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Thanks for the new Revs...
I tested 2 games:
- From TV Animation: One Piece Grand Battle! (PAL)
Title screen and title menu are shattered, and the gameplay is very slow (no music in new rev)
- Road Rash (NTSC)
Very good FPS! but a lot of glitches in the menu screen and the gameplay...
I tested | Digimon World | (NTSC) is a bit faster but looks great. Also tested | yu-gi-oh FM | this perfect, too | Jet Moto 3 | this does not work it crashed on loading screen
I love you ffgriever. I've been following this topic since months, and now that you released a GUI version, wow man you're a god
I only tested FF8 until the first save point, and Parasite Eve until the first save point, both look great and have only minor drops in FPS in some cutscenes when there's a bunch of people, but after you get control of your characters it seems to work just perfectly. Hope you eventually come back to this project to finish whatever's missing (I wouldn't mind adding host/smb to the gui hehe).
I've tested the emu with "Striker 1945 II" and what I noticed is,as still as I copied the game from :mass to :hdd,I didn't got the analog LED lightened and the option "Digital pad" stopped working???
Anyone with an idea why?
Colony Wars 3 - Red Sun[SCES_019.24] and Thrill Kill[SLES_013.37] won't boot.
If I'm right and the second option in the .gui, is to boot PSX executeables,why the filter is set to .psx?Is it a spelling mistake?
Thanx for your hard work,ffgriever, to rise up the enjoyability of existing games,for the community!
for thrill kill you must use combination tringle and square or something like that to game start, search it over the internet...
Thanx for the info.I didn't played the game for a long time and can't remember that I have to press any boot buttons for any psx game,but I will take a look for it....
The issue with analog function is gone,no idea why,it works now!Tested it today.
I've reading the whole topic,but I got no info(or I don't understand it exactly)how to use the gui with individual game settings.
All of this options are grey?Is it because I have to create first an individual script or batch file for booting by myself and choose then that file in the .gui?
Thanx for helping me!(The combo for Thrill Kill is Square + X and works,big thx!)
They're grayed out because they're not implemented yet . I was going to do that but didn't have the time. I'd rather put more time into the emulator itself than the launcher. Thanks to all the responses here, I've got quite a list of issues to fix in the GUI. Once I'm done with the sound emulation, I'll try to fix the GUI issues and implement per game config + auto psx option (video mode depending on the game region, the best choice - it now doesn't work at all and simply forces PAL ).
If you were wondering why there wasn't any release this week... I didn't finish the XA playback. It works, but is not good enough. It still sometimes stops playing all of the sudden (no more interrupts at some point so the SPU repeats current adpcm buffer over and over) and can completely freeze the game when running at speeds higher than 100%. I hope I'll be able to finish it this week. When that's done, the sound emulation will be pretty much complete (well, there is still CDDA support missing, but it still lacks the support on cdrom emulation side, while for the XA I had the cdrom support ready for the software sound emulation).
I try Crash Bash PAL & Oddworld Abes Odyssee PAL, and i must say there are screen bugs. So are they only on PAL-games??
Here some screenshots....
BTW: On Crash Bash i tried with the X-Y position on the Gui, but nothing......
Many thanks ffgriever for let us know about your work, i hope you can finish in the best possible way the XA playback
and fix later all the issues in the GUI.
When you add support for CDDA audio, this will be done with software emulation?
The XA and CDDA audio will make the currently fps drops in general?
XA shouldn't slow anything down too much. There is no direct support for that on PS2, but I at least don't have to decode it to PCM, as PS2 supports ADPCM playback. I just "demangle" every 14 bytes of adpcm data from a frame and add two bytes with the shift+range (this is available at the beginning of the frame) and flag at the beginning to make it standard adpcm which ps2 can play just fine (plus waiting for interrupts, writing to the right buffer at the right time and changing voice loop addresses properly). This uses two voices on core 1, but that doesn't matter, as my PSX SPU "plugin" uses only core0, so I can use the other one the way I want. As for CDDA... It's 44100Hz, 16 bit PCM. I'll have to scale it to 48kHz to make it play at right speed and pitch (it's easy with ADPCM, because all you have to do is changing pitch register for the voice, but with PCM there is no easy way, I have to scale it... Well, I could encode it to adpcm, but that would use few times that much CPU resources than even simple scaling). But I'll leave CDDA for now.
Right now it is slower, but there is a lot of sound debug stuff being printed all the time.