Author Topic: pcsx4all 2.4 UPDATE 2017-01-05  (Read 62894 times)

zhongtiao1

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #200 on: August 16, 2016, 05:41:58 am »
shouldn't it be 2.4 no then?

mlove83

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #201 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?

Surkow

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #202 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.

Senor Quack

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #203 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.
« Last Edit: August 21, 2016, 02:06:38 am by Senor Quack »

TimeDevouncer

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #204 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:

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:



- 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/) 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 :-*
« Last Edit: August 29, 2016, 05:04:57 am by TimeDevouncer »
Look behind you! A three-headed monkey!

ruffnutts

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #205 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)

Senor Quack

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #206 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.
« Last Edit: August 26, 2016, 01:48:57 am by Senor Quack »

Mar8

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #207 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!

ruffnutts

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #208 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)

pcercuei

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Re: pcsx4all 2.3
« Reply #209 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.

Nebuleon

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Re: pcsx4all 2.3
« Reply #210 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?
The Cloud is nice, but not if it decides to rain on your parade.

pcercuei

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #211 on: August 28, 2016, 06:20:57 pm »
With a patched SDL  ;D

davidgilmour

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #212 on: September 23, 2016, 03:58:12 pm »
Very very nice emulator! The PSX/PS1 is not an easy machine to emulate.

wepecko

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #213 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....

Senor Quack

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #214 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.

nielo360

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #215 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.
« Last Edit: December 12, 2016, 11:39:31 am by nielo360 »

TimeDevouncer

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #216 on: December 11, 2016, 07:29:44 pm »
Any date for the next update? :P
Look behind you! A three-headed monkey!

dmitry_smagin (OP)

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #217 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.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

nielo360

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #218 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

dmitry_smagin (OP)

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #219 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".
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play