSP Eboot .pbp images (senquack)
- Reset to default values in Settings menu (zear)
- Emulator is no more picky about case-sensitivity for bios name (zear)
Title: Re: pcsx4all 2.3
Post by: Qubits on June 06, 2016, 07:13:04 am
No fix about the dpad ? it's a major problem...
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 06, 2016, 09:45:42 am
Can I just asked those having control issues are you using eboot.pbp or .ISO files?
As I'm using .ISO and cue sheet and not seeing these issues outside the usual god awful dpad.
Nothing is getting stuck.
Was going to transfer to eboot for space saving but got a feeling the GCW isn't strong enough to pull the data out of a heavily compressed eboot.
I did notice ISO is definately booting quicker but that could be placebo.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 06, 2016, 10:42:41 am
Can I just asked those having control issues are you using eboot.pbp or .ISO files?
Was going to transfer to eboot for space saving but got a feeling the GCW isn't strong enough to pull the data out of a heavily compressed eboot.

The control issue has nothing to do with using .pbp or .cue/.bin.. You can use whichever format you like. I haven't done any benchmarks/timings but I can't really notice much difference between Eboot pbp vs. uncompressed .bin.  Eboots save space, often 30% or more and though they need on-the-fly decompression they also require less data to be read off SD, which is slow in itself, and also have smaller disk-cache footprint.
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 06, 2016, 11:25:37 am
Strange as I'm definately seeing lower framerates in both doom and resident evil 2 using eboot.
Doom has a lower framerate and resident evil 2 takes a hair longer too render a scene.
Title: Re: pcsx4all 2.3
Post by: bear on June 06, 2016, 02:38:54 pm
suggestions for next updates

1.add cheatpops.db for cheat
2.change select to select botton(select+b now)
3.add more memcards and memcard manager
4.fix load state bug(ie parasite eve some graphic glitches)
Title: Re: pcsx4all 2.3
Post by: kaio on June 06, 2016, 02:46:52 pm
2.add run bios (memcard file copy/delete)
Just load BIOS file like an iso/bin game file.
It works.
Title: Re: pcsx4all 2.3
Post by: bear on June 06, 2016, 03:04:59 pm
2.add run bios (memcard file copy/delete)
Just load BIOS file like an iso/bin game file.
It works.
thank you
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 06, 2016, 03:12:02 pm
In fact, chosing any unrecognized file launches bios, not just scph1001.bin.
Title: Re: pcsx4all 2.3
Post by: toto on June 06, 2016, 07:50:01 pm
Guys wich game version suits better the GCW screen resolution, PAL or NTSC? What about .pnp?
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 06, 2016, 09:58:28 pm
Guys wich game version suits better the GCW screen resolution, PAL or NTSC? What about .pnp?

NTSC better suits both the GCW's resolution (240 vertical vs. PAL's 256) and the GCW's framerate (60hz vs PAL's 50). NTSC US games also had less issues with copy-protection versus later European PAL games.

.pnp? You maybe are referring to .PBP and yes we fully support PSP-style Eboot .PBP images.
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 08, 2016, 04:36:38 pm
So far I've tried a ton of games now all converted to eboot.
Alien Trilogy
Alien: Resurrection
Alundra 1 2
Castlevania - Symphony of the Night
Chrono Cross
Colony War 1 2 3
Crash bandicoot 1 2 3
Crash Team Racing
Civilization II
Dino Crisis 1 2
Doom
Final Doom
Einhander
Final Fantasy 7 8 9
Final Fantasy Tactics
Front Mission 3
Gran Turismo 1 2
ISS Pro Evolution
Metal Gear Solid
Mortal Kombat Trilogy
Oddworld - Abe's Exoddus
Persona 1 2
Resident Evil 1 2 3
R-Type Delta
Ridge Racer 1 2 3 4
Silent Hill
Star Ocean - The Second Story
Tekken 1 2 3
Vagrant Story
Valkyrie Profile
Wipeout 1 XL 3
Wing Commander 3 4
Xenogears
XCOM

Out of those
Alien: Resurrection Control issues
Metal Gear Solid Control issues (Needs a two player option to defeat a boss)
Crash Team Racing and Crash 3 gave graphical errors
Mortal Kombat Trilogy No load after intro
Valkyrie Profile and Xenogears Would not run past intro
XCom crashes
Wipeout XL is slow like treacle
Gran Turismo 2 Simulation disc is Slow like treacle
All using PSX bios

Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 08, 2016, 07:38:58 pm
Wow never saw this coming.. well not been around for ages lol - dream come true though nice one guys :)

BTW will you or is it already supported be adding .cbin support 8)

Cheers
ruffnutts.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 08, 2016, 08:39:22 pm
BTW will you or is it already supported be adding .cbin support 8)

Yes, it's supported along with PSP Eboot .pbp:  http://boards.dingoonity.org/gcw-releases/pcsx4all-2-3/msg144016/#msg144016
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 08, 2016, 08:51:38 pm
Thanks Senor Quack 8)

Anyone that likes the game Exhumed/power slave jump on it runs great with this emulator  ;D

ruffnutts
Title: Re: pcsx4all 2.3
Post by: Qubits on June 08, 2016, 08:53:31 pm
Senor Quack, do you think you can make MediEvil 1 & 2 and Cotton Fantastic Night Dreams to work correctly on HLE ?
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 08, 2016, 09:15:02 pm
Senor Quack, do you think you can make MediEvil 1 & 2 and Cotton Fantastic Night Dreams to work correctly on HLE ?

I know Cotton has a controls issue that is being worked on.. But what is wrong with MediEvil 1 & 2 that you wouldn't want to use BIOS on them? I've played a good bit of both (maybe half an hour into the game on each), in fact they were some of the top test games I used when working on sound. Do they suffer from control issues too? Dmitry is the guy to ask about HLE stuff.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 08, 2016, 09:40:44 pm
Senor Quack, do you think you can make MediEvil 1 & 2 and Cotton Fantastic Night Dreams to work correctly on HLE ?

I know Cotton has a controls issue that is being worked on.. But what is wrong with MediEvil 1 & 2 that you wouldn't want to use BIOS on them? I've played a good bit of both (maybe half an hour into the game on each), in fact they were some of the top test games I used when working on sound. Do they suffer from control issues too? Dmitry is the guy to ask about HLE stuff.

The dpad prob applies to all games played on scph1001 mode so why not MediEvil 1 & 2 since they only work in that mode ? Its more obvious on shooters but like previous user said, the controls are messy for racing games on scph1001 mode and therefore on any kind of games.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 08, 2016, 10:09:42 pm
Senor Quack, do you think you can make MediEvil 1 & 2 and Cotton Fantastic Night Dreams to work correctly on HLE ?

I know Cotton has a controls issue that is being worked on.. But what is wrong with MediEvil 1 & 2 that you wouldn't want to use BIOS on them? I've played a good bit of both (maybe half an hour into the game on each), in fact they were some of the top test games I used when working on sound. Do they suffer from control issues too? Dmitry is the guy to ask about HLE stuff.

The dpad prob applies to all games played on scph1001 mode so why not MediEvil 1 & 2 since they only work in that mode ? Its more obvious on shooters but like previous user said, the controls are messy for racing games on scph1001 mode and therefore on any kind of games.

Are you sure that MediEvil games suffer from the bug? I think I would have noticed that, as I really only use BIOS when testing games. I can reproduce the problem very quickly with Cotton, can you please give some specific games where I can quickly reproduce the problem like Cotton? Metal Slug X suffers the problem but it is less easy to reproduce. BTW, I can reproduce the Cotton problem even using official PCSXR emulator from Ubuntu repository, though it isn't quite as severe.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 08, 2016, 10:33:34 pm
Metal Gear Solid Control issues (Needs a two player option to defeat a boss)
Are you referring to the same portion of the game as mentioned here?  http://www.gamefaqs.com/boards/197909-metal-gear-solid/52454952  If so, they mention how to do it without second controller. Also: can you please upload (google Drive?) and provide a link to your memcard images so we can see what can be done about 2nd player controls options? Also provide instructions of which slot to load and how to get to the boss fight (I haven't played much of MGS).  Your memcard images are two files in /media/data/local/home/.pcsx4all/memcards/
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 08, 2016, 11:07:56 pm
lol just pulled off 4x 900's on THPS.... lovin it memories  8)
Title: Re: pcsx4all 2.3
Post by: Quickman on June 09, 2016, 01:26:41 am
lol just pulled off 4x 900's on THPS.... lovin it memories  8)
Can't wait to play that game! I had a blast just playing free skate in that game. I can't wait to do it on a portable now!   YeehAw!!
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 09, 2016, 08:26:18 am
lol just pulled off 4x 900's on THPS.... lovin it memories  8)
Can't wait to play that game! I had a blast just playing free skate in that game. I can't wait to do it on a portable now!   YeehAw!!

yeah I played it in free skate love it - Just so you know I used US version and the menus is messed up where you choose options in game like free skate, single session ect... not sure why.. you have to guess what your choosing lol
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 09, 2016, 09:17:59 am
Metal Gear Solid Control issues (Needs a two player option to defeat a boss)
Are you referring to the same portion of the game as mentioned here?  http://www.gamefaqs.com/boards/197909-metal-gear-solid/52454952  If so, they mention how to do it without second controller. Also: can you please upload (google Drive?) and provide a link to your memcard images so we can see what can be done about 2nd player controls options? Also provide instructions of which slot to load and how to get to the boss fight (I haven't played much of MGS).  Your memcard images are two files in /media/data/local/home/.pcsx4all/memcards/


I have not got to it nor have a save there.
I've played enough Metal Gear to know this section will be impossible to complete with this emulator in it's current form.
It's like Ape Escape. The emulator will run it but no point testing it because one can't play it properlly.
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 09, 2016, 10:20:15 am
Filling up my SD Card to take to work with me, the dust is finally off my zero lol
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 10, 2016, 07:43:04 am
here is the cbin GUI v1.2 compressor for your images, I use level 9 compression 8)

https://drive.google.com/file/d/0B_tClSQ2tIjSS2ZtOXFaRDFPTGc/view?usp=sharing

GUI v1.2 by Rikku2000

ruffnutts 8)
Title: Re: pcsx4all 2.3
Post by: Malleus on June 11, 2016, 09:04:10 am
are *.cbn files smaller or faster then psx2psp *.pbp files?
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 11, 2016, 10:16:39 am
are *.cbn files smaller or faster then psx2psp *.pbp files?

Short answer: PBP is probably smaller on average, but not by a whole lot. CBN *might* be faster for some games, but not by a whole lot if at all.

Long answer:  As for size, .cbn files probably are larger than .pbp files, because .pbp files compress 16 sectors together instead of just one, resulting in more efficient compression.  Underneath, they both use the same compression algorithm (DEFLATE, same as what a ZIP file uses).  Neither format will be able to compress certain portions of a CD like FMV movies, as they are already stored compressed, nor will they do much to compress the XA audio tracks that many games use for speech/music, as they are already pretty compressed by the XA ADPCM format.  Neither format seems to compress CD audio tracks, either, possibly for performance reasons (too taxing on CPU).

As for speed, I'm not sure to be honest and I haven't done any comparisons. Any time a CD sector is read and it hasn't already been decompressed, a .pbp will require that all 16 sectors it is compressed together with be read and decompressed along with it, whereas a CD sector in a .cbn file will be read and decompressed solitarily.  So, depending on how a game accesses the CD, one could very well be less efficient than the other. A game that streams XA compressed music would be most likely to see a difference between the two formats.  I'd be interested to hear if one format is noticeably slower than the other for certain games.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 11, 2016, 12:34:15 pm
The opk to download in the first post is still the UPDATE 2016-06-03 and not the last one as it should.
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 11, 2016, 04:00:53 pm
The opk to download in the first post is still the UPDATE 2016-06-03 and not the last one as it should.
No, it's dated 2016-06-08, check if you have updated it correctly.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 11, 2016, 04:38:07 pm
The opk to download in the first post is still the UPDATE 2016-06-03 and not the last one as it should.
No, it's dated 2016-06-08, check if you have updated it correctly.

I did, i removed pcsx4all.opk and removed the .pcsx4all from the /home folder and it still show the " Built on Jun 3 2016 at 08:46:33 ".
Title: Re: pcsx4all 2.3
Post by: Qubits on June 11, 2016, 08:21:28 pm
Thx to zear, i had to turn off the gcw so the new version can show up.

But...

There is a bug.

When i try to load a state on the game menu (before i press start) it load the state but double the screen as shown on the picture bellow. If i press start and wait that the first stage begin to load a state then it loads it correctly.

Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 13, 2016, 09:30:38 pm
How could I direct boot straight into PCSX4ALL?
Title: Re: pcsx4all 2.3
Post by: Rushy on June 15, 2016, 01:59:40 am
Just wanted to pop in and say thanks for this amazing release!
Title: Re: pcsx4all 2.3
Post by: Quickman on June 15, 2016, 03:28:58 am
Just wanted to pop in and say thanks for this amazing release!

@Rushy agreed! Check out the Nintendo 64 emulation as well! Really exciting to have both on the zero now! Thanks to the awesome developers constant hard work :) !
Title: Re: pcsx4all 2.3
Post by: Qubits on June 15, 2016, 10:24:10 am
Just wanted to pop in and say thanks for this amazing release!

@Rushy agreed! Check out the Nintendo 64 emulation as well! Really exciting to have both on the zero now! Thanks to the awesome developers constant hard work :) !

Are you talking about Mupen64plus ? Its a really poor emulator, all games are suffering from frameskipping / glitches and many are not playable. Nothing comparable to pcsx4all.
Title: Re: pcsx4all 2.3
Post by: Aeter on June 15, 2016, 02:00:30 pm
Removed: Not the place to discuss this.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 15, 2016, 02:25:13 pm
Just wanted to pop in and say thanks for this amazing release!

@Rushy agreed! Check out the Nintendo 64 emulation as well! Really exciting to have both on the zero now! Thanks to the awesome developers constant hard work :) !

Are you talking about Mupen64plus ? Its a really poor emulator, all games are suffering from frameskipping / glitches and many are not playable. Nothing comparable to pcsx4all.
Be happy it is even released, because it is what it is, a technical preview, so basically a proof of concept, from an awesome dev, who invested a lot of his spare time to make this possible.
Don't hate on things that you're not able to improve yourself and otherwise try fixing it, if it's that bad as you say.
Ask yourself this, "What have I contributed to this community?"
I know I haven't done much, so I'm happy with everything the devs have created for us, in their own spare time btw. So either contribute or be happy with what you have, and we have been given a lot by the devs already. Just take a look at the boatload of ports emulators and even standalone releases.
In short, show some more respect to the devs, as they are allowing you to play all these games, otherwise you'd be holding a really expensive brick in your hands.

You again, trying to teach me life ? you are funny guy. I have the right to express my opinion either its positive or negative on any subjects and if you dont like it, it's the same dude.




Title: Re: pcsx4all 2.3
Post by: Aeter on June 15, 2016, 03:32:45 pm
Removed: Not the place to discuss this.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 15, 2016, 03:41:45 pm
Just wanted to pop in and say thanks for this amazing release!

@Rushy agreed! Check out the Nintendo 64 emulation as well! Really exciting to have both on the zero now! Thanks to the awesome developers constant hard work :) !

Are you talking about Mupen64plus ? Its a really poor emulator, all games are suffering from frameskipping / glitches and many are not playable. Nothing comparable to pcsx4all.
Be happy it is even released, because it is what it is, a technical preview, so basically a proof of concept, from an awesome dev, who invested a lot of his spare time to make this possible.
Don't hate on things that you're not able to improve yourself and otherwise try fixing it, if it's that bad as you say.
Ask yourself this, "What have I contributed to this community?"
I know I haven't done much, so I'm happy with everything the devs have created for us, in their own spare time btw. So either contribute or be happy with what you have, and we have been given a lot by the devs already. Just take a look at the boatload of ports emulators and even standalone releases.
In short, show some more respect to the devs, as they are allowing you to play all these games, otherwise you'd be holding a really expensive brick in your hands.

You again, trying to teach me life ? you are funny guy. I have the right to express my opinion either its positive or negative on any subjects and if you dont like it, it's the same dude.
Is a little more respect too much to ask? Apparently it is.
You just care about winning the argument, of which there's none here.
 
If a mechanic repairs your car for free and throws in a free set of tires, do you still complain about a scratch on the hood cap? I'm inclined to say yes in your case.

A little more respect ? i remember that you were the first to insult me, saying i'm lazy, that i should go find the solution on google and other shit when i just got my gcw and was asking for some help so i dont think you understand what respect is. Now this is getting out of subject, and i dont have time to waste to educate you so please just ignore me. I have shared very positive comments and negative ones, i'm not living in a walt Disney movie, i express my feelings honnestly and objectively, i dont want to hurt anyone but when someone says " its great we have a N64 emulator ! " people should know its running just 5% of the games with a decent fps and they still have glitches, running slow (around 10 fps for most of the games), so there is no true N64 emulator yet for the gcw. I hope the developper will improve it in the future but for now its really poor and you cannot consider that the gcw can run N64 games which is the case for the ps1 games because pcsx4all is great.
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 15, 2016, 05:10:02 pm
Can we knock it off please? This is how we lose people in the scene.
I think I speak for the rest of us here appreciate all contributions.
A little more maturity is needed
Title: Re: pcsx4all 2.3
Post by: gameblabla on June 15, 2016, 06:32:44 pm
I agree : there should not be drama over emulators, especially with the recent events...
Title: Re: pcsx4all 2.3
Post by: Qubits on June 15, 2016, 06:34:33 pm
Exactly, but this guy Aeter is looking for troubles and trying to teach everybody what should they say or do while he should just get a life.
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 15, 2016, 08:01:13 pm
Exactly, but this guy Aeter is looking for troubles and trying to teach everybody what should they say or do while he should just get a life.

I think he is taking umbrage to your use of the words "poor emulator" and reading the passage as a whole, not the words I would have chosen to describe someone's dedication to the scene.
Words are a powerful tool my friend.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 15, 2016, 08:04:28 pm
Exactly, but this guy Aeter is looking for troubles and trying to teach everybody what should they say or do while he should just get a life.

I think he is taking umbrage to your use of the words "poor emulator" and reading the passage as a whole, not the words I would have chosen to describe someone's dedication to the scene.
Words are a powerful tool my friend.

No, he's been looking for troubles not just on me but more people, just look at his profile and past messages, he's trying to play the moderator and telling people what they should say or not, this dude has some mental problems.
Title: Re: pcsx4all 2.3
Post by: Quickman on June 15, 2016, 09:00:50 pm

 Hey guys, I have no idea how my words of thankfulness sparked this tangent.
   I'm just trying to give credit where it's due. All of the devs are amazing people and I'm very thankful that PlayStation and N 64 are now available for use on the GCW0.? Whether or not one is more superior was not my point.  When I  originally got my GCW zero, BOTH PlayStation and N64 were not even a thing. I'm only expressing my excitement that they are both now in fact existing for use on the GCW0. And I am elated with all of the incredibly hard work  as well as time that the developers have put into these projects making them come to life. Also, only with gratitude and thanks will we see any further development in any of these projects/emulators, so again I reiterate? Whether one is superior over the other,  thank you so much for your hard work? And I hope to see further development in these projects in the future. Thank you for the thriving community and getting stuff done that we all thought was possibly never going to happen. You guys are the best!

Final thought: @Qubits  while absolutely excited to have you aboard the community this past week or so, you must understand that most people here have been waiting for these emulators for over two years.  So to express our gratitude isnt "complementary"... It's true thankfulness with appreciation... Which is absolutely necessary to continue the community thriving. Being objective is great, and we need things to be tested/called out,  but what I said previously is also extremely necessary in order to see any of these projects come to light. Please just keep that in mind.   

 Now please, back to the PSX :D !!!!
Title: Re: pcsx4all 2.3
Post by: Spaceman on June 15, 2016, 09:20:01 pm
Exactly, but this guy Aeter is looking for troubles and trying to teach everybody what should they say or do while he should just get a life.

I think he is taking umbrage to your use of the words "poor emulator" and reading the passage as a whole, not the words I would have chosen to describe someone's dedication to the scene.
Words are a powerful tool my friend.

No, he's been looking for troubles not just on me but more people, just look at his profile and past messages, he's trying to play the moderator and telling people what they should say or not, this dude has some mental problems.

Great
You're entitled to your views but can we keep them to yourself?
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 15, 2016, 09:26:34 pm
PAGE 9 let's maybe stop filling the thread with almost an entire page of off-topic stuff. It makes it hard for people to read through the thread and find relevant information.

In other news, good progress has been made on solving the input issues Qubits had pointed out. As far as I can tell, the problem has been 100% solved. However, I don't believe he has gotten back to me when I asked whether there were any other games that exhibited input problems (stuck directionals) as severe as Cotton does. As a result, I haven't done any testing beyond just two games: Cotton & Metal Slug X.
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on June 15, 2016, 09:35:26 pm
UPDATE 2016-06-15:

- Fixed root counters code (taken from pcsx_rearmed), this improved timings and made the whole emulation more accurate. As a result, input is no more getting stuck occasionally in Cotton and Metal Slug X. (senquack)

ATTENTION These changes demanded some modifications for SPU code and this may affect loading/saving state, more tests needed. Fixed at last minute by senquack. :)

Download link updated in starting post.
Title: Re: pcsx4all 2.3
Post by: Qubits on June 15, 2016, 10:28:13 pm
Thanks for fixing Cotton !
Title: Re: pcsx4all 2.3
Post by: Qubits on June 15, 2016, 10:49:05 pm
PAGE 9 let's maybe stop filling the thread with almost an entire page of off-topic stuff. It makes it hard for people to read through the thread and find relevant information.

In other news, good progress has been made on solving the input issues Qubits had pointed out. As far as I can tell, the problem has been 100% solved. However, I don't believe he has gotten back to me when I asked whether there were any other games that exhibited input problems (stuck directionals) as severe as Cotton does. As a result, I haven't done any testing beyond just two games: Cotton & Metal Slug X.

You can be sure i will speak about any pcsx4all bugs just because i know it will help you guys to make it a better emulator. Compliments are ok, they make you feel good for a few seconds but then they lead you to nowhere, while objective critics helps you to improve your work.
Title: Re: pcsx4all 2.3
Post by: Quickman on June 16, 2016, 01:41:07 am
@Qubits  please refer to the "final thought" in my last post, in regards to the comment you just made. Thank you

 Glad to be back on PSX! :) :)
Title: Re: pcsx4all 2.3
Post by: bear on June 16, 2016, 05:52:50 am
thank you for update

suggestions for next updates

1.add cheatpops.db for cheat
2.change select to select botton(select+b now)
3.add more memcards and memcard manager(select which card to use)
4.fix load state bug(ie parasite eve some graphic glitches)
5.some game video playing then voice cut before conversation finished(ie super robot war alpha 's battle video)
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 17, 2016, 08:51:40 pm
Thanks for the update Guys.... shame Jackie Chain Stuntmaster still don't work :(
Title: Re: pcsx4all 2.3
Post by: Quickman on June 17, 2016, 11:55:38 pm
Thanks for the update Guys.... shame Jackie Chain Stuntmaster still don't work :(

 I've never seen that game before! I'm not familiar with PlayStation at all, but that game looks so much fun! Excited to find more hidden gems :)
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 18, 2016, 08:32:56 am
Thanks for the update Guys.... shame Jackie Chain Stuntmaster still don't work :(

 I've never seen that game before! I'm not familiar with PlayStation at all, but that game looks so much fun! Excited to find more hidden gems :)

Yeah its a cool little game that :)
Title: Re: pcsx4all 2.3
Post by: Quickman on June 18, 2016, 06:05:18 pm
@ruffnutts  does it just not load on this emulator?
or does it not run well enough to enjoy playing?
Title: Re: pcsx4all 2.3
Post by: RupeeClock on June 19, 2016, 03:29:30 am
Got around to trying this out, and it does work very nicely!

Qubits already pointed this out, there's a little oddity to loading savestates in Castlevania Symphony of the Night.
It load it with the correct resolution output, SotN likes to switch the resolution a lot, like 640x480 for video clips, 256x240 for the actual gameplay, and some weird widescreen/letterbox resolution for the pause menu.
So you load a savestate for normal gameplay after loading the game, and you get a tiny image in the top left corner with graphical problems, but is immediately fixed by opening the pause menu because that switches the resolution.

Fixing this should be straightforward, savestates just need to capture that resolution mode and enforce it when you load the savestate.

I'd also like to request a display option. Can hardware fullscreen be implemented like in PocketSNES?
It's my understanding that this can take advantage of the GCW Zero's GPU to draw the image to fit the screen with smoothing, which would be good for all the non-4:3 resolutions.
Things like the pause menu for SotN can't display text properly because the image is reduced without anti-aliasing.
Alternatively, display options that do not stretch a smaller image to fill the screen, so SotN's main gameplay can be displayed 1:1 rather than being stretched wide non-uniform.

Thanks again, love the work you've done.
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on June 19, 2016, 01:53:28 pm
This emu is amazing ;D. Thanks!!!

I'm playing Resident Evil 2 and works perfect! Now i'm with Final Fantasy IX & Vagrant Story and runs well too, amazing :o :-*

Anyone can run Policenauts? I can't play this and Valkyrie Profile (Policenauts black screen, and VP freezes afer few minutes).

EDIT

I try with another ISO and now Policenauts works, this is a dream, psx in my Zero :-*.
Title: Re: pcsx4all 2.3
Post by: Reds on June 25, 2016, 03:47:34 am
Despite it being on the list of compatible games, I've been having trouble running Medievil. It crashes on the first screen with the spider on it.

Any advice?

Also tried Legend of Mana, it crashes right after you place the first house on the map.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 25, 2016, 10:47:57 am
Despite it being on the list of compatible games, I've been having trouble running Medievil. It crashes on the first screen with the spider on it.

Are you sure you're using a scph1001.bin BIOS and not HLE emulated BIOS? HLE only works on a few games, you should always use scph1001.bin BIOS. If it still doesn't work, try another CD image, preferrably a NTSC US one. Perhaps your CD image is corrupted?

Quote
Also tried Legend of Mana, it crashes right after you place the first house on the map.

I haven't tried Legend of Mana yet, but if it still doesn't work with scph1001.bin BIOS, it'll have to wait until one of us has time to check it. I'm busy improving GPU compatibility at the moment.
Title: Re: pcsx4all 2.3
Post by: Reds on June 25, 2016, 11:29:13 am


Are you sure you're using a scph1001.bin BIOS and not HLE emulated BIOS? HLE only works on a few games, you should always use scph1001.bin BIOS. If it still doesn't work, try another CD image, preferrably a NTSC US one. Perhaps your CD image is corrupted?

I haven't tried Legend of Mana yet, but if it still doesn't work with scph1001.bin BIOS, it'll have to wait until one of us has time to check it. I'm busy improving GPU compatibility at the moment.

As it turns out, I didn't put scph1001.bin in like I thought I had because I'm a moron. Legend of Mana and Medievil work fine now that I fixed that, sorry for falsely reporting a problem.

I'm really impressed with how the emulator has come along, I'm really looking forward to further optimisation to smooth out the slowdown in 3d games. Is remapping controls planned for the near future, or is that a low priority? Being able to map L2/R2 to the analog nub would be very useful for playing games like Armoured Core.
Title: Re: pcsx4all 2.3
Post by: iball on June 26, 2016, 02:15:11 am
Add Jumping Flash 2! (U) to the list of works but not with HLE, only with scph1001.bin.

A game I played the heck out of in the barracks years ago until I beat it.
Title: Re: pcsx4all 2.3
Post by: Surkow on June 26, 2016, 03:44:04 am
Add Jumping Flash 2! (U) to the list of works but not with HLE, only with scph1001.bin.

A game I played the heck out of in the barracks years ago until I beat it.
Feel free to edit the google docs file! It's not read only. Mistakes can be reverted.
Title: Re: pcsx4all 2.3
Post by: care16la20 on June 26, 2016, 01:39:45 pm
Hi

Its just me or did somebody noticed that this emu drains battery real fast? Im pretty sure its not like this with other emus/stuff and wasnt with psx4all
Title: Re: pcsx4all 2.3
Post by: Kouen Hasuki on June 26, 2016, 03:05:05 pm
I should expect so, Its a full 3D emulator and id imagine the hardest emulator the Zero has right now to drive
Title: Re: pcsx4all 2.3
Post by: zear on June 26, 2016, 03:20:21 pm
I should expect so, Its a full 3D emulator and id imagine the hardest emulator the Zero has right now to drive
It doesn't utilize GCW Zero's GPU though, so there should be no extra battery drain.

@care16la20
Maybe it's something else draining the battery, like the wi-fi being on?
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on June 26, 2016, 04:14:17 pm
Well, Resident Evil 2 finished (perfect!), Chrono Cross very near of the second cd (playable, with slowdowns), Policenauts with 1 hour (very well), Final Fantasy IX in CD 4 (playable with slowdowns), bufff, I love this emulator :-*

(http://i.imgur.com/CIc4zq9.jpg)
(http://i.imgur.com/UCaHVET.jpg)

(http://i.imgur.com/IZ4g4xP.jpg)
(http://i.imgur.com/joON5MB.jpg)
(http://i.imgur.com/vJ6sbIY.jpg)

(http://i.imgur.com/gh7dwDd.jpg)
(http://i.imgur.com/MQ0ee2P.jpg)



Valkyrie Profile and Echo Night doesn't works, and we need a remap options to put L2-R2 buttons (maybe in analog?) for games like Vagrant Story, but in general, excellent emulator and excellent work ;D, I'm very happy.
Title: Re: pcsx4all 2.3
Post by: care16la20 on June 26, 2016, 05:02:46 pm
I should expect so, Its a full 3D emulator and id imagine the hardest emulator the Zero has right now to drive
It doesn't utilize GCW Zero's GPU though, so there should be no extra battery drain.

@care16la20
Maybe it's something else draining the battery, like the wi-fi being on?

Nope, wifi is off and as a said, its weird because psx4all had the same behavior with hours of battery as the other emulators
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 26, 2016, 05:16:15 pm
Maybe it's something else draining the battery, like the wi-fi being on?

Nope, wifi is off and as a said, its weird because psx4all had the same behavior with hours of battery as the other emulators

With psx4all, did you have sound enabled, along with XA and CDDA audio? If a game is streaming music from CD, as most do, it will read a lot of data from SD, which contributes to power drain. Depending on the game, one might read a lot more from 'CD' than another. However, once the data has been read once and, let's say, the music loops, it will be reading it from disk cache.

One thing I'm going to be working on that might help is adding a volume-setting to the frontend. The new SPU plugin we use has an overall volume setting that's set at 75% volume by default (PCSX Rearmed's default setting), but allowing it to be set to 100% would allow a lower volume setting on the GCW Zero's master mixer (what you control with power slider up/down).
Title: Re: pcsx4all 2.3
Post by: care16la20 on June 26, 2016, 07:40:51 pm
Maybe it's something else draining the battery, like the wi-fi being on?

Nope, wifi is off and as a said, its weird because psx4all had the same behavior with hours of battery as the other emulators

With psx4all, did you have sound enabled, along with XA and CDDA audio? If a game is streaming music from CD, as most do, it will read a lot of data from SD, which contributes to power drain. Depending on the game, one might read a lot more from 'CD' than another. However, once the data has been read once and, let's say, the music loops, it will be reading it from disk cache.

One thing I'm going to be working on that might help is adding a volume-setting to the frontend. The new SPU plugin we use has an overall volume setting that's set at 75% volume by default (PCSX Rearmed's default setting), but allowing it to be set to 100% would allow a lower volume setting on the GCW Zero's master mixer (what you control with power slider up/down).


Hi,

Humm, makes sense but its still strange because with psx4all the battery used to last much longer... I played FF7 and Breath of fire on it and the power lasted the same as playin an Genesis title for ex.... In PCSX4ALL m playin RoadRash that doesnt stream audio during the races.....
Title: Re: pcsx4all 2.3
Post by: Quickman on June 28, 2016, 04:10:11 am
 This is unreal! Thank you so much for your hard work guys! I finally got my bios in the correct area and started up mega Man X 4 & 5.   Looks so incredible! The best part is, I never got into PlayStation or had a chance to own one, so I have a whole new library to discover ;)

thanks again!
Title: Re: pcsx4all 2.3
Post by: Jompa89 on June 28, 2016, 10:40:18 pm
Thank you so much for this release! This has revitalised my interest in the GCW Zero. I thought we would not see Playstation emulation on GCW but now it has become real.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 29, 2016, 09:37:48 pm
Valkyrie Profile and Echo Night doesn't works

Can you describe your problem with Echo Night? I am able to play it (am using NTSC USA version of a PSP Eboot), but I don't have time to test much and I don't see any issues like crashing. Is it a controls problem?
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 29, 2016, 09:43:46 pm
WARNING ABOUT SAVESTATES:

Save state compatibility might be broken in the next release because of large changes in GPU-plugin system. There is no guarantee I can make old savestates compatible with new changes, so I am giving everyone fair warning before any upcoming releases. Use memcards to save! I know there's only support for just two memcards, and hopefully that will improve in the future. But you should really only use savestates to get past a tough boss or to provide debug info to devs. Compatibility could break at any time.

The good news is the GPU plugin changes should fix quite a few games.
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on June 30, 2016, 07:51:32 am
Valkyrie Profile and Echo Night doesn't works

Can you describe your problem with Echo Night? I am able to play it (am using NTSC USA version of a PSP Eboot), but I don't have time to test much and I don't see any issues like crashing. Is it a controls problem?

Yes, you're right, I try with another iso and now works. Thanks and sorry for my mistake ;)

Quote
The good news is the GPU plugin changes should fix quite a few games.

Amazing!!! Thanks, I can't wait to test the new release :). Maybe Xenogears works with it?  :P
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 30, 2016, 05:39:37 pm
Hope the next release we see Jackie Chan Stunt Master work would be awesome  ;D
Title: Re: pcsx4all 2.3
Post by: Mar8 on June 30, 2016, 06:00:55 pm
@ruffnutts  me too! Game looks so fun

@Senor Quack  when you say that the save states will be broken in the next release, do you mean just previously made save states?? Or do you mean save states are no longer A thing whatsoever in the new release?

Sorry I couldn't exactly figure out the wording. Thank you!
Title: Re: pcsx4all 2.3
Post by: Senor Quack on June 30, 2016, 07:06:23 pm
Hope the next release we see Jackie Chan Stunt Master work would be awesome  ;D

I'll keep trying, but I actually haven't had any luck yet with fixing that game. Maybe Dmitry will have some time to look at it if I can't figure anything out. I was able to fix main menu of THPS1, however.

@Senor Quack  when you say that the save states will be broken in the next release, do you mean just previously made save states?? Or do you mean save states are no longer A thing whatsoever in the new release?

I meant old savestates might not work with a new release.. Savestates will still be a feature. I think it will be possible to not break compatibility. I just wanted to post a warning that people shouldn't rely on savestates too much in general.  And, yes, Xenogears seems to be fixed but it has lingering issues with corruption of dialog-box borders. I'll have to look into that further.
Title: Re: pcsx4all 2.3
Post by: Mar8 on June 30, 2016, 07:39:10 pm
 Thank you for the clarification! That's great news!? Sad to say, I'm a sucker for save states. ?
Title: Re: pcsx4all 2.3
Post by: ruffnutts on June 30, 2016, 07:45:47 pm
Quote
I was able to fix main menu of THPS1

That's awesome news :)

Jackie Chan Stunt Master works on PCSX ReARMed  8)

Keep up the good work peeps ;)
Title: Re: pcsx4all 2.3
Post by: Mar8 on June 30, 2016, 07:57:36 pm
 I didn't see "Crash team racing" on the Google Drive list. I tested it and it seems to get stuck on the first screen. I'm going to try to get another version and retest before reporting back. Thanks for the awesome work!

Edit:
    Also,  has anyone tested any of the 007 games?
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 01, 2016, 01:33:40 am
 OK so I can't get crash team racing to work, but I'm trying to find a bin +cue file not just bin.? Oddly enough though I will say happily that  "007 the world is not enough" DOES work as just a bin file without a cue file! Weird.
 One glitch I noticed though, is that the audio clips of information throughout the game so far  Cut off right before the last word being said: example. ? "The names bond? James ( cuts off )"

  Everything else about it though looked awesome and it worked perfect

EDIT:

-007  The world is not enough : WORKS with slight audio bugs listed above
-007  tomorrow never dies : works.. until first mission, then game graphically bugs out like crazy. First person view of your feet running
-crash team racing :  couldn't get it to run past the "all rights reserved" screen.

 I hope someone can get crash team racing to work! Such a fun game!
   
 
Title: Re: pcsx4all 2.3
Post by: Senor Quack on July 03, 2016, 02:52:23 am
-007  tomorrow never dies : works.. until first mission, then game graphically bugs out like crazy. First person view of your feet running

I don't have this problem. Try a US NTSC version of the game, or if you are already using one, a different CD image/version.

Quote
-crash team racing :  couldn't get it to run past the "all rights reserved" screen.

Are you sure you're using a US NTSC version? The European PAL version has subchannel copy-protection, just like many later European versions of games.. Also: are you sure you're using the Sony BIOS, not HLE?  Always use a US NTSC version unless you have a very good reason not to (i.e. you absolutely need a specific language translation). US NTSC versions usually have (U) in the CD image filename. European PAL versions (AVOID!) typically have (E) in the filename.

CTR runs fine for me, it's just that the player/cart models randomly disappear, showing just the cart's 4 wheels. One more thing on my TODO list I guess.
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 03, 2016, 03:49:16 am
@Senor Quack   First of all, thank you for the response! Secondly, I'm glad the game works, it's awesome!
Ok, so I tried many different ROMs/files. None seemed to go past that same screen I just described. Have you updated the OPK a few times recently?  Honestly, it might just be that. I'll revamp the emu and see what happens. Also, I always aim to use the United States/NTSC versions before anything else. So I have a feeling that it really is just the OPK since I have not re-updated. I'll try again tomorrow, but again thank you for your help/replies. I was honestly trying to report helpful information! Haha, fail. Sorry.
Title: Re: pcsx4all 2.3
Post by: AtariHERO on July 03, 2016, 02:18:39 pm

Quote
-crash team racing :  couldn't get it to run past the "all rights reserved" screen.



CTR runs fine for me, it's just that the player/cart models randomly disappear, showing just the cart's 4 wheels. One more thing on my TODO list I guess.
[/quote]



crash on water levels disappears too
Title: Re: pcsx4all 2.3
Post by: Durrsly on July 03, 2016, 03:49:43 pm
Tried a few games, all with BIOs:

JoJo's Bizarre Adventure (USA) - Loading screens don't appear, but otherwise works perfectly.
Vib-Ribon (European) - Game works, but there is no music when using included songs. Haven't tried custom music
Dragon Ball Z Ultimate Battle 22 (USA) - Works, but lighting in the stages seem to be a bit off.
Title: Re: pcsx4all 2.3
Post by: care16la20 on July 03, 2016, 09:17:53 pm


Found that audio is a little out of sync on the fmv's ... this is clear with Command Conquer Red Alert fmvs
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 06, 2016, 02:41:13 am
 Hey!
 If anybody uses Filezilla for their FTP client on Mac OS X, can you please private message me?
  I've been savvy with the GCW zero for a long time,  but PSX is a little screwy using this client.
  I don't want to muddy up this thread with troubleshooting, so if anybody can hit me up directly for a quick minute it would be greatly appreciated. Thank you

EDIT:
Still haven't been private messaged by anyone for help.  If someone could at least please recommend a different/better FTP client for Mac OS X, that would be greatly appreciated too. thank you
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 07, 2016, 01:54:07 am
Anyone? ^^^^^^^^^^^
Title: Re: pcsx4all 2.3
Post by: Surkow on July 07, 2016, 04:07:24 am
Anyone? ^^^^^^^^^^^
Join IRC (http://www.gcw-zero.com/irc) so people can help you troubleshoot. Also - when using Filezilla - don't forget to change the transfer type to binary.
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 07, 2016, 05:57:32 pm
Anyone? ^^^^^^^^^^^
Join IRC (http://www.gcw-zero.com/irc) so people can help you troubleshoot. Also - when using Filezilla - don't forget to change the transfer type to binary.
Honestly, I thought that binary was a default setting with the newest fileZilla (especially since I was able to get 5 different PSX games up and running)? But today I will go on and make sure.
Thank you @Surkow

 The only thing I could think is that maybe some of these file transfers are timing out, causing corrupt files. I'm really hoping it's something simple like that and that this solves it. It's very confusing to get some games working and others not at all. Thank you again.
Title: Re: pcsx4all 2.3
Post by: xdplus fanatic-oopsy on July 07, 2016, 08:46:39 pm
Mar,

I believe your issue has to do with internet settings via OpenDingux. One of the apps on the newest firmware should be present, allowing you to input 'host' and 'password'... i recall you had to input both of those pieces of information via Filezilla. I used to do it all the time when I had the zero & a mac at the time.

Google the issue, im sure you will find your answer.
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 08, 2016, 12:52:41 am
Mar,

I believe your issue has to do with internet settings via OpenDingux. One of the apps on the newest firmware should be present, allowing you to input 'host' and 'password'... i recall you had to input both of those pieces of information via Filezilla. I used to do it all the time when I had the zero & a mac at the time.

Google the issue, im sure you will find your answer.
Thank you for the reply. I have the newest firmware update on my GCW zero.  I'm able to input the host as 10.1.1.2 leaving the rest anonymous and blank, this allows me to connect. Like I mentioned, I've been able to get five psx games transferred and working, but some just not at all...One's that people say work fine. Which is very confusing/Frustrating.

Games working for me:
-SOTN
-THPS2
-MegaManX 4 & 5
-007 world is not enough

Games NOT working for me:
-007  tomorrow never dies: major graphical errors upon first mission
-THPS:  this one actually works, but still has the issues mentioned before from someone else, stating no words or characters show up in the main first menus. I erased my old OPK, rebooted, retransfer the new OPK, rebooted? And still have these problems with this game. Very confusing.

- crash team racing: tried about 1 million different ROMs/file types, double check my bios are correct as well as in the correct folders, still can't get it to load past the "all rights reserved" screen, Music starts/"start your engines!"? Music stops, game hangs up on "all rights reserved".

 Checked my FTP, made sure it's default was set to binary, still have these problems. That's all.  Same problems for days, it doesn't matter how many different ROMs I try/file types/ISOs/etc.
Title: Re: pcsx4all 2.3
Post by: xdplus fanatic-oopsy on July 08, 2016, 01:59:58 am
I believe the issue may still be the 'password' part. I realize that you input the host... but you must generate a password & input that next. simply inputting host without a password is not sufficient and may cause transfer issues, etc.

try generating a password, then input the password supplied by the zero underneath the host that you mentioned. that may be the answer your looking for.

 ;D
Title: Re: pcsx4all 2.3
Post by: Nebuleon on July 08, 2016, 02:07:11 am
I believe the issue may still be the 'password' part. I realize that you input the host... but you must generate a password & input that next. simply inputting host without a password is not sufficient and may cause transfer issues, etc.

try generating a password, then input the password supplied by the zero underneath the host that you mentioned. that may be the answer your looking for.

 ;D
The password is simply for security; it doesn't affect the contents of files you transfer. If the password mismatched, it would simply not allow access to transfer any files.

If FileZilla's Server (menu) / Transfer Mode is set to Binary instead of Auto or ASCII, that should in theory be all that's needed for the files to be flawless. Of course, that still leaves the possibility that a .bin or .cue file in a pair is being opened when the other should be opened, or that the BIOS is incorrect, or other things that are PCSX-related.
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 08, 2016, 02:08:21 am
@Nebuleon thank you Neb.  I'm in troubleshooting hell right now.
Title: Re: pcsx4all 2.3
Post by: xdplus fanatic-oopsy on July 08, 2016, 02:11:19 am
never hurts to try what i mentioned... thats how i used to connect to Filezilla from Macintosh and never had issues.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on July 08, 2016, 02:57:26 am
THPS1 main menu doesn't work for end-users yet.. when I say the problem has been fixed, I mean that I finally got it working on my end, but no new release is ready. Crash Team Racing, even if you did have it running, has major graphical flaws (player/cart sprites disappear randomly), so what is the point? I have no idea what corruption in '007 Tomorrow Never Dies' you are experiencing, it works fine for me (only tested using NTSC USA version, and pretty briefly at that, I just ran around in the level shooting people and didn't notice any problems).

Perhaps you should focus on games that actually do work for now, and wait until a new release comes out and then maybe someone will have time to look at other things. There is already a TODO list a mile long.
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 08, 2016, 03:20:01 am
THPS1 main menu doesn't work for end-users yet.. when I say the problem has been fixed, I mean that I finally got it working on my end, but no new release is ready. Crash Team Racing, even if you did have it running, has major graphical flaws (player/cart sprites disappear randomly), so what is the point? I have no idea what corruption in '007 Tomorrow Never Dies' you are experiencing, it works fine for me (only tested using NTSC USA version, and pretty briefly at that, I just ran around in the level shooting people and didn't notice any problems).

Perhaps you should focus on games that actually do work for now, and wait until a new release comes out and then maybe someone will have time to look at other things. There is already a TODO list a mile long.

I'm sorry @Senor Quack ... I was under the impression that the THPS menu problem was fixed and an OPK update was already made.   The 007 thing is very confusing to me as well, and the crash team racing situation is also very frustrating. Also I was under the impression that the crash team racing game was still playable and fun, not as you just described "having major graphical flaws, so what's the point?"... I wasn't trying to wear on you or anyone else... Nor cause/create more problems.  Thank you for the reply. I will keep trouble shooting in private and patiently await your update. Thank you for all of your hard work.

@vetran  thank you for your posts/contributing words.
Title: Re: pcsx4all 2.3
Post by: Reds on July 08, 2016, 05:34:15 am
Possibly a stupid question, but will the next update reduce slowdown and performance on games suffering from it, or is it prioritising  increasing compatibility and ironing out issues in known problems for games?
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on July 08, 2016, 07:19:32 am
Possibly a stupid question, but will the next update reduce slowdown and performance on games suffering from it, or is it prioritising  increasing compatibility and ironing out issues in known problems for games?
There's some work being done on gfx and compatibility fixes and that's it. What could be done for speed has been done already, no radical changes are possible.
Title: Re: pcsx4all 2.3
Post by: Reds on July 08, 2016, 07:36:41 am
Possibly a stupid question, but will the next update reduce slowdown and performance on games suffering from it, or is it prioritising  increasing compatibility and ironing out issues in known problems for games?
There's some work being done on gfx and compatibility fixes and that's it. What could be done for speed has been done already, no radical changes are possible.

I see. A slight disappointment for some games, but overall nothing to really worry about given the emulator's otherwise impressive functionality. Is it possible to add frameskip in the future to mitigate slowdown?
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 08, 2016, 07:36:59 pm
 Can anyone confirm or deny that there might be a glitch causing some games to work and others to not when transferred onto the internal SD versus external SD and/or vice versa?
Title: Re: pcsx4all 2.3
Post by: Senor Quack on July 08, 2016, 09:13:36 pm
Can anyone confirm or deny that there might be a glitch causing some games to work and others to not when transferred onto the internal SD versus external SD and/or vice versa?

One thing to watch out for is that, in my experience, writing files to internal SD is slower than writing to external SD. This increases the likelihood of an FTP transfer timing out. Be sure your FTP client's timeout setting is set higher or disabled. What I usually do is upload to the external SD and then copy the file to its final destination on the internal SD. It certainly takes longer this way, however. You can use DinguxCmdr to do the final copy from external to internal SD. I do everything from the command line, so things like this are very easy for me. It also allows me to manually call 'sync' command to make sure the write to SD has completed before going on to my next task.
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 09, 2016, 12:18:27 am
@Senor Quack THANK YOU!!!
will apply this knowledge.

  Unfortunately at the moment I do not have an external SD. Been meaning to order one. So this is very helpful thank you. Will continue troubleshooting.


Edit: Wipeout XL  looks and runs fantastic on the zero. In case anyone is looking for another fun racer :)

Still no luck for me with CTR :(
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 10, 2016, 01:19:00 am
 Just for the heck of it I finally decided to try the Japanese version of crash team racing called crash bandicoot racing? And of course, it works.  I could barely navigate or figure out the menus since they're all in Japanese, but managed to make it to one race and it looks awesome. My type of luck.

 Am I the owner of the world's only most rare prototype Japanese region locked GCW zero? ???

Title: Re: pcsx4all 2.3
Post by: MrCroa on July 11, 2016, 09:36:21 am
Hi, first of all thanks for the emulator, i'm already having a blast playing Dino Crisis and Resident Evil Series !

I also tried Metal Gear Solid, the game runs quite well but seems to be playing at a slower speed, the cutscenes look ok, so don't know if it's performance related...

Anyway, I found a way to run it full speed by disabling audio sync. The only set back is that there's some audio quality issue (lots of crackling noise). Is there a way to fix this ?

Thanks :)
Title: Re: pcsx4all 2.3
Post by: ruffnutts on July 11, 2016, 05:29:56 pm
Looking forward to the next release ;D
Title: Re: pcsx4all 2.3
Post by: Nebuleon on July 11, 2016, 07:04:24 pm
Anyway, I found a way to run it full speed by disabling audio sync. The only set back is that there's some audio quality issue (lots of crackling noise). Is there a way to fix this ?
Yes, there is a way: you can re-enable audio sync.

This kind of option in emulators is meant to optimise the video or audio rendering when both are reasonably expensive. By disabling it, you are telling the emulator to prefer video over audio, which is why the video seems better while the audio seems worse.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on July 11, 2016, 07:22:29 pm
I also tried Metal Gear Solid, the game runs quite well but seems to be playing at a slower speed, the cutscenes look ok, so don't know if it's performance related...

Hi, I sent you a PM so you can help me reproduce the problem and give more information.

Anyway, I found a way to run it full speed by disabling audio sync. The only set back is that there's some audio quality issue (lots of crackling noise). Is there a way to fix this ?

Enabling the 'Frame Limit' setting might help reduce the audio crackling a bit, but it won't be perfect. I'd be curious if the slowdown problem comes back with that setting
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on July 11, 2016, 07:50:31 pm
Chrono Cross CD1 finished, now i'm with CD2 and runs well too.

I try Dr.Slump (J) and seems to work very well. Tomba and Klonoa a bit slow, I need to try with other options.
Title: Re: pcsx4all 2.3
Post by: MrCroa on July 11, 2016, 10:08:27 pm
I also tried Metal Gear Solid, the game runs quite well but seems to be playing at a slower speed, the cutscenes look ok, so don't know if it's performance related...

Hi, I sent you a PM so you can help me reproduce the problem and give more information.

Anyway, I found a way to run it full speed by disabling audio sync. The only set back is that there's some audio quality issue (lots of crackling noise). Is there a way to fix this ?

Enabling the 'Frame Limit' setting might help reduce the audio crackling a bit, but it won't be perfect. I'd be curious if the slowdown problem comes back with that setting

If I disable audio sync and enable framerate limit, the audio is better, but the game speed is as slow as before. Metal Gear is probably the most demanding psx game, so maybe the zero is lacking a bit of raw power for this one.
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on July 12, 2016, 01:15:20 pm
Sh?%!! Chrono Cross returns to gcw zero menu after defeat a boss of CD2, I can't believe it! :'(

This night I try with another clean ISO (mine is with spanish fan-translation)

EDIT

Ufff! Ok, with the clean ISO works ;D ;D
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on July 16, 2016, 07:38:42 pm
Chrono cross finished. Any news about the next version of this fantastic emulator? I want to try Xenogears :).

Meanwhile I started Parasite Eve and Heart of Darkness.
Title: Re: pcsx4all 2.3
Post by: xdplus fanatic-oopsy on July 19, 2016, 03:57:28 am
oh, u HAVE to play XENOGEARS... it's one of the best RPG's out there, period.
Title: Re: pcsx4all 2.3
Post by: Senor Quack on July 19, 2016, 06:48:47 am
Chrono cross finished. Any news about the next version of this fantastic emulator? I want to try Xenogears :).

It won't be for a couple weeks, at least.. Dmitry just started his vacation so no releases til he gets back. Good news is it will be even more time to add improvements. I've been able to speed things up a bit using a new event scheduler. After that is done, I'll continue working on graphics plugin improvements, possibly more.
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on July 19, 2016, 09:36:00 am
Chrono cross finished. Any news about the next version of this fantastic emulator? I want to try Xenogears :).

It won't be for a couple weeks, at least.. Dmitry just started his vacation so no releases til he gets back. Good news is it will be even more time to add improvements. I've been able to speed things up a bit using a new event scheduler. After that is done, I'll continue working on graphics plugin improvements, possibly more.

Good news!! Thanks for your hard work :)
Title: Re: pcsx4all 2.3
Post by: xdplus fanatic-oopsy on July 19, 2016, 11:57:40 am
Did you enjoy Chrono Cross?
Title: Re: pcsx4all 2.3
Post by: toto on July 19, 2016, 07:00:33 pm
Great! Any chance for CTR to be fixed in next realease?
Title: Re: pcsx4all 2.3
Post by: Mar8 on July 20, 2016, 12:15:43 am
Great! Any chance for CTR to be fixed in next realease?

@toto wait,  so I'm not the only one having  trouble getting crash team racing to load?? What happens when you try to run CTR?

 the menus are impossible to navigate, but as an alternative I downloaded the Japanese version of crash team racing. It's called, crash bandicoot racing. And it runs perfect.
So if you don't  mind everything being in Japanese, and you just want to try it out, then there is this option. But I hope the US version gets working as well.
Title: Re: pcsx4all 2.3
Post by: toto on July 20, 2016, 06:47:00 am
In my my case they both run full speed but are very, very glitchy.
Title: Re: pcsx4all 2.3
Post by: TimeDevouncer on August 01, 2016, 09:42:56 am
Did you enjoy Chrono Cross?

Of course, is one of my favourite games ;D

Now i'm with Parasite Eve, another great game ;)
Title: Re: pcsx4all 2.3
Post by: hi-ban on August 02, 2016, 12:21:59 am
Hi! i'm really impressed by this emulator. It works great!

Could i suggest a feature?
Since the PSX resolution is sometimes higher than the GCW screen resolution, i have noticed that it downscales the screen. This downscaling is especially noticeable in 2D games, as you can see missing pixel columns in texts, which makes them quite unreadable sometimes.
Why not having an option to use the IPU for downscaling? This is a clear example of an emulator which would definitely benefit from it. You wouldnt need to use software for upscaling/downscaling the image, saving whatever amount of CPU cycles, and the IPU would downscale it in a smooth way, so the downscaled image will be much better quality and wont miss any pixel columns. Plus, you would be able to switch between aspect ratio or stretch to fullscreen.

Greetings!
Title: Re: pcsx4all 2.3
Post by: Senor Quack on August 02, 2016, 12:43:22 am
... Why not having an option to use the IPU for downscaling?  You wouldnt need to use software for upscaling/downscaling the image, saving whatever amount of CPU cycles,  ....

Hey, Hiban. Don't worry, it's already on our TODO list. Yes, it would look better, but it would not save any CPU cycles, in fact it would cost quite a few. The only exception would be if using the IPU to upscale horizontal resolutions of 256, like Castlevania SOTN, but it'd only be a very negligable speedup in that one case.

When a frame is done rendering it must be converted from PSX pixel format to our native framebuffer format.  When doing this, the current downscaler (of gpu_unai plugin)  simply skips over a certain number of pixels per line, entirely skipping every other line if in interlaced 480-height mode. The trouble is that the PSX framebuffer is not in a native format, it is 15-bit format with a reverse pixel ordering than GCW framebuffer, with the MSB holding blend/mask metadata. So, every frame is first rendered in 15bpp native format, and then must be converted pixel-by-pixel and copied to SDL framebuffer. If you were to enable downscaling, more pixels would need to be converted and copied than already are. So, it can only improve image quality, but not speed. If a game is using merely a 384x240 resolution, the speed hit wouldn't be bad at all, but a width of 512 or 640, especially combined with an interlaced height of 480, would cost quite a few more CPU cycles.

What is worse, the gpu_unai plugin is currently rendering only whatever pixels actually end up displayed on a 320x240 screen. If you enable downscaling, let's say for a 640x480 game as an example, it will be rendering at minimum 4x the number of pixels (actually quite a few more since there are always layers of polys/sprites), in addition to 4x the color conversion and 4x the number of pixels to copy to to SDL framebuffer, each frame.
Title: Re: pcsx4all 2.3
Post by: dmitry_smagin on August 15, 2016, 09:40:57 pm
Hi.

While everybody was chilling down enjoying summer, Senor Quack did a hell of a work and contributed a series of patches for pcsx4all. Here's the new update (see first post, download link is the same).

What's new:
- fix: Loading savestates restores original resolution (no more broken gfx)
- implemented a new event/interrupt scheduler queue
- mips recompiler is improved and optimized (delay slots are used where possible, cycle stalls are avoided where possible, calls to psxBranchTest() are reduced etc)

Two last improvements allowed to reduce cpu load (approx 15%)  and this gave overall 15-20 fps improvement depending on each particular game. For example, Need For Speed 2 is much less choppy.

For more smooth experience it's recommended to switch off fps limiter and switch on audio sync (fps calculator shows wrong values then, but no worry :)

NOTE: gpu improvements Senior Quack was talking about in some posts are still not included as they are not completely ready. Next time...
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: Mar8 on August 16, 2016, 01:49:25 am
THANKS YOU GUYS!!!!
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: zhongtiao1 on August 16, 2016, 05:41:58 am
shouldn't it be 2.4 no then?
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: mlove83 on August 19, 2016, 10:40:36 pm
First post. Wanted to say thanks so much for the emulator. Also, Xenogears no longer crashes during the intro after new update, quasi playable, still some graphical anomalies. Do I just update the Doc?
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: Surkow on August 19, 2016, 11:03:50 pm
First post. Wanted to say thanks so much for the emulator. Also, Xenogears no longer crashes during the intro after new update, quasi playable, still some graphical anomalies. Do I just update the Doc?
Sure, you can update it without issues. If you accidentally break something the document state can be rolled back.
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: Senor Quack on August 20, 2016, 10:15:32 pm
First post. Wanted to say thanks so much for the emulator. Also, Xenogears no longer crashes during the intro after new update, quasi playable, still some graphical anomalies. Do I just update the Doc?

The only reason Xenogears happens to not crash is that the emulator's VRAM guard memory region was expanded. Thats 'fix' is very fragile, and doesn't address the real problem: the gpu_unai plugin is accessing the emulated VRAM out-of-bounds or unaligned. The real Xenogears issue will hopefully be fixed when we adapt PCSX Rearmed 'gpulib', which handles GPU DMA command chains correctly. It is currently being worked on. Even then, it still has some glitches in text boxes for some unknown reason.
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: TimeDevouncer on August 21, 2016, 09:56:05 am
Thanks for the update!! ;D

I try with a few games, I put mi tests here (like always, sorry for my bad english, I do my best :-[):

- The flickering problem persists (when enter to the emu menu, and return to the game)

- I finished Final Fantasy IX, awesome, runs very well. The only issue is in CD4, when I approached to the tree in the center of the map , I have seen this:
(http://i.imgur.com/OpthqNi.png)
In this screenshot we can see the FFIX problem and the flickering problem.

- The problem with some games when we see a cinematic and return to the game, and the cinematic It's in the background persists:

(http://i.imgur.com/Pl52zXr.png)

- Sometimes, when I load state, the game has problems (freezes when i change the sceneario, or in FFVIII, at the beggining, there is a moment that Squall and Quistis walk through the courtyard , mixing 3D characters with cinematic, well, When I load a state before this, the cinematic doesn't seen, I see Squall and Quistis walking in a gray background.

- Valkyrie Profile doesn't works.

- Xenogears, some graphic problems, but seems runs well, awesome ;)

- Klonoa, in the other version the game runs slow, with 2.3 update this game runs very well ;D

I need to explain another problem, but it's a little and insignificant problem for you because is only for a spanish translation patch. I explain myself: I'm playing Parasite Eve (awesome game), the game runs PERFECT ;), but...when i put this translation patch (http://parasiteevetranslationproject.blogspot.com.es/ (http://parasiteevetranslationproject.blogspot.com.es/)) the game runs well, but when I go to the map the game crashes and return to the Zero menu. I know it's a patch problem because the game without patch runs well, I talk with the translation staff and they tell me to try the same ISO in another systems and...the same game runs well in PSX, PSP and PC. How can it be? --> The translator found the problem, all ok now :)

I try another games too and:

- Brave Fencer Musashi runs well ;D
- Final Fantasy VIII (S) runs well
- Castlevania Chronicles runs Perfect
- Legend of mana runs perfect (beautiful)
- Alundra, I plsy for a few minutes and all seems ok.
- Tombi runs betther than last version, little slow, but playable. The cinematics have sounds problems.


This emu is fantastic, i don't touch 3DS, Vita or PS4 because i like to play psx on my Zero :-*
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: ruffnutts on August 25, 2016, 02:09:01 pm
The new version does not fix THPS menu :(

great work love this emulator made me pick up my GCW again, got it on Holiday with me now 8)
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: Senor Quack on August 26, 2016, 01:38:01 am
The new version does not fix THPS menu :(

Don't worry, the THPS1 fix is coming. Unfortunately, I haven't yet had any luck with Jackie Chan Stuntmaster.
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: Mar8 on August 26, 2016, 04:12:23 am
The new version does not fix THPS menu :(

Don't worry, the THPS1 fix is coming. Unfortunately, I haven't yet had any luck with Jackie Chan Stuntmaster.

 Thank you for working on it though!
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: ruffnutts on August 26, 2016, 08:11:37 pm
The new version does not fix THPS menu :(

Don't worry, the THPS1 fix is coming. Unfortunately, I haven't yet had any luck with Jackie Chan Stuntmaster.

Thanks senor, I would love to see Tobal No 1 and 2 working on this emulator as well

keep up the good work and thanks for all your effort team pcsx4all  8)
Title: Re: pcsx4all 2.3
Post by: pcercuei on August 27, 2016, 07:05:51 pm
The trouble is that the PSX framebuffer is not in a native format, it is 15-bit format with a reverse pixel ordering than GCW framebuffer, with the MSB holding blend/mask metadata.
Except that the IPU can take that 15-bit format with a reverse pixel ordering and convert it to the format that the screen expects.
Title: Re: pcsx4all 2.3
Post by: Nebuleon on August 27, 2016, 07:31:14 pm
The trouble is that the PSX framebuffer is not in a native format, it is 15-bit format with a reverse pixel ordering than GCW framebuffer, with the MSB holding blend/mask metadata.
Except that the IPU can take that 15-bit format with a reverse pixel ordering and convert it to the format that the screen expects.
Requested from the IPU in what way in user space code?
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: pcercuei on August 28, 2016, 06:20:57 pm
With a patched SDL  ;D
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: davidgilmour on September 23, 2016, 03:58:12 pm
Very very nice emulator! The PSX/PS1 is not an easy machine to emulate.
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: wepecko on September 27, 2016, 11:31:05 am
Hi. thanks to all guys involved in this.
One question. Would it be possible to fix the save/load procedure somehow to see if the selected slot is already used? When I try to load a save slot which is in fact empty/blank (and there is no way how to recognize it), my unit always crash.
Cool stuff would be to save a screenshot with a save and display it as a background image while browsing the slots....
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: Senor Quack on September 28, 2016, 03:19:18 am
Hi. thanks to all guys involved in this.
One question. Would it be possible to fix the save/load procedure somehow to see if the selected slot is already used? When I try to load a save slot which is in fact empty/blank (and there is no way how to recognize it), my unit always crash.
Cool stuff would be to save a screenshot with a save and display it as a background image while browsing the slots....

Absolutely, I am working on savestate and memcard related stuff, taking a break from GPU plugin improvements. I hope to also add a memcard manager.
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: nielo360 on December 04, 2016, 09:18:12 am
This is great work I tried a few games and they work very well. I hope there is more development on this.

Rival schools: works at fullspeed    with/without bios  (some minor slowdowns on certain levels)

Panzer Bandit: works at fullspeed  with/without bios (some small border artifacts at the lower corner)

Hot blood family:Works at fullspeed  "          "          (some minor slowdows at times)

One                : work fullspeed        "            "

Project Overkill: works fullspeed      "            "

Syphon filter one: Seems to be running fullspeed But has major flickering through out which makes it unplayable

Syphon filter 2:  works                  "            "          (has slowdowns off and on)

Thank you for the awsome work  I hope we can get analog support and a few more bugs sorted.

I forgot whether im using pal or ntsc versions sorry about that.
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: TimeDevouncer on December 11, 2016, 07:29:44 pm
Any date for the next update? :P
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: dmitry_smagin on December 11, 2016, 09:07:09 pm
It will be very soon. Senquack and me are working on it. :D Expect more fixed games etc.
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: nielo360 on December 12, 2016, 07:24:12 am
Syphon filter 2 select button does not work, it does register when holding to make L2/R2 button but otherwise does not function
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: dmitry_smagin on December 12, 2016, 07:52:27 am
Syphon filter 2 select button does not work, it does register when holding to make L2/R2 button but otherwise does not function
It's mentioned in first post that psx's select is mapped to SELECT+B. GCW0's select is a "combo button".
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: nielo360 on December 12, 2016, 11:38:37 am
Syphon filter 2 select button does not work, it does register when holding to make L2/R2 button but otherwise does not function
It's mentioned in first post that psx's select is mapped to SELECT+B. GCW0's select is a "combo button".

Oh my bad i missed that.Thanks!
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: ricktheshark on December 19, 2016, 08:36:44 am
Hi.  I tested Twisted Metal 2 with bios and it stays stuck on loading screen to start 1st stage.  You can hear the game continue in the background but the loading screen stays stuck on screen.  Without bios, the game runs great until you hit the pause button, and then it crashes.  I hope you can get this game to work on next release.  A true classic that I still play to this very day.  Thanks. 
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: Senor Quack on December 21, 2016, 06:07:27 am
Hi.  I tested Twisted Metal 2 with bios and it stays stuck on loading screen to start 1st stage.  You can hear the game continue in the background but the loading screen stays stuck on screen.  Without bios, the game runs great until you hit the pause button, and then it crashes.  I hope you can get this game to work on next release.  A true classic that I still play to this very day.  Thanks.

Yes, it's already been addressed and fix is coming in next release (coming soon).
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: TimeDevouncer on December 22, 2016, 05:15:14 pm
Can be possible to add a "forward (x2, x3 speed)" option?
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: Senor Quack on December 22, 2016, 11:48:45 pm
Can be possible to add a "forward (x2, x3 speed)" option?

Yes, eventually, there can be a hotkey that disables frame-limiter / sound-sync, but if the game locks its frame-rate on its own (somewhat common) it couldn't have an effect, unfortunately. I've actually already played around with quick experimental patch, but it would need more work.

BTW, thanks to @dmitry_smagin, the fix for FFIX airship lighting issue you brought to our attention a while back will be in next release.
Title: Re: pcsx4all 2.3 UPDATE 2016-08-15
Post by: TimeDevouncer on December 23, 2016, 04:12:16 am
?Uoh! Fantastic! Awesome work, guys :o
Title: Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
Post by: dmitry_smagin on December 24, 2016, 09:03:38 pm
Major update!

Download link is in the first post.

Version 2.4 - UPDATE 2016-12-24
- numerous fixes to gpu_unai and emu engine (senquack)
- dithering for gpu_unai (johnnyonflame)
- menu revamped, more options (senquack, d_smagin)
- added interpreter choice to the menu (slow, but more compatible)
- reworked load/save states menu, added preview screenshots (senquack)
- fixes for mipsrec: Tekken 2, Tekken 3, Skullmonkeys (d_smagin)
- more fixes for mipsrec - R-types, Cart Worls Series, Mega Man X6 (senquack)

Games fixed since previous release
Tekken 2 and 3 (fixed broken models)
Skullmonkeys (fixed crash on start)
Destruction Derby 2 (fixed occasional freeze)
R-Types (fixed freeze on start)
Mega Man X6 (fixed freeze on start)
Cart World Series (fixed freeze on start)
Final Fantasy IX (ship/player appears all-white when approaching ?lifa Tree? shrouded in fog, bug reported by Time Devouncer)
Crash Team Racing (fixed player disappearing randomly)
Blaster Master (fixed gfx artifacts)
Chrono Cross (status screen doesn't freeze now)
Clock Tower
Colony Wars
Contra Legacy of War (fixes screen corruption when running with real BIOS)
F1 World Grand Prix (fixed gfx artifacts)
Star Wars Episode 1 Jedi Power Battles
Star Wars Episode 1 The Phantom Menace
THPS1 (fixed gfx artifacts)
Twisted Metal 2 (fixed gfx artifacts)
X-Com
Xenogears (fixed crashes and gfx artifacts)
Harry Potter Sorcerer's Stone (fixed freeze on book screen)
Internal Section (fixed freeze before main menu)
Metal Gear Solid (fixed slowdowns)
Castlevania SOTN (fixed slowdowns)
Rollcage
Silent Hill (fixed slowdowns)
Valkyrie Profile (fixed crash on game start)
Ace Combat 2 (USA) (fixed crash)

and probably some more
Title: Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
Post by: Senor Quack on December 25, 2016, 07:55:56 am
Savestates are compressed now and a serious bug was found/fixed, which should make any new saves much more reliable, if not perfect, while using half the space or less. Also, FMV audio lag is fixed (using new Forced XA Updates=auto setting).

A problem we didn't have time to fix: if a savestate used a different BIOS setting (HLE vs BIOS), the savestate menu will not load it. In next release, it will warn you and do its best to load it anyway, sorry about that.

Note regarding new frameskip option: Frameskip does a good job of letting slower games run at full speed, but it can introduce graphics glitches in some games, despite being intelligent about deciding when to frameskip by monitoring VRAM accesses.  That is why it is off by default.

Short-term goals: IPU HW scaling, SW scaling fixes, memcard manager, flexible controls + analog stick support, cheat support.
Long-term goal: MXU SIMD-accelerated rendering (might take a long time to finish, if ever)
Title: Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
Post by: nielo360 on December 25, 2016, 09:01:13 am
Amazing! I was looking forward to this. Merry xmas to you guys!
Title: Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
Post by: howie_k on December 25, 2016, 07:08:51 pm
Thanks guys for all your hard work - I hope you all have a great Xmas full of retro-gaming :)
Title: Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
Post by: ruffnutts on January 04, 2017, 09:02:54 pm
OMG thats a lot of fixed games... I even managed to play Jackie Chan Stunt Master, Thanks for the PM Senor Quack your all legends

Happy New Year to all!!! 8)

P.S needs to try tobal no 1 ;)
Title: Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
Post by: ruffnutts on January 04, 2017, 09:10:16 pm
Better add Dark forces to the list it had graphical glitches before runs awesome now lol  ;D
Title: Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
Post by: dmitry_smagin on January 05, 2017, 10:52:21 am
UPDATE 2017-01-05

Senquack has updated the mips recompiler (added correct emulation of cpu quirks) which fixed the following games:

Jackie Chan Stuntmaster
Tomb Raider 2, 4, 5
Mortal Kombat 3
Mortal Kombat Trilogy
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: ruffnutts on January 05, 2017, 03:06:13 pm
Just keeps getting better thanks guys... you made my year lol 8)

Just asking will we see the analog nub work and will we be able to use filters graphic like what epsxe uses
amd a nice splash screen ;D

only asking I'm very happy anyhoo
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: dmitry_smagin on January 05, 2017, 06:59:03 pm
Graphic filters are almost out of question, because gcw-zero's cpu is not powerful enough.
But still, IPU using would bring some kind of bilinear filtering for up- and downscaled games.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: ruffnutts on January 05, 2017, 07:02:10 pm
https://www.youtube.com/watch?v=baE312QM5R0  this looks cool though a :)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Edviner on January 06, 2017, 11:57:38 am
Thank you for your work. This is an awesome emulator and gives totally new life for my gcw zero! :)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: gameblabla on January 06, 2017, 04:57:25 pm
Cool emulator !
Just for the kicks, i compiled it with the official toolchain but i realized you are compiling with gdb and debug symbols !
So i compiled it with the following flags :
Code: [Select]
CFLAGS = $(C_ARCH) -mplt -mno-shared -O2 -march=mips32r2 -fsingle-precision-constant -ftree-vectorize -fdata-sections -ffunction-sections -DGCW_ZERO \
-fno-exceptions -fno-rtti -fno-PIE -Wall -Wunused -Wpointer-arith \
-Wno-sign-compare -Wno-cast-align \
-Isrc -Isrc/spu/$(SPU) -D$(SPU) -Isrc/gpu/$(GPU) \
-Isrc/port/$(PORT) \
-Isrc/plugin_lib \
-DXA_HACK \
-DINLINE="static __inline__" -Dasm="__asm__ __volatile__" \
$(SDL_CFLAGS)
LDFLAGS = $(SDL_LIBS) -lSDL_mixer -lSDL_image -lrt -lz -Wl,--as-needed -Wl,--gc-sections -flto -s

This resulted in a much smaller executable (800kb versus 3.6Mb) and i thought it would run so much faster...
But the fact is, it runs one frame slower than your executable LOL
Are you using GCC-6 or the official toolchain ? If you are using GCC-6 then perhaps that's why it runs a little faster.

In any case, the release build (with stripped out symbols) should be the default, rather than the current debug build.
(which you can provide separately for debugging anyway)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on January 07, 2017, 02:01:22 am
Cool emulator !
Just for the kicks, i compiled it with the official toolchain but i realized you are compiling with gdb and debug symbols !
So i compiled it with the following flags :
This resulted in a much smaller executable (800kb versus 3.6Mb) and i thought it would run so much faster...
But the fact is, it runs one frame slower than your executable LOL
Are you using GCC-6 or the official toolchain ? If you are using GCC-6 then perhaps that's why it runs a little faster.

In any case, the release build (with stripped out symbols) should be the default, rather than the current debug build.
(which you can provide separately for debugging anyway)

No, I think Dmitry is using standard GCC. Debug symbols don't really slow execution of a program down, and the large size of the executable is caused especially by using -ggdb3, which provides better debugging ability, like showing macro instantiations etc. The OPK file format should compress the file size down quite nicely, so it's really not a concern. Your other optimization flags would probably do little if nothing, speedwise.

As for your use of -flto, when you use it, the link stage (i.e. LDFLAGS) needs to be passed all the optimization flags you'd normally only need to put in CFLAGS.  Because it's only at the link stage that any optimization at all is done, when using LTO.  Also, it doesn't look like you're passing -flto to the compiler in CFLAGS.  When I tried it a long time ago, I found it actually lowered speed a bit while greatly increasing compilation time. Never went back to try it with all the recent changes, though.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: gameblabla on January 07, 2017, 02:32:30 am
I disagree as far size is concerned :
even when compressed, the opk is around 284ko compared to 1.1Mb so it's almost 4 four times smaller.
But i agree that speed isn't going to be much affected, since it mostly relies on a dynarec anyways.

Thank you for answering my shit posting tho
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on January 07, 2017, 02:34:16 am
I disagree as far size is concerned :
even when compressed, the opk is around 284ko compared to 1.1Mb so it's almost 4 four times smaller.
But i agree that speed isn't going to be much affected, since it mostly relies on a dynarec anyways.

Thank you for answering my shit posting tho

Debug symbols shouldn't affect the runtime speed of a program, at least very very little. Only way it could slow things down is the increased size of the binary, but the binary should be mmap'd in and only the sections of the executable actually read and executed should be paged in from disk so I doubt that'd affect load time of binary either.  Or if the linker doesn't put all the symbols together so that they don't increase # of page faults when executing code. Perhaps Dmitry would find it a good idea to release the binary stripped, but yeah compiler flags will do very little I think you'll find, at least on MIPS platform :) They will likely only bloat the code even further than MIPS code already is, so less of it fits in L1 cache.

As for GCC6, I have tried a build using it not long ago, both with and without LTO, and found no measurable difference in performance, from brief tests. GCC6 also would eliminate ability to use MXU SIMD instructions, as the MXU patch set would need to be ported.

Only thing that will speed it up I think is if either the recompiler gets a 2nd or 3rd pass added to optimize the generated code (eliminating load stalls and dead code, peephole optimization).  That and optimization of software poly rendering, which will be a ton of work for probably a small 5-10% overall speedup if I had to guess. The first is beyond my area of expertise (would be Dmitry if anybody), the latter I already have routines for written on paper, but that's a long way from actual implementation. Another thing that'd help is if a future firmware update increases page size from 4KB to something larger, decreasing # of TLB misses.

I am in the middle of writing an MXU-optimized screen blitter and IPU HW scaling implementation. Using the HW scaler will actually slow things down for the vast majority of cases, as more needs to be rendered when downscaling, rather than just skipping pixels/lines that SW downscaler currently ignores. The MXU screen blitter will provide a small speed increase when using the existing SW scaler, but it will probably be unnoticeable, like 2%.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: AtariHERO on January 09, 2017, 01:18:11 pm
please fix motor toon , (corruption on later stages ) and raiden (no right status bar)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on January 09, 2017, 01:31:06 pm
please fix motor toon , (corruption on later stages ) and raiden (no right status bar)

Please provide a savestate file or memcard save file for Motor Toon and instructions how to reproduce and spot the problem, so we know what to fix and when we've fixed it. Also provide the exact name of the ISO file you are using (SCUSxxxxx, SLESxxxxx, etc).

For Raiden, I assume you are referring to 'Raiden Project', the port of arcade Raiden I/II.. I'll try to have that fixed when doing the new scaling work. For now, you can go into the game's settings and change the screen to 'Horizontal' mode, which actually is the best way to enjoy the game anyway.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: pcercuei on January 09, 2017, 02:02:18 pm
Another thing that'd help is if a future firmware update increases page size from 4KB to something larger, decreasing # of TLB misses.
A little follow-up on that, that's planned, but won't happen soon. Switching to 16 KiB pages gave a ~10% boost to PocketSNES, but breaks the GPU driver, so we can't use it yet.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: tonyjih on January 15, 2017, 10:40:19 am
Can you add a option for using analog left & right for L2 & R2 like PSP ?
thank you.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: SilentRunner on January 30, 2017, 09:39:18 am
I would like to say thanks for all of the involved in creation of this, works really well. Thank you

Can anyone be of help I can't get Crash Team Racing to fully start it gets stuck at the all rights reserved screen with white text. I did have a read through and could see someone else was also having the same problem. Im not very experienced with emulation is there something I could be doing wrong or anyway I can try and fix this.

Many Thanks
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on January 30, 2017, 06:30:47 pm
Can anyone be of help I can't get Crash Team Racing to fully start it gets stuck at the all rights reserved screen with white text.

It's known to work well. Are you using the NTSC USA version? If not, try that. It avoids a lot of copy protection issues PAL games had.
Also, did you install the scph1001.bin BIOS file in the folder /media/home/.pcsx4all/bios/  and enable it in the Core Settings menu? Don't use the built-in HLE emulated BIOS, as it has many compatibility issues.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: SilentRunner on January 30, 2017, 09:43:01 pm
Hi Senor

Thanks for your prompt response Im using the NTSC version BUT I had HLE turned on I had set the bios file but did not realize you had to turn off the HLE setting also. Thanks so much for helping out a rookie its working now (: you have saved my bacon my gf loves crash team racing so Im giving my GCW Zero to her as a gift now she will be able to play it.

Is the analog stick able to be used? I can't see this mentioned anywhere.

I also don't get any sound on Metal Slug X (USA) after making the above changes.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on January 30, 2017, 11:04:34 pm
Is the analog stick able to be used? I can't see this mentioned anywhere.

I also don't get any sound on Metal Slug X (USA) after making the above changes.

Analog stick support hasn't been implemented yet, but is planned

Metal Slug X works fine, but you won't get sound if you use the HLE emulated BIOS. Are you *sure* you have the regular BIOS enabled? It should say "HLE emulated BIOS   Off" in the core settings.  Maybe you exited the program without using the main menu so it didn't save the setting? Maybe you put scph1001.bin in the wrong folder?

Also, beware: if you have old savestates you made when you were using HLE emulated BIOS, they cannot be loaded when using regular BIOS, they are incompatible. It should provide a warning stating why it won't load, but I forgot to put it in. Just a heads up so you don't get confused. Always use the scph1001.bin BIOS!
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: SilentRunner on January 31, 2017, 09:29:28 pm
 I redid the settings again and now it is working strange but thanks (:

On "Ape Escape (USA)" the dpad only moves the camera angle I can't seem to move the character am I just doing something stupid?

Thanks
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on February 01, 2017, 09:06:39 pm
On "Ape Escape (USA)" the dpad only moves the camera angle I can't seem to move the character am I just doing something stupid?

I believe Ape Escape is one of the very few PS1 games that requires analog inputs, so no it's not supported yet. Not sure if it will really be fun to play even when support is added, as we only have one analog stick. I've never played it before, just going on memory here.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Swarmadd on February 07, 2017, 06:59:28 pm
Hello,

Just to say that I found a way to play the "Edge Master" mode in Soul Blade / Soul Edge !

In that game mode, it always freezed on the vs loading screen, because I was always trying to launch it directly from the book (when "press start" is blinking at bottom-right of the screen), don't do this !
Instead, go backward by pressing triangle (for example) to exit from the book then select "Battle" :  8)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: com64 on February 08, 2017, 04:37:23 am
On "Ape Escape (USA)" the dpad only moves the camera angle I can't seem to move the character am I just doing something stupid?

I believe Ape Escape is one of the very few PS1 games that requires analog inputs, so no it's not supported yet. Not sure if it will really be fun to play even when support is added, as we only have one analog stick. I've never played it before, just going on memory here.

The game is completely unplayable even with joystick support until USB gamepad support is added, as you need to use both joysticks at once, as well as the joystick tact switches.

The PSP port gets around this by greatly condensing and simplifying the controls, but I doubt that's possible here.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Jonosborne on February 22, 2017, 05:55:35 pm
Hey guys!  This emulator works really great but most of the games suffer from a weird video quirk that looks like scan lines all across the screen.  Is there a setting that fixes this?  I am using the SCPH1001 BIOS.  Thanks!
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on February 23, 2017, 04:28:11 pm
Hey guys!  This emulator works really great but most of the games suffer from a weird video quirk that looks like scan lines all across the screen.  Is there a setting that fixes this?  I am using the SCPH1001 BIOS.  Thanks!

It sounds like the 'Interlace' option in GPU Settings is turned on. You can use the 'Restore Defaults' menu option in GPU settings to get back to normal.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 06, 2017, 05:43:27 pm
hey everyone. Maybe this question has been asked before but I don't feel like researching the entire thread for it lol. Basically, for certain games like APE ESCAPE that require the use of the right analog stick... is there any kind of button combination that will allow the left stick to register as the right stick OR vice versa??

Just out of curiosity... also, are there any plans to implement the use of the analog for ps1 games on the Zero in the future?? Thanks!

 ;D
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: gameblabla on March 06, 2017, 06:56:46 pm
hey everyone. Maybe this question has been asked before but I don't feel like researching the entire thread for it lol. Basically, for certain games like APE ESCAPE that require the use of the right analog stick... is there any kind of button combination that will allow the left stick to register as the right stick OR vice versa??
Just out of curiosity... also, are there any plans to implement the use of the analog for ps1 games on the Zero in the future?? Thanks!
 ;D
Ape Escape needs both sticks to be playable so it's basically not playable on the GCW Zero.
(this was already discussed before, 1 page ago...)
In short, unless external USB joystick support is implemented, you will not be able to enjoy this game...
And NO kind of button combination will change this, face it !
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 06, 2017, 10:07:12 pm
Ok @gameblabla ... i get it. Thanks.

Quote
Analog stick support hasn't been implemented yet, but is planned

thanks senor quack & everyone for their continued support on ps1... as an avid gamer & supporter of the community. Question:

Any idea or ETA as to when the left analog function will be supported? I am curious as their hasnt been an update to the emulator for a few months...

 ;)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on March 07, 2017, 08:46:14 pm
Any idea or ETA as to when the left analog function will be supported? I am curious as their hasnt been an update to the emulator for a few months...

Yeah it's planned, it'll be soon. Right now, for me personally, I am in the middle of adding IPU scaling support, along with MXU SIMD acceleration to audio and rendering. The latter is a big project so it is taking a while.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 08, 2017, 02:40:33 am
Quote
Yeah it's planned, it'll be soon. Right now, for me personally, I am in the middle of adding IPU scaling support, along with MXU SIMD acceleration to audio and rendering. The latter is a big project so it is taking a while.


Cool, thx for the update sir!
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Malleus on March 08, 2017, 11:17:45 am
As a TOTAL not give a care guy (have never played ape escape or that many PSX games but emulation is fun!)
Are there many PSX games that needs the right joypad?
Or would it (when analog stick is implemented) be possible to do a "hack" if gameid equals one of these then remap somebutton to be used to switch analog stick from left to right psx stick.
(or something along those lines)

ps. IPU scaling and MXU SIMD acceleration sounds interesting! hope you write up some lines of what and how you did it, would be awesome!
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 08, 2017, 12:33:45 pm
TOBAL 2; APE ESCAPE; FF8 (map traveling).  Others could exist that utilize the right analog stick but from memory, NOT many do or did for that matter.

Remember... the dual analog controller for the ps1 released in Japan 2-3yrs into the life cycle of the system itself... so that didn't give developers much time to think of ways to use that right analog, etc.

If there ARE other notable games that use it, I like to know just to know.

:o
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 08, 2017, 05:55:21 pm
@Senor Quack ,

Hey... wondering if an app could be created within the settings of PCSX4ALL that could allow manipulation of the ABXY buttons to act as manual calibration for the right analog stick for ps1??

Do you think that is a possibility in a future release for the emu?? I had an idea and thought I would run it by you... basically, the idea is to have a 'mode' button that could be pressed by one of the diagonals of the dpad to enable that for the ABXY buttons as the right analog to go along with the left analog... use of it, as a good example, is APE ESCAPE as earlier discussed.

Thanks!
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on March 08, 2017, 06:37:14 pm
@Senor Quack ,
Do you think that is a possibility in a future release for the emu?? I had an idea and thought I would run it by you... basically, the idea is to have a 'mode' button that could be pressed by one of the diagonals of the dpad to enable that for the ABXY buttons as the right analog to go along with the left analog... use of it, as a good example, is APE ESCAPE as earlier discussed.

Not sure if I understand what you are suggesting.. But when analog control is introduced, it will have somewhat flexible configuration.  It would certainly be possible to add a configuration setting to map DPAD to be PS1 circle/square/etc buttons, leaving A/B/X/Y to control the right analog stick (with 8 total directions of movement). But will that give the necessary accuracy to play the game? Some forum posts I found via Google search seem to suggest that is not the case.

I've never played the game myself, but looking at videos and reading FAQ, it seems right stick is used to swing your gadgets in a direction. Maybe it would be possible to come up with g-sensor algorithm to allow this eventually? Like, a quick flick of GCW in a specific direction to swing your in-game gadget? What do you think?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 09, 2017, 01:47:45 am
Quote
Not sure if I understand what you are suggesting.. But when analog control is introduced, it will have somewhat flexible configuration.  It would certainly be possible to add a configuration setting to map DPAD to be PS1 circle/square/etc buttons, leaving A/B/X/Y to control the right analog stick (with 8 total directions of movement). But will that give the necessary accuracy to play the game? Some forum posts I found via Google search seem to suggest that is not the case.

I've never played the game myself, but looking at videos and reading FAQ, it seems right stick is used to swing your gadgets in a direction. Maybe it would be possible to come up with g-sensor algorithm to allow this eventually? Like, a quick flick of GCW in a specific direction to swing your in-game gadget? What do you think?

Wow, that's great that you are open to potentially writing an algorithm to test it as a beta-release one day. That's actually fantastic news. I mean, I'm not a programmer in the least but its these kinds of things I think about that now the GCW ZERO will be back on the market soon, etc.

I actually just read earlier this morning that multiple games utitlize the right analog in certain ways besides APE ESCAPE... i've read that Gran Turismo 2 uses it, Megaman Legends 2, etc... so, I mean, it would definitely be worthwhile to consider adding/writing an algorithm one day to test how GCW ZERO owners respond to it.

Personally, I remember beating APE ESCAPE in its entirety when I was younger. I recall the game utilizing BOTH analogs simultaneously to perform actions in the blink of an eye, etc... heat of the moment thing when attempting to capture the apes in the levels. As a previous user of the GCW ZERO, I for one would be thrilled for customers to be able to SOMEHOW use the right analog through the clockwise/counter-clockwise motion of the ABXY buttons as a setting with the emu of PCSX4ALL, etc.

I would only, as a gamer & supporter of the community, be thrilled if you could look into it one day. I can almost be certain, as a gamer, that constantly, in circular motion on & around the ABXY buttons... that input for eight directions could be made. Even though its not a circular nub as the left one is on the ZERO, I'm sure that this backup solution COULD, in theory, work.

Maybe just beta-release an opk version of the emu with that in settings, see how users respond... that's my 2 cents.

;D
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 10, 2017, 03:11:56 am
@Senor Quack ,

Hey... I even thought of a different solution to get dual analog function working for the Zero. Basically, it would encompass the notion of tilting an actual GCW ZERO vertically and utilizing an inverted screen from within the emulator (like a smartphone does) while having the dpad act as the left analog & the right analog as the analog nub on the unit, etc.

What do you think...?

;D
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on March 10, 2017, 04:33:43 am
@Senor Quack ,
Hey... I even thought of a different solution to get dual analog function working for the Zero.
What do you think...?

OK, I am all ears, I actually like these sorts of challenges, but that is some far out stuff. Can you expand a good bit on this, the more pictures the better?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 10, 2017, 05:18:34 am
@Senor Quack ,

Quote
Basically, it would encompass the notion of tilting an actual GCW ZERO vertically and utilizing an inverted screen from within the emulator (like a smartphone does) while having the dpad act as the left analog & the right analog as the analog nub on the unit, etc.

What do you think...?

Senquack, envision the idea in your head. Seriously, re-read the quote above... couldn't it be possible?

Basically, I would imagine that you or others you work with on the emu would need to create a different aspect ratio when put into dual analog mode... a user would have to vertically play APE ESCAPE (for example) with the Zero's screen vertically, NOT horizontally. That way, when in DUAL ANALOG mode, the user can play that specific game when utilizing the D-pad as the left analog & the nub on the unit as the right analog, etc.

Once the kid in APE ESCAPE is off of water in a kayak, for example, gets to land & has to use his gadgets to capture apes in the game, a user can push 'select' and get back to original, horizontal mode while using the left nub as the left analog while using the ABXY buttons as action buttons, etc.

Let me know...

:o

Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 10, 2017, 05:30:51 am
(http://www.cheatcc.com/psx/pics/ape1.jpg)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 10, 2017, 05:33:36 am
(http://ps2media.gamespy.com/ps2/image/article/592/592449/ape-escape-on-the-loose-20050301034321789.jpg)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 10, 2017, 05:41:33 am
(http://www.siliconera.com/wordpress/wp-content/uploads/2013/04/IMG_6083_thumb.jpg)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 10, 2017, 05:45:58 am
(http://www.fearlessgamer.com/wp-content/uploads/2013/01/playstation_dual_shock_controller_large2.jpg)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 10, 2017, 06:03:36 am
- deleted -
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 10, 2017, 06:05:42 am
- deleted -
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: ker on March 18, 2017, 11:21:55 am
PSP had the same button layout as GCW Zero and emulates PSX... Why don't use the same button solution?

Enviado desde mi A0001 mediante Tapatalk

Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 18, 2017, 09:50:32 pm
Certain psp games had different button configurations compared to the ps1 dual shock controls, etc... to emulate a ps1 game like APE ESCAPE for the ps1, controller scheme(s) would have to be mimicked as best as possible.

:P
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: ker on March 19, 2017, 11:09:37 pm
Certain psp games had different button configurations compared to the ps1 dual shock controls, etc... to emulate a ps1 game like APE ESCAPE for the ps1, controller scheme(s) would have to be mimicked as best as possible.

:P

A L1 + A/B/X/Y combination to simulate right analog could be a good solution

Enviado desde mi A0001 mediante Tapatalk

Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: CREEPINGIRON on March 20, 2017, 02:02:59 am
Does the USB-OTG dongle work with a USB Game-Pad?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: dmitry_smagin on March 20, 2017, 04:36:51 am
Does the USB-OTG dongle work with a USB Game-Pad?
No, sorry.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on March 20, 2017, 11:15:55 am
@CREEPINGIRON ,

That is a planned function though through a future firmware update.
 
8)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: opt2not on July 06, 2017, 12:11:30 am
Now that I got my GCW back from repair, I've been catching up on the releases.  WOW! pscx4all is amazing!  (yes, I haven't had my GCW for that long).

I was able to try out a handful of games:

FF7
FF8
FF9
Chrono Cross
Ridge Racer
Gradius Gaiden *
R-type Delta
R-types
Einhander
Castlevania: SOTN
Castlevania Chronicles
Raiden Project *
Raiden DX *

*For Gradius Gaiden, the left side of the screen issue stated in the compatibility list is present, but it doesn't make the game unplayable. The screen is just slightly shifted over a bit, making the display un-centered.

*Raiden Project was unplayable for me.  I was able to get it running to the gameplay using the SCPH-7000 bios, but in-game controls didn't work from there.

*Raiden DX was playable, but had graphic glitches on the right side of the screen during regular display modes. When I changed it to the vertical "arcade" mode, it played perfectly. But it's hard to play vertical orientation on this device. :P

Everything else so far has run impeccably. Thank you!
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on July 06, 2017, 08:16:58 am
*For Gradius Gaiden, the left side of the screen issue stated in the compatibility list is present, but it doesn't make the game unplayable. The screen is just slightly shifted over a bit, making the display un-centered.
Yeah, there's a lot of room for improvement as far as screen scaling / centering goes. A lot of work has been done on it already, it's just quite a chore. Probably will be done before end of summer.

Quote
*Raiden Project was unplayable for me.  I was able to get it running to the gameplay using the SCPH-7000 bios, but in-game controls didn't work from there.
I just tested Raiden Project [SCUS-94402] and can confirm it works great (with screen border issue) but the controls don't work with 'HLE emulated bios' setting enabled. If I had to guess, I suspect you set the BIOS file OK but perhaps left 'HLE emulated bios' setting turned on. Only some games work using emulated HLE bios, and so I don't recommend its use.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: opt2not on July 06, 2017, 09:23:08 pm
I just tested Raiden Project [SCUS-94402] and can confirm it works great (with screen border issue) but the controls don't work with 'HLE emulated bios' setting enabled. If I had to guess, I suspect you set the BIOS file OK but perhaps left 'HLE emulated bios' setting turned on. Only some games work using emulated HLE bios, and so I don't recommend its use.
This was it, I must have mistakenly had HLE enabled. I usually have it off.  Thanks!

I was also able to try out some more games that were all running successfully without HLE:

Bushido Blade (USA) *currently not listed in the compatibility list
Dino Crisis (USA) 1.1
Dino Crisis 2 (USA)
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Surkow on July 06, 2017, 10:08:51 pm
@opt2not

Feel free to add more games to the compatibility list (the spreadsheet can be edited).
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: opt2not on July 06, 2017, 10:36:34 pm
Feel free to add more games to the compatibility list (the spreadsheet can be edited).
Done!
If anyone would like to confirm Bushido Blade (USA) for me, we can call that a commit.

I'll be testing through more games and will call them out as I go. 
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Reds on July 26, 2017, 08:14:16 am
Is auto-frameskip meant to turn on and then not turn off afterwards? As far as I've been testing it in games like Medievil and Threads Of Fate, once frameskip turns on it doesn't return to zero frames skipped and stays at a minimum of one frames skipped, making 30fps games like those not very playable.

I'm just wondering if that's intentional or not, given how auto-frameskip kicks in well before the CPU load reaches 100%. It seems like it would be ideal if it only turned on when the game is actually slowing down rather than in advance, but it turns on at much lower than that. I'm just wondering what the reasoning behind that is, since it means it's not sensible to turn it on in both the games that need it the most, and games that only need it for a few spread-out moments.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on July 26, 2017, 10:15:59 pm
Is auto-frameskip meant to turn on and then not turn off afterwards? As far as I've been testing it in games like Medievil and Threads Of Fate, once frameskip turns on it doesn't return to zero frames skipped and stays at a minimum of one frames skipped, making 30fps games like those not very playable.

Nah, it's supposed to turn on/off dynamically depending on current time measurements each frame. I think you might be right after some brief testing of Medieval. What we need is visual display of frames dropped per second. I wanted to add that but ran out of time, so pretty soon I'll add it and verify the problem. Thanks for the bug report!  Please report anything else you find.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Reds on August 03, 2017, 05:55:28 am
I've found that if you open the start+select menu a few times, the auto-frameksip problem often solves itself, making it turn on and off as intended, at least for a while. It'll eventually start doing it again, but you can brute-force fix the problem temporarily.

So I don't know what causes it in the first place, but that sort of solves it for the time being.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: rester159 on August 06, 2017, 08:10:17 am
Hey guys do you know if this emulator can deal with multi-track PSX games? If not, how do you make them work on it?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: dmitry_smagin on August 06, 2017, 03:00:06 pm
Hey guys do you know if this emulator can deal with multi-track PSX games? If not, how do you make them work on it?

Yes, multi-track and multi-disc games are supported, just choose .cue file and that's it.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Reds on August 06, 2017, 04:14:40 pm

Yes, multi-track and multi-disc games are supported, just choose .cue file and that's it.

I've been selecting the .bin files for multi-track and multi-CD games. I guess I'll be selecting the .cue files instead from now on, but would this have caused me to experience any problems down the line?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on August 06, 2017, 07:20:34 pm
I've been selecting the .bin files for multi-track and multi-CD games. I guess I'll be selecting the .cue files instead from now on, but would this have caused me to experience any problems down the line?

To swap CDs, support was added early on: inside the game, return to the main menu (press Select+Start), and you'll see 'Swap CD' menu entry. As Dmitry mentioned, you just select the new .CUE/.BIN and the game that's running will get sent an emulated 'lid-open/lid-closed' interrupt sequence and can thus tell that a new CD is inserted.

Only time you really need a .CUE file is if the game has multiple .BIN CDDA audio tracks. Otherwise, selecting the .CUE is the same as selecting the .BIN.

In the future, if you want to make your life *really* easy, and can find your game packaged as one, use PSP Eboot files (.PBP extension).. they offer multiple advantages: compression, multi-CD packaged in one file, no CUE worries.  You'll still need to swap CDs when the game asks for a different disc, but the 'Swap CD' menu will simply contain 'Disc 1, Disc 2, etc' rather then making you navigate a dir to choose a file manually.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Reds on August 06, 2017, 08:46:25 pm

To swap CDs, support was added early on: inside the game, return to the main menu (press Select+Start), and you'll see 'Swap CD' menu entry. As Dmitry mentioned, you just select the new .CUE/.BIN and the game that's running will get sent an emulated 'lid-open/lid-closed' interrupt sequence and can thus tell that a new CD is inserted.

Only time you really need a .CUE file is if the game has multiple .BIN CDDA audio tracks. Otherwise, selecting the .CUE is the same as selecting the .BIN.

In the future, if you want to make your life *really* easy, and can find your game packaged as one, use PSP Eboot files (.PBP extension).. they offer multiple advantages: compression, multi-CD packaged in one file, no CUE worries.  You'll still need to swap CDs when the game asks for a different disc, but the 'Swap CD' menu will simply contain 'Disc 1, Disc 2, etc' rather then making you navigate a dir to choose a file manually.

I already knew about swapping CDs and everything, I was just wondering if I wasn't meant to select .bins at all in the first place in general. But PBPs, now that's useful.  I had completely missed that you could use those/hadn't realised .pbp was for eboots, that's very helpful for minimising clutter on some games that have a lot of individual files.

Also, just wanted to say how much I appreciate all of the work done on the emulator. For the longest time I didn't think that the GCW would get a passable PSX emulator let alone one as fantastic as this, so this is really a dream come true on that front. With just a few little improvements (reworking of the memory cards, mapping R2/L2 to analog, autoskip bug fixed) that we'll hopefully see after you're done with the IPU scaling and SIMD acceleration update, I wouldn't have any minor complaints at all.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: opt2not on August 07, 2017, 05:37:45 am
It doesn't matter if you select bins or cues. Cue files are just a text document that points to the bin file and path for launching. The emulator can launch either. in fact, I don't even think there is a need to have the cue files presebt, since the primary function of them are for hardware that didn't read scan each disc track, mainly cd readers.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on August 07, 2017, 07:39:07 am
It doesn't matter if you select bins or cues. Cue files are just a text document that points to the bin file and path for launching. The emulator can launch either. in fact, I don't even think there is a need to have the cue files presebt, since the primary function of them are for hardware that didn't read scan each disc track, mainly cd readers.

You do need .CUEs for some PS1 games: any ISO rips that include separate .BINs for CDDA audio tracks, as I mentioned a few messages back. If you don't use the .CUE file to start the game, or the CUE doesn't list the correct BIN filenames, the emu/game will fail to see the CDDA audio tracks.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: opt2not on August 07, 2017, 07:40:25 pm
You do need .CUEs for some PS1 games: any ISO rips that include separate .BINs for CDDA audio tracks, as I mentioned a few messages back. If you don't use the .CUE file to start the game, or the CUE doesn't list the correct BIN filenames, the emu/game will fail to see the CDDA audio tracks.
Ah, good to know. I haven't encountered any games with separate CDDA audio tracks. So far I've only dealt with .bins and .cue's.
I'll keep this in mind if/when I do have to deal with audio tracks.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: finalmix on August 31, 2017, 05:58:06 am
Thanks for port and share.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Reds on August 31, 2017, 06:58:33 am
Please, do not post feedback for this fork in this thread. Instead, create a seperate one. We will not support it unless the fork author has the desire to contribute his changes. From what I see (https://github.com/steward-fu/gh_gcw0_pcsx4all) he vaguely understands what he's doing: the changes are random and erratic and seem more like quick-and-dirty experiments rather than well constructed fixes. Btw, removing pixel skipping is a bad idea; most probably the guy didn't understand its purpose.

Thanks.

Ah, I see, sorry.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: dmitry_smagin on August 31, 2017, 01:19:08 pm
Please, do not post feedback for this fork in this thread. Instead, create a seperate one. We will not support it unless the fork author has the desire to contribute his changes. From what I see (https://github.com/steward-fu/gh_gcw0_pcsx4all) he vaguely understands what he's doing: the changes are random and erratic and seem more like quick-and-dirty experiments rather than well constructed fixes. Btw, removing pixel skipping is a bad idea; most probably the guy didn't understand its purpose.

Thanks.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on September 26, 2017, 10:35:25 pm
@Senor Quack

Any word/update on the APE ESCAPE control scheme we discussed a few months ago through a future update?

 ;D
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on September 26, 2017, 11:41:25 pm
@Senor Quack
Any word/update on the APE ESCAPE control scheme we discussed a few months ago through a future update?

I haven't forgotten about it, I do work on the emu every day, but I'm slow-paced and working more on dynarec/GPU/GTE/SPU right now. I haven't touched controls code yet but it will be done well, whenever it does get done. Sorry it's taking so long, too much being handled right now.

Good news is we should have a decent speed boost in next release in addition to whatever features we can finish: we'll have MXU-accelerated assembly versions of GTE (geometry transform coprocessor) code, as well as SPU and probably some MXU GPU/screen code too. And hopefully I'll be able to finish IPU scaling support too.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on September 27, 2017, 12:27:46 am
Cool man, no rush... just wondering about any info. on it, etc.

Thanks for your 2 cents.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: kaio on October 03, 2017, 12:19:16 pm
Can anybody run "Secret of Mana"?
It freeze after set homt location & video after home creation.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: xdplus fanatic-oopsy on October 03, 2017, 08:23:56 pm
I assume you are actually referring to LEGEND OF MANA for ps1 correct?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on October 03, 2017, 10:15:43 pm
Can anybody run "Secret of Mana"?
It freeze after set homt location & video after home creation.

I've tested Legend of Mana [SLUS-01013] intro. Are you using a real Sony BIOS? That game will freeze around cutscene if using HLE emulated BIOS. HLE emulated BIOS has lots of problems, you always should use real bios, it's mentioned on the compatibility list for that game.  https://docs.google.com/spreadsheets/d/1maVTuSUzvoJcEe823vYJIVRJLs8BEL6AYtFidM4c36g/edit#gid=0

- Put bios file scph1001.bin (in lower case!) to /media/home/.pcsx4all/bios
- Run emulator, go to Core Settings, set BIOS from HLE to scph1001.bin
Be sure 'HLE emulated BIOS' setting is turned off.

One thing to know, is if you made a bunch of savestates already in other games (not memcard saves, but real savestates through the emu menu) and you were playing with the HLE BIOS setting enabled, they are not compatible now and won't load. You'd be stuck with reenabling HLE BIOS setting if you ever want to load any of those old savestates. The emu won't tell you this, it will just silently refuse to load the savestate, unfortunately, we gotta add a notification at least.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: kaio on October 04, 2017, 07:12:22 am
Hello, the game is "legend of mana" of course. This is my mistake.
"Secret of mana" is a SNES/SFC game.
I will try to run it this a real BIOS.
Thanks!
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: hzlancer on November 19, 2017, 04:54:11 am
Thank you so much for this upload 
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: ace9094 on November 19, 2017, 10:20:22 pm
hi All, 

Does anyone know where the Memory Card file is located and if it can be edited using the PSX MemManager ?

Thanks
ace
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on November 22, 2017, 06:56:23 am
Does anyone know where the Memory Card file is located and if it can be edited using the PSX MemManager ?

The memcard files are in your home directory under the subdir .pcsx4all/memcards/
Note the period at the beginning of the dir name: that means it's a hidden folder, which is the standard UNIX way app-specific data should be stored there.  If accessing via FTP, be sure any option to 'Show Hidden Files' is enabled and go to /home/.pcsx4all/memcards/

You can manage them using Sony BIOS memcard manager. Easiest way to do that is upload a separate copy of the scph1001.bin BIOS file to wherever you keep your PS1 game images, and select it when you go to 'Load Game'. Sorry it's not easier, we're still working on that.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: ruffnutts on April 24, 2018, 08:17:06 pm
Does this have DMA like the RS-97 version? massive improvment it added to the RS-97?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on April 26, 2018, 09:37:28 am
Don't have time to investigate quite yet, and it's only recently Stewart posted the DMA-related commits. GCW Zero firmware has a proper separation of userspace from hardware, so even if they were beneficial on GCW Zero, it would require driver support to be added.  Me, personally, I am too busy at the moment with other aspects of PS1 and drivers to focus on this.  However, I am finishing some work on GCW Zero kernel framebuffer driver that adds BGR555 support, which is the native display mode of the PS1. So there will be some speedup soley from that, hopefully, in the next firmware and pcsx4all release.  I've also added bicubic and nearest-neighbor IPU upscaling/downscaling to the kernel framebuffer driver.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: ruffnutts on April 26, 2018, 09:45:03 am
Don't have time to investigate quite yet, and it's only recently Stewart posted the DMA-related commits. GCW Zero firmware has a proper separation of userspace from hardware, so even if they were beneficial on GCW Zero, it would require driver support to be added.  Me, personally, I am too busy at the moment with other aspects of PS1 and drivers to focus on this.  However, I am finishing some work on GCW Zero kernel framebuffer driver that adds BGR555 support, which is the native display mode of the PS1. So there will be some speedup soley from that, hopefully, in the next firmware and pcsx4all release.  I've also added bicubic and nearest-neighbore IPU upscaling/downscaling to the kernel framebuffer driver.
Sounds awesome great work nice to see thing's ate still being done for the zero

Sent from my MIX using Tapatalk

Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Dr_Bunsen on May 19, 2018, 03:22:18 am
@Senor Quack

I noticed the RS-97 version of PSX4all, the menus are a little different and there's an option in core settings for "Analog arrow keys". Does this mean that the code you used to compile the RS-97 version actually has the GCW Zero left analog stick implemented? If so could you compile it for GCW Zero and upload the update to this thread? I'd love to have analog stick implemented for games like Legacy of Kain.

Perhaps there are other improvements in the latest code too?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on May 20, 2018, 04:02:17 pm
@Senor Quack

I noticed the RS-97 version of PSX4all, the menus are a little different and there's an option in core settings for "Analog arrow keys". Does this mean that the code you used to compile the RS-97 version actually has the GCW Zero left analog stick implemented? If so could you compile it for GCW Zero and upload the update to this thread? I'd love to have analog stick implemented for games like Legacy of Kain.

Perhaps there are other improvements in the latest code too?

RS-97 version is a fork of our version, it's not us. I'm personally working on other performance/compatibility-related PCSX4ALL stuff right now, and just haven't gotten around to doing the analog controls, per-game settings etc. Then there's the IPU scaling, etc etc.

BTW, the DMA 'improvements' in RS-97 have no application to us, it's merely a framebuffer hack they added because RS-97's kernel lacks a proper framebuffer driver.  GCW Zero has a good driver and in fact it is getting improvements that will help PS1 emulation in the future.  For that, see the latest commits here:  https://github.com/gcwnow/linux/commits/jz-4.9-wip
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Dr_Bunsen on May 20, 2018, 04:56:26 pm
Thanks for your reply @Senor Quack, I'm really glad PSX4ALL development is continuing for GCW Zero, I only bought one recently and found that a lot of development has subsided. What do you see is a rough timeline for an update of PSX4ALL? Is there a specific milestone at which point it's worth releasing an update?

How will the GCW Zero driver be implemented? Is there a firmware update, or will it be part of the PSX4ALL compiled package?
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Senor Quack on May 21, 2018, 08:10:40 am
Thanks for your reply @Senor Quack, I'm really glad PSX4ALL development is continuing for GCW Zero, I only bought one recently and found that a lot of development has subsided. What do you see is a rough timeline for an update of PSX4ALL? Is there a specific milestone at which point it's worth releasing an update?
Can't say, it's done when it's done I guess.

Quote
How will the GCW Zero driver be implemented? Is there a firmware update, or will it be part of the PSX4ALL compiled package?
It'll be part of the next firmware update. Devs will get access to a new SDL1 video-mode option 'SDL_SWIZZLEBGR' in next toolchain release.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Reds on August 08, 2019, 11:58:10 am
With the RG-350 as a possible successor device, I was wondering if there was any interest in the features that would have come in the next update being completed and released.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: ericmj on October 04, 2019, 05:47:22 pm
Is there a way to take multiple .bin files for a game and create a single file to launch the game?  I've seen reference to cbin, and also to .pbp files, but it's not clear to me how to create them, or if that would accomplish what I'm thinking of.  For example, C-Contra Adventure has a .cue file and ~12 .bin files, and it gets very cluttered in the /rom directory.  Thanks.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Surkow on October 04, 2019, 07:55:50 pm
With the RG-350 as a possible successor device, I was wondering if there was any interest in the features that would have come in the next update being completed and released.
The RG-350 is not a potential GCW Zero successor. It's a competitor with the exact same hardware specifications. In my view it will absolutely not replace the software development scene of the GCW Zero.

It does not require programs to be ported as most of of the GCW Zero software apparently is compatible. As long as the GCW Zero keeps receiving updates firmware compatible competing devices will be able to benefit as well.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Reds on October 05, 2019, 01:41:48 am
With the RG-350 as a possible successor device, I was wondering if there was any interest in the features that would have come in the next update being completed and released.
The RG-350 is not a potential GCW Zero successor. It's a competitor with the exact same hardware specifications. In my view it will absolutely not replace the software development scene of the GCW Zero.

It does not require programs to be ported as most of of the GCW Zero software apparently is compatible. As long as the GCW Zero keeps receiving updates firmware compatible competing devices will be able to benefit as well.

I meant a successor device in that it's a GCW that people can actually get their hands on and thus has the chance of continuing or revitalising development on existing emulators if developers are interested. Being able to use every GCW emulator and port out of the box has always been a primary selling point for it. The GCW was and is fantastic but the limited availability has always been a problem.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Surkow on October 05, 2019, 02:35:26 am
I meant a successor device in that it's a GCW that people can actually get their hands on and thus has the chance of continuing or revitalising development on existing emulators if developers are interested. Being able to use every GCW emulator and port out of the box has always been a primary selling point for it. The GCW was and is fantastic but the limited availability has always been a problem.
Of course availability is important. But I think you will be sorely disappointed about the supposed increase rate of development the RG-350 will bring. The primary development force will be the groundwork laid by the GCW Zero software development scene. An example of a disappointment would be N64 emulation. People learning about N64 emulation being possible are already expecting massive performance gains for a project that took many iterations to come to fruition. Some projects have taken years to get to the point where they are now. This new device will bring new users. It will not result in an amazing increase in development. And no, GCW Zero software development has never stopped despite the hardware shortages.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: eltehero on October 05, 2019, 03:36:02 pm

The RG-350 is not a potential GCW Zero successor. It's a competitor with the exact same hardware specifications. In my view it will absolutely not replace the software development scene of the GCW Zero.

It does not require programs to be ported as most of of the GCW Zero software apparently is compatible. As long as the GCW Zero keeps receiving updates firmware compatible competing devices will be able to benefit as well.

The GCW Zero is not available for sale anymore and has not been available for years, how can it be a competitor?

The RG350 competitors are GDK350 and the imminent Pocketgo 2

I think many users will not want the GCW Zero development replaced, just developed further and improved upon if possible.

I will be happy enough with playing the existing awesome software developed by the great dingoo A320/GCW Zero devs perfectly on a cloned device with better controls and build quality. Any further improvement is a bonus.

Surkow, the new GDK350 has a more powerful custom MIPS processor than the GCW Zero as we are led to believe. Would you call device that a potential GCW Zero successor?

Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Surkow on October 06, 2019, 12:25:13 am
Production of the GCW Zero is expensive due to the fact that it is produced in very small batches (this is the economy of scale we are talking about - larger production runs mean cheaper hardware). Offering devices for half the price in China in large numbers with pirated software, emulators, BIOS files and copyrighted game file assets is basically a guarantee that many users will not back a new production run of a more niche device like the GCW Zero. In that regard it is most certainly direct competition.

[...]

Surkow, the new GDK350 has a more powerful custom MIPS processor than the GCW Zero as we are led to believe. Would you call device that a potential GCW Zero successor?

The GKD350 (https://boards.dingoonity.org/other-game-systems/game-kiddy-gkd350-handheld-console-65292-the-performance-exceeds-gcw-zero/) appears to be promising a device with a great formfactor and a higher clocked CPU running at 1.5Ghz. Sadly enough it apparently lacks (https://boards.dingoonity.org/ingenic-jz4760-devices/bring-on-the-rg-350-(jz4770-based)-handheld/msg190068/#msg190068) a dedicated GPU and only has access to 128MB RAM. It will be a great PSX emulation device, though! SDL1 based games that don't rely on a GPU will work great as well. I'm very optimistic about the device if it receives a lower pricepoint than the RG-350.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: iball on October 06, 2019, 03:03:08 am
And no, GCW Zero software development has never stopped despite the hardware shortages.
But there hasn't been a firmware update for the GCW-Zero for the last 5 years?
Don't get me wrong I love my GCW0 but replacing a worn-out battery is a pain.
And I keep reading about these new fantastical updates to the firmware/kernel for it but not seeing where they've ever been released.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: pcercuei on October 06, 2019, 09:51:32 am
And no, GCW Zero software development has never stopped despite the hardware shortages.
But there hasn't been a firmware update for the GCW-Zero for the last 5 years?
Don't get me wrong I love my GCW0 but replacing a worn-out battery is a pain.
And I keep reading about these new fantastical updates to the firmware/kernel for it but not seeing where they've ever been released.
The current dev firmware adds nice things but critical things are removed too (like IPU support), so we can't really release it and expect everybody to be happy about it until these are implemented again.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Eliwood_san on October 13, 2019, 01:49:42 am
And no, GCW Zero software development has never stopped despite the hardware shortages.
But there hasn't been a firmware update for the GCW-Zero for the last 5 years?
Don't get me wrong I love my GCW0 but replacing a worn-out battery is a pain.
And I keep reading about these new fantastical updates to the firmware/kernel for it but not seeing where they've ever been released.
The current dev firmware adds nice things but critical things are removed too (like IPU support), so we can't really release it and expect everybody to be happy about it until these are implemented again.

The latest firmware of the GCW Zero was in the 2014,since then i didnt see any new development to the firmware or newer opks to the zero...Can you please post  about those developments you are talking about?Thank you for reading me and waiting for your reply.
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: pcercuei on October 13, 2019, 10:40:45 pm
The latest firmware of the GCW Zero was in the 2014,since then i didnt see any new development to the firmware or newer opks to the zero...Can you please post  about those developments you are talking about?Thank you for reading me and waiting for your reply.

https://github.com/OpenDingux/linux/commits/jz-5.3-gcw0
https://github.com/OpenDingux/buildroot/tree/opendingux
Title: Re: pcsx4all 2.4 UPDATE 2017-01-05
Post by: Eliwood_san on June 17, 2020, 08:59:32 pm
Noob question for the GCW Zero whats the best pcsx4all emulator? i see 3 version of this emulator with different authors: soarqin,gameblabla and tonyjih.

Im asking that noob question because the op thread the configuration of their pcsx4all its not saving very well in my GCW Zero retail,for example i want to use sony bios(schp1001.bin).Every restart im doing of the emulator use the HLE bios...i dont want that bios.