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

nielo360

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #220 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!

ricktheshark

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #221 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. 

Senor Quack

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #222 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).

TimeDevouncer

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #223 on: December 22, 2016, 05:15:14 pm »
Can be possible to add a "forward (x2, x3 speed)" option?
Look behind you! A three-headed monkey!

Senor Quack

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #224 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.

TimeDevouncer

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Re: pcsx4all 2.3 UPDATE 2016-08-15
« Reply #225 on: December 23, 2016, 04:12:16 am »
?Uoh! Fantastic! Awesome work, guys :o
Look behind you! A three-headed monkey!

dmitry_smagin (OP)

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Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
« Reply #226 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
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

Senor Quack

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Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
« Reply #227 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)
« Last Edit: December 25, 2016, 09:53:38 pm by Senor Quack »

nielo360

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Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
« Reply #228 on: December 25, 2016, 09:01:13 am »
Amazing! I was looking forward to this. Merry xmas to you guys!

howie_k

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Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
« Reply #229 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 :)

ruffnutts

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Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
« Reply #230 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 ;)

ruffnutts

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Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
« Reply #231 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

dmitry_smagin (OP)

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Re: pcsx4all 2.4 UPDATE 2016-12-24 X-Mas edition :)
« Reply #232 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
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

ruffnutts

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #233 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

dmitry_smagin (OP)

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #234 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.
GCW-Zero prototype, Dingoo a320, Ritmix rzx-50, Dingoo a380, Xperia Play

ruffnutts

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #235 on: January 05, 2017, 07:02:10 pm »

Edviner

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #236 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! :)

gameblabla

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #237 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)

Senor Quack

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #238 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.
« Last Edit: January 07, 2017, 02:32:59 am by Senor Quack »

gameblabla

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Re: pcsx4all 2.4 UPDATE 2017-01-05
« Reply #239 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

 

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