Home Page

Playstation WIP thread

Posted By: crazyc

Playstation WIP thread - 01/15/13 07:41 PM

Posted By: Kaylee

Re: Playstation WIP thread - 01/15/13 07:55 PM

oh cool
Posted By: R. Belmont

Re: Playstation WIP thread - 01/15/13 07:58 PM

Nice!
Posted By: MikeAbson

Re: Playstation WIP thread - 01/15/13 08:34 PM

Fantastic! Does changing the controllers to slots and adding memory card support allow certain games to boot / play video intro's or become playable? I understand games made with a 3.0 SDK? are not playable at this time, but this is great progress!
Posted By: R. Belmont

Re: Playstation WIP thread - 01/15/13 08:48 PM

The 3.0+ SDKs are the dividing line for controllers not working. I believe the game Carl's showing is later than that and it appears both the controllers and memory cards work, so that's a very positive sign.
Posted By: Dullaron

Re: Playstation WIP thread - 01/15/13 09:22 PM

Is that Children of Mana or something else? I have the Nintendo DS cart version here. Really a fun game.
Posted By: Shideravan

Re: Playstation WIP thread - 01/15/13 09:23 PM

It's Legend of Mana.
Nice Playstation 1 RPG smile
Posted By: remax

Re: Playstation WIP thread - 01/15/13 09:27 PM

where do we send money for the crazyc statue?
Posted By: MikeAbson

Re: Playstation WIP thread - 01/16/13 12:11 AM

Where is Javier Donso or whatever his name is? He must be creaming his pants over this.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/16/13 01:50 AM

MikeAbson, you are positively cruising for a ban. Haven't you ever seen Beetlejuice?
Posted By: R. Belmont

Re: Playstation WIP thread - 01/16/13 01:52 AM

Also, he won't give a shit about any of this; he is very, very much a single-issue voter wrt the driver. If it's not dithering the Gouraud polys, we are the suckiest sucks to ever suck.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/16/13 02:18 AM

Beetlejuice is one of my favourite movies, but let's try to stay on topic smile
Posted By: Kale

Re: Playstation WIP thread - 01/17/13 07:52 PM

Carl: Are you interested if I do some testing and publish the results? smile
Posted By: crazyc

Re: Playstation WIP thread - 01/17/13 07:53 PM

Sure, I don't have a problem with that.
Posted By: Kale

Re: Playstation WIP thread - 01/17/13 08:18 PM

Ok, I report only things that didn't worked in my testing:

Battle Qix
Hangs as soon as you beat a level, it's probably a trivial fix.



Brave Fencer Musashi
black screen on initial FMV (it's some kind of title screen transition), dies after Chapter 1 screen shows up. Apparently pSX has problems with it too (iirc fussy CD-Rom timings)



Diablo
Black screen after the disclaimer screen.

Dragon Valor
Black screen, reads from unmapped addresses.

Final Fantasy VIII
Obviously the protection isn't yet cracked, just wanted to debug trick it:











(the battle transition gfx is completely broken but oh well ...)

(to be continued ...)
Posted By: zillion

Re: Playstation WIP thread - 01/17/13 08:59 PM

I tried Castlevania Symphony of the Night and was prompted by the game to format the memory cards which appeared to be successful. Then I saved the game, but when I restarted mess, I was prompted to format the memory cards again.

Should I see a file in the memcards directory, like memcards/psu/something? Or would it be in nvram?

(Edit: I saved the game again, did a soft reset with F3 and the memory cards appeared and my save game was there. But quitting and starting MESS couldn't find the memory cards.)

(Edit: Carl says this is expected behavior, since the memory card is not yet saved on exit. Thanks Carl! It's looking great so far!)
Posted By: Kaylee

Re: Playstation WIP thread - 01/17/13 09:10 PM

Bakuten Shoot Beyblade 2002 - Bey Battle Tournament 2:
Works only on 4.0+ bios (but the little bit that I played (and lost) it works



Dance Dance Revolution: Disney Mix

Works, but the music in the song selection is played at the wrong spees, once one get to the song it self it plays correctly




Dino Crisis still get stuck here:


Tekken 3: Playable


CTR - Crash Team Racing; hangs here:


But it shows first the full logo, and when it suppose to start the cd it throws this and semi hangs MESS, and in a window it crashes.
Posted By: Stiletto

Re: Playstation WIP thread - 01/17/13 09:19 PM

Someone test Star Wars: Masters of Teras Kasi for me laugh
Posted By: crazyc

Re: Playstation WIP thread - 01/17/13 09:25 PM

Originally Posted By zillion
I tried Castlevania Symphony of the Night and was prompted by the game to format the memory cards which appeared to be successful. Then I saved the game, but when I restarted mess, I was prompted to format the memory cards again.
Memory cards still aren't saved once you exit, yet. They should work if you do a soft reset though.
Posted By: Kale

Re: Playstation WIP thread - 01/17/13 11:36 PM

The Dungeon RPG
Working now.





Gran Turismo









King's Field 2
Black screen.

Legacy of Kain
FMVs are now jumpy. It still hangs at a dialogue line after few secs of a new game.



LSD - Dream Emulator
Black screen with some music playing in the background.

Mahjong Station Mazin
Black screen.


Metal Gear Solid VR Missions

BGMs pitch is slower than expected during gameplay. Otherwise working. Minor gfx bug when in PSG1 mode:







Micro Machines V3

Again, sound pitch issues (too fast this time around). Plus, whatever mode you choose it seems to hang just before showing the character talking (FMV).

[img]http://mamedev.emulab.it/kale/fast/files/0018_384800013.png[/img]

Night Raid
Black screen at the FMV. It should also have missing backgrounds just like GNET version (pSXAuthor knows why)

Tekken 3

Works now

[img]http://mamedev.emulab.it/kale/fast/files/0007_618560715.png[/img]

Tony Hawk Pro Skater
It still has messy gfxs despite that smf added the missing opcode recently.

[img]http://mamedev.emulab.it/kale/fast/files/0009_67239504.png[/img]

Torneko
Working now.

[img]http://mamedev.emulab.it/kale/fast/files/0010_712276785.png[/img]

Vib Ribbon
Hangs at loading screen if you try to start a play, pukes "cdda buffer underflow" messages if you run the tutorial.
Posted By: Shideravan

Re: Playstation WIP thread - 01/18/13 12:10 AM

Thanks, great work!!!
PS.: Very curious about speed...
Posted By: MikeAbson

Re: Playstation WIP thread - 01/18/13 12:14 AM

Nice to see Gran Turismo working now. I'll try some games when I get home. Can anyone can confirm any of the NFS or pre FIFA 2000 games work? All I got were black screens and a buffer underflow error error like Kale does with Vib Ribbon, probably hasn't changed I suspect really.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/18/13 12:16 AM

Originally Posted By Shideravan
Very curious about speed...


Speed is fine. I noticed some very small amounts of slowdown on Gran Turismo in attract mode when the camera was up close to a car for a moment, but other than that the driver is really fast, and you won't have any speed problems if you've got a decent processor (high end AMD / mid-range Intel).
Posted By: Shideravan

Re: Playstation WIP thread - 01/18/13 12:23 AM

Great!!!
It's awesome to see Playstation having development!
smile
Posted By: Kaylee

Re: Playstation WIP thread - 01/18/13 05:04 AM

Originally Posted By MikeAbson
Nice to see Gran Turismo working now. I'll try some games when I get home. Can anyone can confirm any of the NFS or pre FIFA 2000 games work? All I got were black screens and a buffer underflow error error like Kale does with Vib Ribbon, probably hasn't changed I suspect really.

Need For Speed: High Stakes starts with the loading screen, and stays there
Posted By: Kaylee

Re: Playstation WIP thread - 01/18/13 06:07 AM

Originally Posted By Kale


Diablo
Black screen after the disclaimer screen.
Same With Gran Turismo 2 (arcade Disk).

But GT disc works:



But suffers from bad audio, some songs play too fast others too slow

And Crash Bandicoot - Warped works:


But some of the boxes has graphix problems as can seen in the above screenshot


Duke Nukem: A Time to kill
The Intro FVM is jumping all over the screen. But once you get to the title screen it becomes playable


To Be continued
Posted By: LoganB

Re: Playstation WIP thread - 01/18/13 09:02 AM

Vagrant Story
Some graphics problems at title screen


but fine after that
Posted By: Kaylee

Re: Playstation WIP thread - 01/18/13 09:15 AM

Shiritsu Houou Gakuen: 1-toshi Junai Kumi (playable)



Also playable


Posted By: MikeAbson

Re: Playstation WIP thread - 01/18/13 10:00 AM

Firstly, thank you for your hard work Carl, your efforts do not go unnoticed.

Kaylee - Ridge Racer looks fantastic, must get that!

My testing is as follows below, but no screenshots because most of these games don't work unfortunately.

Battle Arena Toshinden (NTSC-U) - Playable, but music is static sounding.

Destruction Derby (NTSC-U) - Black screen, cdda buffer underflow error.

DOOM (NTSC-U) - No sound when playing Williams logo, black screen after disclaimer.

DOOM (PAL-E) - Sound when playing the Williams logo, hangs on loading screen.

Duke Nukem (PAL-E) - The 3D version for the Playstation, known as Duke Nukem: Total Meltdown in the United States. The game suffers from corrupted in game graphics, music that skips, but sound effects are ok. The game works, but it's hard to play due to the corrupted graphics.

FIFA 96 (NTSC-U) - Hangs on standard Playstation Licensed by Sony Computer Entertainment America screen.

FIFA 97 (NTSC-U) - Hangs on standard Playstation Licensed by Sony Computer Entertainment America screen, but with error setloc out of range.

FIFA 98 Road To World Cup (NTSC-U) - Hangs on standard Playstation Licensed by Sony Computer Entertainment America screen.

World Cup 98 (NTSC-U) - Hangs on standard Playstation Licensed by Sony Computer Entertainment America screen.

FIFA 2000 (NTSC-U) - Plays the intro, but sound is skipping and playing a bit too fast, playable now.

Gran Turismo (NTSC-U) - Playable as pointed out.

Gran Turismo 2 Arcade Mode (NTSC-U) - Black screen after disclaimer.

Gran Turismo 2 Simulation Mode (NTSC-U) - Playable as pointed out, music plays fine as well.

Grand Theft Auto (NTSC-U / PAL-E) - Playable, but music is static sounding.

International Superstar Soccer Deluxe (PAL-E) - Black screen after pressing start.

International Superstar Soccer Pro 98 (NTSC-U) - Black screen, but heard some initial music, (probably the Konami logo screen)

ISS Evolution Pro (NTSC-U) - Plays intro, but sound skips and music is static sounding (cdda buffer underflow error), game is now playable.

Jikkyou J. League 1999 - Perfect Striker (NTSC-J) - Black screen.

Knockout Kings (NTSC-U) - Intro plays perfect, no background music on menu screen, sound effects sound like a chipmunk, playable now.

NBA Jam Tournament Edition (NTSC-U) - Playable, music is static sounding.

NBA Jam Extreme (NTSC-U) - Sound on intro skips, some sound effects play too fast, game is playable.

The Need For Speed (NTSC-U / PAL-E) - Hangs on standard Playstation Licensed by Sony Computer Entertainment America / Europe screen. Also get a setlock out range error.

Need For Speed II (PAL-E) - Black screen.

Need For Speed III - Hot Pursuit (PAL-E) - Black screen.

Need For Speed - High Stakes (NTSC-U) - Perfectly playable.

Need For Speed - Porsche Unleashed (NTSC-U) - Corrupted intro, corrupted in-game menu and eventually crashes MESS altogether with a Stack Crawl error, plays the music ok though.

Pinball Fantasies Deluxe (NTSC-J) - Intro plays, but sound skips, game is playable with music and sound effects fine.

Raiden Project (PAL-E) - Playable.

Rayman 2 - The Great Escape (NTSC-U) - Playable now, sound and music is ok, just beautiful!

SimCity 2000 (NTSC-U) - Sound skipping during intro, background music is groovy, and the game is playable.

True Pinball (NTSC-U) - Playable, but music is static sounding during gameplay.

Vigilante 8 (NTSC-U) - MESS crashes with a Stack Crawl error when about to enter gameplay unfortunately. No music during menu / the car select screen (not sure if there is suppose to be?) There was some static being played at the Press Start screen however.

World Soccer Jikkyou Winning Eleven 3 - World Cup France '98 (NTSC-J) - Black screen.
Posted By: Anna Wu

Re: Playstation WIP thread - 01/18/13 11:31 AM

Crash Bandicoot - Warped is a funny game. smile
Posted By: LoganB

Re: Playstation WIP thread - 01/18/13 11:44 AM

Gameshark version 4 black screens and Metal Slug X Hangs on new game, or after agetec screen.

Pajama Sam: You Are What You Eat From Your Head to Your Feet
Graphics are fine apart from black bar on the left (screen position in options can fix this), music plays fine but speech is WAY too fast


(after screen position fix)



Spyro the Dragon
Plays fine



Oddworld: Abe's Exoddus
Plays fine

Posted By: MikeAbson

Re: Playstation WIP thread - 01/18/13 12:11 PM

Need For Speed - High Stakes (NTSC-U): Playable, but control is a bit laggy, might be because of the Lamborghini though.





Posted By: Shideravan

Re: Playstation WIP thread - 01/18/13 01:55 PM

It's have a lot of potential to become the best and most accurate Playstation emulator ever.
laugh
Posted By: Kaylee

Re: Playstation WIP thread - 01/18/13 04:55 PM

Fisherman's Bait 2 - Big Ol' Bass (USA)
Playable




Final Fantasy Anthology - Final Fantasy VI (USA)
Playable



Bob the Builder - Can We Fix It (USA)
Playable


Solid Link - Dungeon Side [NTSC-J]
Playable



Pet in TV (SCES-01358)
Playable

Pandemonium! 2 [U]
playable

Lucifer Ring (Japan)
Playable
Posted By: Stiletto

Re: Playstation WIP thread - 01/18/13 04:59 PM

The real question's going to be: will the driver get updated again? laugh
Posted By: crazyc

Re: Playstation WIP thread - 01/18/13 05:21 PM

Maybe...

Posted By: Kaylee

Re: Playstation WIP thread - 01/18/13 05:32 PM

Originally Posted By Stiletto
The real question's going to be: will the driver get updated again? laugh


I really Hope so
Posted By: Shideravan

Re: Playstation WIP thread - 01/18/13 05:40 PM

Originally Posted By Kaylee
Originally Posted By Stiletto
The real question's going to be: will the driver get updated again? laugh


I really Hope so

Me too laugh

Originally Posted By crazyc
Maybe...


Ohh, wait... This screen.... Memory cards is fully working now?
Great!
laugh
Posted By: Kale

Re: Playstation WIP thread - 01/18/13 06:05 PM

Originally Posted By crazyc
Maybe...



Uh, surprised that you got a VP save, with the CD-Rom definitely being the current driver bottleneck. wink
Posted By: crazyc

Re: Playstation WIP thread - 01/18/13 06:06 PM

Well, that's a save from my actual Playstation.
Posted By: Shideravan

Re: Playstation WIP thread - 01/18/13 06:14 PM

Originally Posted By crazyc
Well, that's a save from my actual Playstation.

Do you mean that Memory Cards is not working yet? frown
Posted By: crazyc

Re: Playstation WIP thread - 01/18/13 06:15 PM

If memory cards wern't working how would I get a save from my real memory card into mess?
Posted By: Kaylee

Re: Playstation WIP thread - 01/18/13 06:21 PM

Another working game, with some grafix problems in Videos





Final Fantasy VII (USA)
Posted By: Kaylee

Re: Playstation WIP thread - 01/18/13 06:22 PM

Originally Posted By crazyc
If memory cards wern't working how would I get a save from my real memory card into mess?


So will we be able to "import" our memcards?
Posted By: remax

Re: Playstation WIP thread - 01/18/13 06:42 PM

Originally Posted By Kaylee
Originally Posted By crazyc
If memory cards wern't working how would I get a save from my real memory card into mess?


So will we be able to "import" our memcards?


If memcard in Mess are compatible with memcards of others emulators, it will be very easy.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/18/13 06:42 PM

If you have one of those gizmos that Madcatz or whoever sold that let you back up your memory cards to your PC, then you should be able to. (Or if you have a logic analyzer like Carl) smile
Posted By: Shideravan

Re: Playstation WIP thread - 01/18/13 06:43 PM

WOwww
What's a nice good news...
Sony maintain Playstation 1 and PSone for most consoles versions in their website smile
http://us.playstation.com/support/manuals/ps/index.htm
http://us.playstation.com/support/manuals/ps1/index.htm
laugh
Posted By: crazyc

Re: Playstation WIP thread - 01/18/13 06:50 PM

I've actually got a Dex Drive. Way back when it was about as cheap to buy one as a memory card.

Quote:
If memcard in Mess are compatible with memcards of others emulators, it will be very easy.
The format is a raw format which is the same as epsxe. You can use psxsavesameedit to convert from bleem or virtual game station files. (Anyone actually use those any more?)
Posted By: R. Belmont

Re: Playstation WIP thread - 01/18/13 06:57 PM

So we need to have it so one instance of MESS emulating a PSX and a DexDrive can connect to the COM port of a second instance emulating Win95 and running the software ;-)
Posted By: remax

Re: Playstation WIP thread - 01/18/13 07:05 PM

I might have those software in a corner of my HD... I will try them to see if they still work on W7 64
Posted By: Kaylee

Re: Playstation WIP thread - 01/18/13 07:21 PM

Something that works, but only just. But not really useable



and FVM doesn't work
Posted By: zillion

Re: Playstation WIP thread - 01/18/13 08:37 PM

Yay! I saw the r20322 commit by Carl that added saving and loading of memory cards, and it works in Castlevania Symphony of the Night!

I had to specify -mc filename.mc and then SotN recognized there was an unformatted card and formatted it. It saved and later loaded (after quitting MESS) just fine!
Posted By: R. Belmont

Re: Playstation WIP thread - 01/18/13 08:42 PM

Yeah. I'll see if I can get somewhere with the music in SOTN (which would also fix a lot of other games, but they matter less ;-)
Posted By: zillion

Re: Playstation WIP thread - 01/18/13 10:11 PM

Originally Posted By R. Belmont
Yeah. I'll see if I can get somewhere with the music in SOTN (which would also fix a lot of other games, but they matter less ;-)


Does that mean the stuttering or the higher pitch or both? smile
Posted By: Tafoid

Re: Playstation WIP thread - 01/18/13 10:32 PM

Originally Posted By zillion
Originally Posted By R. Belmont
Yeah. I'll see if I can get somewhere with the music in SOTN (which would also fix a lot of other games, but they matter less ;-)


Does that mean the stuttering or the higher pitch or both? smile


One will likely resolve the other.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/18/13 10:59 PM

Playing too fast = exhausting the buffer earlier than the CD timing thinks. They're not separate things.
Posted By: Darkstar

Re: Playstation WIP thread - 01/18/13 11:57 PM

Originally Posted By R. Belmont
If you have one of those gizmos that Madcatz or whoever sold that let you back up your memory cards to your PC, then you should be able to. (Or if you have a logic analyzer like Carl) smile

...or a PIC/Arduino and some wires/resistors ;-)

(well, that would be *my* preferred solution at least)
Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 02:08 AM

XA audio streaming is now perfect in latest SVN. SOTN music, dialogue, and FMVs play without breakups, as do Resident Evil and Jumping Flash. Probably many many other games too.
Posted By: LoganB

Re: Playstation WIP thread - 01/19/13 02:27 AM

Pajama Sam: You Are What You Eat From Your Head to Your Feet's speech has been fixed, not that I'd play it or anything.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 02:27 AM

Parasite Eve, the *other* Square game with an awesome opera scene...







Seems fully playable, FMVs play smoothly with smooth sound now except for one column of pixels on the right.
Posted By: Waremonger

Re: Playstation WIP thread - 01/19/13 08:41 AM

Rollcage fills the console with "setloc out of range: 00:00:00" immediately after the boot logo and never goes any further. I'm assuming that's some sort of CDROM error?
Posted By: Olivier Galibert

Re: Playstation WIP thread - 01/19/13 09:59 AM

Originally Posted By R. Belmont
Parasite Eve, the *other* Square game with an awesome opera scene...


Very nice, I spent *hours* on that game.

Could you remind me how to produce something mess can read from an original cd on linux?

OG.
Posted By: etabeta78

Re: Playstation WIP thread - 01/19/13 10:31 AM

bin+cue with whatever tool you have there (unless the game is protected), then you can either feed directy the cue or use chdman to produce a chd
Posted By: MikeAbson

Re: Playstation WIP thread - 01/19/13 12:24 PM

The XA Audio fix is a very welcome addition. All of the games I have here that were affected now play properly smile
Posted By: MikeAbson

Re: Playstation WIP thread - 01/19/13 12:29 PM

Originally Posted By Waremonger
Rollcage fills the console with "setloc out of range: 00:00:00" immediately after the boot logo and never goes any further. I'm assuming that's some sort of CDROM error?


I have several games that do this as well. I'm not sure what's causing it myself, maybe protection or a feature / opcode not fully supported yet. The games that I have that also produce this error in MESS play fine ePSXe though.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 01:03 PM

Originally Posted By Olivier Galibert
Could you remind me how to produce something mess can read from an original cd on linux?


Install cdrdao if your distro doesn't do it by default, then:

% cdrdao scanbus (will print the names and /dev/srX names of your optical drives)
% cdrdao read-cd --device /dev/srX --read-raw --datafile foo.bin foo.toc
% mess64 psu -cdrom foo.toc

If your rip works you can go ahead and CHD it:
% chdman createcd -i foo.toc -o foo.chd
Posted By: Olivier Galibert

Re: Playstation WIP thread - 01/19/13 01:18 PM

Originally Posted By etabeta78
bin+cue with whatever tool you have there (unless the game is protected), then you can either feed directy the cue or use chdman to produce a chd


chdman - MAME Compressed Hunks of Data (CHD) manager 0.148 (Jan 19 2013)
ERROR: Unknown track type []. Contact MAMEDEV.
Segmentation fault

Great...

OG.

PS: cdrdao, cue:
CD_ROM_XA


// Track 1
TRACK MODE2_FORM_MIX
NO COPY
DATAFILE "data.bin" 52:33:56 // length in bytes: 552536416

Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 01:55 PM

Pay no attention to eta, he forgets that all the world is not Windows. It looks like you did a cdrdao .toc rip and renamed the .toc as .cue? That will cause exactly the crash described.
Posted By: Olivier Galibert

Re: Playstation WIP thread - 01/19/13 02:09 PM

Originally Posted By R. Belmont
Pay no attention to eta, he forgets that all the world is not Windows. It looks like you did a cdrdao .toc rip and renamed the .toc as .cue? That will cause exactly the crash described.


So, what should I do on linux? Add toc support to mess? Hack by cdrom firmware to get raw dumps and make mess only accept that? Go back to the a2/3 pal decoder in the 68000?

OG.
Posted By: etabeta78

Re: Playstation WIP thread - 01/19/13 02:11 PM

which is funny, given that I don't use windows... I never used cdrdao though (only tested already ripped images), so I just suggested what I do from an existing bin+cue...
Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 02:13 PM

MESS supports toc (for a long time it *only* supported toc) but it must be named .toc - there's no reliable way to differentiate the various text-based CD formats.
Posted By: Kaylee

Re: Playstation WIP thread - 01/19/13 03:20 PM

Now back to normal programming laugh

Some Playable Games

Bubble Bobble Also Featuring Rainbow Islands (Europe)


Fisherman's Bait 3 (Europe)

These is playable, but button-presses is not always detected


Bust-a-Move (USA)


Fisherman's Bait - A Bass Challenge (USA)
Posted By: LoganB

Re: Playstation WIP thread - 01/19/13 03:27 PM

With the recent developments in the PlayStation driver, is there any chance of seeing the PocketStation being implemented as a slot device?

PS: The "push action button to wake up from sleep mode" functionality in the pockstat driver is missing.
Posted By: Olivier Galibert

Re: Playstation WIP thread - 01/19/13 03:40 PM

Originally Posted By Olivier Galibert

So, what should I do on linux?
OG.


Duh, I had missed your answer... time to try with '.toc' as an extension.

OG.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 04:05 PM

Originally Posted By MikeAbson
The games that I have that also produce this error in MESS play fine ePSXe though.


That is not useful information. I'm looking for "does it work in pSX or did I break something in the port", thanks.
Posted By: Kale

Re: Playstation WIP thread - 01/19/13 04:18 PM

Arbee: MGS VR Missions still has half speed pitch sound.

Trying to load a file in Final Fantasy Tactics ends up in controls not working after that the mem card finishes to load (i.e. save data shows up correctly, but you can't actually load jack)
Posted By: Shideravan

Re: Playstation WIP thread - 01/19/13 05:31 PM

r20339
Regression: All the different PSX bios is freezing just before enter in PS menu (in psj, psa, pse and psu)...
Examples:
(default psj driver freezes here)
Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 06:25 PM

Shid: Can't reproduce on any BIOS version, menus navigate fine on all of them. Try a 'make clean'.
Posted By: crazyc

Re: Playstation WIP thread - 01/19/13 06:42 PM

I do find that is you only have one controller attached and go into the bios, it'll stop responding after a few seconds. Games don't seem to be affected though.
Posted By: Dr.Venom

Re: Playstation WIP thread - 01/19/13 08:39 PM

Great to see progress on this driver, thanks to crazyc and all others involved! smile

Originally Posted By R. Belmont
XA audio streaming is now perfect in latest SVN. SOTN music, dialogue, and FMVs play without breakups, as do Resident Evil and Jumping Flash. Probably many many other games too.

Thanks for fixing the audio streaming. It indeed fixes it for a whole range of games.

I did notice an issue though with SOTN music. The volume of the XA audio stream is too soft in comparison to the sound effects. This is confirmed with running SOTN in parallel on my real PSX. Hopefully it can be fixed (some other games are also affected by this).

Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 08:45 PM

r20354 fixes redbook audio for at least Grand Theft Auto 1 (menu music, in game BGM and street chatter and stuff).
Posted By: Firewave

Re: Playstation WIP thread - 01/19/13 08:56 PM

Originally Posted By R. Belmont
MESS supports toc (for a long time it *only* supported toc) but it must be named .toc - there's no reliable way to differentiate the various text-based CD formats.


Actually it treats anything not matching the extension of the non-TOC formats as TOC. You can even pass a .bin file in it and it will try to parse it as TOC.
Posted By: crazyc

Re: Playstation WIP thread - 01/19/13 09:14 PM

Originally Posted By Kale
Trying to load a file in Final Fantasy Tactics ends up in controls not working after that the mem card finishes to load (i.e. save data shows up correctly, but you can't actually load jack)
Fix'd
Posted By: Dr.Venom

Re: Playstation WIP thread - 01/19/13 09:45 PM

Originally Posted By R. Belmont
r20354 fixes redbook audio for at least Grand Theft Auto 1 (menu music, in game BGM and street chatter and stuff).

Not sure if this was in response to my message, but thought I'd test it anyway just in case. The update has no effect on the music vs. soundfx volume issue in SOTN (and some other games).
Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 09:54 PM

Uhh, where did I mention XA audio or SOTN in that post? smile

Also, can I get a small list of games that do the setloc thing?
Posted By: R. Belmont

Re: Playstation WIP thread - 01/19/13 10:16 PM

20357 makes XA louder vs. other sounds. I ran through a bit of SOTN and it sounded reasonable vs. the official emulation on my Vita.
Posted By: Dr.Venom

Re: Playstation WIP thread - 01/19/13 10:25 PM

Originally Posted By R. Belmont
Uhh, where did I mention XA audio or SOTN in that post? smile

Uh, point taken (I guess "between the lines" doesn't do smile )

Originally Posted By R. Belmont
20357 makes XA louder vs. other sounds. I ran through a bit of SOTN and it sounded reasonable vs. the official emulation on my Vita.

Great I'll give that a go smile
Posted By: Dr.Venom

Re: Playstation WIP thread - 01/20/13 12:27 AM

Originally Posted By R. Belmont
20357 makes XA louder vs. other sounds. I ran through a bit of SOTN and it sounded reasonable vs. the official emulation on my Vita.

I also did some comparisons for SOTN and the new sound balance seems pretty spot on! Thanks again for the quick updates, and also for all of the other work done on the driver! smile

Posted By: MikeAbson

Re: Playstation WIP thread - 01/20/13 12:27 AM

Originally Posted By R. Belmont
Originally Posted By MikeAbson
The games that I have that also produce this error in MESS play fine ePSXe though.


That is not useful information. I'm looking for "does it work in pSX or did I break something in the port", thanks.


Not sure what this is all about it. It wasn't meant to be useful nor was I answering a question you made. I was answering a question to a previous post about a setloc error. If you're going to quote me, at least quote everything I said, not just part of it so it appears to not make any sense. Thanks.

Originally Posted By R. Belmont
Also, can I get a small list of games that do the setloc thing?


FIFA 97 (NTSC) - setloc out of range: 00:00:16
The Need For Speed (NTSC / PAL) - setloc out of range: 00:00:16
Rollcage as pointed out by Waremonger - setloc out of range: 00:00:00
Posted By: crazyc

Re: Playstation WIP thread - 01/20/13 01:07 AM

I don't get a segfault with Star Ocean 2 like Kale but it does hang sometimes trying to get to the memory card screen (when I'm not debugging it of course).


Edit: Guess I should wait a bit longer.
It's trying to do a DMA past the end of system RAM. Dunno what is supposed to happen.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 01:49 AM

Overblood, better known as "The Legend of Weinerless Steve and Pipo".

Plays OK but hangs going into the memory card screen to save.



Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 01:51 AM

Originally Posted By crazyc
It's trying to do a DMA past the end of system RAM. Dunno what is supposed to happen.


System RAM is mirrored out to at least 8 MB, although a DMA off the end onto the mirror of the first 64k could be destructive.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 01:59 AM

BTW, because you need to find an item to access the memory card in Overblood (!), I'll give a short walkthrough to get there.

- Start a game
- Try to X-button the control panel near where you woke up, it'll say the power's off
- Wander around the other side of the 3-bed thing and kneel (triangle) then X to turn on some heat
- You'll now be able to open the small door with the circle in the middle. Go in, there's 2 suitcases on the floor.
- Kneel and pick up the Voice Recorder from one of them. Press SELECT and choose to use the Voice Recorder.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 02:09 AM

r20359 goes from no boot to fully playable on a game I'm sure Augusto will be interested in:






Posted By: Shideravan

Re: Playstation WIP thread - 01/20/13 02:37 AM

MESS + Playstation + Woody Woodspecker + Brazil = Augusto have to love it, hehe
Posted By: Waremonger

Re: Playstation WIP thread - 01/20/13 03:38 AM

Originally Posted By MikeAbson
Originally Posted By R. Belmont
Also, can I get a small list of games that do the setloc thing?


FIFA 97 (NTSC) - setloc out of range: 00:00:16
The Need For Speed (NTSC / PAL) - setloc out of range: 00:00:16
Rollcage as pointed out by Waremonger - setloc out of range: 00:00:00

Also, I forgot to mention that Rollcage does work in the final version of pSX. I can check the others if needed.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/20/13 03:48 AM

I'm wondering if someone would be able to tell me what the names of the BIOS's are inside the Playstation drivers. The MESS website says to refer to sysinfo.dat for a list of BIOS's for supported systems, but sysinfo.dat does not have an entry. I've tried loading MESS with the BIOS file names inside psu.zip for example, but MESS does not recognise these. I'm trying to start the emulator with a different BIOS instead of having it always use the default, (version 2.0).

Edit: I've gone through the source code to find them. To use these BIOS's in a command line, type the following:

Example: C:\MESS>mess64 psu -bios 4.5a

If anyone is interested, they are currently as follows:

PSU (USA):

-bios 2.0a (system default)
-bios 2.1a
-bios 2.2a
-bios 3.0a
-bios 4.1a
-bios 4.5a

PSA (Asia-Pacific)

-bios 3.0a (system default)
-bios 4.1a

PSE (Europe):

-bios 2.0e (system default)
-bios 2.1e
-bios 2.2e
-bios 3.0e
-bios 4.1e
-bios 4.4e
-bios 4.5e

PSJ: (Japan)

-bios 1.0j (system default)
-bios 1.1j
-bios 2.1j
-bios 2.2j
-bios 2.2d
-bios 3.0j
-bios 4.0j
-bios 4.3j

Also, if you've generated an ini file for specific drivers within MESS (like me), if you open it up and search for BIOS, you can just enter in the name of the BIOS there as seen in the example below highlighted in bold:

PSU.INI:

#
# CORE MISC OPTIONS
#
bios 4.5a
cheat 0
skip_gameinfo 0
uifont default
ramsize
confirm_quit 0
Posted By: LoganB

Re: Playstation WIP thread - 01/20/13 04:02 AM

@MikeAbson Load psu, then press tab and click on "Bios Selection". Press left or right to select a BIOS and click on "Reset"
Posted By: MikeAbson

Re: Playstation WIP thread - 01/20/13 04:13 AM

Originally Posted By LoganB
@MikeAbson Load psu, then press tab and click on "Bios Selection". Press left or right to select a BIOS and click on "Reset"


Sorry, I meant in a command line, not within the emulator. I should have a been a clearer there. Just trying to avoid an extra step smile
Posted By: Anna Wu

Re: Playstation WIP thread - 01/20/13 04:14 AM

Mess.exe -listxml >listxml.txt
show you the bios names which you can use.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/20/13 04:20 AM

Originally Posted By Anna Wu
Mess.exe -listxml >listxml.txt
show you the bios names which you can use.


Thank you. Is there any way to create this file specific to the driver, not the entire emulator? I'm trying to avoid a 6.45MB text file smile
Posted By: LoganB

Re: Playstation WIP thread - 01/20/13 04:23 AM

Try adding the driver in the command eg.

mess.exe psu -lixtxml>psu.xml
Posted By: Anna Wu

Re: Playstation WIP thread - 01/20/13 04:23 AM

Easy to use with QMC2. ; )


Posted By: LoganB

Re: Playstation WIP thread - 01/20/13 04:26 AM

Metal Gear Solid (Europe):
Numerous graphical issues



Offset pixels


Transparency issues


Zoom blurring


Don't know what happened here


This seems to happen in other game's cinematics as well


When you get near the elevator in the first level
Posted By: MikeAbson

Re: Playstation WIP thread - 01/20/13 04:27 AM

Originally Posted By LoganB
Try adding the driver in the command eg.

mess.exe psu -lixtxml>psu.xml


Yep, that did it, thanks for that.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 04:29 AM

The BIOSes are also numbered. -bios 2 selects 2.2 for psu, for instance.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/20/13 06:01 AM

Tony Hawk's Pro Skater 3 (NTSC-U/C):

Similar issues to Tony Hawk's Pro Skater 1 and Duke Nukem / Total Meltdown. The intro and in-game menus are ok though.







Twisted Metal (NTSC-U/C): Corrupted intro at first, then black screen thereafter.

Ridge Racer - Bonus Turbo Mode Disc (Disc 2) (NTSC-U/C): Essentially hangs after loading the menu. If I run MESS unthrolled, eventually the music will play, and then about once every 2 or 3 minutes the menu will animate one pixel in advance smile Controller unresponsive the whole time.
Posted By: etabeta78

Re: Playstation WIP thread - 01/20/13 06:04 AM

Originally Posted By MikeAbson
The MESS website says to refer to sysinfo.dat for a list of BIOS's for supported systems, but sysinfo.dat does not have an entry.


even if you've already fixed it by using listxml, for the record I guess you have an outdated sysinfo with wrong system name in it. the latest dat has psx entries psu,psj and pse...

e.g scroll down the following page (built out of listxml and sysinfo wink )
http://www.progettoemma.net/mess/system.php?machine=psu

latest sysinfo can always be downloaded from
http://www.progettoemma.net/mess/extra.html
Posted By: MikeAbson

Re: Playstation WIP thread - 01/20/13 06:08 AM

Originally Posted By etabeta78
Originally Posted By MikeAbson
The MESS website says to refer to sysinfo.dat for a list of BIOS's for supported systems, but sysinfo.dat does not have an entry.


even if you've already fixed it by using listxml, for the record I guess you have an outdated sysinfo with wrong system name in it. the latest dat has psx entries psu,psj and pse...

e.g scroll down the following page (built out of listxml and sysinfo wink )
http://www.progettoemma.net/mess/system.php?machine=psu

latest sysinfo can always be downloaded from
http://www.progettoemma.net/mess/extra.html


I was referring to the MESS website wink

http://mess.org/mess/howto#system_bios_options

It says to refer to sysinfo.dat, but the wiki page has not been created. It's ok though, we've sorted it out smile
Posted By: Kaylee

Re: Playstation WIP thread - 01/20/13 06:17 AM

Playable, just barely. it's slow and has graphic problems
Spider-Man (USA)



Not playable. Hangs here
Tomb Raider III - Adventures of Lara Croft (USA)

Posted By: MikeAbson

Re: Playstation WIP thread - 01/20/13 06:33 AM

Wipeout (NTSC-U/C): Black screen with garbled sound. Error in log is "play_xa: unhandled xa mode 000000xx" (Where xx donates a hex? value, ie: fc, 39, d3 etc...).

Wipeout XL (NTSC-U/C): Black screen.

Medal of Honor (NTSC-U/C): Shows this screen first, and blackness afterwards. During the black screen you can hear the Dreamworks movie play in the background for a moment before it stops.



Driver: You Are the Wheelman (NTSC-U/C): Works perfectly, intro and all.









Time Crisis (NTSC-U/C): Best experienced with a light gun, bit hard with a controller!







Posted By: Kaylee

Re: Playstation WIP thread - 01/20/13 07:35 AM

Another Playable game



didn't really work yesterday when I tested it. But does now. The controls is a bit laggy


Another working one:

Logic Pro Adventure (Japanese) (horribly too difficult)
Posted By: Shideravan

Re: Playstation WIP thread - 01/20/13 10:00 AM

Originally Posted By Kaylee

Another working one:

Logic Pro Adventure (Japanese) (horribly too difficult)


Wow, a PS Picross clone, hehe
Posted By: Haze

Re: Playstation WIP thread - 01/20/13 10:09 AM

Originally Posted By Shideravan
Originally Posted By Kaylee

Another working one:

Logic Pro Adventure (Japanese) (horribly too difficult)


Wow, a PS Picross clone, hehe


It's also in MAME, also on PS hardware ;-)
Posted By: Kaylee

Re: Playstation WIP thread - 01/20/13 10:24 AM

Another working (one quite fun)


Lightning Legend

Logic Puzzle - Rainbow Town (j)
Says Loading, then goes black screen. But you can hear the beginning of the intro playing
Posted By: etabeta78

Re: Playstation WIP thread - 01/20/13 11:17 AM

Tomba [SLPS-01144] is also affected by the black screen with intro sounds playing frown

the few other discs I had here all work

Goemon - Shin Sedai Shuumei [SLPM-86997]




The Tower [SLPS-00508]




Korokoro Postnin [SLPS-03479]




Kattekita Cyborg Kurochan [SLPM-87174]




Leiji Matsumoto - Story of Galaxy Express 999 [SLPS-03220~1]



Posted By: Kaylee

Re: Playstation WIP thread - 01/20/13 12:25 PM

Non-working:

black screen:
Simple 1500 Series Vol.026 - The Tennis (Japan)
Simple 1500 Series Vol.065 - The Golf (Japan)
King's Field (Japan)

Working:

Arkanoid R 2000 (Japan)


Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 12:33 PM

Originally Posted By etabeta78
Tomba [SLPS-01144] is also affected by the black screen with intro sounds playing frown


Several games like that play fine if you wait for the intro to end/fast forward past it/button it away. Grand Theft Auto is the major one.
Posted By: Dr.Venom

Re: Playstation WIP thread - 01/20/13 01:06 PM

I noticed an issue with the redbook audio track selection for some games. The driver seems to pick the wrong audio track, in the sense that it chooses to play 'correct track number +1' for (some?) games with redbook audio.

For example in the excellent platformer "Adventures of Lomax", the title screen is supposed to play track number 20, but the psx driver plays track 21. The first level is supposed to play audio track 1, but the driver picks track 2. Generalizing it *seems* that the driver incorrectly chooses "+1" for the audio track number.

The racing game "MotorHead" is also affected by this audio track selection issue.

Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 01:39 PM

Hmm, that's interesting. I'll have to track down those games and check it out.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 02:58 PM

While those games are acquired, here's another fully working cartoon game. The 3D models in this one are freaky looking smile

Posted By: Kaylee

Re: Playstation WIP thread - 01/20/13 03:46 PM

Shiritsu Justice Gakuen - Nekketsu Seishun Nikki 2 (Japan)



Playable
Posted By: LoganB

Re: Playstation WIP thread - 01/20/13 09:38 PM

Sigh... Metal Slug X is still not working, just brings up a black screen.

And a look back at Metal Gear Solid (Europe):
Numerous graphical issues that are the same as before. but this one changed:


Before

After
Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 09:45 PM

Those appear to be the same MGS screens you posted before? Reposting will not get the errors fixed any faster.
Posted By: LoganB

Re: Playstation WIP thread - 01/20/13 09:50 PM

Sorry, changed to show the different graphical error, removed the rest.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/20/13 09:59 PM

Thanks, that makes it more clear smile
Posted By: Dr.Venom

Re: Playstation WIP thread - 01/20/13 11:00 PM

Originally Posted By R. Belmont
Hmm, that's interesting. I'll have to track down those games and check it out.

I took a closer look at Motorhead, but the redbook audio tracks mix-up seems to be different from the earlier "+1" error in Adventures of Lomax.

In Motorhead when you're in the menu 'MAIN', track number 2 should be played, but the driver plays track 3. The "+1" error you would think. But after starting the first race ('1 player' -> single race -> default selections) it should start to play track number 3, but the driver instead picks track number 11 (which is very short btw, so it keeps looping/starting track 11). So that breaks the "+1" relationship that seemed to be the case with Adventures of Lomax, making the mix-up of tracks more random than first assumed.
Posted By: Dr. Spankenstein

Re: Playstation WIP thread - 01/20/13 11:10 PM

Castlevania - SOTN (U) - psu [r20380] (64-bit Windows 7)

Game will hang when pressing start to view the inventory when playing as Alucard.

It does not occur every time but randomly.
Posted By: yugffuts

Re: Playstation WIP thread - 01/20/13 11:26 PM

Tried the 4 games I have here with Rev 20377.

Twisted Metal shows the Singletrac logo (very jittery) and then stops at a black screen.

Toukon Retsuden goes to a black screen right after the playstation logo.

Twisted Metal 2 gets in-game, and seems playable. There is some graphic corruption if you are under/inside something, though. Open field is fine...just gets wacky inside tunnels.



Toukon Retsuden 2 loads everything until the match will start, but fails before the match begins (the 2nd pic is where it froze). Not sure why the screen resolution changed from the intro screen to the loading screen...is that normal?



Posted By: LoganB

Re: Playstation WIP thread - 01/20/13 11:29 PM

The changing screen resolutions is normal.

Mr. Driller
Playable. Black screen before the menu, sounds are playing normally, though.
Posted By: Haze

Re: Playstation WIP thread - 01/20/13 11:32 PM

Skullmonkeys (France) is alright until you get ingame, at which point it's a flickering mess of missing sprites and solid white backgrounds



Posted By: Haze

Re: Playstation WIP thread - 01/21/13 03:38 AM

After Shoegazer reminded me of the title of this game.. Terracon, only released in Europe, it works very well, I was able to complete all the training missions and start the main game.

http://mamedev.emulab.it/haze/pics2012/terracon_1.png
http://mamedev.emulab.it/haze/pics2012/terracon_2.png
http://mamedev.emulab.it/haze/pics2012/terracon_3.png

http://mamedev.emulab.it/haze/pics2012/terracon_5.png
http://mamedev.emulab.it/haze/pics2012/terracon_6.png

http://mamedev.emulab.it/haze/pics2012/terracon_8.png

http://mamedev.emulab.it/haze/pics2012/terracon_10.png
http://mamedev.emulab.it/haze/pics2012/terracon_11.png
http://mamedev.emulab.it/haze/pics2012/terracon_12.png
http://mamedev.emulab.it/haze/pics2012/terracon_13.png
http://mamedev.emulab.it/haze/pics2012/terracon_14.png

http://mamedev.emulab.it/haze/pics2012/terracon_16.png
http://mamedev.emulab.it/haze/pics2012/terracon_17.png
http://mamedev.emulab.it/haze/pics2012/terracon_18.png

http://mamedev.emulab.it/haze/pics2012/terracon_20.png
http://mamedev.emulab.it/haze/pics2012/terracon_21.png

http://mamedev.emulab.it/haze/pics2012/terracon_23.png
http://mamedev.emulab.it/haze/pics2012/terracon_24.png
http://mamedev.emulab.it/haze/pics2012/terracon_25.png
http://mamedev.emulab.it/haze/pics2012/terracon_26.png

http://mamedev.emulab.it/haze/pics2012/terracon_28.png
Posted By: Haze

Re: Playstation WIP thread - 01/21/13 04:43 AM

Air-based racer... NGEN Racing - works well





My favourite Wipeout wannabe.. Killer Loop - works well





Ronaldo V-Football gets stuck on the this screen
Posted By: Haze

Re: Playstation WIP thread - 01/21/13 05:06 AM

In Cold Blood (PAL)
black screen, game is running in the background, you see the occassional menu appear when you're meant to have died (for a brief second)

Kula World (PAL)
boots, but crashes MESS (to commandline) shortly after displaying some gfx, I'll do a debug/symbols etc. later to see if I can get a trace.


True Pinball (PAL)
doesn't load after 'please wait screen', displays corrupt GFX, spams unsupported XA messages to cmdline.
Posted By: Haze

Re: Playstation WIP thread - 01/21/13 05:40 AM

Code:
Program received signal SIGSEGV, Segmentation fault.
0x0181c3a0 in psxgpu_device::gpu_read (this=0x215c0024, p_ram=0x28be5c, n_size=1) at src/emu/video/psx.c:3666
3666                                    data.w.h = *( p_p_vram[ n_vramy + ( m_packet.n_entry[ 1 ] >> 16 ) ] + n_vramx + ( m_packet.n_entry[ 1 ] & 0xffff ) );
(gdb) bt
#0  0x0181c3a0 in psxgpu_device::gpu_read (this=0x215c0024, p_ram=0x28be5c, n_size=1) at src/emu/video/psx.c:3666
#1  0x0181c53b in psxgpu_device::read (this=0x215c0024, space=..., offset=0, mem_mask=4294967295) at src/emu/video/psx.c:3707
#2  0x0215ddc7 in delegate_base<unsigned int, address_space&, unsigned int, unsigned int, _noparam, _noparam>::operator() (this=0x1e6f3e4c, p1=..., p2=0, p3=4294967295) at src/emu/delegate.h:542
#3  0x01706a6a in devcb2_read_base::read32_adapter (this=0x1e6f3dac, space=..., offset=0, mask=4294967295) at src/emu/devcb2.c:305
#4  0x01d3caad in devcb2_read32::operator() (this=0x1e6f3dac, space=..., offset=0, mask=4294967295) at src/emu/devcb2.h:359
#5  0x01449660 in psxcpu_device::gpu_r (this=0x1e6f062c, space=..., offset=0, mem_mask=4294967295) at src/emu/cpu/psx/psx.c:3177
#6  0x0215ddc7 in delegate_base<unsigned int, address_space&, unsigned int, unsigned int, _noparam, _noparam>::operator() (this=0x25ba01e4, p1=..., p2=0, p3=4294967295) at src/emu/delegate.h:542
#7  0x021667d4 in handler_entry_read::read32 (this=0x25ba00fc, space=..., offset=0, mask=4294967295) at src/emu/memory.c:395
#8  0x02029531 in address_space_specific<unsigned int, (endianness_t)0, true>::read_native (this=0x25b6ba44, offset=0) at src/emu/memory.c:1086
#9  0x02028dbb in address_space_specific<unsigned int, (endianness_t)0, true>::read_dword (this=0x25b6ba44, address=528488464) at src/emu/memory.c:1394
#10 0x01440822 in psxcpu_device::readword (this=0x1e6f062c, address=528488464) at src/emu/cpu/psx/psx.c:314
#11 0x014488d7 in psxcpu_device::execute_run (this=0x1e6f062c) at src/emu/cpu/psx/psx.c:2776
#12 0x0204649c in device_execute_interface::run (this=0x1e6f08f4) at src/emu/diexec.h:214
#13 0x016c1b7b in device_scheduler::timeslice (this=0x28f220) at src/emu/schedule.c:488
#14 0x016d72a1 in running_machine::run (this=0x28c2f8, firstrun=true) at src/emu/machine.c:393
#15 0x01603d3a in mame_execute (options=..., osd=...) at src/emu/mame.c:190
#16 0x0182d55a in cli_frontend::execute (this=0x28fe4c, argc=5, argv=0x343288) at src/emu/clifront.c:255
#17 0x0103eced in utf8_main (argc=5, argv=0x343288) at src/osd/windows/winmain.c:493
#18 0x01a56302 in wmain (argc=5, argv=0x345f20) at src/osd/windows/main.c:82
#19 0x0040140b in __tmainCRTStartup () at /home/ruben/mingw-w64/src/mingw-w64/mingw-w64-crt/crt/crtexe.c:310
#20 0x764f33aa in KERNEL32!BaseCleanupAppcompatCacheSupport () from C:\Windows\syswow64\kernel32.dll
#21 0x0028ffd4 in ?? ()
#22 0x770d9ef2 in ntdll!RtlpNtSetValueKey () from C:\Windows\system32\ntdll.dll
#23 0x7efde000 in ?? ()
#24 0x770d9ec5 in ntdll!RtlpNtSetValueKey () from C:\Windows\system32\ntdll.dll
#25 0x004014f0 in WinMainCRTStartup () at /home/ruben/mingw-w64/src/mingw-w64/mingw-w64-crt/crt/crtexe.c:165
#26 0x7efde000 in ?? ()
#27 0x00000000 in ?? ()
(gdb) bt full
#0  0x0181c3a0 in psxgpu_device::gpu_read (this=0x215c0024, p_ram=0x28be5c, n_size=1) at src/emu/video/psx.c:3666
        n_pixel = 0
        data = {b = {l = 0 '\000', h = 0 '\000', h2 = 0 '\000', h3 = 0 '\000'}, w = {l = 0, h = 0}, sb = {l = 0 '\000', h = 0 '\000', h2 = 0 '\000', h3 = 0 '\000'}, sw = {l = 0, h = 0}, d = 0, sd = 0}
#1  0x0181c53b in psxgpu_device::read (this=0x215c0024, space=..., offset=0, mem_mask=4294967295) at src/emu/video/psx.c:3707
        data = 2618433561
#2  0x0215ddc7 in delegate_base<unsigned int, address_space&, unsigned int, unsigned int, _noparam, _noparam>::operator() (this=0x1e6f3e4c, p1=..., p2=0, p3=4294967295) at src/emu/delegate.h:542
No locals.
#3  0x01706a6a in devcb2_read_base::read32_adapter (this=0x1e6f3dac, space=..., offset=0, mask=4294967295) at src/emu/devcb2.c:305
No locals.
#4  0x01d3caad in devcb2_read32::operator() (this=0x1e6f3dac, space=..., offset=0, mask=4294967295) at src/emu/devcb2.h:359
No locals.
#5  0x01449660 in psxcpu_device::gpu_r (this=0x1e6f062c, space=..., offset=0, mem_mask=4294967295) at src/emu/cpu/psx/psx.c:3177
No locals.
#6  0x0215ddc7 in delegate_base<unsigned int, address_space&, unsigned int, unsigned int, _noparam, _noparam>::operator() (this=0x25ba01e4, p1=..., p2=0, p3=4294967295) at src/emu/delegate.h:542
No locals.
#7  0x021667d4 in handler_entry_read::read32 (this=0x25ba00fc, space=..., offset=0, mask=4294967295) at src/emu/memory.c:395
No locals.


(gdb) print n_vramy
$1 = 0
(gdb) print m_packet.n_entry[1]
$2 = 4294705494
(gdb) print n_vramx
$3 = 0

looks like a clean enough crash...

Posted By: LordFlux

Re: Playstation WIP thread - 01/21/13 07:40 AM

R-Type Delta (US) - works great


Posted By: LoganB

Re: Playstation WIP thread - 01/21/13 09:50 AM

Dynasty Warriors (USA) and Klonoa: Door to Phantomile are both perfectly playable.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/21/13 10:29 AM

Sled Storm by EA (NTSC-U/C): Works perfectly and is quite impressive, but it's bit a hard to play, it feels like the game runs too fast, but it's probably just me not used to riding a snow sled.





Posted By: Kaylee

Re: Playstation WIP thread - 01/21/13 11:10 AM

Working, bUt not Playable :P

Posted By: Kale

Re: Playstation WIP thread - 01/21/13 05:29 PM

Parappa the Rapper (U) just shows white screen during FMVs. Game otherwise playable.
Posted By: Haze

Re: Playstation WIP thread - 01/21/13 05:52 PM

Qix 2000 (Japan)
- Hangs after Success screen on a black screen

Puzzle Arena Toshinden (Japan)
- Works, but the music is jumping all over the place





Mad Panic Coaster (Japan)
- Playable, very fast, but it looks like that's how the game was ;-) sound seemed a little glitchy



Posted By: Haze

Re: Playstation WIP thread - 01/21/13 05:55 PM

Pinball Fantasies Deluxe (Japan)
- works (I had to try it..100% record on platforms so far :-p)





Puyo Puyoon - Car-Kun to Issho (Japan)
- invisible FMV intro, some graphical problems, some invisible Puyos(!) making it rather unplayable, glitchy sound too. Invisible puyos seems like a logic bug, because you can't rotate them either, the invisible one is always under the real one unless it's a gameplay feature I'm not remotely understanding?





Pop'n Tanks! (Japan)
- Shows some intro screens then hangs on a black screen playing a short 10 second looped audio clip
Posted By: Kaylee

Re: Playstation WIP thread - 01/21/13 06:34 PM

Another working one:


Posted By: Haze

Re: Playstation WIP thread - 01/21/13 08:31 PM

Hydro Thunder (USA)
runs, but sound isn't quite right, very farty and some misplaced samples (says 3-2-1 go on the game over screen etc.)





probably the closest to the arcade you're going to see playable in MAME / MESS, the arcade was decentish PC hardware and the DC version is a bit out of reach in terms of performance.
Posted By: Haze

Re: Playstation WIP thread - 01/21/13 08:47 PM

Sentinal Returns (Europe)

works, but sound isn't always right, you can cause nasty looping buzz sounds just by playing around in the config menu. Also just as confusing as the original 8-bit versions, could have done with tutorial stages!



Posted By: mock

Re: Playstation WIP thread - 01/21/13 08:58 PM



Heart of Darkness (PAL) is playable but with some annoying bugs. Every second frame of FMVs is inverted and shifted to the side. The same thing happens in menus whenever you move to a different option.



When the in-game FMVs play (e.g. whenever you die), it can lead to the game getting stuck with messed up graphics, making it unplayable. But you can fix that by pausing and unpausing.

Other than that, in-game mostly works fine:



Except that it lags a bit during scripted sequences, and lags massively when there are water effects on-screen. I had to unthrottle the emulation to get it to a playable speed.

Akuji the Heartless (PAL) has the same bug during FMVs but not in menus or the game itself so it's much less annoying. You also have to skip the intro or it will eventually freeze. Other than that it seems to work fine.



Posted By: windwakr

Re: Playstation WIP thread - 01/21/13 09:02 PM

Using Jan 20 build from here:
http://bobz38.free.fr/mess_autobuild/index.php



WWF Smack Down! 2 Know Your Role (U):
Ring entrance movies show black screen, but plays music and it continues after they end
Game works fine other than that.



Final Fantasy Origins (U):
Graphical bugs on title screen, along with line on the right.
Intro movie to FF2 severely glitched up. Can't get a screenshot of it, but it looks like it's shifting back and forth every frame by a large amount.
Glitched graphics on some sprites.




NCAA March Madness 2000 (U):
Freezes at the PS logo screen



Delta Force Urban Warfare (U):
Line like in Final Fantasy Origins, but on the left.
Seems to play fine



Syphon Filter (U):
Freeze just after PS logo. Black screen, plays the first split-second of audio from the 989 studios movie over and over.



Final Fantasy Tactics (U):
Some graphical glitches like in the title of Final Fantasy Origins.


Posted By: Shideravan

Re: Playstation WIP thread - 01/21/13 09:06 PM

I'm very cyurious about status of games like Resident Evil and Dino Crisis...
Someone tested?
Posted By: zillion

Re: Playstation WIP thread - 01/21/13 09:08 PM

Silhouette Mirage (U)

Game seems to work well.

Minor glitches in FMV intros for Spaz and Treasure (red lines that are also seen on Metal Gear Solid). Seems to have issue with looping CD audio (when the track is supposed to loop, there's silence for a few seconds and then the track starts again).

But if you don't start the game immediately, and the intro FMVs for Spaz and Treasure start again, the red lines are gone.

Other than that, the game seems very playable!





Posted By: R. Belmont

Re: Playstation WIP thread - 01/21/13 09:17 PM

Another Spaz-imported game, RayCrisis. Which plays as well as it does in MAME (with less CPU load), but here it has Zuntata BGM in full effect.





Posted By: zillion

Re: Playstation WIP thread - 01/21/13 09:32 PM

Strikers 1945 (U)

There's a weird glitch on the title screen, but other than that seems quite playable.



Here's where the glitch is. The screen is supposed to be black and the words "Strikers 1945" come in from the left and right and then the sky background fades in. The current emulation shows this, and then the words come in.




Posted By: zillion

Re: Playstation WIP thread - 01/21/13 10:46 PM

Originally Posted By Shideravan
I'm very cyurious about status of games like Resident Evil and Dino Crisis...
Someone tested?


I tried Resident Evil - Director's Cut - Dual Shock Version (U) and it appeared to run just fine.

I also selected analog pad from the slot device and while it worked with my controller's analog stick, it seemed to still act like it was digital.





Posted By: crazyc

Re: Playstation WIP thread - 01/21/13 10:50 PM

Originally Posted By zillion
I also selected analog pad from the slot device and while it worked with my controller's analog stick, it seemed to still act like it was digital.
You have to press the analog button to enable the sticks and make sure the d-pad and the left stick are mapped to different controls.
Posted By: zillion

Re: Playstation WIP thread - 01/21/13 11:01 PM

Originally Posted By crazyc
Originally Posted By zillion
I also selected analog pad from the slot device and while it worked with my controller's analog stick, it seemed to still act like it was digital.
You have to press the analog button to enable the sticks and make sure the d-pad and the left stick are mapped to different controls.


Hrm... I just tried again. I remapped the directions (I didn't do that before) and I also tried toggling the Analog button, but couldn't see any effect.

Would it be possible to make the analog on/off a visible led (kindof like drivers with floppy drives have disk access lights)?

Also, do you have another game that you've used to test the analog controls?
Posted By: crazyc

Re: Playstation WIP thread - 01/21/13 11:05 PM

I tested it with Legend of Mana and it seemed to work okay. As for an indicator, I don't know if that can be done.
Posted By: Dullaron

Re: Playstation WIP thread - 01/21/13 11:15 PM

I have both games. Reg and the re-released.



Uploaded with ImageShack.us



Need me to dump and test? Don't worry about what I wrote on the case. I wrote that there while back when I was testing my games on the PS2 to make sure those run without a problem on my PS2.
Posted By: Haze

Re: Playstation WIP thread - 01/21/13 11:28 PM

Raiden DX (Japan)
works, played it in rotated mode, although strangely they don't rotate the controls? More worrying is that MESS bombed out on me the first time during the resolution change but I'm unable to replicate it again, hope it isn't a bug in our video output like the alt-tab/restore crash that was fixed recently





Raiden Project (Japan)
hangs at Sony screen? I know I played Raiden Project in MESS before, before any of the new work and it worked... is some of the 'older SDK' stuff now broken instead?


Posted By: Kale

Re: Playstation WIP thread - 01/21/13 11:34 PM

Time Commando main menu is bogus:



Basically, second item should be "code" (-> Password) and third one is the actual option menu. Game otherwise "playable" (as far as a kusoge can be anyway wink ).

EDIT: pause menu is also pretty slow, almost unusable.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/21/13 11:42 PM

I'm creating a list of games that have been tested and marked as different status's, these being playable, intro, menus, ingame and nothing. The idea is to prevent games being tested multiple times because someone couldn't be bothered going through all 16 pages, which is understandable smile The situation is different obviously if a non-working game is now working.
Posted By: Haze

Re: Playstation WIP thread - 01/21/13 11:42 PM

Ok the US version of Raiden Project runs, although the controls feel weird, have to really hammer at the fire button to get the purple laser, or use the auto-fire which takes forever to build up?



screen position is slightly off by default (but can probably be adjusted)

still a bit surprised the JPN copy I have (from redump) doesn't run.
Posted By: mock

Re: Playstation WIP thread - 01/21/13 11:43 PM

Tomb Raider III (PAL) works fine.





So does South Park (PAL). Too bad it's awful.


Posted By: Haze

Re: Playstation WIP thread - 01/22/13 12:03 AM

DoDonPachi (Japan)

works






Posted By: Haze

Re: Playstation WIP thread - 01/22/13 12:58 AM

Pinobee

works, but would have been a poor effort even on the Genesis / Amiga



Posted By: Haze

Re: Playstation WIP thread - 01/22/13 04:08 AM

Pacman World (USA) works





Douga de Puzzle Da! Puppukupuu (Japan)

Black Screen
Posted By: Haze

Re: Playstation WIP thread - 01/22/13 04:09 AM

Team Buddies (USA) - works






TOCA 2 (USA) - works


Posted By: Haze

Re: Playstation WIP thread - 01/22/13 04:41 AM

Kula World (Europe) no longer crashes with smf's safety fix



Posted By: Kaylee

Re: Playstation WIP thread - 01/22/13 05:09 AM

Rampage - World Tour (USA)
Works, but the intro movie is broken



Resident Evil 3 - Nemesis (USA)
working
Posted By: Haze

Re: Playstation WIP thread - 01/22/13 05:33 AM

Engacho! [J] [SLPS-02263]

this one works well..

first impressions are dodgy with a badly encoded fmv video of what looks like nes quality video output ... why it isn't just generated I don't know. From then on it gets weird, very weird.

http://mamedev.emulab.it/haze/pics2013/engacho_1.png
http://mamedev.emulab.it/haze/pics2013/engacho_2.png
http://mamedev.emulab.it/haze/pics2013/engacho_3.png
http://mamedev.emulab.it/haze/pics2013/engacho_4.png
http://mamedev.emulab.it/haze/pics2013/engacho_5.png
http://mamedev.emulab.it/haze/pics2013/engacho_6.png
http://mamedev.emulab.it/haze/pics2013/engacho_7.png
http://mamedev.emulab.it/haze/pics2013/engacho_8.png




http://mamedev.emulab.it/haze/pics2013/engacho_17.png
http://mamedev.emulab.it/haze/pics2013/engacho_18.png


Internal Section (Japan)
- hangs after some squaresoft logo + intro screens

Twinbee Taisen Puzzle-Dama (Japan)
- black screen

Lup Salad - Lupupu Cube (Japan) [SLPS-00416]
- black screen

Ultima Underworld - The Stygian Abyss (Japan)
- you can hear audio, some kind of unskippable fmv running maybe, but I left it for 5 minutes, got bored and turned it off.
Posted By: Dullaron

Re: Playstation WIP thread - 01/22/13 07:06 AM

Butt with an plug. Ewww. What was they thinking? lol
Posted By: LoganB

Re: Playstation WIP thread - 01/22/13 07:44 AM

Dragon Warrior VII (USA)
Playable. Transparency issues with the grey boxes, as the text should be white.



Advanced V.G. (Japan)
Playable. Hangs on checking memory card if a formatted memory card is inserted. It runs normally if no memory cards inserted. If an unformatted card is inserted, then it will try to format it, "succeed" and continue as per normal.
(with formatted memory card, here's where it hangs)

(with unformatted, or no memory card)





Advanced V.G. (SuperLite 1500 Series) (Japan)
Surprisingly, does not play. Black screen with sound. Unskippable.
Posted By: mahlemiut

Re: Playstation WIP thread - 01/22/13 09:47 AM

Inuyasha - A Feudal Fairy Tale starts up ok, but battles never start. You can move about, but the round never begins. Same thing happens in pSX 1.13, so maybe this image is screwy or something.



Posted By: mock

Re: Playstation WIP thread - 01/22/13 11:25 AM

Oddworld: Abe's Exoddus (PAL) works. There's a long pause at a black screen before the menu, but it does eventually get to it. Also one of the opening FMVs plays the sound but not the video.




Oddworld: Abe's Oddysee (PAL) does not.
Posted By: Luengo

Re: Playstation WIP thread - 01/22/13 12:45 PM

Star wars: Masters of Teras Kasi

Seems to be working perfectly





Posted By: LoganB

Re: Playstation WIP thread - 01/22/13 12:58 PM

Ape Escape (Europe)

Shows warning screens, then hangs at a black screen (possibly looking for rumble?).




If analog isn't enabled on the analog controller, (should be an LED showing this):
Posted By: Stiletto

Re: Playstation WIP thread - 01/22/13 02:45 PM

Originally Posted By Luengo
Star wars: Masters of Teras Kasi

Seems to be working perfectly


Huzzah! Perhaps that means my CHD-making is going off the rails...
Posted By: Kaylee

Re: Playstation WIP thread - 01/22/13 02:55 PM

http://tinyurl.com/MESSPSX

Originally Posted By MikeAbson
I'm creating a list of games that have been tested and marked as different status's, these being playable, intro, menus, ingame and nothing. The idea is to prevent games being tested multiple times because someone couldn't be bothered going through all 16 pages, which is understandable smile The situation is different obviously if a non-working game is now working.


If you want you could use mine as a base
Posted By: Luengo

Re: Playstation WIP thread - 01/22/13 03:06 PM

Quote:
Huzzah! Perhaps that means my CHD-making is going off the rails...


I don't want to derail this topic (too much :)), but I haven't been able to create a CHD that the PlayStation driver accepts. I can use the BIN+CUE files with no problem, though. Happened with Masters of Teras Kasi and with Symphony of the Night, and I haven't tested with more. When i use the created CHDs, the driver just crashes. I get no errors in CHDMAN. Maybe I should start a new topic about this...
Posted By: R. Belmont

Re: Playstation WIP thread - 01/22/13 03:32 PM

The correct syntax is "chdman createcd -i whatever.cue -o whatever.chd". Note that it *must* be the .cue filename.
Posted By: Luengo

Re: Playstation WIP thread - 01/22/13 03:47 PM

Yes, that's the syntax i use... the CHD seems to be created correctly (no errors in chdman). I have created CHDs for other systems with no problem. I'll try and make more tests.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/22/13 03:55 PM

Incidentally, SOTN hangs when you get to the Marble Gallery. It doesn't even try to load anything when you get to that particular CD hallway, it just hangs. Boo.
Posted By: LordFlux

Re: Playstation WIP thread - 01/22/13 04:19 PM

Mortal Kombat Trilogy (US) - intro FMV flashes and displays glitchy colors, but the game plays perfectly.


Posted By: Stiletto

Re: Playstation WIP thread - 01/22/13 04:23 PM

Originally Posted By R. Belmont
The correct syntax is "chdman createcd -i whatever.cue -o whatever.chd". Note that it *must* be the .cue filename.


Maybe that's it, I think I did "chdman createcd -i whatever.cue -o whatever2.chd"

I'll check it out later.
Posted By: Tafoid

Re: Playstation WIP thread - 01/22/13 04:39 PM

Originally Posted By Stiletto
Originally Posted By R. Belmont
The correct syntax is "chdman createcd -i whatever.cue -o whatever.chd". Note that it *must* be the .cue filename.


Maybe that's it, I think I did "chdman createcd -i whatever.cue -o whatever2.chd"

I'll check it out later.


Sometimes you need to edit the .cue file too to get rid of literal path information that some rippers will store there on the first line:

Something like:
FILE "C:\DOCUMENTS AND SETTINGS\OWNER\DESKTOP\FFT.BIN" BINARY
should look like:
FILE "FFT.BIN" BINARY
Posted By: R. Belmont

Re: Playstation WIP thread - 01/22/13 04:43 PM

chdman should give an error if it can't find the .bin file(s). I know it definitely used to at least.
Posted By: Haze

Re: Playstation WIP thread - 01/22/13 04:50 PM

Fun! Fun! Pingu (Japan) [SLPS-02306]
- hangs after starting a new game



Hermie Hopperhead - Scrap Panic (Japan) [SCPS-91016]
- works





Posted By: Haze

Re: Playstation WIP thread - 01/22/13 04:53 PM

Tall Twins Tower
- works

seems like an nice puzzle game, even if I didn't quite figure it out





Posted By: Haze

Re: Playstation WIP thread - 01/22/13 04:58 PM

Dynamite Soccer 2004 Final
- seems to work, but the ref was a complete w*nker who cost me the match, close contest otherwise tho




Posted By: Haze

Re: Playstation WIP thread - 01/22/13 05:10 PM

Harmful Park (Japan)
- works well

this wants to be a parodius style game and pulls it off really well, soundtrack is genuinely unnerving on the 2nd stage even if the quality gets very rough and clippy (decoding or original I don't know). controls are a little laggy, but you tend to expect that from console shooters and I imagine it would be too easy otherwise.




First stage 'open field' nice and peaceful, right?

http://mamedev.emulab.it/haze/pics2013/harmful_2.png
http://mamedev.emulab.it/haze/pics2013/harmful_3.png

ok.. my bomb weapon, an ice-cream glass?, strange, but I was figuring out the controls

http://mamedev.emulab.it/haze/pics2013/harmful_4.png

you have different weapons you can select too.. first enemies are ordinary enough

http://mamedev.emulab.it/haze/pics2013/harmful_5.png

gunner things on a ferris wheel..



a bubble gum ball machine, if you leave it long enough it blows a giant bubble.

http://mamedev.emulab.it/haze/pics2013/harmful_7.png

swinging ship launching bullets into the air

http://mamedev.emulab.it/haze/pics2013/harmful_8.png

then with rocket thrusters.. naturally



avoid the tea..

http://mamedev.emulab.it/haze/pics2013/harmful_10.png

some things make big colourful booms



Crazy things with flamethrowers..

http://mamedev.emulab.it/haze/pics2013/harmful_12.png

The boss.. gets inflated

http://mamedev.emulab.it/haze/pics2013/harmful_13.png
http://mamedev.emulab.it/haze/pics2013/harmful_14.png


has a puncture..

http://mamedev.emulab.it/haze/pics2013/harmful_16.png

.. and then a massive explosion

http://mamedev.emulab.it/haze/pics2013/harmful_17.png
http://mamedev.emulab.it/haze/pics2013/harmful_18.png

Cutscene..

http://mamedev.emulab.it/haze/pics2013/harmful_19.png

2nd Level is 'Horror' themed

http://mamedev.emulab.it/haze/pics2013/harmful_20.png

These things pop out at you with their spooky flashing torches


http://mamedev.emulab.it/haze/pics2013/harmful_22.png

Female vampire bat type things throwing ninja stars?

http://mamedev.emulab.it/haze/pics2013/harmful_23.png

Screaming little girls in drawers and clocks?



floaty ghost things you can't kill but can be killed if you lead them through the crusher thing in the middle..

http://mamedev.emulab.it/haze/pics2013/harmful_25.png

We end up crashing a wedding

http://mamedev.emulab.it/haze/pics2013/harmful_26.png

http://mamedev.emulab.it/haze/pics2013/harmful_28.png

Then fighting some frankenstein thing with lasers giving you the middle finger..

http://mamedev.emulab.it/haze/pics2013/harmful_29.png
Posted By: Kale

Re: Playstation WIP thread - 01/22/13 07:12 PM

Regarding Mike Abson suggestion: me wonders about throwing compatibility lists in the docs folder of MAME/MESS SVN, for each major system. PHP files where one defines zip name/game name/last SVN revision that the game was tested/status (works yes/partial/no) /emulation notes. I know, most people here puts this info in XML, but I want a flashy table that's readable by everyone with their browser :P (and note: I'll put this type of files on my site anyway, if you bring a giant nay on it for whatever reason).

Anyway:

Umihara Kawase Shun
Black screen

Castlevania Chronicles
Works better than the correlated x68k emulated version, including steady 100% and samples. lol.





Charumera
Works. Unique RPG/sim involving a "yatai merchant", obviously unplayable without JP knowledge.






Posted By: R. Belmont

Re: Playstation WIP thread - 01/22/13 07:27 PM

Chronicles: Does Simon still have a thin line of garbage following his sprite about 30 pixels to the right in arrange mode? It was there before smf reverted the quad thing, at least.

And Akumajou X68000 ran perfectly in that driver about a year ago, I finished it even. Was there some huge regression?
Posted By: Kale

Re: Playstation WIP thread - 01/22/13 07:39 PM

I haven't seen that line of garbage, so no.

And well, x68k version always had gfx/sound issues to my knowledge. I have an HDD installed version, it still shows black on level 1 backgrounds and doesn't have whatever special effect used for the water.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/22/13 07:54 PM

The floppy version definitely was fine on level 1, including water, last time I played it. Barry? smile
Posted By: mahlemiut

Re: Playstation WIP thread - 01/22/13 10:07 PM

Once you go indoors on stage 1, the background is largely black. This has always occurred. There is some form of layer/sprite masking that needs to be implemented, but isn't so easy with MAME tilemaps.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/22/13 10:11 PM

Yeah, you shouldn't use MAME tilemaps for complicated systems smile
Posted By: Kale

Re: Playstation WIP thread - 01/22/13 10:36 PM

World Soccer Jikkyou Winning Eleven 4

Hangs at the Olympic Committee logo

Posted By: MikeAbson

Re: Playstation WIP thread - 01/22/13 11:29 PM

Everyone: If you can just call me Mike, that would be great smile I do also have a basic site that is nearly ready. I was going to put it live last night, but spent considerable time adding the correct titles to the games I and the rest of us have tested. I'm thinking of just hosting it myself from my laptop (1 m/bit upload). The site is just text and I don't think too many people are going to be visiting all too often. If it becomes crazy, I can have my ISP host it instead.

Kaylee: Thanks for the list, I'll take a look at that.

Kale: I think the idea of a compatibility list for certain systems inside the doc folder is a good idea. I don't mind keeping some of these up to date, Playstation 1 and N64 (got the full No-Intro set here) I could probably do, NES would be hell and I'll leave that to someone else smile I could also do some of the smaller ones as well if you like, vboy and other obscure systems that didn't have many games. If you want to come up with a template that we can use, that's fine, or I or someone else can come up with one if you prefer. However you want to do it.
Posted By: Haze

Re: Playstation WIP thread - 01/22/13 11:34 PM

Firebugs (another EU only release)
- works but with some corrupt text

it's very like rollcage (drive on the roof etc.) and actually the game I remember more from the two of them. these screenshots don't do it justice because the current f12 handling code seems to block out f12 if ctrl is pressed, plus the current HLSL toggle code (ctrl+alt+f12) crashes MAME/MESS here so bit annoying to take shots of any action (hopefully the key will be moved, i've put in a vote for it to be)



Posted By: Haze

Re: Playstation WIP thread - 01/22/13 11:37 PM

Race Drivin'
- works

(same 'issue' with me taking screenshots as firebugs)

apparently has cheat codes so you can be an elephant or other novelty items, but about the only one appropriate in a game of this quality would be a giant flying cock.




Posted By: Haze

Re: Playstation WIP thread - 01/22/13 11:39 PM

Klonoa Beach VolleyBall
- works



Posted By: Haze

Re: Playstation WIP thread - 01/23/13 01:07 AM

Tetris X
- works - very dull by the numbers official tetris



Tripuzz
- works - columns-like with triangle shaped pieces



Philosoma (Japan)
- crashes after starting a new game, gets stuck on loading screen, even resetting (f3) leaves it thinking there is no disc in the drive..

Otona_no_Asobi_(Nichibutsu_Collection_2000)
- black screen

Posted By: Kaylee

Re: Playstation WIP thread - 01/23/13 05:12 AM

Austin Powers Pinball (E)

Works

Cricket 2000 (E)

Works but Commentary is broken, you can hear them speak but it's utter garbage

Cowboy Bebop (J)

Works great
Posted By: MikeAbson

Re: Playstation WIP thread - 01/23/13 05:53 AM

I think AFL came out on the PS, AFL 98 or something? Had it for PC back in the back, wasn't too bad. Will need to see if I can get that.

Edit: AFL 98 and AFL 99 made it's way to the PS.
Posted By: etabeta78

Re: Playstation WIP thread - 01/23/13 06:19 AM

Originally Posted By MikeAbson
NES would be hell and I'll leave that to someone else smile


for NES, current supported flags in the xml list are correct smile
Posted By: MikeAbson

Re: Playstation WIP thread - 01/23/13 09:19 AM

Originally Posted By etabeta78
Originally Posted By MikeAbson
NES would be hell and I'll leave that to someone else smile


for NES, current supported flags in the xml list are correct smile


Good smile
Posted By: MikeAbson

Re: Playstation WIP thread - 01/23/13 10:33 AM

ISS Pro Evolution (NTSC-U/C) / ISS Pro Evolution 2 (PAL-E)

Both work fine, screenshots are of ISS Pro Evolution 2 since they look the same graphics wise. The logo suffers from graphics corruption at the bottom, but everything else including the video intro and CDDA music is fine.









Posted By: Kaylee

Re: Playstation WIP thread - 01/23/13 02:25 PM

Crusaders of Might and Magic [PAL-G]


Not working. graphics errors as can be seen and hangs at the loading screen. (the second screenshot)
Posted By: Kaylee

Re: Playstation WIP thread - 01/23/13 05:36 PM

Originally Posted By Kaylee
Working, bUt not Playable :P


Same Problem with NASCAR Thunder 2004 [NTSC-U]

also there is a audio loop that don't go away, the announcer says "the grid is as following", and it keeps on going even after starting the race
Posted By: R. Belmont

Re: Playstation WIP thread - 01/23/13 06:28 PM

I'm surprised there's not a GTE opcode warning popup for that. (Nuclear Strike and Madden 2000+ all do show unimplemented GTE opcode warnings).
Posted By: Kaylee

Re: Playstation WIP thread - 01/23/13 07:25 PM

MTV Celebrity Deathmatch (USA)


Is playable
Posted By: mock

Re: Playstation WIP thread - 01/23/13 08:10 PM



Azumanga Donjara Daiou works fine, as far as I can tell. (I don't actually know how to play, so maybe it crashes when you finish a round.)



Posted By: Shideravan

Re: Playstation WIP thread - 01/23/13 08:28 PM

Quote:
Dino Crisis (USA)

Stuck after Warning screen

That's made me sad...
What about Dino Crisis 2?
Posted By: Kaylee

Re: Playstation WIP thread - 01/23/13 08:58 PM

V-Tennis (USA)


VR Golf '97 (USA)
Blackscreen after PSX logo
Posted By: MikeAbson

Re: Playstation WIP thread - 01/23/13 11:30 PM

Alrighty, I've created a basic driver status site and uploaded to my ISP's free hosting service (TPG). It's extremely basic at the moment, but the general idea is there (very similar to Kaylee's Google DOC). There is PLENTY of work to do, (primarily presentation and organizational work), but it will suffice for now. For some games, I have not specified the region, this is because it wasn't mentioned when the game was posted in here. If you can specifiy this, that would be great, as with some games that were released in different regions, have different results in MESS. I'm also not recording the games internal serial number at the moment, SCUS_943.02 for example, which repesents the US version of Destruction Derby (if we feel we need this, I can add them in, but you'll need to specify it). If we can refer to this list before posting a game (unless you know for sure it hasn't been posted), this will help cut down on duplications. It's perfectly fine to post the same game of a different region of course. I will keep the site up to date as often as I can, and change the status of games to playable as this happens.

http://users.tpg.com.au/mabson78/
Posted By: Shideravan

Re: Playstation WIP thread - 01/23/13 11:38 PM

Originally Posted By MikeAbson

Very interesting smile
I'll follow you site!

I have 2 suggestions:
1 - Diferent colors for different status
2 - That's was easy to find games already tested if them are in alphabetic order wink

Great work smile
Posted By: crazyc

Re: Playstation WIP thread - 01/23/13 11:49 PM

Originally Posted By MikeAbson
Final Fantasy VIII PAL doesn't work because of copy protection, per Kale, but the US NTSC version works fine.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/23/13 11:53 PM

Thank you! All of that is most certainly on my To-Do list smile I'm playing around colours and fonts at the moment, but mum is here visiting from the US, and the family and I are about to go to the beach (going to 37c today in the Melbourne!), so I'll play around with it a bit more later on today. I think also I need to switch HTML editors, I know a lot of people praise Dreamweaver, but it slows me down with all it's bloated features and interface, much preferred Frontpage (now known as Expression Web) back in the day!
Posted By: Haze

Re: Playstation WIP thread - 01/23/13 11:56 PM

Toaplan Shooting Battle 1

runs, bad sound (cdda tracks, sounds like it's playing data instead?)

only tiger heli boots tho, other hang on the loading screen
tiger heli screen clear doesn't work properly so text gets drawn on top of text, and then ingame the player sprite is missing

Sypro 3

originals fail copy protection and get stuck loading 'demo mode' even with an image complete with subdata etc.

US pirate version works fine..

Power Rangers Pinball (Japan)

seems to work... (music might be wrong)

TRL - The Rail Loaders (Japan)

seems to work, maybe a bit too slow? (and no music)


might put screenshots later, they're on my other machine.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/23/13 11:58 PM

Originally Posted By crazyc
Originally Posted By MikeAbson
Final Fantasy VIII PAL doesn't work because of copy protection, per Kale, but the US NTSC version works fine.


Thanks, done.
Posted By: Dullaron

Re: Playstation WIP thread - 01/24/13 12:59 AM

Gameshark CDX v3.3 (US) (1999) InterAct - 990716_1514.chd - Nothing. Stuck at the Sony BIOS logo and won't switch onto the Gameshark.

Gameshark v3.5 (US) (2000) InterAct - Image.chd - Intro. Crashes MESS after the Shark attack.

Gameshark (US) (2000) InterAct (Came with Gameshark 2 and doesn't have a slot card.) (older version without the red bar with texts) - Image.chd - Nothing. Just a black screen.
Posted By: mock

Re: Playstation WIP thread - 01/24/13 01:09 AM



Devil Dice (PAL) works fine.



Posted By: Haze

Re: Playstation WIP thread - 01/24/13 03:56 AM

Tunnel B1 (USA)
- Black screen

Choro Q - Wonderful (Japan)
- works, I think, it's some kind of car-based RPG

Posted By: Haze

Re: Playstation WIP thread - 01/24/13 03:58 AM

Motor Toon Grand Prix (Japan) (v1.0) (Japan)
- Gets stuck on the initial sony license screen, doesn't even turn the screen black

Motor Toon Grand Prix 2 (Japan) (Disc 1+2) (Japan)
- Game runs but the graphics / texturing are something special.. (same for both discs)





Posted By: LordFlux

Re: Playstation WIP thread - 01/24/13 08:00 AM

Originally Posted By Haze
Choro Q - Wonderful (Japan)
- works, I think, it's some kind of car-based RPG


Back when I used to keep my nephews a lot, there was a time I took them to Blockbuster to rent a game. The youngest picked out Everywhere Road Trip (Choro Q HG 2 in Japan) because it had a cute little car on the front.

We eventually put about 50 hours into that game over a 3 day period. It was highly addictive.
Posted By: Kaylee

Re: Playstation WIP thread - 01/24/13 01:32 PM

V-Rally - 97 Championship Edition (Europe) (En,Fr,De) (v1.0)
Playable, with minor graphics errors


Posted By: Stiletto

Re: Playstation WIP thread - 01/24/13 02:37 PM

Originally Posted By MikeAbson
Originally Posted By crazyc
Originally Posted By MikeAbson
Final Fantasy VIII PAL doesn't work because of copy protection, per Kale, but the US NTSC version works fine.


Thanks, done.


There used to be several emulator compatibility lists for PSEmuPro, bleem, CVGS, ePSXe, pSX, and the like - perhaps you can use them for compatibility list design inspiration. smile
Posted By: Kale

Re: Playstation WIP thread - 01/24/13 03:56 PM

Originally Posted By MikeAbson


Fill some blanks:

Battle Qix - NTSC-J
Brave Fencer Musashi - NTSC-U/C
Castlevania Chronicles - NTSC-U/C
Castlevania: Symphony of the Night - mine is PAL-E, others tested NTSC-U/C?
Diablo - NTSC-U/C
Dragon Valor - NTSC-U/C
Gran Turismo - PAL-E
King's Field II - NTSC-U/C
Legacy of Kain - NTSC-U/C
LSD - Dream Emulator - NTSC-J
Mahjong Station Mazin - NTSC-J
Metal Gear Solid: VR Missions - NTSC-U/C
Micro Machines V3 - NTSC-U
Tekken 3 - mine is PAL-E, Kaylee's version is NTSC-U/C?
The Dungeon RPG - NTSC-J
Time Commando - NTSC-U/C
Tony Hawk's Pro Skater - NTSC-U/C
Torneko: The Last Hope - NTSC-U/C
Vib-Ribbon - NTSC-J

And anyway, you need to add a notes field, otherwise things like Time Commando CPU core bug gets lost.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/24/13 04:02 PM

All of my reports are NTSC-U/C unless otherwise noted - I have a torrent of the Redump NTSC set, but currently no access to JPN or PAL.

SOTN NTSC-U/C hangs when you try to enter the Marble Gallery, as I noted before. Which is annoying since it plays nearly perfectly up to that point.

Also, that page lists Madden NFL 2000-2005 (NTSC-U/C, natch) as Not Working, which isn't correct; you get missing GTE opcode popups but the game is still fully playable with minor graphics issues. Nuclear Strike the graphics get too corrupted to play.

A few other reports: Dance Dance Revolution and DDR Konamix (both NTSC-U/C) both hang reading the same sector over and over (possible protection?), but DDR Disney Mix (NTSC-U/C) is fully playable and the A/V sync is even good.

Jumping Flash! (NTSC-U/C) is fully playable, as are Madden NFL 97, 98, and 99 (all NTSC-U/C) and NCAA Football '98 (NTSC-U/C).
Posted By: crazyc

Re: Playstation WIP thread - 01/24/13 04:02 PM

I've got a PAL-E version of Vibribbon that dies the same way, at the loading screen.

NTSC-U/C Legend of Mana works fine at least the little I played.

NTSC-U/C Crono Cross works with moderate FMV corruption.
Posted By: Kale

Re: Playstation WIP thread - 01/24/13 04:09 PM

Command & Conquer - Red Alert (Soviet Disc) (PAL-E)

Works now, including non-jumpy FMV / XA sounds. fwiw "Link Game" in main menu shouldn't appear if you don't have a linked connection available, presumably because it's returning a wrong flag to somewhere.





Dragon Ball Z - Idainaru Dragon Ball Densetsu (NTSC-J)

Works. "setloc out of range: 00:00:00" and static noise during FMVs.





Gunbare! Game Tengoku 2 (NTSC-J)

Works.






Posted By: R. Belmont

Re: Playstation WIP thread - 01/24/13 04:11 PM

Kale: where was the problem with sound in MGS VR Missions? I tried it and even finished the first mission and the sound seemed OK, although I don't have any reference.
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 04:24 PM

Originally Posted By crazyc
I've got a PAL-E version of Vibribbon that dies the same way, at the loading screen.

NTSC-U/C Legend of Mana works fine at least the little I played.


some version of PAL-E Vib-ribbon are apparently libcrypt protected (although maybe not the redump one)

Posted By: Kale

Re: Playstation WIP thread - 01/24/13 05:05 PM

Originally Posted By R. Belmont
Kale: where was the problem with sound in MGS VR Missions? I tried it and even finished the first mission and the sound seemed OK, although I don't have any reference.


Sound speed, at least in my version it's half BPM. You can find YouTube videos for it btw.
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 05:07 PM

by request of Kale

Densha de Go! Nagoya Railroad - Let's Go By Train (Japan) [SLPM-86424]
- works fine

Posted By: Kaylee

Re: Playstation WIP thread - 01/24/13 05:25 PM

Originally Posted By Kale
Originally Posted By MikeAbson


Tekken 3 - Kaylee's version is NTSC-J

Also the following:
Crash Team Racing - NTSC-U
Dance Dance Revolution Disney Mix - NTSC-U
Dino Crisis - NTSC-U
Duke Nukem: Time to Kill - NTSC-U
Final Fantasy IX - NTSC-U
Gran Turismo 2 - PAL-E (also the same status) as the NTSC-U version
NASCAR 2001 - NTSC-U
Pet in TV - PAL-G
Power Rangers: Lightspeed Rescue - NTSC-U
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 05:44 PM

Burn Out
- works

Posted By: Haze

Re: Playstation WIP thread - 01/24/13 05:46 PM

Firemen 2, The - Pete & Danny (Japan) [SLPS-00148]
- works but audio issues (no dialog, not all sfx seem right)

Posted By: A. Viloria

Re: Playstation WIP thread - 01/24/13 06:35 PM

From the Redump.org PAL torrent:

Bugs Bunny & Taz - Time Busters (Europe) (En,Fr,De,Es,It,Nl)
> Seems to be fully playable

Spyro the Dragon (Europe) (En,Fr,De,Es,It)
> Seems to be playable. I have not experimented any game protection issue in the first 25min of gameplay.

Spyro - Year of the Dragon (Europe) (En,Fr,De,Es,It) (v1.1)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.

Spyro 2 - Gateway to Glimmer (Europe) (En,Fr,De,Es,It)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.
> Some speeches are missing (in all languages). Music and other sfx seems to be ok.

Scooby-Doo and the Cyber Chase (Europe)
> Seems to be fully playable



All of them were converted from BIN/CUE images to CHD files (using lattest version of CHDMAN) previously to be tested, without any problem on the conversion.

In most of them I have notice small sound glitches (mini-loops: current sound/music does not play fluently and makes a small (1sec) repetition, and then continue.

Also, I have experimented a small input control issue: sometimes, when the input button combination is changed without releasing some of the buttons (i.e.: going from left+up direction to up+right direction keeping pressed the "up" button), the game freezes for an instant (may be until I release all the input controls). Possibly is an issue referred to my system, I don't know.
Posted By: Kaylee

Re: Playstation WIP thread - 01/24/13 06:40 PM

One thing I found. The in-build CD player on the driver don't work. Used a Cd I created from a retail Music disc, and it doesn't work. the Music Cd(in chd) works on the Saturn and neoCD
Posted By: R. Belmont

Re: Playstation WIP thread - 01/24/13 06:53 PM

Kaylee: Yes, this is known. It's believed to be a CPU core bug.
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 07:01 PM

Originally Posted By A. Viloria
From the Redump.org PAL torrent:
Spyro - Year of the Dragon (Europe) (En,Fr,De,Es,It) (v1.1)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.

Spyro 2 - Gateway to Glimmer (Europe) (En,Fr,De,Es,It)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.
> Some speeches are missing (in all languages). Music and other sfx seems to be ok.


That's odd, both these are definitely libcrypt games (redump even has the subdata files for those very images) and MESS won't read the subdata, although I thought Spyro 2 was meant to fail outright in that case. Guess they both must fail in more subtle ways instead, or something weird is going on.

Interestingly a proper clonecd rip of the games converted wouldn't work, nor would the JPN copy I had.. could be there is some weird cpu bug making a pass a fail and a fail a pass, or it only kicks in on certain models or something tho.

*edit* ah, reading around Spryo 2 will bomb out (crash the playstation) after a couple of levels without it, so yeah it will 'look' like it's working. Spyro 3 will eventually trigger the copy protect message on the balloon scene.

They don't boot if they get different, but still wrong subdata or something.
Posted By: Stiletto

Re: Playstation WIP thread - 01/24/13 07:27 PM

Originally Posted By Stiletto
Originally Posted By MikeAbson
Originally Posted By crazyc
Originally Posted By MikeAbson
Final Fantasy VIII PAL doesn't work because of copy protection, per Kale, but the US NTSC version works fine.


Thanks, done.


There used to be several emulator compatibility lists for PSEmuPro, bleem, CVGS, ePSXe, pSX, and the like - perhaps you can use them for compatibility list design inspiration. smile


Okay, here's a few:
http://psx.silvanthalas.com/psx.html
http://www.epforums.org/showthread.php?73805-New-ePSXe-v-1-7-0-compatibility-list-thread
http://forums.ngemu.com/showthread.php?t=49711
http://www.pcsx.net/downloads/pcsx_games_comp_ver_12.txt
http://www.amidog.com/fpsedb/

Here's a bunch of demos, but I'm not sure how you'd launch them: http://www.pcsx.net/downloads/demos/

*goes away now to watch the progress*
Posted By: R. Belmont

Re: Playstation WIP thread - 01/24/13 07:28 PM

The PSX driver can snapload various executable formats and PSF music rips.
Posted By: Kaylee

Re: Playstation WIP thread - 01/24/13 07:43 PM

SuperLite 1500 Series - Hooockey!! (Japan)


SuperLite 1500 Series - Mahjong II (J)


Both is Playable, without any problems that I could see
Posted By: Kaylee

Re: Playstation WIP thread - 01/24/13 08:00 PM

Dino Crisis (Demo) (USA)




Interesting that the demo work but not retail, could it be protection that stops the retail from working?
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 08:03 PM

Originally Posted By Kaylee
Dino Crisis (Demo) (USA)




Interesting that the demo work but not retail, could it be protection that stops the retail from working?


might be because it has an audio track, i've noticed quite a high percentage of the games with audio tracks play up when it comes to loading the data too.

EU dino crisis is libcrypt, but US should be something we handle ....
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 08:06 PM

fwiw

Actua Ice Hockey 2 (Europe).sbi
Anstoss - Premier Manager (Germany).sbi
Ape Escape (Europe).sbi
Ape Escape (Germany).sbi
Ape Escape (Spain).sbi
Asterix - Mega Madness (Europe) (En,Fr,De,Es,It,Nl).sbi
Barbie - Race & Ride (Europe).sbi
Barbie - Race & Ride (Germany).sbi
Barbie - Race & Ride (Spain).sbi
Barbie - Super Sport (Germany).sbi
Barbie - Super Sports (Spain).sbi
BDFL Manager 2001 (Germany).sbi
BDFL Manager 2002 (Germany).sbi
Canal+ Premier Manager (Europe) (Fr,Es,It).sbi
Crash Bash (Europe) (En,Fr,De,Es,It).sbi
CTR - Crash Team Racing (Europe) (En,Fr,De,Es,It,Nl) (EDC).sbi
CTR - Crash Team Racing (Europe) (En,Fr,De,Es,It,Nl) (No EDC).sbi
Dino Crisis (Europe).sbi
Dino Crisis (France).sbi
Dino Crisis (Germany).sbi
Disney Mulan (Spain).sbi
Disney Tarzan (Spain).sbi
Disney's 102 Dalmatians - Puppies to the Rescue (Europe) (Fr,De,Es,It,Nl).sbi
Disney's Story Studio - Mulan (Europe).sbi
Disney's Tarzan (Netherlands).sbi
Disney's Tarzan (Sweden).sbi
Disney's Verhalenstudio - Mulan (Netherlands).sbi
Disneys Mulan (Germany).sbi
Disneys Tarzan (Germany).sbi
EA Sports Superbike 2000 (Europe) (En,Fr,De,Es,It,Sv).sbi
Eagle One - Harrier Attack (Europe) (En,Fr,De,Es,It).sbi
Esto es Futbol (Spain).sbi
F1 2000 (Europe) (En,Fr,De,Nl).sbi
Final Fantasy IX (Europe) (Disc 1).sbi
Final Fantasy IX (Europe) (Disc 2).sbi
Final Fantasy IX (Europe) (Disc 3).sbi
Final Fantasy IX (Europe) (Disc 4).sbi
Final Fantasy IX (France) (Disc 1).sbi
Final Fantasy IX (France) (Disc 2).sbi
Final Fantasy IX (France) (Disc 3).sbi
Final Fantasy IX (France) (Disc 4).sbi
Final Fantasy IX (Germany) (Disc 1).sbi
Final Fantasy IX (Germany) (Disc 2).sbi
Final Fantasy IX (Germany) (Disc 3).sbi
Final Fantasy IX (Germany) (Disc 4).sbi
Final Fantasy IX (Italy) (Disc 1).sbi
Final Fantasy IX (Italy) (Disc 2).sbi
Final Fantasy IX (Italy) (Disc 3).sbi
Final Fantasy IX (Italy) (Disc 4).sbi
Final Fantasy IX (Spain) (Disc 1).sbi
Final Fantasy IX (Spain) (Disc 2).sbi
Final Fantasy IX (Spain) (Disc 3).sbi
Final Fantasy IX (Spain) (Disc 4).sbi
Final Fantasy VIII (Europe, Australia) (Disc 1).sbi
Final Fantasy VIII (Europe, Australia) (Disc 2).sbi
Final Fantasy VIII (Europe, Australia) (Disc 3).sbi
Final Fantasy VIII (Europe, Australia) (Disc 4).sbi
Final Fantasy VIII (France) (Disc 1).sbi
Final Fantasy VIII (France) (Disc 2).sbi
Final Fantasy VIII (France) (Disc 3).sbi
Final Fantasy VIII (France) (Disc 4).sbi
Final Fantasy VIII (Germany) (Disc 1).sbi
Final Fantasy VIII (Germany) (Disc 2).sbi
Final Fantasy VIII (Germany) (Disc 3).sbi
Final Fantasy VIII (Germany) (Disc 4).sbi
Final Fantasy VIII (Italy) (Disc 1).sbi
Final Fantasy VIII (Italy) (Disc 2).sbi
Final Fantasy VIII (Italy) (Disc 3).sbi
Final Fantasy VIII (Italy) (Disc 4).sbi
Final Fantasy VIII (Spain) (Disc 1).sbi
Final Fantasy VIII (Spain) (Disc 2).sbi
Final Fantasy VIII (Spain) (Disc 3).sbi
Final Fantasy VIII (Spain) (Disc 4).sbi
Formula One 99 (Europe) (En,Fr,De,It).sbi
Frontschweine (Germany).sbi
Fussball Live (Germany).sbi
Fussball Manager 2001 (Germany).sbi
Galerians (Europe) (Disc 1).sbi
Galerians (Europe) (Disc 2).sbi
Galerians (Europe) (Disc 3).sbi
Galerians (France) (Disc 1).sbi
Galerians (France) (Disc 2).sbi
Galerians (France) (Disc 3).sbi
Galerians (Germany) (Disc 1).sbi
Galerians (Germany) (Disc 2).sbi
Galerians (Germany) (Disc 3).sbi
Gekido - Urban Fighters (Europe) (En,Fr,De,Es,It).sbi
Hogs of War (Europe).sbi
Italian Job, The (Europe).sbi
Italian Job, The (Germany).sbi
Jackie Chan Stuntmaster (Europe).sbi
Le Mans 24 Hours (Europe) (En,Fr,De,Es,It,Pt).sbi
Legacy of Kain - Soul Reaver (Europe).sbi
Legacy of Kain - Soul Reaver (France).sbi
Legacy of Kain - Soul Reaver (Germany).sbi
LMA Manager 2001 (Europe).sbi
LMA Manager 2002 (Europe).sbi
Lucky Luke - Western Fever (Europe) (En,Fr,De,Es,It,Nl).sbi
MediEvil (Europe).sbi
MediEvil (France).sbi
MediEvil (Germany).sbi
MediEvil (Spain).sbi
MediEvil 2 (Europe) (En,Fr,De).sbi
MediEvil 2 (Europe) (Es,It,Pt).sbi
MediEvil 2 (Russia).sbi
Men in Black - The Series - Crashdown (Germany).sbi
Michelin Rally Masters - Race of Champions (Europe) (En,De,Sv).sbi
Mike Tyson Boxing (Europe) (En,Fr,De,Es,It).sbi
Mission - Impossible (Europe) (En,Fr,De,Es,It).sbi
MoHo (Europe) (En,Fr,De,Es,It).sbi
Monde des Bleus, Le - Le jeu officiel de l'equipe de France (France).sbi
N-Gen Racing (Europe) (En,Fr,De,Es,It).sbi
Need for Speed - Porsche 2000 (Europe) (En,De,Sv).sbi
Need for Speed - Porsche 2000 (Europe) (Fr,Es,It).sbi
Parasite Eve II (Europe) (Disc 1).sbi
Parasite Eve II (Europe) (Disc 2).sbi
Parasite Eve II (France) (Disc 1).sbi
Parasite Eve II (France) (Disc 2).sbi
Parasite Eve II (Germany) (Disc 1).sbi
Parasite Eve II (Germany) (Disc 2).sbi
Parasite Eve II (Spain) (Disc 1).sbi
Parasite Eve II (Spain) (Disc 2).sbi
PGA European Tour Golf (Europe) (En,De).sbi
Premier Manager 2000 (Europe).sbi
Prince Naseem Boxing (Europe) (En,Fr,De,Es,It).sbi
Radikal Bikers (Europe) (En,Fr,De,Es,It).sbi
RC Revenge (Europe) (En,Fr,De,Es).sbi
Resident Evil 3 - Nemesis (Europe).sbi
Resident Evil 3 - Nemesis (France).sbi
Resident Evil 3 - Nemesis (Germany).sbi
Resident Evil 3 - Nemesis (Italy).sbi
Resident Evil 3 - Nemesis (Spain).sbi
Ronaldo V-Football (Europe) (De,Es,It,Pt).sbi
Ronaldo V-Football (Europe) (En,Fr,Nl,Sv).sbi
SaGa Frontier 2 (Europe).sbi
SaGa Frontier 2 (Germany).sbi
SnoCross Championship Racing (Europe) (En,Fr,De,Es,It).sbi
Space Debris (Germany).sbi
Speed Freaks (Europe).sbi
Spyro - Year of the Dragon (Europe) (En,Fr,De,Es,It) (v1.0).sbi
Spyro - Year of the Dragon (Europe) (En,Fr,De,Es,It) (v1.1).sbi
Spyro 2 - Gateway to Glimmer (Europe) (En,Fr,De,Es,It).sbi
Sydney 2000 (Europe).sbi
Sydney 2000 (Germany).sbi
TechnoMage - De Terugkeer der Eeuwigheid (Netherlands).sbi
TechnoMage - Die Rueckkehr der Ewigkeit (Germany).sbi
TechnoMage - Return of Eternity (Europe).sbi
Theme Park World (Europe) (En,Fr,De,Es,It,Nl,Sv).sbi
This Is Football (Europe) (Fr,Nl).sbi
This Is Football (Europe).sbi
TOCA World Touring Cars (Europe) (En,Fr,De).sbi
UEFA Euro 2000 (Europe).sbi
UEFA Euro 2000 (Germany).sbi
UEFA Striker (Europe) (En,Fr,De,Es,It,Nl).sbi
Urban Chaos (Europe) (En,Es,It).sbi
Urban Chaos (Germany).sbi
V-Rally - Championship Edition 2 (Europe) (En,Fr,De).sbi
Vagrant Story (Europe).sbi
Vagrant Story (France).sbi
Vagrant Story (Germany).sbi
Walt Disney World Quest - Magical Racing Tour (Europe) (En,Fr,De,Es,It,Nl,Sv,No,Da).sbi
Wip3out (Europe) (En,Fr,De,Es,It).sbi

are the 'confirmed to use libcrypt' images from redump, they WILL fail at some point or another without it, be it at boot or after a few levels, or in subtle ways (difficulty, some controls not working..)

Posted By: Haze

Re: Playstation WIP thread - 01/24/13 08:17 PM

Dino Crisis 2 (USA) works btw, but there are weird colour cycling effects during some parts of cutscenes, i guess it's menat to be a foggy / motion blur thing not quite working??

Posted By: Kaylee

Re: Playstation WIP thread - 01/24/13 08:19 PM

Originally Posted By Haze


might be because it has an audio track, i've noticed quite a high percentage of the games with audio tracks play up when it comes to loading the data too.

EU dino crisis is libcrypt, but US should be something we handle ....

could be, but I created a chd without the audio track, and it hangs on precisely the same place
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 08:23 PM

Originally Posted By Kaylee
Originally Posted By Haze


might be because it has an audio track, i've noticed quite a high percentage of the games with audio tracks play up when it comes to loading the data too.

EU dino crisis is libcrypt, but US should be something we handle ....

could be, but I created a chd without the audio track, and it hangs on precisely the same place


Yeah, might be in the game code tho.. otoh it could still be some anti-mod protection we fail, might be worth finding and applying the ppf patch for it (they're easy to track down)
Posted By: R. Belmont

Re: Playstation WIP thread - 01/24/13 08:33 PM

Before people start sacrificing chickens to volcanoes, let me make a few points:

1) Audio tracks will not cause a game not to load. Removing them absolutely could.
2) There are many, many things wrong with the driver - probable multiple CPU opcode bugs, missing GTE opcodes, only a minor nod towards correct DMA timing. Everything that goes wrong is not protection, and everything that goes right is not necessarily lack of it.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/24/13 09:20 PM

Ok, so after spending half the day at the beach in 37 degree weather without sunscreen yesterday, I'm at home today as I can bearly move smile I'll spend some time on the site adding as many things as I can, (let's not get too picky and carried away, I am just one person after all, despite my agreement to do this). Moving forward I will add in descriptions as requested. Descriptions for previous games I've added will come later. I am in process at the moment of making the site look easier on the eyes. I'll add a letter bar for each game rather than just having a single master list (although I may keep this in as well). I'll fill in the missing blanks for the regions. I had to leave them blank because no one specfied what they were.
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 09:38 PM

ok Dino Crisis must be failing some kind of anti-mod / anit-debug protection, if I use the old crack on the image then it works with minor gfx problems during one of the intro scenes

Posted By: R. Belmont

Re: Playstation WIP thread - 01/24/13 09:39 PM

Fascinating. Is there documentation on what the crack does?
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 09:43 PM

given that the entire crack is

Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  50 50 46 31 30 00 44 69 6E 6F 20 43 72 69 73 69  PPF10.Dino Crisi
00000010  73 20 55 53 41 20 43 72 61 63 6B 20 2A 46 49 58  s USA Crack *FIX
00000020  45 44 2A 20 2D 20 4B 41 4C 49 53 54 4F 20 20 20  ED* - KALISTO   
00000030  20 20 20 20 20 20 20 20 EC 30 11 00 02 64 9E 9C          0...d
00000040  B7 58 00 02 64 9E                                X..d


(a PPF patch file)

I guess it just skips the check
Posted By: Kaylee

Re: Playstation WIP thread - 01/24/13 09:52 PM

Harry Potter and The Sorcerer's Stone (USA)
gets to here and hangs:
Posted By: mock

Re: Playstation WIP thread - 01/24/13 10:01 PM

Bomberman (PAL) works fine.




So does Rival Schools: United by Fate (PAL).





These gets a black screen:

No One Can Stop Mr. Domino (PAL)
Soccer Kid (PAL)
Worms Armageddon (PAL)
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 10:14 PM

Originally Posted By Kaylee
Harry Potter and The Sorcerer's Stone (USA)
gets to here and hangs:


also protection I think, again if I use the crack on the image..



although it goes no further, hasn't hung (still animates) but doesn't progress.
Posted By: A. Viloria

Re: Playstation WIP thread - 01/24/13 10:23 PM

Originally Posted By Haze
Originally Posted By A. Viloria
From the Redump.org PAL torrent:
Spyro - Year of the Dragon (Europe) (En,Fr,De,Es,It) (v1.1)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.

Spyro 2 - Gateway to Glimmer (Europe) (En,Fr,De,Es,It)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.
> Some speeches are missing (in all languages). Music and other sfx seems to be ok.


That's odd, both these are definitely libcrypt games (redump even has the subdata files for those very images) and MESS won't read the subdata, although I thought Spyro 2 was meant to fail outright in that case. Guess they both must fail in more subtle ways instead, or something weird is going on.

Interestingly a proper clonecd rip of the games converted wouldn't work, nor would the JPN copy I had.. could be there is some weird cpu bug making a pass a fail and a fail a pass, or it only kicks in on certain models or something tho.

*edit* ah, reading around Spryo 2 will bomb out (crash the playstation) after a couple of levels without it, so yeah it will 'look' like it's working. Spyro 3 will eventually trigger the copy protect message on the balloon scene.

They don't boot if they get different, but still wrong subdata or something.


If you are interested in, I can upload the CHD's or the BIN/CUE images. Also, I can try anything else looking for crashing the system. If I'll get some time, I'll play the next 2 or 3 level of Spyro...

Posted By: Haze

Re: Playstation WIP thread - 01/24/13 10:34 PM

Hogs of War (Europe) (with Paradox crack)
- works, except for initial FMV which is invisible

included a pic of the cracktro before everybody decides to erase them from time.. the original is libcrypt protected.

game is basically worms in 3d for anybody who has never seen it before.

Posted By: Stiletto

Re: Playstation WIP thread - 01/24/13 10:34 PM

Originally Posted By MikeAbson
Ok, so after spending half the day at the beach in 37 degree weather without sunscreen yesterday, I'm at home today as I can bearly move smile I'll spend some time on the site adding as many things as I can, (let's not get too picky and carried away, I am just one person after all, despite my agreement to do this). Moving forward I will add in descriptions as requested. Descriptions for previous games I've added will come later. I am in process at the moment of making the site look easier on the eyes. I'll add a letter bar for each game rather than just having a single master list (although I may keep this in as well). I'll fill in the missing blanks for the regions. I had to leave them blank because no one specfied what they were.


Weren't people so afraid to touch it after its failure in March, I'd say making it a MESS wiki page at http://mess.redump.net so that multiple trusted sources (tend not to get idiot wiki subscribers) could add to it.

... but that's just me.
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 10:35 PM

Originally Posted By A. Viloria
Originally Posted By Haze
Originally Posted By A. Viloria
From the Redump.org PAL torrent:
Spyro - Year of the Dragon (Europe) (En,Fr,De,Es,It) (v1.1)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.

Spyro 2 - Gateway to Glimmer (Europe) (En,Fr,De,Es,It)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.
> Some speeches are missing (in all languages). Music and other sfx seems to be ok.


That's odd, both these are definitely libcrypt games (redump even has the subdata files for those very images) and MESS won't read the subdata, although I thought Spyro 2 was meant to fail outright in that case. Guess they both must fail in more subtle ways instead, or something weird is going on.

Interestingly a proper clonecd rip of the games converted wouldn't work, nor would the JPN copy I had.. could be there is some weird cpu bug making a pass a fail and a fail a pass, or it only kicks in on certain models or something tho.

*edit* ah, reading around Spryo 2 will bomb out (crash the playstation) after a couple of levels without it, so yeah it will 'look' like it's working. Spyro 3 will eventually trigger the copy protect message on the balloon scene.

They don't boot if they get different, but still wrong subdata or something.


If you are interested in, I can upload the CHD's or the BIN/CUE images. Also, I can try anything else looking for crashing the system. If I'll get some time, I'll play the next 2 or 3 level of Spyro...



It's also possible they designed it so it won't crash on certain checks if you're using a debugger, to throw the crackers off but break it on actual real use ;-) It might end up detecting the emulator as such and work instead :-p
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 10:44 PM

Pool Shark (Europe) / Ultimate 8 Ball (USA)
- both work

Second time I've seen 'Mirage' today.. first was when playing the Rise of the Robots proto in MAME.. thankfully this is more enjoyable ;-)

Posted By: A. Viloria

Re: Playstation WIP thread - 01/24/13 10:58 PM

Originally Posted By Haze
Originally Posted By A. Viloria
Originally Posted By Haze
Originally Posted By A. Viloria
From the Redump.org PAL torrent:
Spyro - Year of the Dragon (Europe) (En,Fr,De,Es,It) (v1.1)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.

Spyro 2 - Gateway to Glimmer (Europe) (En,Fr,De,Es,It)
> Seems to be playable. I have not experimented any game protection issue in the first 15min of gameplay.
> Some speeches are missing (in all languages). Music and other sfx seems to be ok.


That's odd, both these are definitely libcrypt games (redump even has the subdata files for those very images) and MESS won't read the subdata, although I thought Spyro 2 was meant to fail outright in that case. Guess they both must fail in more subtle ways instead, or something weird is going on.

Interestingly a proper clonecd rip of the games converted wouldn't work, nor would the JPN copy I had.. could be there is some weird cpu bug making a pass a fail and a fail a pass, or it only kicks in on certain models or something tho.

*edit* ah, reading around Spryo 2 will bomb out (crash the playstation) after a couple of levels without it, so yeah it will 'look' like it's working. Spyro 3 will eventually trigger the copy protect message on the balloon scene.

They don't boot if they get different, but still wrong subdata or something.


If you are interested in, I can upload the CHD's or the BIN/CUE images. Also, I can try anything else looking for crashing the system. If I'll get some time, I'll play the next 2 or 3 level of Spyro...



It's also possible they designed it so it won't crash on certain checks if you're using a debugger, to throw the crackers off but break it on actual real use ;-) It might end up detecting the emulator as such and work instead :-p


In cases like this, for game "playability" testing purposes, I use to run the games on a "clean" executable (without any debugging tasks or code attached).

By the way, if the game code is detecting the emulator as a debugger itself and doesn't crash it, there are 2 points to keep in mind:
- Our emulation is not so accurate (due its development stage): The running code can detect us!
- If there are more games under this assumption, does it benefits us? there is no need of a crack for those games, but what is the price?

It is possible, but I hope the game developers were not thinking about detecting a debbuger... ;-D
Posted By: Haze

Re: Playstation WIP thread - 01/24/13 11:39 PM

Gritz - The Primordial Adventure (Japan) [SLPS-00615]
Meta-Ph-List Gamma X 2097 (Japan) (Disc 1+2) [SLPS-00681]
Soukyu Gurentai - Oubushustugeki (Japan) [SLPS-01172]
- don't work

Fuuun Gokuu Ninjin (Japan) [SLPS-00441]
- works

platformer by Aicom, probably better known for Pulstar on the NeoGeo

Posted By: Haze

Re: Playstation WIP thread - 01/24/13 11:41 PM

Circuit Beat (Japan) [SLPS-00311]
- works

gives Race Drivin' a run for it's money on the terrible scale, at least this one doesn't play quite as badly as it looks, note one pixel gap where the bg stuff meets, I guess this is whatever smf's original quad fix was meant to deal with?

Posted By: Haze

Re: Playstation WIP thread - 01/24/13 11:43 PM

Speed Power Gunbike
- works

You're a robot, you'r a bike, and when you fall off your bike you're a pathetic little guy.. well it's Japanese that's for sure wink

Posted By: Haze

Re: Playstation WIP thread - 01/24/13 11:45 PM

Mr Driller G
- works

version in MAME is System 10 hw and doesn't work





Posted By: Just Desserts

Re: Playstation WIP thread - 01/24/13 11:48 PM

Originally Posted By Haze
note one pixel gap where the bg stuff meets, I guess this is whatever smf's original quad fix was meant to deal with?


Nope, his original quad fix was apparently intended to improve gouraud shading on quads. Of course, it also caused texture issues in a number of games (including Star Sweep) because the two triangles that the quads were being split into were not mathematically aligned. From my perspective, though, texturing being wrong is far more visibly obvious than slightly wrong lighting.
Posted By: Waremonger

Re: Playstation WIP thread - 01/25/13 02:49 AM

Originally Posted By MikeAbson
I'll fill in the missing blanks for the regions. I had to leave them blank because no one specfied what they were.

Rollcage was NTSC-U.
Posted By: Waremonger

Re: Playstation WIP thread - 01/25/13 02:54 AM

Originally Posted By Haze
included a pic of the cracktro before everybody decides to erase them from time..

Ha, that's their old cracktro from the Amiga days.
Posted By: mock

Re: Playstation WIP thread - 01/25/13 04:17 AM

Worms (PAL) doesn't show the FMVs, but is playable.


Theme Park (PAL) works, though there's occasional static on the audio.



Theme Hospital (PAL) plays the intro FMV, but when it reaches the Bullfrog logo the emulation slows to a crawl.


Tombi! (PAL) gets a black screen.
Posted By: crazyc

Re: Playstation WIP thread - 01/25/13 04:28 AM

Can anyone see if Star Ocean 2 still crashes after battle for them?
Posted By: Kaylee

Re: Playstation WIP thread - 01/25/13 06:59 AM

The Mystic Dragoons (Japan)
Works from what I can tell (gave up after 10 minutes as it was mostly just intro movie)

The King of Fighters '98 (Japan)
Playable, but with minor grafix problems


Konami 80's Arcade Gallery (Japan)
Gets stuck here:


Puzzle Bobble 3 DX (Japan)

Playable
Posted By: Kaylee

Re: Playstation WIP thread - 01/25/13 09:31 AM

So if 3 work 4 should too:



Konami Antiques - MSX Collection Vol.1 (Japan) & Konami Antiques - MSX Collection Vol.2 (Japan)

Both have wrong intro movie:


Vol 1: Music is wrong but it's playable.


Vol 2: playable
Posted By: Kaylee

Re: Playstation WIP thread - 01/25/13 10:08 AM

2 that I tested and works

Irem Arcade Classics (Japan)


Jaleco Collection Vol.1 (Japan)
Posted By: Haze

Re: Playstation WIP thread - 01/25/13 01:52 PM

Two-Tenkaku (Japan) [SLPS-00131]
- works



Star Ixiom (Japan)
- works

Posted By: Haze

Re: Playstation WIP thread - 01/25/13 01:55 PM

Galeoz (Japan) [SLPS-00621]
- works although every other frame of the initial fmv is wrong (no red, badly placed)




Goemon - Shin Sedai Shuumei (Japan) [SLPM-86997]
- works






Posted By: Haze

Re: Playstation WIP thread - 01/25/13 01:58 PM

Jumping Flash! 2 - Aloha Danshaku Ooyowari no Maki (Japan)
- works

Posted By: Haze

Re: Playstation WIP thread - 01/25/13 01:59 PM

Gaia Seed - Project Seed Trap (Japan) [SLPS-00624]
- works



Puzz Loop (Japan)
- works



Posted By: Haze

Re: Playstation WIP thread - 01/25/13 02:00 PM

Magical Drop F
- works

Posted By: Haze

Re: Playstation WIP thread - 01/25/13 02:02 PM

Airgrave (Japan) [SLPS-00559]
- works with some graphical issues

Posted By: etabeta78

Re: Playstation WIP thread - 01/25/13 02:53 PM

Originally Posted By Haze
Goemon - Shin Sedai Shuumei (Japan) [SLPM-86997]


this got already tested 3 days ago wink
Posted By: Kale

Re: Playstation WIP thread - 01/25/13 03:03 PM

Chippoke Ralph no Daibouken - The Adventure of Little Ralph (Japan) (NTSC-J)

Black screen

Dragon Ball Z - Ultimate Battle 22 (PAL-E)

Works, character select BGM has a 2 second loop hole (i.e. silent when it should restart)



Posted By: Haze

Re: Playstation WIP thread - 01/25/13 03:15 PM

Originally Posted By etabeta78
Originally Posted By Haze
Goemon - Shin Sedai Shuumei (Japan) [SLPM-86997]


this got already tested 3 days ago wink


Must have crossed the wrong game off my 'to test' list at some point then ;-)
Posted By: Haze

Re: Playstation WIP thread - 01/25/13 03:17 PM

also worth a mention, a fair number of games do have static noises in the audio at times, it's so frequent i've given up mentioning it, same for some missing fmvs, only if there are significant / different bugs am I highlighting them.
Posted By: Just Desserts

Re: Playstation WIP thread - 01/25/13 03:19 PM

Originally Posted By Haze
also worth a mention, a fair number of games do have static noises in the audio at times, it's so frequent i've given up mentioning it, same for some missing fmvs, only if there are significant / different bugs am I highlighting them.


I'd say it's still worth mentioning both issues. Having numerous test cases for a given deficiency in an emulator is hardly ever a bad thing.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/25/13 03:40 PM

Please mention static only on games without Redbook audio tracks. It is basically expected on games with them in the current state of emulation. Similarly, all missing and glitched FMVs have the same root cause; mentioning only really outstanding fuckups as Haze specified is recommended.
Posted By: Kale

Re: Playstation WIP thread - 01/25/13 03:50 PM

Gegege no Kitarou - Gyakushuu! Youkai Daikessen (NTSC-J)

Black screen after Konami logo.

Gegege no Kitarou - Noroi no Nikuto Katachi Tachi (NTSC-J)

Seems to work. "setloc out of range: 00:00:00" and static sound on title screen.





Panzer Bandit (NTSC-J)

Not working, black screen on unskippable FMV with BGM playing.

Rakugaki Showtime (NTSC-J)

Works.





Slap Happy Rhythm Busters (NTSC-J)

Black screen on FMV, "mdec unknown command" in error.log.

Speed Power Gunbike (Japan) (NTSC-J)

Shows this message on FMV:



Seems working with samples end issues (i.e. they doesn't play in full):





Zanac X Zanac (NTSC-J)

Invisible sprites on Zanac Famicom version. Zanac Neo seems to work.





Posted By: Haze

Re: Playstation WIP thread - 01/25/13 04:20 PM

Tsun-tsun-gumi 3 - Kanji Vader (Japan) [SLPS-01839]
- works fine other than one line glitch on the right side of a sprite during cutscene after stage fine.

Posted By: A. Viloria

Re: Playstation WIP thread - 01/25/13 06:17 PM

Originally Posted By crazyc
Can anyone see if Star Ocean 2 still crashes after battle for them?


I have tested with MESS r20460 and PAL images from Redump.org, and it still crashes after the battle.

Quote:

-----------------------------------------------------
Exception at EIP=000000000151743C (not found): ACCESS VIOLATION
While attempting to read memory at 000000000CE32000
-----------------------------------------------------
RAX=00000000000000C8 RBX=0000000006B90040 RCX=0000000002000100 RDX=000000000CE32000
RSI=000000000CE32004 RDI=000000000288E940 RBP=000000000CE34C70 RSP=0000000000228740
R8=000000000288E7B8 R9=0000000000000387 R10=0000000000332AE0 R11=00000000FFFFFFFF
R12=0000000000000000 R13=0000000000010000 R14=F21F494C589C0000 R15=0000000000025863
-----------------------------------------------------
Stack crawl:
00000000002287E0: 000000000151743C (not found)
00000000002288A0: 000000000110119F (not found)
00000000002288E0: 0000000001C99505 (not found)
0000000000228950: 00000000010FCDBC (not found)
0000000000228A00: 000000000137D57C (not found)
0000000000228BF0: 000000000139770B (not found)
000000000022F3D0: 000000000129E247 (not found)
000000000022F8B0: 0000000001538A4E (not found)
000000000022FE10: 0000000000D4CE3B (not found)
000000000022FE60: 00000000017B13FC (not found)
000000000022FF20: 00000000004013F0 (not found)
000000000022FF50: 00000000004014F8 (not found)
000000000022FF80: 000000007761652D (BaseThreadInitThunk+0x000d)
000000000022FFD0: 0000000077ABC521 (RtlUserThreadStart+0x0021)
Posted By: Kaylee

Re: Playstation WIP thread - 01/25/13 06:20 PM

Hunter X Hunter - Maboroshi no Greed Island (Japan)
Black screen after boot

Hunter X Hunter - Ubawareta Aura Stone (Japan)

Playable
Posted By: crazyc

Re: Playstation WIP thread - 01/25/13 07:55 PM


Figured out why Star Ocean 2 was crashing after the battle.
Posted By: Kaylee

Re: Playstation WIP thread - 01/25/13 08:17 PM

V-Rally 97 (Update)
Seems there is some sort of protection that is tripped currently, as it doesn't save to memory card

OPTION Tuning Car Battle Spec-R (Japan)
Black screen

Mystic Ark - Maboroshi Gekijou (Japan)

playable
Posted By: mock

Re: Playstation WIP thread - 01/25/13 10:47 PM

MDK (PAL) is playable.




Posted By: mock

Re: Playstation WIP thread - 01/25/13 10:52 PM

Quake II (PAL) is playable with some minor graphical issues. Also the intro FMV wobbles up and down.



Posted By: crazyc

Re: Playstation WIP thread - 01/26/13 03:42 AM

Xenogears NTSC-U/C
Seems perfect

Posted By: LoganB

Re: Playstation WIP thread - 01/26/13 05:51 AM

Asteroids (USA)
Playable, not sure what's up with the powerup text





Advanced V.G. 2 (Japan)
Playable, screen is off-position




Advanced V.G. (SuperLite 1500 Series) (Japan), Advanced V.G. 2 (SuperLite 1500 Series) (Japan) (in the compatability list, this is incorrectly marked as Advanced V.G. 2)
Black screen on intro, sound plays but loops, meant to play Success logo FMV (like all Superlite 1500 games, since they were just budget re-releases)

Space Invaders (USA)
Black screen, ePSXe also has same problem.

All of the tests I have done are PAL unless stated otherwise.
Posted By: Kaylee

Re: Playstation WIP thread - 01/26/13 06:15 AM

Activision Classics (USA)
Boots after a few minutes of black screen, also takes its time to move from one menu to the next

Biohazard - Director's Cut (J)
Playable but speech is stuttering
Posted By: MikeAbson

Re: Playstation WIP thread - 01/26/13 09:18 AM

Formula 1 (NTSC-U/C)

Not much time at the moment with good old mum down for a holiday, but here are some shots of this great game in action. First time I've seen it and played it, hell of a lot of fun. The game has missing text in the menus (used ePSXe to figure out what they were), and once the game gets in to the menu, it slows down a bit for some reason. This is also one of the few of PS1 games to support true widescreen (car looks very flat and screenshot taken from a different track), something the MESS video options don't support that I could see, only 4:3.













Posted By: Waremonger

Re: Playstation WIP thread - 01/26/13 10:46 AM

Hot Shots Golf [NTSC-U]: Plays perfectly.














Crash Team Racing [NTSC-U]: Corrupts the boot logo during load and then shows a Sony intro screen while the audio plays. Unfortunately it never gets in-game and just sits at the Sony screen with audio.






Activision Classics [NTSC-U]: Plays some intro audio without the FMV and then sits at a black screen.
Posted By: Waremonger

Re: Playstation WIP thread - 01/26/13 11:37 AM

Tenchu: Stealth Assasins [NTSC-U]: Plays perfect but is missing the music (which plays on pSX).

Posted By: R. Belmont

Re: Playstation WIP thread - 01/26/13 12:33 PM

Originally Posted By Kaylee
Biohazard - Director's Cut (J)
Playable but speech is stuttering


Please ensure the emulation is running at 100% speed; the speech does not stutter in this game (or the US version) for me.
Posted By: Kaylee

Re: Playstation WIP thread - 01/26/13 12:41 PM

Plays perfectly



To infinity and beyond!

Plays but it takes a while before it starts
Posted By: Kaylee

Re: Playstation WIP thread - 01/26/13 12:52 PM

Originally Posted By R. Belmont
Originally Posted By Kaylee
Biohazard - Director's Cut (J)
Playable but speech is stuttering


Please ensure the emulation is running at 100% speed; the speech does not stutter in this game (or the US version) for me.


yip seems it runs at 85% here. if I put it on auto frameskip it works without stuttering.
Posted By: Kale

Re: Playstation WIP thread - 01/26/13 01:20 PM

Originally Posted By crazyc
Xenogears NTSC-U/C
Seems perfect



Heh, disc 2? ^^'
Posted By: Kaylee

Re: Playstation WIP thread - 01/26/13 03:53 PM

Cabela's Big Game Hunter (USA)
Works sort of. It really needs a Lightgun to work properly
Posted By: R. Belmont

Re: Playstation WIP thread - 01/26/13 04:00 PM

Heh. Do any emulators support a lightgun? smile
Posted By: crazyc

Re: Playstation WIP thread - 01/26/13 04:30 PM

Originally Posted By Kale
Heh, disc 2? ^^'
They're a bit spoilerish but no one who hasn't beaten the game will get it.
Posted By: Kaylee

Re: Playstation WIP thread - 01/26/13 07:02 PM

Dave Mirra Freestyle BMX - Maximum Remix (USA)



Works but graphics is very fishy to non-existing (for the rider as can be seen on the 3rd screenshot
Posted By: Mednafen

Re: Playstation WIP thread - 01/26/13 07:16 PM

Originally Posted By R. Belmont
Heh. Do any emulators support a lightgun? smile


Many PS1 emulators and/or plugins support the Namco GunCon. Mednafen and probably no$psx support the Konami Justifier; that one is "harder" to emulate as it requires tight synchronization between multiple emulated components along with emulation of timer/root counter functionality that is unneeded in almost all other circumstances/games.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/26/13 07:57 PM

BeatMania (NTSC-J)






Playable, if you can work out the controller mapping smile
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 12:51 AM

Road Rash [NTSC-U]: Plays perfectly. Man, the many many hours I put into this game on the 3DO certainly brought back a lot of memories. The only odd thing was that MESS didn't want to take screenshots of the gameplay - the FMV screenshots worked every time but the gameplay screenshots only worked about 1/3 or 1/4 of the time. I had to play twice to get gameplay screenshots and emulation was running 100% so I don't know...

Posted By: Haze

Re: Playstation WIP thread - 01/27/13 01:07 AM

Originally Posted By Waremonger
Road Rash [NTSC-U]: Plays perfectly. Man, the many many hours I put into this game on the 3DO certainly brought back a lot of memories. The only odd thing was that MESS didn't want to take screenshots of the gameplay - the FMV screenshots worked every time but the gameplay screenshots only worked about 1/3 or 1/4 of the time. I had to play twice to get gameplay screenshots and emulation was running 100% so I don't know...


Assuming you're playing with the default controls it's the new HLSL toggle hotkey thing, it interferes with it screenshot taking if you're holding some other buttons. It will be moved as soon as I poke in the relevant files to see what needs changing.
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 01:16 AM

Rollcage Stage II [NTSC-U]: Plays perfectly on the Harpoon stage, but the Skyway stage goes psychodelic due to the rain effects (last screen shot). The Skyway stage works better in pSX although pSX has an issue with drawing the track but it's playable. This was another game I played a ton. The best racing game on the PSX if you ask me.



Also, there was some console output while playing:

find_track: track 2 start 95263 end 110798
find_track: track 3 start 110948 end 127692
find_track: track 4 start 127842 end 144708
find_track: track 3 start 110948 end 127692
find_track: track 2 start 95263 end 110798
find_track: track 10 start 228802 end 245553
find_track: track 10 start 228802 end 245553
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 01:19 AM

Originally Posted By Haze
Assuming you're playing with the default controls it's the new HLSL toggle hotkey thing, it interferes with it screenshot taking if you're holding some other buttons. It will be moved as soon as I poke in the relevant files to see what needs changing.

Yup, that was it. After I posted I figured out it was because I was holding down Alt to accelerate while pressing F12 but I didn't know it was due to the HLSL toggle hotkey. I'll rebind that - thanks for the heads-up.
Posted By: Haze

Re: Playstation WIP thread - 01/27/13 01:25 AM

Originally Posted By Waremonger
Rollcage Stage II [NTSC-U]: Plays perfectly on the Harpoon stage, but the Skyway stage goes psychodelic due to the rain effects (last screen shot). The Skyway stage works better in pSX although pSX has an issue with drawing the track but it's playable. This was another game I played a ton. The best racing game on the PSX if you ask me.



Ahh that rain effect problem is basically the visual problem I was seeing with some scenes on Dino Crisis 2, same cause I guess, looks like some kind of broken blend-mode not clamping or similar?
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 01:45 AM

Rayman 2: The Great Escape [NTSC-U]: Plays perfectly - at least for the first 10 minutes of gameplay. The only anomaly was a vertical red line in the bottom right corner outside of the actual screen area (so it didn't show up in the screenshots).


Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 02:03 AM

MLB 2005 [NTSC-U]: Playable, but has a few small issues. There is a one-pixel wide multicolored vertical line on the top left quadrant of the start screens where you pick options, teams, etc (first screenshot). During gameplay the announcers audio is immediately cut off after they start talking. My team always kept throwing the ball to home plate no matter which direction I was holding the D-Pad, although I haven't played MLB in ages so it was probably just me not knowing the controls. Seemed odd though since every baseball game I remember used the D-Pad direction to indicate which base you want to throw to.


Posted By: R. Belmont

Re: Playstation WIP thread - 01/27/13 02:14 AM

Fantastic Night Dreams: Cotton Original (NTSC-J) seems perfect.





And no, I don't know how a port from ST-V is "Original" either smile
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 02:27 AM

RC Stunt Copter [NTSC-U]: Playable but the graphics are corrupt, especially anything with text so it makes it hard to play unless you know what the options are.

Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 02:50 AM

Jeremy McGrath Supercross 2000 [NTSC-U]: Not working. MESS plays the audio for the two intro FMV's but never shows any video. Eventually the music stops and your stuck at a black screen and none of the keys do anything. pSX shows both intro FMV's and lets you press a key to pass the second FMV but then hangs at the start screen because it is not recognizing input either.
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 02:54 AM

The Need for Speed [NTSC-U]: Not working. Hangs at the PS boot logo. Console flooded with "setloc out of range: 00:00:16". pSX has the same behaviour.
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 03:01 AM

NBA Hangtime [NTSC-U]: Not working. Comes up with the error message below on both MESS and pSX.

Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 03:29 AM

Destruction Derby [NTSC-U]: Not working. Hangs at the PS boot logo on both MESS and pSX. No error messages in the console.
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 03:41 AM

Diablo [NTSC-U]: Not playable. Shows the Blizzard / EA copyright screen and then goes black and never comes back. Seems to work fine in pSX - although either the graphics / controls are glitchy or it was a terrible port. I'm betting the latter.

Posted By: Haze

Re: Playstation WIP thread - 01/27/13 03:41 AM

Guily Gear (Japan - works



Posted By: Haze

Re: Playstation WIP thread - 01/27/13 03:44 AM

Gunpey (Japan) - works

this is probably the closest thing to the non-working game in MAME (V30 hw with weird blitter)

Posted By: Haze

Re: Playstation WIP thread - 01/27/13 03:51 AM

Gradius Gaiden (Japan) - works





Posted By: Haze

Re: Playstation WIP thread - 01/27/13 03:58 AM

Gekitotsu Toma L'Arc - L'Arc-en-Ciel vs. Tomarunner (Japan) [SCPS-10134]
- seems to work, not a clue how to play it tho

Posted By: Haze

Re: Playstation WIP thread - 01/27/13 04:16 AM

Groove Jigoku V (Japan) [SLPS-01205]
- seems to work, at least the minigames I tested although it's weird...



Genei Tougi - Shadow Struggle (Japan) [SLPS-00491]
- gets stuck on 'now loading' screen after starting a new game, it starts playing an audio track (well the data track as audio, then the audio) but goes no further.


Posted By: MikeAbson

Re: Playstation WIP thread - 01/27/13 04:22 AM

I'm wondering if anyone else has had some problems using the analogue controller instead of the digital controller. Since switching over, after a few minutes of gameplay (noticed in several different driving games), the controls are non-responsive and end up being mapped differently automatically. For example, if I have L1 and R1 mapped as accelerate and brake, and the left stick as left and right, after a few minutes, those controls no longer function, instead, accelerate and brake are now mapped to X and Square (a common driving setup I've noticed) and the left stick has been mapped to the right stick instead. This didn't occur when using the digital pad though. The reason I switched to analogue was to try out Tiger Woods PGA Tour Golf, which works, but the game states you can also use the right stick to swing, but even though I've configured my controller in MESS to be able to use the right stick if need be, he never swings using the right stick, only the left.
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 04:25 AM

Driver: You Are The Wheelman [NTSC-U]: Very playable but has a couple of small graphical glitches. Some text on the menus is not fully shown (2nd screenshot) and in some areas there are black bars across the road (last 2 screenshots). I could only get the black bars to show up on the San Francisco map and mostly on the elevation changes. pSX doesn't have the graphics problems that MESS has but it locks up and fills the console with "illegal opcode" when you choose "Try Again" from the menu and needs to be killed with Task Manager.


Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 04:57 AM

Vigilante 8 [NTSC-U]: Not working. Shows a black screen after the Activision FMV and never goes any further. Works in pSX although the controls on the menu screen are highly glitchy.
Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 05:00 AM

Dead or Alive (USA)

Black Screen with music running in the background
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 05:25 AM

Family Fued [NTSC-U]: Somewhat playable. There are severely long pauses after each audio phrase. For instance, when the families are introduced it will say, "They're from... [long pause]... Talahassee... [long pause]... And they describe themselves as... [long pause]... patient." The console was filled with "autopause xa" so I guess that explains the audio delay. Graphically the game is fine. pSX plays the game perfectly and there are no pauses in the audio.


Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 05:38 AM

Tenchu 2 - Birth of the Stealth Assassins [NTSC-U]: Not playable. It plays the intro FMV's and then freezes at a white screen. If you try to bypass the intro FMV's you'll just get to the white screen faster. The game works fine in pSX.
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 06:02 AM

Tiger Woods PGA Tour Golf [NTSC-U]: Audio and video on the intro FMV's stutters very badly (emulation @ 100% / AFS off). Once in-game everything works great except the music at the main menu starts to play for a few seconds and then stops. Everything works fine in pSX except the controls are extremely glitchy at the main menu.

Mike: Are you sure this game supports analog controllers? I don't see anywhere in the options where you can configure analog and the picture where you assign controllers to players is a regular PS1 controller. I have my analog PS controller hooked up and the game ignored it. Besides, the power meter is like Hot Shots Golf so I can't imagine it would work with analog anyway.


Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 06:07 AM

Tiger Woods PGA Tour 2000 [NTSC-U]: Not playable. Shows the copyright screen and then goes black. Plays in pSX but the controls are extremely glitchy in the menus (seems to be a common issue with pSX).
Posted By: LoganB

Re: Playstation WIP thread - 01/27/13 06:11 AM

Gussan Oyoyo (Japan):
Plays intro Xing Entertainment FMV, then black screen.
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 06:26 AM

Turbo Prop Racing [NTSC-U]: Barely playable due to graphics glitches that cover the screen, sometimes worse than others.
Funnily enough, pSX freezes before the first FMV and does not play the game.


Posted By: MikeAbson

Re: Playstation WIP thread - 01/27/13 06:32 AM

Originally Posted By Waremonger
Mike: Are you sure this game supports analog controllers? I don't see anywhere in the options where you can configure analog and the picture where you assign controllers to players is a regular PS1 controller. I have my analog PS controller hooked up and the game ignored it. Besides, the power meter is like Hot Shots Golf so I can't imagine it would work with analog anyway.


Absolutely I am sure.

In MESS within the Slots menu, you can specify which type of Playstation 1 controller you want the PSX driver to identify, by default, it's the original digital controller without the analogue sticks, and Tiger Woods PGA Tour Golf recognises this (notice there are no analogue sticks present in the picture below):



If I change from digital to analogue within the Slots menu and restart, again the game can tell the difference (notice the analogue sticks are present this time):



When you start a new game, there is also a picture to show you what the controls are and how to swing: (the game uses hard coded picture of an analogue controller to show you this):



With analogue, I can use the left stick to simulate a swing, rather than just pressing buttons the old skool way. The picture indicates you can also use the right stick to swing, but this does not work, at least for me anyway. When using MESS after switching to analogue, in a few racing games that I've tried the controls stop working after a minute or so and are automatically re-assigned to other buttons and the right stick, it's a bit strange.

In regards to the game itself, I find that ePSXe 1.80 plays the video just fine (never used pSX), but I have the same problem as you where the video and audio are very slow and laggy, even with MESS running at 100%.
Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 06:43 AM

Originally Posted By Kaylee
Dead or Alive (USA)

Black Screen with music running in the background

And in a weird twist:



Making a chd from the Redump image doesn't work, but mounting the redump image in demon tools and using imgburn to create a single bin/cue works
Posted By: Haze

Re: Playstation WIP thread - 01/27/13 06:48 AM

Originally Posted By Kaylee
Originally Posted By Kaylee
Dead or Alive (USA)

Black Screen with music running in the background

And in a weird twist:

Making a chd from the Redump image doesn't work, but mounting the redump image in demon tools and using imgburn to create a single bin/cue works


That scares me... I'm assuming also the original cue/bin doesn't work in MESS *before* chd conversion?
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 06:53 AM

Triple Play 2001 [NTSC-U]: Somewhat playable - the game intermittently locks up so you probably couldn't even finish half an inning. Graphically it's fine except for a one-pixel wide multicolored vertical line on the top left quadrant just outside the screen area. The game recognizes dual-shock controllers as shown in screenshot #5.


Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 07:03 AM

Originally Posted By MikeAbson
Absolutely I am sure.

You're right, I forgot to switch the digital pad to analog in the menu. After doing that I still wasn't able to use either analog stick to swing - it would only swing using the D-Pad. The game recognizes that I had a analog controller connected as it switched the graphic in the controller assignment screen. It's odd because Windows recognizes both analog sticks when I test it within Game Controller Settings so I don't know... MESS looks to be configured by default properly for a dual-analog.
Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 07:06 AM

Originally Posted By Haze

That scares me... I'm assuming also the original cue/bin doesn't work in MESS *before* chd conversion?
It hangs precisely the same place as the chd I made from it.
Posted By: Haze

Re: Playstation WIP thread - 01/27/13 07:13 AM

Originally Posted By Kaylee
Originally Posted By Haze

That scares me... I'm assuming also the original cue/bin doesn't work in MESS *before* chd conversion?
It hangs precisely the same place as the chd I made from it.


How about in other emulators? Imgburn must be changing the image somehow, but is it a problem with the emulation, or the original image, or the new image which just happens to work because our emulation is wrong.. urgh
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 07:20 AM

Intellivision Classics [NTSC-U]: Not playable. There is audio during the intro FMV but no video and it goes no further. It loads and plays in pSX although the controls are reversed and some of the graphics in the menus is wrong / missing.
Posted By: Waremonger

Re: Playstation WIP thread - 01/27/13 07:37 AM

Gex [NTSC-U]: Plays perfectly. However, there is an issue with the intro FMV where every other frame is offset and has incorrect colors (see 1st and 2nd screenshots).


Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 07:40 AM

pNesX works sort off, graphic problems (not sure if it's from MESS or pNesX side)



Originally Posted By Haze
Originally Posted By Kaylee
Originally Posted By Haze

That scares me... I'm assuming also the original cue/bin doesn't work in MESS *before* chd conversion?
It hangs precisely the same place as the chd I made from it.


How about in other emulators? Imgburn must be changing the image somehow, but is it a problem with the emulation, or the original image, or the new image which just happens to work because our emulation is wrong.. urgh
It works in pSX 1.13, epsxe 1.8 & pcsxr but not in no$psx
Posted By: MikeAbson

Re: Playstation WIP thread - 01/27/13 08:50 AM

Originally Posted By Waremonger
Originally Posted By MikeAbson
Absolutely I am sure.

You're right, I forgot to switch the digital pad to analog in the menu. After doing that I still wasn't able to use either analog stick to swing - it would only swing using the D-Pad. The game recognizes that I had a analog controller connected as it switched the graphic in the controller assignment screen. It's odd because Windows recognizes both analog sticks when I test it within Game Controller Settings so I don't know... MESS looks to be configured by default properly for a dual-analog.


Silly question, but after you changed the controller to analogue, did you configure MESS to use the left and right sticks? I'm using a wireless Logitech gamepad which seems to work fine. I've got a couple of PS3 controllers that I would assume would also work fine being USB.
Posted By: MikeAbson

Re: Playstation WIP thread - 01/27/13 09:06 AM

The Arcade Mode of Gran Turismo 2 now works by pressing Start on the black FMV.



Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 09:45 AM

Originally Posted By MikeAbson
The Arcade Mode of Gran Turismo 2 now works by pressing Start on the black FMV.


Seems so. Tested with the Euro (http://imgur.com/2dCjAWK)
Posted By: MikeAbson

Re: Playstation WIP thread - 01/27/13 10:03 AM

Formula 1 Championship Edition (NTSC-U/C), (known as Formula 1 97) in Europe and Japan, supports QSound. I know there was recently some major work done on QSound with MAME. Since MAME and MESS share the same code? would the QSound changes made recently also work on the Playstation 1 driver in MESS?



The game also works fine, but as far as menus goes, it's the opposite to the original F1, where text appears in the menu, not in game, just a small black window appears. MESS also takes about a 25% performance hit when driving through dirt.





Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 10:22 AM

Works

Posted By: etabeta78

Re: Playstation WIP thread - 01/27/13 11:09 AM

Originally Posted By MikeAbson
would the QSound changes made recently also work on the Playstation 1 driver in MESS?


to my knowledge in this case is the software (i.e. the psx game itself) to take care of the QSound, not any dedicated hardware like in the arcade games affected by recent progresses...
Posted By: R. Belmont

Re: Playstation WIP thread - 01/27/13 01:08 PM

Originally Posted By MikeAbson
Formula 1 Championship Edition (NTSC-U/C), (known as Formula 1 97) in Europe and Japan, supports QSound. I know there was recently some major work done on QSound with MAME. Since MAME and MESS share the same code? would the QSound changes made recently also work on the Playstation 1 driver in MESS?


The work on MAME is for a specific piece of hardware used in some Capcom arcade games. This hardware does not exist in consoles. QSound on the PSX is simulated with pre-processed samples and a little crossfading, and on the Saturn they do realtime processing on the SCSP's effects DSP. It should work fine in current MESS in both cases.
Posted By: Nick3092

Re: Playstation WIP thread - 01/27/13 02:22 PM

Originally Posted By MikeAbson
I've got a couple of PS3 controllers that I would assume would also work fine being USB.


PS3 controllers take some messing around to get them to sync up with the PC (ie. make the LEDs stop flashing and go solid on #1 indicating it's "connected"). You can download some sketchy looking software (motioninjoy)that does will do it for you. Otherwise, PCSX2 can synch it up assuming you have installed libusb. Once it syncs it up, you can close out of PCSX2 and windows then sees it like a normal controller. At that point it can be used in any app until you unplug it and plug it back in.

However, using the PCSX2 method L2/R2 are digital buttons (which I believe is actually accurate for PS1/PS2 - only PS3 used them as analog) and it doesn't expose the tilt functionality. Yet the the PCSX2 plugin does expose the tilt and reads L2/R2 as analog. Given the need for libusb, I presume they are bypassing the windows interface and doing their own low level comms with the with the joystick.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/27/13 02:26 PM

PS3 and wired Xbox 360 controllers work with no additional drivers on Linux as well (and don't require the syncup games described).
Posted By: LoganB

Re: Playstation WIP thread - 01/27/13 02:32 PM

I prefer my PS2 controller+adapter combo, hasn't failed me yet. wink
Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 04:00 PM

Heiwa Parlor! Pro Tsunatori Monogatari Special (Japan)
Black Screen with music looping in the background

Puyo Puyo Box (Japan)
works sort of
Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 06:21 PM

DX Jinsei Game - The Game of Life (Japan)
Black screen with music in the background

Bomberman Fantasy Race (Japan)
Posted By: Kaylee

Re: Playstation WIP thread - 01/27/13 07:28 PM


Brian Lara Cricket (Europe)

Hangs here
Posted By: Kale

Re: Playstation WIP thread - 01/27/13 09:57 PM

Chou Kousoku Gran Doll (NTSC-J)

Inputs stopped to work after I've continued on first boss (forgot to take a snap).

Klaymen Kleymen (NTSC-J)

Freezes at the disclaimer screen.

Valkyrie Profile (NTSC-J)

Static noises in sound voices. Black screen when it's supposed to do the first spiritual concentration.



Posted By: Kale

Re: Playstation WIP thread - 01/28/13 01:17 AM

Ridge Racer (NTSC-J)

Black screen. It looks like that early games tend to not boot at all due of a different/early CD lib?
Posted By: R. Belmont

Re: Playstation WIP thread - 01/28/13 02:21 AM

Ridge Racer (NTSC-U/C)

Works perfectly.




Posted By: R. Belmont

Re: Playstation WIP thread - 01/28/13 02:27 AM

Air Combat (NTSC-U/C)

Minor graphical glitches at the screen edges, works otherwise.





Posted By: R. Belmont

Re: Playstation WIP thread - 01/28/13 02:37 AM

Continuing with US launch-window games:

Battle Arena Toshinden (NTSC-U/C)

Plays fine, redbook audio acts weirdly as usual.





Posted By: R. Belmont

Re: Playstation WIP thread - 01/28/13 02:47 AM

One more early US game:

Jumping Flash (NTSC-U/C)

Playable, FMVs and XA music play fine, some minor graphical glitches with the sky when the camera rotates.








Posted By: LoganB

Re: Playstation WIP thread - 01/28/13 05:30 AM

Myst (USA):

Hangs on black screen after loading.





MediEvil II (USA):

Playable






Ape Escape (USA), Ape Escape (Demo)(Europe):

According to redump, this (compared to the PAL version) doesn't use libcrypt. Hangs in the same place as the PAL version, but displays the "dualshock not inserted" error, even if "-port1 analog_pad" is specified.

Arcade's Greatest Hits - The Atari Collection 1 (USA):

Black screen, with looping audio in background. Meant to play FMV.

Atari Anniversary Edition Redux (USA):

No intro FMV, just black screen. After that, playable.




Posted By: Kaylee

Re: Playstation WIP thread - 01/28/13 06:35 AM

Cindy's Caribbean Holiday (Europe)
Black screen, but if left alone it'll start playing intro music after a while. And then after a while it'll load

But the Music is a screech (no Redbook Audio)
Posted By: Kaylee

Re: Playstation WIP thread - 01/28/13 06:41 AM

Space Rider (Europe)

Posted By: Kaylee

Re: Playstation WIP thread - 01/28/13 06:43 PM

Another one that work. (or can be made to work)



It doesn't like the Digital controller, and it needs to change to the analogue controller to work. Else it won't accept inputs
Posted By: John IV

Re: Playstation WIP thread - 01/28/13 07:26 PM

Playstation was after my time. smile How large typically are the CHDs of the CD-ROMs? Do they compress pretty well?
Posted By: Haze

Re: Playstation WIP thread - 01/28/13 07:42 PM

they're not too bad, of course a full set will be huge (the current 50% complete Euro Redump set is about 600gb alone) but individual images seem to average around 200-400 MB, with some really tiny ones.

not seen any monster size ones like some of the FMV filled CDI discs yet, might be Sony like Sega had limits on how much they allowed you to put on a CD because even multi-disc games typically don't use full discs.

Dump quality is variable, of course you have redump, but because they don't cover a lot there are other more questionable sources, some require digging around on chinese sites to find (eg Gussun Oyoyo) but if you're to get anything like a reasonable representation of the library that's necessary. Likewise as mentioned earlier quite a few (mostly Euro) games are sub-data protected, the worst offenders being very subtle about it and appearing to run anyway, and unless the redump.org guys have checked a disc and documented it as sub-data protected we really have no way of knowing.

My overall thoughts are it's actually a better system than I ever gave it credit for, if you look at the JPN library there are a number of really fun arcade like games which never saw the light of day over here, in addition to quite a few you wish had been translated. For all people say about the Saturn having the best 2D games I'm not even sure it's true, it has better Capcom ports, but that's about it, in terms of original titles the Playstation seems much more interesting and the games feel less like they're falling apart at the seams ;-)

Posted By: Dullaron

Re: Playstation WIP thread - 01/28/13 09:44 PM

I'm probably going to stick on the ones I like. I know this will be a hard drive waste land. =P
Posted By: Mednafen

Re: Playstation WIP thread - 01/28/13 09:59 PM

Wing Commander IV is pretty gigantic data-wise.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 01/28/13 10:09 PM

Originally Posted By Kaylee
Originally Posted By Haze
How about in other emulators? Imgburn must be changing the image somehow, but is it a problem with the emulation, or the original image, or the new image which just happens to work because our emulation is wrong.. urgh

It works in pSX 1.13, epsxe 1.8 & pcsxr but not in no$psx

no$psx doesn't support multi-track cues, asked him to add them, but still nothing. I guess, chdman may also have issues with such multi-track images.
Posted By: Shideravan

Re: Playstation WIP thread - 01/29/13 06:34 PM

http://users.tpg.com.au/mabson78/

@Mike

Your site is awesome!
Nice progress!
I liked a lot the modifications in website!
Just some tips!
1 - Mark the version of last time that game was tested!
2 - Put a google search in website!
3 - Put additional information, like the http://tinyurl.com/MESSPSX

This work are a example of what can be done for WIP drivers such software are big, such Saturn, TurboCD or FM Towns Marty wink
Posted By: R. Belmont

Re: Playstation WIP thread - 01/29/13 06:41 PM

chdman supports multi-track cues just fine. Nearly all of the games I've shown working on this thread were running from multi-track cues.

ETA: regarding the alleged magical properties of reripping through daemon tools, I received one such image (Dead or Alive US). It, as advertised, boots in MESS. Unfortunately, so does my unmodified redump.org image, so I don't know what's going on.
Posted By: Kaylee

Re: Playstation WIP thread - 01/29/13 07:16 PM

The Game of Life (USA)

Claims Disc Error
Posted By: Darkstar

Re: Playstation WIP thread - 01/29/13 09:40 PM

Originally Posted By R. Belmont
chdman supports multi-track cues just fine. Nearly all of the games I've shown working on this thread were running from multi-track cues.

ETA: regarding the alleged magical properties of reripping through daemon tools, I received one such image (Dead or Alive US). It, as advertised, boots in MESS. Unfortunately, so does my unmodified redump.org image, so I don't know what's going on.

Maybe he means multi-session? IIRC Dreamcast required multi-session disks, maybe PSX supported it and some games used it for protection (SAO burning was not very commonly supported back then)

Just guessing though
Posted By: R. Belmont

Re: Playstation WIP thread - 01/29/13 09:46 PM

No, he definitely means multi-track. bin/cue cannot represent multiple sessions, and I've been accused of not supporting multi-track discs by enough people now that I may actually remove the support :P
Posted By: F1ReB4LL

Re: Playstation WIP thread - 01/29/13 09:49 PM

Originally Posted By Darkstar
Maybe he means multi-session? IIRC Dreamcast required multi-session disks, maybe PSX supported it and some games used it for protection (SAO burning was not very commonly supported back then)

Just guessing though

Nope, multisession is for DC and Jaguar only. It was only a guess, why the splitted image doesn't work and the merged one does. Since RB says both images work, I don't see a problem at all.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/29/13 09:52 PM

FWIW, the daemon tools re-rip in this case was also a split image. The cues were basically identical except the re-rip had more frames in the last track for some inexplicable reason.
Posted By: zillion

Re: Playstation WIP thread - 01/29/13 10:51 PM

Einhander NTSC-U

Appeared to be working perfectly! Played through level two with no noticeable problems. Too bad I'm terrible at shmups!




Posted By: zillion

Re: Playstation WIP thread - 01/29/13 11:04 PM

When messing around with Metal Gear Solid NTSC-U, I noticed that the save/load screen has an interesting display issue where the area name for the selected save file looks weird:

Posted By: zillion

Re: Playstation WIP thread - 01/29/13 11:07 PM

In The Hunt NTSC-U

Looks great. Kinda neat submarine-based shmup.





Posted By: zillion

Re: Playstation WIP thread - 01/30/13 05:24 PM

Descent NTSC-U

Works perfectly! Controls surprisingly well! FMVs look great!

This game also supports the Playstation Analog Joystick, so hopefully someday we'll have that as a slot device!






I'd forgotten there were hostages to rescue.


Vulcan cannon!


Auto-Map!



Posted By: crazyc

Re: Playstation WIP thread - 01/30/13 05:29 PM

Originally Posted By zillion
Descent NTSC-U

Works perfectly! Controls surprisingly well! FMVs look great!

This game also supports the Playstation Analog Joystick, so hopefully someday we'll have that as a slot device!

Any docs anywhere about the joystick? If it responded like the analog pad it would just work (probably).
Posted By: R. Belmont

Re: Playstation WIP thread - 01/30/13 06:00 PM

AFAIK the joystick does respond like the pad (the joystick appears as the left stick) but I think the IDs are different.
Posted By: zillion

Re: Playstation WIP thread - 01/30/13 06:41 PM

Originally Posted By crazyc
Originally Posted By zillion
Descent NTSC-U

Works perfectly! Controls surprisingly well! FMVs look great!

This game also supports the Playstation Analog Joystick, so hopefully someday we'll have that as a slot device!

Any docs anywhere about the joystick? If it responded like the analog pad it would just work (probably).


Is this of any use? Search for "SCPH-1110"

http://www.zen35383.zen.co.uk/stnield/psxpads.txt
Posted By: R. Belmont

Re: Playstation WIP thread - 01/30/13 06:54 PM

That's perfect. And I forgot about the "alternate" analog mode of the dual-analog where it emulated the analog joystick smile
Posted By: zillion

Re: Playstation WIP thread - 01/30/13 07:08 PM

Originally Posted By R. Belmont
That's perfect. And I forgot about the "alternate" analog mode of the dual-analog where it emulated the analog joystick smile


Is that the controller that has the red AND green analog LEDs? That's pretty fancy!
Posted By: crazyc

Re: Playstation WIP thread - 01/30/13 07:32 PM

Looks like it should be straightforward unless it expects different replies for config mode commands.
Posted By: zillion

Re: Playstation WIP thread - 01/30/13 08:03 PM

I apologize for having two off-topic questions about the playstation hardware, but here goes...

pSX seems to be the only playstation emulator that attempts the dithering effect that I remember seeing on Metal Gear Solid. Is that a feature of the hardware? I'm guessing it is and will be emulated in MESS someday.

The other question is something that I've always wondered about the playstation hardware... In most 3D playstation games (Metal Gear Solid and Descent are ones I've seen recently), the geometry (or maybe textures) of walls sometimes seems to jump around (like they aren't translating smoothly). Is that an artifact of an imprecise floating point unit or something else?


(edit: Thank you for the answers! It's really interesting!)
Posted By: crazyc

Re: Playstation WIP thread - 01/30/13 08:08 PM

I'm far from a graphics expert but my understanding is the lack of perspective correct texturing causes the warping.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/30/13 08:39 PM

Textures "warp" as they go off-axis because of the lack of perspective correction. Geometry jitters because the PlayStation uses fixed-point calculations. It sounds primitive now, but it had hardware T&L in 1994 and something had to give smile

Regarding the dithering, that's a hardware feature to smooth out Gouraud shaded polygons. Early hardware (including US launch units) shaded and dithered in 4 steps, later ones did 16.
Posted By: Just Desserts

Re: Playstation WIP thread - 01/30/13 09:13 PM

Originally Posted By R. Belmont
Textures "warp" as they go off-axis because of the lack of perspective correction. Geometry jitters because the PlayStation uses fixed-point calculations. It sounds primitive now, but it had hardware T&L in 1994 and something had to give smile


PSX had as much hardware T&L as a PC with a Pentium MMX and a Voodoo 1, which is to say none, unless I've been in the dark all these years and GTE opcodes are executed asynchronously alongside the scalar opcodes...

ETA: At the risk of over-explaining, my point is that "hardware T&L" has always referred to being able to offload the geometry transforms piecemeal to the GPU to be executed asynchronously. MMX (and later, SSE) could be used to accelerate transforms just like the GTE (modulo some lighting-specific opcodes in the GTE), but nobody would have called that "hardware T&L" at the time.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/30/13 09:21 PM

GTE opcodes do execute asynch, or at least Icer spent a lot of time interleaving MIPS instructions with them and counting the cycles ;-)

Also, MMX was, as I understand it, completely useless for T&L. Whereas all the GTE ops are very specific and very useful for graphics.
Posted By: Just Desserts

Re: Playstation WIP thread - 01/30/13 09:29 PM

Originally Posted By R. Belmont
GTE opcodes do execute asynch, or at least Icer spent a lot of time interleaving MIPS instructions with them and counting the cycles ;-)

Also, MMX was, as I understand it, completely useless for T&L. Whereas all the GTE ops are very specific and very useful for graphics.


Do we actually emulate the double-dispatch, then? To be fair, "GTE ops can be interleaved with scalar opcodes" still only counts as asynchronous if you have scalar opcodes to pad it out with. I would expect a run of GTE ops to still impact execution time, which it would not on a GPU with T&L.
Posted By: R. Belmont

Re: Playstation WIP thread - 01/30/13 09:38 PM

Nobody emulates the double-dispatch. The fact that everyone's MIPS emulation is best case in terms of game-visible perf and their GPU emulation is 3 galaxies beyond best case makes it irrelevant. (ETA: we could run on much, much lower-end h/w if we actually had something like accurate GPU draw speeds instead of pretending every scene always was 60 FPS).

On real hardware the effectiveness was highly variable because the GTE was at double the clock of the MIPS and operates entirely on registers, while the MIPS has no data cache. Thus you had to be very careful with data structures and the scratchpad and such to do any greatly useful work while GTE ops executed but it certainly was possible to get gains.

The nice thing about the PS1 was that it was super well balanced overall. The amount of triangles you could reasonably transform on the GTE matched up well with what the GPU could draw. Saturn could do more T&L than drawing by about a factor of 2 (even with very naive use of the slave SH-2).
Posted By: Vas Crabb

Re: Playstation WIP thread - 01/31/13 01:56 AM

Originally Posted By zillion
Originally Posted By crazyc
Originally Posted By zillion
Descent NTSC-U

Works perfectly! Controls surprisingly well! FMVs look great!

This game also supports the Playstation Analog Joystick, so hopefully someday we'll have that as a slot device!

Any docs anywhere about the joystick? If it responded like the analog pad it would just work (probably).


Is this of any use? Search for "SCPH-1110"

http://www.zen35383.zen.co.uk/stnield/psxpads.txt

I don't think that's quite right - bit assignment for the buttons in "green analog" mode isn't the same as "red analog" mode IIRC. I think this one is correct: http://pinouts.ru/Game/playstation_9_pinout.shtml
edit: actually, screw that, I don't think that page has the right bit assignments for buttons in red mode - I don't know if I remember anything about the pad protocol any more
Posted By: crazyc

Re: Playstation WIP thread - 01/31/13 03:27 AM

The Linux PSX pad drivers say other than L3 and R3, green mode buttons are the same as red mode.
Posted By: Vas Crabb

Re: Playstation WIP thread - 01/31/13 03:37 AM

When do we get NegCon support, and PuchiCarat controller? Those were some weird peripherals.
Posted By: crazyc

Re: Playstation WIP thread - 01/31/13 03:46 AM

Neither should be hard if you've actually got any software that uses them (i don't). Now the multitap, that's hard given that there doesn't seem to be any detailed documentation for it.
Posted By: LoganB

Re: Playstation WIP thread - 01/31/13 03:52 AM

Quote:

Examples of racing games that took advantage of the neGcon are the original PlayStation iterations of the Ridge Racer series (Ridge Racer Type 4 also supported the Namco Jogcon), Gran Turismo, Motor Toon Grand Prix 2, Destruction Derby, Colin McRae Rally, TOCA Touring Cars, Rally Cross, V-Rally and the Pole Position games on Namco Museum volumes 1 and 3, as well as Ridge Racer V on the PlayStation 2. The WipEout series (including Wipeout Fusion on the PS2) also supported the neGcon. The number of non-racing games which supported the neGcon was limited, almost strictly confined to Namco's Ace Combat series (which also carried over to PS2). Tempest X3, based on the rotary-controlled Tempest arcade game, is also supported.


And for the Puchi Carat controller, you'll want Puchi Carat. Should be easy, just two buttons and a dial (http://upload.wikimedia.org/wikipedia/commons/c/cd/Puchi_carat_retro_controller.jpg).

EDIT: and here (http://www.zen35383.zen.co.uk/stnield/psxpads.txt) has the transfer format for both controllers.
Posted By: Vas Crabb

Re: Playstation WIP thread - 01/31/13 04:09 AM

Most PlayStation steering wheel controllers were neGcon compatible, so adding neGcon support will cover most racing games. Unless I'm very confused, the Puchi Carat controller is a strict subset of the neGcon with the dial corresponding to twist and the buttons corresponding to Start and A, so I guess it probably isn't that important to support it explicitly if neGcon is supported.
Posted By: LoganB

Re: Playstation WIP thread - 01/31/13 04:25 AM

It's similar, but not completely the same:

Quote:

Namco's volume controller (and the identical retro controller packaged with Puchi Carat) was a paddle controller for the PlayStation and it is partly compatible with the neGcon. Turning the dial outputs the same analog signal as twisting the neGcon, and its two buttons match the neGcon's A and B buttons. This means that a neGcon can be used in its place, for example in the game Puchi Carat.


Would be good to have all the different controllers, even if just for documentation.
Posted By: Vas Crabb

Re: Playstation WIP thread - 01/31/13 04:27 AM

Never trust Wikipedia for technical information - the buttons on a Puchi Carat controller are labelled A and B, but I'm pretty sure A actually corresponds to the start button on the wire.
Posted By: LoganB

Re: Playstation WIP thread - 01/31/13 04:32 AM

As it turns out, yes you are correct. (insert "learnt lesson about trusting wikipedia for technical information stuff" here)

Quote:

Tempest X3 does not work with this product (not the unbranded one anyway). Button A pauses and Button B does nothing on TX3...

(http://shmups.system11.org/viewtopic.php?t=13936)
Posted By: zillion

Re: Playstation WIP thread - 01/31/13 05:47 PM

Originally Posted By zillion
Descent NTSC-U

Works perfectly! Controls surprisingly well! FMVs look great!

This game also supports the Playstation Analog Joystick, so hopefully someday we'll have that as a slot device!



The Playstation Analog Joystick slot device works perfectly with Descent! Thanks Carl!!



Posted By: crazyc

Re: Playstation WIP thread - 01/31/13 06:22 PM

Cool, good to know. I didn't have anything to test it with myself. As for other controllers nocash's doc seems good for the data they return but very incomplete (although good enough for the Dualshock) for config mode commands. He also says that the green mode on the analog pad does change the button order, allegedly to make joystick games easier to play, but the joystick itself doesn't.
Posted By: Kaylee

Re: Playstation WIP thread - 02/04/13 02:50 PM

OK. Tested Dead or Alive again, and something changed over the weekend. as if I use the reripped version I created it now fails precisely where Redump's version fail. But if I us the last one I compiled from Thursday it works.

But found a way to get redump's version to play. when the temco logo comes up after the memory card screen, press start and it'll bypass the intro movie. tested with the bin/cue (also with chd, and works the same)
Posted By: R. Belmont

Re: Playstation WIP thread - 02/04/13 03:28 PM

Your rerip always fails for me the same as the redump version on builds going back to a month ago.
Posted By: Kaylee

Re: Playstation WIP thread - 02/04/13 03:33 PM

Originally Posted By R. Belmont
Your rerip always fails for me the same as the redump version on builds going back to a month ago.


I start is as such (using qmc2)
Code:
I:\Emu\mess\mess.exe -bios 4.5A -skip_gameinfo -rompath "I:\Emu\mess\Bios;I:\Emu\mess\roms" -hashpath "I:\Emu\mess\hash" -snapsize 320x240 -window psu -cdrom "I:\Emu\mess\software\psu\Dead or Alive (USA) (1).chd"
Posted By: R. Belmont

Re: Playstation WIP thread - 02/04/13 03:36 PM

Moreover, the cue is (almost) identical - the rerip apparently picked up some leadout garbage and added it to the last audio track, but the data track (including the FMV) is identical.
Posted By: Firehawke

Re: Playstation WIP thread - 02/05/13 10:14 PM

Maybe we'll get native DexDrive support at some point. That seems to be reasonably well documented.
Posted By: Shideravan

Re: Playstation WIP thread - 02/05/13 10:39 PM

r20734
Let's test some games from 0.148 software list wink



deuce:
Sound is a little bad and game is too fast. But I think that's because a demo version.
Playable (y)


traidd:
It's amazing how much it's done with a half of a MB.
No sound, but I think that's purposal (was a E3 demo).
Playable



crashp:
Fully playable. Only a little graphics problems with logo, main menu and maps.


deuce:
Strange. Seens that's running very well, but main charachter walks in circles by himself and pad doesn't help to put him in your command frown



Posted By: Shideravan

Re: Playstation WIP thread - 02/05/13 10:59 PM


thpsp:
Some graphics corruptions as can be seen in the pic

rockman8a:
Black Screen frown


driverp:
Fully playable

spiritm:
Black Screen frown


mgspilot:
There's not so much to report.
Just a few red graphics errors in screen boarder.
Playable wink
Posted By: Shideravan

Re: Playstation WIP thread - 02/05/13 11:15 PM


biohazpb:
Ugly demo.
Playable.


bountyar:
Playable.


biohazpa:
Ok. That zombie really scaried me (I thought that would come a video before, but I just entered in that camera and him grab on my neck. I jumped from my chair :p
Posted By: Vas Crabb

Re: Playstation WIP thread - 02/05/13 11:21 PM

Originally Posted By Firehawke
Maybe we'll get native DexDrive support at some point. That seems to be reasonably well documented.

That would end up as a slot device for things with serial ports (e.g. PC).
Posted By: zillion

Re: Playstation WIP thread - 02/07/13 10:52 PM

Policenauts NTSC-J (fan translation)

(translation patch)

FMVs play perfectly, audio occasionally stops playing if the length is really long (this also appears to happen on pSX, not sure if it happens on actual hardware). Totally playable at least 30 minutes in!







Posted By: Dr.Venom

Re: Playstation WIP thread - 02/08/13 01:44 PM

Purely out of interest. I gathered that the redbook audio issue for the psx driver (redbook audio tracks being mixed up) is considered to be a 'core cpu bug'. Does that mean that the issue won't be uncovered very likely, unless say a rewrite of the cpu core, or is there still hope with the current code?
Posted By: R. Belmont

Re: Playstation WIP thread - 02/08/13 01:55 PM

That is not a correct interpretation outside of the specific case of the BIOS CD player.
Posted By: Dr.Venom

Re: Playstation WIP thread - 02/08/13 02:03 PM

Thanks for clarifying. Does that put the redbook audio issue on the "same" level as other issues with the driver, or is it somehow still a special case?
Posted By: R. Belmont

Re: Playstation WIP thread - 02/08/13 02:05 PM

I have insufficient data to answer that. (If I knew exactly what was wrong I probably would've fixed it already).
Posted By: Dr.Venom

Re: Playstation WIP thread - 02/08/13 02:27 PM

OK, thanks, keepings fingers crossed for having that bug stick out its head one of these days.
Posted By: zillion

Re: Playstation WIP thread - 02/08/13 08:27 PM

I'm seeing an issue with the Memory Card screen in BIOS.

I'm running ./mess64 psu with no arguments (Linux 64-bit svn r20843) to remove some save files from a memory card file. After about 38 - 40 seconds, the emulation just hangs.

At first, I thought it was a problem with deleting or copying save files, but if you just open the memory card screen and let it sit there, it'll hang after about 38 - 40 seconds. The MESS menu and everything are still accessible and using F3 to reset works fine. There are no messages displayed in the terminal.

I'm using the default BIOS for psu. I have two memory card files specified in psu.ini. Is there anything else I can post that would be helpful?
Posted By: A. Viloria

Re: Playstation WIP thread - 02/23/13 06:38 PM

Testing MESS SVN r21400:

Star Ocean - The Second Story (Europe): No issues but still crashing MESS after the first battle.

Previously untested:
Alien Trilogy (Europe) (En,Fr,Es,It): Issues in videos. It's like each frame was redrawn with a bad X-offset, the image is continuously moving from left to center. BTW, the in-game images are ok and the game is playable. Exiting the game, MESS sometimes crashes.


Other previously tested games that works nice (as before):
Bugs Bunny & Taz - Time Busters (Europe) (En,Fr,De,Es,It,Nl)
Scooby-Doo and the Cyber Chase (Europe)
Simpsons, The - Wrestling (Europe)
Posted By: R. Belmont

Re: Playstation WIP thread - 02/23/13 07:04 PM

Literally nothing changed except Micko broke the CD-ROM drive and I put it back to working, so no in-depth testing is necessary. It should be as it was in u1 smile
Posted By: A. Viloria

Re: Playstation WIP thread - 02/23/13 07:34 PM

I know. No new work has been done since u1, but once I tested the fully working CD behaviour, I thought to update some (old) information and continue reporting PSX games status.

I know that PSX it is not a priority right now, sorry for bumping the thread.
Posted By: R. Belmont

Re: Playstation WIP thread - 02/23/13 07:43 PM

No, not a problem if you're continuing your testing, I just wanted to make sure you weren't repeating old testing, which would waste your time smile
Posted By: Dr.Venom

Re: Playstation WIP thread - 02/24/13 12:04 AM

Originally Posted By LoganB
Oddworld: Abe's Exoddus
Plays fine



I thought I'd give this game a go tonight, as it's one of my favourite psx games. It plays fine indeed, but it hangs/stalls when you try to save your game at the screen below. Tested with the US version of Oddworld: Abe's Exoddus. Hopefully this can be fixed.

Posted By: Heihachi_73

Re: Playstation WIP thread - 02/24/13 04:53 AM

F1 '98 (PAL), King of Bowling 2 (PAL) and Gallop Racer (NTSC U/C) [aka Gallop Racer 3] all seem to work OK, however F1 '98 has garbage graphics on the left hand side.
Posted By: Shideravan

Re: Playstation WIP thread - 03/03/13 02:09 PM

Before I dump my Fear Effect and FE: Retro Helix games...
They are running?

Ps.: And FF8? It's necessary to do modifications in debug mode before run or already running without modifications?

thanks!
Posted By: Shideravan

Re: Playstation WIP thread - 03/08/13 03:26 PM

How many Interactive CD sampler were released for Playstation?

EDIT: I found the answer, but I don't know if this is right, neither complete :p
Quote:

Interactive CD Sampler - Volume 1 (M Rated)
Interactive CD Sampler - Volume 1 (T Rated)
Interactive CD Sampler - Volume 2
Interactive CD Sampler - Volume 3
Interactive CD Sampler - Volume 3.5 (with Sticker)
Interactive CD Sampler - Volume 3(.5) (without Sticker)
Interactive CD Sampler - Volume 4 (Sleeve with Flap)
Interactive CD Sampler - Volume 4 (Sleeve)
Interactive CD Sampler - Volume 5 (Black & White)
Interactive CD Sampler - Volume 5 (Color, ID in Corner)
Interactive CD Sampler - Volume 5 (Color, ID not in Corner)
Interactive CD Sampler - Volume 6 (Sleeve)
Interactive CD Sampler - Volume 6 (Sleeve) 2nd
Interactive CD Sampler - Volume 6 (Thin Sleeve)
Interactive CD Sampler - Volume 7 (Sleeve)
Interactive CD Sampler - Volume 7 (Sleeve) 2nd
Interactive CD Sampler - Volume 7 (Thin Sleeve)
Interactive CD Sampler - Volume 8 (Sleeve)
Interactive CD Sampler - Volume 8 (Thin Sleeve)
Interactive CD Sampler - Volume 9 (Sleeve)
Interactive CD Sampler - Volume 9 (Thin Sleeve)
Interactive CD Sampler - Volume 10 (Sleeve)
Interactive CD Sampler - Volume 10 (Thin Sleeve)
Interactive CD Sampler - Volume 11
Posted By: Isamu

Re: Playstation WIP thread - 03/17/13 06:58 PM

Originally Posted By Vas Crabb
When do we get NegCon support, and PuchiCarat controller? Those were some weird peripherals.


NeGcon support in MESS would be nice, but I would *really* love JoGcon support for the RR games, with 100% full force feedback compatibility.

Is this something we can look forward to that's feasible?

Oh and quick question....does MESS support xinput yet?
Posted By: Vas Crabb

Re: Playstation WIP thread - 03/17/13 09:17 PM

No-one seems to actually understand JogCon, and the thing is a true motor-driven wheel, not just rumble, which is pretty rare these days, so you'd need to actually have a motor-driven wheel yourself to simulate it.
Posted By: Isamu

Re: Playstation WIP thread - 03/17/13 10:56 PM

I do have an ffb wheel. Hence the reason I asked about it.

I wrote the previous post with very grim expectations, considering the fact that MAME doesn't have FFB support and R.Belmont and other mame devs have basically said they will ******NEVER****** put FFB in mame, and since MAME is so close MESS in terms of emulation functionality, I doubt we'll get ffb in mess, sadly. Anyone want to prove me wrong? frown frown frown frown frown frown frown frown
Posted By: Shideravan

Re: Playstation WIP thread - 03/18/13 12:07 AM

Maybe FFB can be implemented virtually in MAME/MESS.
When rumble is active, it generate a output that can treat externally.
Or at less a visual rumble in the game.
That's more accurated than nothing wink
Posted By: Lord Nightmare

Re: Playstation WIP thread - 03/18/13 12:20 AM

Isamu: If you can find a mame-license-compatible, open-source, portable, cross platform way to interface to force-feedback devices in a way that does not require different platform/os-specific hacks or hacks for every different force-feedback-supporting device, then it might be possible to add FFB support to MAME/MESS.

Otherwise, no. We don't have time to deal with all that stuff ourselves.

LN
Posted By: crazyc

Re: Playstation WIP thread - 03/18/13 02:29 AM


Here's the vibribbon tutorial. Actual game still hangs though.
Posted By: Vas Crabb

Re: Playstation WIP thread - 03/18/13 02:52 AM

Originally Posted By Shideravan
Maybe FFB can be implemented virtually in MAME/MESS.
When rumble is active, it generate a output that can treat externally.
Or at less a visual rumble in the game.
That's more accurated than nothing wink

JogCon isn't rumble - it's actually a motor-driven wheel. You can spin it infinitely in both directions, and it can be commanded to apply torque feedback in either direction.
Posted By: Shideravan

Re: Playstation WIP thread - 03/18/13 04:42 AM

Originally Posted By crazyc

Here's the vibribbon tutorial. Actual game still hangs though.


Very Strange game....
For the first time I thought that was
1 - A obscure vectrex game
2 - Paint draw by a child in a monochromatic monitor
3 - A simulation of a blackboard scrawl, again, made by a child :p

Posted By: etabeta78

Re: Playstation WIP thread - 03/18/13 05:14 AM

it's one of the funniest rhythm game of the time.
you can swap any audio CD in the PSX tray and the game will use the tracks to generate new levels...
Posted By: AntoPISA

Re: Playstation WIP thread - 03/18/13 08:06 AM

Originally Posted By etabeta78
it's one of the funniest rhythm game of the time.
you can swap any audio CD in the PSX tray and the game will use the tracks to generate new levels...


I agree, with this game I really enjoyed it so much!
Posted By: ASH

Re: Playstation WIP thread - 03/18/13 06:35 PM

I also thought it was a scatty drawing until I googled it. heh.
Posted By: crazyc

Re: Playstation WIP thread - 03/20/13 01:01 AM

CD Player

Skipping tracks works but Min/Sec display doesn't work yet and this CD has 14 not 15 tracks.
Posted By: crazyc

Re: Playstation WIP thread - 03/21/13 03:14 AM


That's better. No reason to keep that old pic.
Posted By: Shideravan

Re: Playstation WIP thread - 03/21/13 06:06 AM

It's possible to create a generic audio disk CHD for test in MESS systems?
I'm very curious how the different audio players is working wink
Posted By: etabeta78

Re: Playstation WIP thread - 03/21/13 06:10 AM

just rip your favorit cd and convert it with chdman...
Posted By: Kaylee

Re: Playstation WIP thread - 03/21/13 06:27 AM

Originally Posted By Shideravan
It's possible to create a generic audio disk CHD for test in MESS systems?
Yes it is. You need to create a exact copy (1:1) of it. I used imgburn to make a copy of the CD, and then chdified it.


Quote:
I'm very curious how the different audio players is working wink
Most drivers I tested works with the audio CD, some do have flaws.

The Saturn: the elapsed time/time remaining doesn't update
The SegaCd: the into sega sound keeps on playing making the cd player really useless
Posted By: crazyc

Re: Playstation WIP thread - 03/24/13 03:32 AM


Had to do an ugly hack though to make it work. It seems like the CPU isn't getting enough time between two sectors to start a dma transfer. Is there a way to find out if the CPU got a timeslice between two timer expirations?
Posted By: R. Belmont

Re: Playstation WIP thread - 03/24/13 03:35 AM

As long as the two expires aren't 1 tick of the CPU clock from each other the CPU should definitely be getting time between the timer expires.

The easy test is to just drop into the debugger on the first timer expire and step until the second one.
Posted By: Dullaron

Re: Playstation WIP thread - 03/24/13 04:24 AM

Love that game. I have it on my shelf. =)
Posted By: Kale

Re: Playstation WIP thread - 03/24/13 01:30 PM

Originally Posted By Kaylee

Quote:
I'm very curious how the different audio players is working wink
Most drivers I tested works with the audio CD, some do have flaws.

The Saturn: the elapsed time/time remaining doesn't update
The SegaCd: the into sega sound keeps on playing making the cd player really useless


Saturn one is a regression, actually.
Posted By: MikeAbson

Re: Playstation WIP thread - 03/25/13 08:49 PM

Nice to see the CDDA working properly now. Previously some games played the wrong track (ISS Pro Evolution 2 for example) but appears to be fixed now. Any chance of adding support for the Serial Port on the back to allow two PlayStation 1's to be connected for multiplayer? Not sure what else the Serial Port was used for.
Posted By: crazyc

Re: Playstation WIP thread - 03/25/13 10:33 PM

Vibribbon seems to require SPU-CDDA interrupts. An attempted implementation and debugger skipping gets me here.

Hangs there though.
Posted By: Dr.Venom

Re: Playstation WIP thread - 03/26/13 10:25 AM

Hi Carl,

Many thanks for the rewrite of the cdrom! In addition to what MikeAbson mentioned, this has fixed the issue with Adventures of Lomax and Motorhead having their CDDA audio tracks mixed up (as mentioned here and here) smile.

Posted By: Dr.Venom

Re: Playstation WIP thread - 03/26/13 08:11 PM

Hi,

I'm having an issue with creating a correct CD image from a backup-cd. It's the game Adventures of Lomax, which works in MESS, but I'm experiencing that at the title screen it starts the main CDDA audio track but repeats the start 2 times for about 2 seconds before continuing to play it. Also when starting Level 1 there's a hard "hiss" for one one or two seconds before correctly playing it.

Now I verified my backup/copy cd-rom on my real playstation and there the game correctly plays the tracks without interruptions.

With Alchohol 120% I created an image of that CD, but it still gives me the short audio interruptons in MESS at the title screen and at level 1 (haven't tried further levels yet).

I'm almost certain this has something to do with how the image is created. Is there possibly a way to solve this by editing the cue file or something? I have quoted the cue file below. Any suggestions on how to create a good image or to fix the image I have currently would be greatly appreciated.

Quote:
FILE "LOMAX.BIN" BINARY
TRACK 01 MODE2/2352
INDEX 01 00:00:00
TRACK 02 AUDIO
PREGAP 00:02:00
INDEX 01 03:30:34
TRACK 03 AUDIO
INDEX 01 06:31:17
TRACK 04 AUDIO
INDEX 01 09:34:25
TRACK 05 AUDIO
INDEX 01 12:32:67
TRACK 06 AUDIO
INDEX 01 15:34:31
TRACK 07 AUDIO
INDEX 01 18:32:45
TRACK 08 AUDIO
INDEX 01 21:18:59
TRACK 09 AUDIO
INDEX 01 24:25:46
TRACK 10 AUDIO
INDEX 01 27:32:19
TRACK 11 AUDIO
INDEX 01 30:40:04
TRACK 12 AUDIO
INDEX 01 33:24:70
TRACK 13 AUDIO
INDEX 01 36:43:14
TRACK 14 AUDIO
INDEX 01 37:50:41
TRACK 15 AUDIO
INDEX 01 38:58:48
TRACK 16 AUDIO
INDEX 01 40:04:62
TRACK 17 AUDIO
INDEX 01 43:03:69
TRACK 18 AUDIO
INDEX 01 46:05:57
TRACK 19 AUDIO
INDEX 01 48:57:07
TRACK 20 AUDIO
INDEX 01 50:47:15
TRACK 21 AUDIO
INDEX 01 52:32:58
TRACK 22 AUDIO
INDEX 01 54:27:52
TRACK 23 AUDIO
INDEX 01 57:10:71
TRACK 24 AUDIO
INDEX 01 58:23:29
TRACK 25 AUDIO
INDEX 01 59:24:30

Posted By: R. Belmont

Re: Playstation WIP thread - 03/26/13 08:22 PM

This is likely not your fault. Don't worry about it.
Posted By: crazyc

Re: Playstation WIP thread - 03/26/13 08:30 PM

Originally Posted By Dr.Venom
Also when starting Level 1 there's a hard "hiss" for one one or two seconds before correctly playing it.
I'm going to add cdda muting soon. That might fix this.
Posted By: Dr.Venom

Re: Playstation WIP thread - 03/26/13 08:38 PM

Thanks for the info, I'll await that first then.
Posted By: R. Belmont

Re: Playstation WIP thread - 03/26/13 08:40 PM

Carl: more importantly, the cdrom.c layer currently has no concept of actually reading lead-in sectors. If you try you'll generally get the last 2 seconds of the previous track and thus a hard hiss if it's a data track.
Posted By: crazyc

Re: Playstation WIP thread - 03/26/13 08:46 PM

Well, I figured that it was trying to play the data region but I found, at least with vibribbon, that it would mute the lead-in. Although, that might be a special case due to it abusing the cd player more than most games.
Posted By: R. Belmont

Re: Playstation WIP thread - 03/26/13 08:47 PM

Ahh. That does make sense that they'd mute the lead-in, although I don't think that was a general practice.
Posted By: AaronGiles

Re: Playstation WIP thread - 03/26/13 09:18 PM

Is the CDDA data streaming through the low part of SPU RAM yet? smile
Posted By: F1ReB4LL

Re: Playstation WIP thread - 03/26/13 09:38 PM

Originally Posted By Dr.Venom
With Alchohol 120% I created an image of that CD, but it still gives me the short audio interruptons in MESS at the title screen and at level 1 (haven't tried further levels yet).

Alcohol 120% always makes corrupted bin-cues with all the tracks shifted by 2 seconds (the bin is actually fine, but cue is bad), haven't checked the very recent versions, but this bug was there for ages. Use a different format or a different tool.
Posted By: R. Belmont

Re: Playstation WIP thread - 03/26/13 09:41 PM

AFAIK we got CDDA through SPURAM for free from pSX a while ago.
Posted By: AaronGiles

Re: Playstation WIP thread - 03/26/13 09:47 PM

Cool, that was one of my proudest RE moments during VGS development, figuring that out. Some games will do lipsync by snooping the raw CDDA data currently being played, or will look for music endings that way.
Posted By: Kaylee

Re: Playstation WIP thread - 03/27/13 06:17 AM

Diablo's sound "breaks-up" (more it forgets what it played and where in the track it is) laugh

Originally Posted By Waremonger
Diablo [NTSC-U]: Not playable. Shows the Blizzard / EA copyright screen and then goes black and never comes back. Seems to work fine in pSX - although either the graphics / controls are glitchy or it was a terrible port. I'm betting the latter.



seems it has been fixed since somebody last tested it:


(and yes the controls on this port is horrible)
Posted By: MikeAbson

Re: Playstation WIP thread - 03/27/13 09:41 AM

FIFA 96 also works now. Just about had a heart attack when the intro started playing. The PAL version shows some corruption around the bottom of the screen during the menus and the right side edge during a game (not present in the screenshots), the NTSC version does not have any corruption.



Posted By: MikeAbson

Re: Playstation WIP thread - 03/27/13 09:57 AM

FIFA 98: Road to World Cup works as well. The game seems bit laggy though, even though it's running at 100%, like it's running at 30fps instead of 60fps. Not sure if this is normal. Any videos in the game slightly overlap themselves on the left side. (see World - 2nd image)









Posted By: Haze

Re: Playstation WIP thread - 03/27/13 10:00 AM

the later Fifa games on the PSX were horrible, yes.. so it's probably right.

Actually even 98 from memory was rather horrible, felt like it was 10-20fps most of the time, but the main problem being it wasn't consistent at all, it would slow down, speed up and generally jerk around like mad, hence Pro Evolution gaining a lot more fans because they felt a lot more precise.

Many EA games, especially the sports ones were the same actually, very inconsistent framerates, meant EA stuff was usually on my 'rent before buying' list, and ultimately usually passed upon. So yeah, I can tell you first hand if you experience dodgy framerates with them, it's probably right, at least for whatever PSX model I had.
Posted By: MikeAbson

Re: Playstation WIP thread - 03/27/13 10:22 AM

Nice to see that wasn't just me, and you're right, the frame rate is more like 20fps, it's not great, FIFA 96 was ok though.

A few other games I've tested again here:

FIFA 97 (PAL/NTSC) - No go, black screen / hangs at PS logo still.

FIFA 99 (NTSC) - Works now.

World Cup 98 (NTSC) - Works now.

The Need For Speed (PAL/NTSC) - Black screen / hangs at PS logo
still.

Need For Speed II (PAL) - Working now.

Need For Speed III Hot Pursuit (PAL) - Working now, lousy frame rate though.

Need For Speed Porsche Unleashed - Weird coloured intro, messed up graphics at the menu screen then MESS crashes. Same issue as before.
Posted By: Shideravan

Re: Playstation WIP thread - 03/27/13 10:40 AM

Hei!
Cool!
Playstation development is back!
I'll test some games again smile
Posted By: R. Belmont

Re: Playstation WIP thread - 03/27/13 12:12 PM

Yeah, the PS1 hardware was not really suited to doing sports games with 11+ polygonal characters on screen at once, but Sony made it a selling point of their own sports games so EA followed.

I should also note that almost nothing ran 60 FPS that generation; most NTSC games were locked to 30 or 20. MESS currently runs draw-limited games faster than reality, just as it runs all Saturn games far faster than reality. (Watch the framerate when he hits the first enemy in this video - ouch).
Posted By: Kale

Re: Playstation WIP thread - 03/27/13 02:21 PM

Ridge Racer Revolution [NTSC-J] now boots and works, but Galaga bonus stage sports invisible enemies gfxs when they are "flipped" or something.





Valkyrie Profile now crashes when it was supposed to black screen. CD-DA related?
Posted By: crazyc

Re: Playstation WIP thread - 03/27/13 02:46 PM

Originally Posted By Kale
Valkyrie Profile now crashes when it was supposed to black screen. CD-DA related?
I still get a black screen at the end of the opening. Couldn't be CDDA related as it has no audio tracks.
Posted By: crazyc

Re: Playstation WIP thread - 03/27/13 05:46 PM

Originally Posted By R. Belmont
(Watch the framerate when he hits the first enemy in this video - ouch).
Speaking of SOTN, it sends a lot of nop commands to the cdrom. Sometimes it stops though and when it does, it'll crash at the next loading passageway.
Posted By: R. Belmont

Re: Playstation WIP thread - 03/27/13 06:05 PM

Yes, it crashes reliably at the loading hallway into the Marble Gallery, I have a save file near that point.

I believe the XA music doesn't loop properly as well, which might be related.

Possibly it misses a CD IRQ?
Posted By: crazyc

Re: Playstation WIP thread - 03/27/13 09:26 PM

Originally Posted By Kale
Valkyrie Profile now crashes when it was supposed to black screen. CD-DA related?
Got a crash with a debug build. Is fixed if the same crash.
Posted By: Kale

Re: Playstation WIP thread - 03/27/13 09:47 PM

Forgot to say, it happened to me at the reported spot. i.e. when it's supposed to give the spiritual concentration tutorial.
Posted By: Dr.Venom

Re: Playstation WIP thread - 03/27/13 10:51 PM

Originally Posted By F1ReB4LL
Alcohol 120% always makes corrupted bin-cues with all the tracks shifted by 2 seconds (the bin is actually fine, but cue is bad), haven't checked the very recent versions, but this bug was there for ages. Use a different format or a different tool.

Hi Fireball, thanks for the tip smile. Alchohol 120% (using quite a recent version) indeed creates corrupted bin-cues: all tracks are shifted by -2 seconds. I would have never expected this from such a respected program... I created an image with CloneCD and now the loud hiss when starting level 1 is gone.

The bug that the Adventures of Lomax title screen track repeats itself for a few seconds is still there though. I tested the image in psx1.13 and it has the exact same issue, so best guess is that this in an emulator issue. I have created a wav file of the intro track repeating itself in case that's interesting. In the sample the audio track starts seconds too early, repeating itself where it actually starts on my real PSX. Download here.

While doing this testing I also noticed that the CDDA volume in MESS is too soft versus other sounds when compared to the real PSX. Similar to when the XA audio level was too soft as reported here and fixed by Arbee in 20357. Applying a similar change where the CDDA volume is set (I guess, devs please check wink ), makes it pretty spot on:

src/emu/sound/spu.c
line 2483:
INT16 vl = ((sp[0]*voll)>>15);
INT16 vr = ((sp[1]*volr)>>15);

INT16 vl = ((sp[0]*voll)>>14);
INT16 vr = ((sp[1]*volr)>>14);

Posted By: Kaylee

Re: Playstation WIP thread - 03/28/13 07:31 AM

Regression report:

Dead or Alive (USA) (Redump): use to get to the intro, with the latest fixes it doesn't load.
Posted By: Dr. Spankenstein

Re: Playstation WIP thread - 03/28/13 02:53 PM

FIFA 2001 - Major League Soccer [SLUS-012.62]

Windows 64-bit [SVN r22129]

Much of the audio after the FMV continually loops the first second of the sample being played back. Affects music and commentary.
Posted By: Kaylee

Re: Playstation WIP thread - 03/28/13 07:07 PM

Originally Posted By Kaylee
Regression report:

Dead or Alive (USA) (Redump): use to get to the intro, with the latest fixes it doesn't load.

Did a bit of more testing tonight, and there is something not working in the latest code changes.

(Redump unless otherwise stated, and tested with both my build and Bobz build)

Gives a black screen after booting the PSX:
Dino Crisis (USA): Used to get to the Gore warning
Dance Dance Revolution - Disney Mix (USA) (and the dump in the softlist) was playable
Resident Evil 3 - Nemesis (USA): was playable
Bakuten Shoot Beyblade 2002 - Bey Battle Tournament 2 (J): was playable
Fisherman's Bait 3 (Europe): was playable

Doesn't Boot:
Nascar 2001 (USA) : Used to go in-game
NASCAR Thunder 2004 (USA): Used to go in-game
Ridge Racer Type 4 - Bonus Disc: use to get to the select screen
Tomb Raider III - Adventures of Lara Croft (USA) (v1.2): Used to get to the Eidos screen
Posted By: crazyc

Re: Playstation WIP thread - 03/28/13 10:44 PM

I don't have any of those. Any chance you could uncomment debug_cdrom in src/mess/machine/psxcd.c and post the last 2-dozen or so of the console output. If I'm lucky, the problem will be obvious.
Posted By: MikeAbson

Re: Playstation WIP thread - 03/29/13 01:18 AM

DOOM (PAL):

Goes in-game now, but has graphics problems (clipping?). The NTSC version hangs after displaying the DOOM (C) screen. There is also no sound when playing the Williams FMV, but there is sound when playing the Williams FMV in the PAL version. I also noticed in the PAL version when it first displayed the 'Loading' screen, there is a bit of static for about half a second, then the DOOM logo loads and I'm able to get in to the menu and start a new game. The screenshot is of the first level in the game where the stairs appear on your left and I'm standing in front of them.

Posted By: MikeAbson

Re: Playstation WIP thread - 03/29/13 01:35 AM

Both Wipeout (NTSC) and Wipeout XL (NTSC) are playable now as well.
Posted By: MikeAbson

Re: Playstation WIP thread - 03/29/13 06:39 AM

Just noticed that with FIFA Soccer 96, at half time, when the camera pans to the score board, a video sequence is suppose to play inside a small square on the right, but instead, no video is played, but I can hear the sound. The main issue here though is that the controls become unresponsive, so I can't actually skip the FMV and play the 2nd half. This also reminds me of Medal of Honour where at the very start of the game where the FMV is playing, I can hear it, but can't see anything, and I can't skip it either because the controls are unresponsive.
Posted By: MikeAbson

Re: Playstation WIP thread - 03/30/13 01:59 AM

Ridge Racer - Bonus Turbo Mode Disc (NTSC-U):

It does work, but there a few things. The menu is very, very slow to animate, I'd say 1 pixel of animation about every 4 minutes or so, it's that bad, so I turned on throttling and continuously pressed X until I something would happen, and low and behold, after about 45 seconds, it loaded. Once in-game, controlling the car is quite difficult, it's very slippery smile Music does not play in the background, instead there is a lot of static, although I can hear race announcer amongst that. Graphically it's quite impressive.











Posted By: R. Belmont

Re: Playstation WIP thread - 03/30/13 02:41 AM

With latest, the FMV playback on later EA games using SPU streamed FMV audio like Soviet Strike and Madden NFL 2000 has weird speedups and slowdowns and skips. It was perfect before the Carl changes.
Posted By: Kaylee

Re: Playstation WIP thread - 03/30/13 05:00 AM

Originally Posted By MikeAbson
Ridge Racer - Bonus Turbo Mode Disc (NTSC-U):

It does work, but there a few things.


It does now with Carl's latest fixes.

But there is now some graphical corruption that there never was in certain games.

Before the latest changes:


After the latest changes:
Posted By: R. Belmont

Re: Playstation WIP thread - 03/30/13 01:08 PM

Bad geometry is more likely smf's recent CPU and GPU changes than Carl's CD work. In particular, the fix for the loading game in Ridge Racer that someone mentioned a page or two back.
Posted By: crazyc

Re: Playstation WIP thread - 03/30/13 10:26 PM

Originally Posted By R. Belmont
With latest, the FMV playback on later EA games using SPU streamed FMV audio like Soviet Strike and Madden NFL 2000 has weird speedups and slowdowns and skips. It was perfect before the Carl changes.
The games I have that use SPU streamed audio with FMV, RE3 and Xenogears, aren't any worse on my computer than they were with .148u2. I don't have those specific games so it's hard for me to test though.
Posted By: Kale

Re: Playstation WIP thread - 03/31/13 11:59 PM

smf just fixed Zanac Mode (i.e. Famicom) in Zanac X Zanac:

Posted By: Kale

Re: Playstation WIP thread - 04/03/13 04:18 PM

Bushido Blade 2 (NTSC-J)

Works, has gfx lightning problems:









Dragon Ball Z Ultimate Battle 22

Works





Capcom Collection Dai 2 (NTSC-J)

Makai Mura works fine, Dai Makai Mura has very fast BGM playback and eventually locks up at mid-level checkpoint, Chou Makai Mura is abnormally slow but seems to work otherwise.







Posted By: Kaylee

Re: Playstation WIP thread - 04/03/13 07:03 PM

Originally Posted By Kaylee
Playable, just barely. it's slow and has graphic problems
Spider-Man (USA)


Now playable laugh


But
Originally Posted By Kaylee

Resident Evil 3 - Nemesis (USA)
working
No longer playable frown
Now goes blackscreen after the capcom logo
Posted By: Kale

Re: Playstation WIP thread - 04/03/13 10:04 PM

Ace Combat 3

Missing text on briefing / main game, FMV doesn't start after creating an account, and it doesn't allow you to actually start shooting things during game (it should just say a bunch of lines then go into action, it keeps talking over and over).





Alundra

Works





Arc the Lad

Works, minor gfx issue on FMV (on left edge)





Beyond the Beyond

Works



Posted By: Kale

Re: Playstation WIP thread - 04/03/13 10:22 PM

Front Mission 3

Works, battle animation is too fast.





Gunnm - Kasei no Kioku

Hangs at PSX logo.

Hard Edge

Works.





Tobal No. 1

Asserts at first "Now Loading" screen.
Posted By: Kaylee

Re: Playstation WIP thread - 04/04/13 08:42 AM

Fisherman's Bait 2 - Big Ol' Bass (USA)
Pre-recent changes (smf)


Post-Recent Changes

The Fishing line appears and disappears

And that block was never there
Posted By: Kale

Re: Playstation WIP thread - 04/04/13 01:52 PM

Tobal No. 1 works now with a bunch of 3d geometry artifacts and most BGMs missing:





Posted By: Kale

Re: Playstation WIP thread - 04/04/13 02:35 PM

Chocobo's Dungeon 2

Works





Chou Aniki - Kyuukyoku Muteki Ginga Saikyou Otoko

Black screen, with FMV sound playing in the background

Chrono Cross

FMVs doesn't play right as usual (i.e. offsetted with bad colors on odd frames), works otherwise





The City of Lost Children

Same FMV problem as Chrono Cross, working otherwise including the very disturbing dialogue ...





Civilization II

Black screen, with FMV sound playing in the background

Dungeon Creator

Black screen, with FMV sound playing in the background again, has some "play_xa: unhandled xa mode 000000xx" messages in console log, perhaps it's a side effect of the FMV not playing tho.
Posted By: Shideravan

Re: Playstation WIP thread - 04/05/13 01:42 AM

I love to follow this kind of post!
I was already forget how Chrono Cross graphics was beautiful those days smile
Posted By: B2K24

Re: Playstation WIP thread - 04/05/13 03:38 AM

Originally Posted By Shideravan
I love to follow this kind of post!
I was already forget how Chrono Cross graphics was beautiful those days smile


graphics sure, but what about the beautiful composed music? laugh
Posted By: Shideravan

Re: Playstation WIP thread - 04/05/13 03:56 AM

Well, I think that you're right...
But I can't hear them from photos LOL

Well, seriously now...
I searched youtube after you reply, just to remember :p
Posted By: LordFlux

Re: Playstation WIP thread - 04/05/13 05:32 AM

Originally Posted By B2K24
graphics sure, but what about the beautiful composed music? laugh


The day I purchased Chrono Cross, I went online and ordered the soundtrack for it. One of my favorite VG soundtracks.

Fantastic work on the PSX driver!
Posted By: MikeAbson

Re: Playstation WIP thread - 04/05/13 07:28 AM

With the later SVN's here, Formula 1 now shows the text within the menus, previously it did not. Much easier now to figure out what one is doing smile

Also, in regards the following games:

- Dance Dance Revolution (NTSC-J and NTSC-U): Black screen after PSX logo.
- Dance Dance Revolution 2ndReMix (NTSC-J): Hangs on PSX logo.
- Dance Dance Revolution Konamix (NTSC-U): Black screen after PSX logo.
- Over Drivin' DX (NTSC-J): Hangs on PSX logo.
- Over Drivin' - Skyline Memorial (NTSC-J): Hangs on PSX logo.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/05/13 12:06 PM

The DDR games have been reported as that symptom at least twice before.
Posted By: Kale

Re: Playstation WIP thread - 04/05/13 03:57 PM

Cool Boarders 2 - Killing Session

Works





Ehrgeiz

Works (pics are for the Quest Mode, of course. Don't think I've EVER played Arcade Mode even on real HW)





Final Fantasy V

Works, no BGM plays on title screen





Final Fantasy VI

Works, abnormally slow like Chou Makai Mura on world map





Chrono Trigger

Has a slight gfx bug on title screen, level-trigger inputs are broken on main menu (i.e. menu selections are VERY fast), has flipped sprites (broken, hopefully smf will fix them), seems working otherwise.



Posted By: Kale

Re: Playstation WIP thread - 04/05/13 03:58 PM

Final Fantasy IV

Weird flickering on the ship borders (check pic 2), game runs again too slow.







Final Fantasy Origins

FF1: Works
FF2: Has the usual FMV seizure, working otherwise







The Firemen 2

Hyper-speed BGMs again, eventually silences during dialogues. Game seems works otherwise.





Galaxian^3

Black screen with sound playing

Garou Densetsu - Wild Ambition

No backgrounds during gameplay (side effect: causes trails).





Gensou Suikoden

Black screen with sound playing

Gunbalina

"Produced by NAMCO" screen then black screen (yet another FMV).

Gunbarl

Black screen
Posted By: Kale

Re: Playstation WIP thread - 04/05/13 04:42 PM

GunBullet

Plays FMV but then goes stuck into Now Loading screen.





Gunpey

Works





Hokuto no Ken

FMV doesn't play back (fortunately is skippable this time around), and hangs anyway after few secs of in-game cinematics (pic 2).





I.Q. Intelligent Qube

Works





Jet de Go!

Has a gfx issue with take off grid in practice mode (should be squares, pic 2)





Posted By: Kale

Re: Playstation WIP thread - 04/05/13 05:01 PM

Jojo no Kimiyona Bouken

Hangs if you press start on a random "now loading" screen.



Rage Racer

Works minus CD-DA tracks





Rc de Go!

Works






Posted By: Shideravan

Re: Playstation WIP thread - 04/06/13 01:38 AM

What's happened with "bios issue" posts?
Ps.: If this is a touchy subject, someone can tell me from PM wink )
Posted By: R. Belmont

Re: Playstation WIP thread - 04/06/13 02:23 AM

Javier Donoso is a troll across dozens of emulation-related forums, and I don't have the ability to ban him, just erase his idiotic posts.
Posted By: Shideravan

Re: Playstation WIP thread - 04/06/13 02:51 AM

Understood!
Maybe only with BANnister...
:p

Well, let's back to normal programmation, playstation emulation is bringing me some nice memories smile
Posted By: MikeAbson

Re: Playstation WIP thread - 04/06/13 04:05 AM

Tony Hawk's Pro Skater 3:

Previously had texture corruption, today it looks fine. I've only ever played the PC and XBOX versions, and I've noticed in this version the distance is black, epsxe is the same, so I'm guessing this is normal? and the game is running fine now. Screenshots of the Foundry level since I haven't unlocked the others or used any cheats.





Posted By: Shideravan

Re: Playstation WIP thread - 04/07/13 12:23 AM

Originally Posted By MikeAbson
Tony Hawk's Pro Skater 3:

Previously had texture corruption, today it looks fine. I've only ever played the PC and XBOX versions, and I've noticed in this version the distance is black, epsxe is the same, so I'm guessing this is normal? and the game is running fine now. Screenshots of the Foundry level since I haven't unlocked the others or used any cheats.







Looking at the photos, seens alright!
Black distance was normal in PS1 time, not someting annoying...
Every level have a "distance color" and for foundry is black...

http://www.youtube.com/watch?v=Vcr-JCevEB0

By curiosity, even N64 version also have this same problem :p
http://www.youtube.com/watch?v=1pIoXaLJadg
Posted By: MikeAbson

Re: Playstation WIP thread - 04/07/13 01:31 AM

High Resolution / Alternate Display Modes:

Thanks to smf, a few games now work when selecting "High Res" or alternate display modes without corruption.

Formula 1 (NTSC-U) (Widescreen): While the display changes now without corruption, it's still not true widescreen. I'm not sure how this actually worked. I suspect it was designed to be run on a true widescreen monitor to prevent stretching? Even then that's hard to see how it worked, I would think that the image would still be stretched.



Formula 1 (NTSC-U) (High Res): Working now without corruption. Not sure how anyone could really play the game like this with the screen being so small.



True Pinball (NTSC-U) (3D High Res): Also works now without corruption.



Posted By: Kale

Re: Playstation WIP thread - 04/08/13 12:55 AM

Rebus

Works





Smash Court 2

Works





Souko Ban - Nanmon Shinnan

Works





Soul Edge

Has a minor color glitch on NAMCO screen, has a performance hit on main menu (?), gfx bug on Edge Master Mode book screen (pic 2). Volume mixing is quite off (BGM covers SFX/voices)





Posted By: Kale

Re: Playstation WIP thread - 04/08/13 12:57 AM

Tactics Ogre

Black screen with sound playing in the background.

Discworld

Works



Tomb Raiders

Black screen with whatever choice you select on main menu



Tomb Raider 2

Black screen with whatever choice you select on main menu



Theme Hospital

Hard locks after Bullfrog FMV

Vagrant Story

Has a huge performance hit after first cut scene, works anyway.



Posted By: Kaylee

Re: Playstation WIP thread - 04/14/13 06:01 AM

Who wants to be a Millionaire - Irish Edition

Doesn't work, seems the screen isn't centered, and the commentary is broken


Goes blackscreen after this
Posted By: mOa

Re: Playstation WIP thread - 04/14/13 08:24 AM

Hello, a little off topic but
Is there a reason why all G-Net games lack music except Zooo?
I can't see any hardware difference. Maybe is the dump or music is streamed...
Just wondering

Thank you
Posted By: R. Belmont

Re: Playstation WIP thread - 04/14/13 01:25 PM

The add-on sound h/w is unemulated except for the CPU. I had it working much further once and then my HDD died. And yes, this is very, very far off topic. Further inquiry along this line will lead to deleted posts.
Posted By: crazyc

Re: Playstation WIP thread - 04/15/13 10:26 PM

Originally Posted By Kaylee
But
Originally Posted By Kaylee

Resident Evil 3 - Nemesis (USA)
working
No longer playable frown
Now goes blackscreen after the capcom logo

How did you get this to work originally? I just tried it in .148 .148u1 and .148u2 and it didn't work in any of them.


Edit: A bit of debugger manipulation and I can get the movie to play and the game to work afterward. The movie looks like this though.
Posted By: Kaylee

Re: Playstation WIP thread - 04/16/13 04:14 AM

Originally Posted By crazyc

How did you get this to work originally? I just tried it in .148 .148u1 and .148u2 and it didn't work in any of them.


Edit: A bit of debugger manipulation and I can get the movie to play and the game to work afterward. The movie looks like this though.


It's working again laugh The way to start it is by doing this, using the 4.5a Bios: During the gore warning, start pressing the Start key a few times, and once the it disappears, press start a few more times, it'll bypass the non-showing movie. And then becomes playable. But it is a bit of Trial and error to get going.

A bit of a vid done with SNV22420 : http://youtu.be/fZ0IQkJqHOw
Posted By: Kale

Re: Playstation WIP thread - 04/16/13 10:14 PM

Ace Combat 2

Hangs at Produced by Namco screen

Azure Dreams

Works





Block Wars

Works






Bloody Roar


Works





Breath of Fire III

Works





Also worth mentioning: Soul Edge / Soul Blade hangs during loading if you directly press start in Edge Master Mode, i.e. starting a mission thru the Book instead of the Menu.
Posted By: crazyc

Re: Playstation WIP thread - 04/17/13 07:38 PM

Got the RE3 movie working.

Fix is in the MDEC though. Someone who knows that hardware better than me ought to look at it first.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/17/13 08:00 PM

Nobody knows that hardware well. Just submit it ;-)
Posted By: Kaylee

Re: Playstation WIP thread - 04/18/13 03:46 PM

Originally Posted By crazyc
Got the RE3 movie working.

Fix is in the MDEC though. Someone who knows that hardware better than me ought to look at it first.
With the Latest fixes: http://www.youtube.com/watch?v=b-gn8994qew&feature=youtu.be

Final Fantasy IX now shows video (sort off) but it's very jumpy
Posted By: R. Belmont

Re: Playstation WIP thread - 04/18/13 04:16 PM

The fact that smf wasn't setting the busy flag properly suddenly causes a lot of the difficulties I had adjusting the DMA timing to make more sense. I'll see if I can take another pass at it this weekend.
Posted By: Kale

Re: Playstation WIP thread - 04/19/13 03:41 PM

Playing through Breath of Fire III, it sports some minor glitchy gfxs, especially noticeable with Balio & Sunders sprites:



Breath of Fire IV

Works





Broken Sword

Usual black screen hang at MDEC after title screen:



Broken Sword II


Initial loading after disclaimer is quite slow, working otherwise.





Street Fighter EX Plus Alpha


Black screen (MDEC)
Posted By: Kale

Re: Playstation WIP thread - 04/19/13 04:20 PM

Dark Tales

Works





Discworld II

Works





Rockman

Black screen, protected anyway.
Posted By: crazyc

Re: Playstation WIP thread - 04/20/13 08:04 PM

Parappa the Rapper opening movie

Brave Fencer Musashi movie too

It still misses a transfer later though.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/20/13 09:13 PM

SOTN will now get into the Marble Gallery, but then it hangs loading the Outer Wall. Whee smile
Posted By: crazyc

Re: Playstation WIP thread - 04/21/13 03:03 AM

This time without any hacks.

I ended up doing a lot of reworking of the cdrom code. Much of it turned out to be unnecessary for this but maybe it'll help (or break things) elsewhere.
Posted By: smf

Re: Playstation WIP thread - 04/21/13 04:37 AM

Originally Posted By R. Belmont
The fact that smf wasn't setting the busy flag properly suddenly causes a lot of the difficulties I had adjusting the DMA timing to make more sense. I'll see if I can take another pass at it this weekend.


What I don't get is why when I announce I'm working on something everyone wants to get involved. Adjusting DMA timing is a fail. It's like you enjoy kludging broken code for fun and profit.
Posted By: MikeAbson

Re: Playstation WIP thread - 04/21/13 06:45 AM

Medal of Honor (NTSC-U / PAL-E):

Now works, video intro and all. You'll need to use the digital pad as the controller type otherwise the controls don't quite work, (camera goes up instead of forward).





Posted By: MikeAbson

Re: Playstation WIP thread - 04/21/13 06:53 AM

Medal of Honor Underground (NTSC-U):

Also working video intro and all.







R4: Ridge Racer Type 4 - Bonus Turbo Mode Disc (Disc 2) (NTSC-U):

Is now fully animated!

Vigilante 8 (NTSC-U):

Video intro now plays, but still crashes with a Stack Crawl error when attempting to enter a level.

Grand Theft Auto (NTSC-U / PAL-E):

Been a long time, but the video intro now plays here as well. You guys are doing an amazing job!
Posted By: Kaylee

Re: Playstation WIP thread - 04/21/13 07:32 AM

Originally Posted By MikeAbson


R4: Ridge Racer Type 4 - Bonus Turbo Mode Disc (Disc 2) (NTSC-U):

Is now fully animated!
Yip it works, but I get static, instead of Music frown
Posted By: MikeAbson

Re: Playstation WIP thread - 04/21/13 07:41 AM

Same here frown It sounds like it's playing the data track instead of the CDA.
Posted By: Kaylee

Re: Playstation WIP thread - 04/21/13 08:39 AM

Harry Potter and The Sorcerer's Stone (USA)
Get's to here:

Then hangs

Need For Speed - High Stakes (USA)
Fully working,
(Mike said last time he tried it ran very slow, runs at 100% all the time)


The Game of Life (USA)

Works
Posted By: qmc2

Re: Playstation WIP thread - 04/21/13 10:33 AM

Originally Posted By Kaylee
Need For Speed - High Stakes (USA)
Fully working,
(Mike said last time he tried it ran very slow, runs at 100% all the time)

Indeed -- very nice wink! Good audio quality as well!
Posted By: MikeAbson

Re: Playstation WIP thread - 04/21/13 10:46 AM

The game ran at 100% then, it's just that internally the game I feel runs a bit sluggishly, all the NFS's feel that way. It's not MESS, it's just the way the games are unfortunately.

Formula One series: 1996 - 2002 (Psygnosis / Studio Liverpool):

All video intros now play, except Formula One 99 which shows a black screen after playing the FMV and attempting to load the menu. Formula One Arcade shows a loading screen first, then a black screen afterwards. Formula One 2000 has completely messed up controls, and the car seems to have a mind of it's own.

Tony Hawk's Pro Skater Series (1 thru 4):

All games show the FMV and play fine.
Posted By: crazyc

Re: Playstation WIP thread - 04/22/13 12:24 AM

Valkyrie Profile gets further.

The voices are still a bit messed up though. Probably an SPU issue.
Posted By: crazyc

Re: Playstation WIP thread - 04/22/13 03:03 AM

Couple of regressions to make note of.
Some change between u2 and u3 broke Vibribbon. It looks like this now.


Also, this change broke Chrono Cross.
Posted By: Kale

Re: Playstation WIP thread - 04/22/13 01:39 PM

Retesting results:

LSD - Dream Emulator

Works





King's Field II

Works





Micro Machines V3


Works



Umihara Kawase Shun

Works





The Neverhood Klaymen Klaymen

Works



Posted By: Kale

Re: Playstation WIP thread - 04/22/13 02:43 PM

Speed Power Gunbike

No more CCCC error on manufacturer FMV

Chou Aniki

Works, has CD-DA offsetted start position bug





Civilization II


Works





Dungeon Creator

Works





Galaxian^3

Works





Garou Densetsu Wild Ambition

Fixed background gfxs



Posted By: smf

Re: Playstation WIP thread - 04/22/13 02:44 PM

Originally Posted By crazyc
Also, this change broke Chrono Cross.


Yeah the code is so broken that when it was adjusted for some graphic corruption in Chrono Trigger it has the effect of breaking other stuff (although it fixed other stuff too). It's like jenga and it's why I'm rewriting dma.c, which will also involve changing all the code that is hooked up to it. It's a big job, but it's necessary.

Inevitably lots will break.
Posted By: Kale

Re: Playstation WIP thread - 04/22/13 02:45 PM

Street Fighter EX Plus Alpha

Works



Posted By: Kale

Re: Playstation WIP thread - 04/22/13 07:27 PM

With latest Gunnm boots and is playable. Game runs too fast however (especially noticeable with Alita's walk)





Ace Combat 2 works too (with an off-sync CD-DA on the very first briefing):





Ace Combat 3 works too, including in-game text:



Dragon Valor boots too, seems slightly slow and gfx transition effects are way wrong. Additionally, title screen selection is bugged (doesn't update gfx when you move the cursor):




Posted By: Kale

Re: Playstation WIP thread - 04/22/13 08:10 PM

Chippoke Ralph no Daibouken

Works





Gunbalina

Works





Gunbarl

Works





Gun Bullet

Works



Posted By: R. Belmont

Re: Playstation WIP thread - 04/22/13 09:36 PM

Latest changes appear to fix loading hallways in SOTN. I was just able to go back and forth 6 times in a row between Marble Gallery and Outer Wall. That definitely wasn't working yesterday - I got out to Outer Wall and saved there but going into any other area locked up.

ETA: After a bunch more, uhh, testing I'd call it solid. Load times are never more than they should be, I've been to most of the areas of the game now, and the teleporters work too. Music also loops properly.

One kind of serious problem: the menus at the librarian don't behave properly. I'm not sure if it's a MIPS opcode bug or what, but the Buy Item menu acts like UP is always being pressed, meaning you can only buy the topmost item.
Posted By: Kale

Re: Playstation WIP thread - 04/22/13 09:46 PM

Starting new bug reports:

Gaia Master

Black screen

Gensou Suikoden II


MDEC sound is very jumpy, working otherwise





Twin Goddesses

Black screen

Additionally, The Neverhood Klaymen Klaymen black screens if you try to enter into this specific room

Posted By: crazyc

Re: Playstation WIP thread - 04/23/13 02:59 AM

Originally Posted By R. Belmont
One kind of serious problem: the menus at the librarian don't behave properly. I'm not sure if it's a MIPS opcode bug or what, but the Buy Item menu acts like UP is always being pressed, meaning you can only buy the topmost item.
Don't see that here (using the keyboard for controlling and the standard digital controller).


Quote:
Starting new bug reports:

Are these regressions or did they not work before too?
Posted By: R. Belmont

Re: Playstation WIP thread - 04/23/13 03:57 AM

Hmm, deleting the .cfg seems to have fixed the menu problem. Weird that it was only there and only in that menu though (the sell menu didn't show it).
Posted By: MikeAbson

Re: Playstation WIP thread - 04/23/13 09:42 AM

Crash Team Racing:

Works now with latest fixes. Usually when starting the race, a weird line appears and disappears in the middle of the screen, it's some sort of minor graphics problem. Fun game though.







Dance Dance Revolution (NTSC-J):

Starts to show something now, but hangs on the very first screen that appears.



Dance Dance Revolution (NTSC-U):

Works now as well, including the FMV, (I think the Japanese version above was stating I had no memory card inserted because I received a memory card error on the US version here with no memory card inserted). Unfortunately the audio skips, so I won't be busting any moves soon.







Dance Dance 2ndReMix (NTSC-J):

Still a black screen.

Dance Dance Konamix (NTSC-U):

Gets stuck at the beginning, never plays the FMV. Previously all I got was a black screen.



DOOM (NTSC-U / PAL-E):

Regression here, black screen after the Williams FMV.

Gran Turismo (NTSC-U):

Now plays the FMV, but it overlaps itself with a lack of colour, almost like you've enabled 3D with a dull greenish tinge, very similar to NFS Porsche Unleashed intro.
Posted By: Kaylee

Re: Playstation WIP thread - 04/23/13 09:45 AM

Regression:

All Bioses on the pse/psu set, except the default one no longer goes thru the Bios, and the psj set only the default and the i.ij bios load completely, the rest doesn't, psa doesn't work at all. See vid for info:

http://www.youtube.com/watch?v=ElJiNeJAAAY

Posted By: R. Belmont

Re: Playstation WIP thread - 04/23/13 11:19 AM

Kaylee: I know you mean well, but it would be preferable if you didn't pollute public YouTube with these bugs. A text description is almost always sufficient, and a still screenshot is fine for cases where it isn't. You'll forget to remove them after the bug is fixed and people will find them and just assume nobody should ever use MESS.

In this particular case neither the text nor the video properly describe what's going on: is a disc inserted and it isn't recognized, or is no disc inserted and it should fall through into the dashboard?
Posted By: Kaylee

Re: Playstation WIP thread - 04/23/13 12:27 PM

Originally Posted By R. Belmont
Kaylee: I know you mean well, but it would be preferable if you didn't pollute public YouTube with these bugs. A text description is almost always sufficient, and a still screenshot is fine for cases where it isn't. You'll forget to remove them after the bug is fixed and people will find them and just assume nobody should ever use MESS.
laugh. They're hidden laugh

Quote:
In this particular case neither the text nor the video properly describe what's going on: is a disc inserted and it isn't recognized, or is no disc inserted and it should fall through into the dashboard?
I've inserted a disc and booted it up. but it never leaves this screen:

if you don't insert a cd it goes thru to the dashboard.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/23/13 12:56 PM

Gotcha smile Hopefully Carl can sort that out quickly.
Posted By: Bubblun_Z

Re: Playstation WIP thread - 04/23/13 01:58 PM

Originally Posted By MikeAbson
Dance Dance Revolution (NTSC-J):

Starts to show something now, but hangs on the very first screen that appears.



Dance Dance Revolution (NTSC-U):

Works now as well, including the FMV, (I think the Japanese version above was stating I had no memory card inserted because I received a memory card error on the US version here with no memory card inserted).


The screen was actually one of those generic caution-types, stating the following:

WARNING

Keep the room bright and make sure to keep a distance from the TV while playing.

In case of using the exclusive controller make sure to read the usage instructions and play safely and in the correct manner.

Also, we ask that you not cause problems for those around you.

...that sort of thing.
Posted By: crazyc

Re: Playstation WIP thread - 04/23/13 10:04 PM

Originally Posted By Kaylee
I've inserted a disc and booted it up. but it never leaves this screen:
Some tweaking made the pse and psa bioses work, the psj ones (except 0 and 4) always drop to the menu.

Edit: After a look, the Japanese bioses reject disks which don't have the SCEI copyright in sector 5. Strange the other regions don't enforce that (or not as strict, SCEA bioses don't reject SCEE disks and vice versa). Maybe they figured it was pointless and the wobble code was better anyway.
Posted By: Dullaron

Re: Playstation WIP thread - 04/25/13 01:53 AM

Battle Arena Toshinden (US)

Using psu.ini

The sounds are playing. No issues here. But the graphics are screw up here.



There 2 pictures together. Sorry.
Posted By: Dullaron

Re: Playstation WIP thread - 04/25/13 02:40 AM

Rayman (Greatest Hits) (US)



The sounds are playing. No issues here. But the graphics are screw up here and then go black after this go away.

This all I'm doing tonight.
Posted By: Isamu

Re: Playstation WIP thread - 04/25/13 07:47 AM

Originally Posted By Kale


Rage Racer

Works minus CD-DA tracks







Or Lordy this is too good to be true!!!!! What about RR Type 4? And is JogCon FFB working too?

You guys are GODS!!!!!!!!!
Posted By: Isamu

Re: Playstation WIP thread - 04/25/13 08:03 AM

Originally Posted By Vas Crabb

JogCon isn't rumble - it's actually a motor-driven wheel. You can spin it infinitely in both directions, and it can be commanded to apply torque feedback in either direction.


I have owned a Jogcon for several years, but haven't used it in ages. Don't have a ps1 at the moment so I don't remember what it actually feels like. Can you confirm with CERTAINTY that the ffb signal that is driven from the Ridge Racer games to the JoGcon is in fact TRUE unadulterated force feedback, as in the very same type used in Namco and Sega's arcade machines? If so, is Namco using the same DirectInput Immersion ffb code that is used in everything else?

I'm desperately curious about this, given I'm a staunch supporter of all things ffb. We are actually trying to get skidau to get JoGcon support implemented into Lilypad, a plugin for all PS1 and PCSX2 emulators. That way, we can use our PC ffb wheels to play all the JoGcon supported Ridge Racer titles properly.
Posted By: Kaylee

Re: Playstation WIP thread - 04/25/13 09:08 AM

Originally Posted By Isamu
What about RR Type 4?
It works last Time I tried
Posted By: Anna Wu

Re: Playstation WIP thread - 04/25/13 11:06 AM

I made another bootable CD image by using the .exe

"The Roots" by HITMEN (a nice intro)
Region: Japan (psj driver)
DTL-H1100 V2.2 BIOS

CHD image (uncompressed)
DL




Posted By: smf

Re: Playstation WIP thread - 04/25/13 02:41 PM

Originally Posted By Anna Wu
I made another bootable CD image by using the .exe


You can just run .cpe, non yaroze .exe & one file .psf with mess (from command line use the -quik option). Alot of the demos have worked for years.
Posted By: Anna Wu

Re: Playstation WIP thread - 04/25/13 02:44 PM

I know but it is boring for me.
Have to understand the SYSTEM.CNF and its content.
Posted By: smf

Re: Playstation WIP thread - 04/25/13 03:12 PM

Originally Posted By Anna Wu
I know but it is boring for me.
Have to understand the SYSTEM.CNF and its content.


I don't think I ever bothered with a SYSTEM.CNF on bootable cd's.

If you use bootedit2 then you can create your own logo as well as put your own text in.
Posted By: Anna Wu

Re: Playstation WIP thread - 04/25/13 03:16 PM

Originally Posted By smf
Originally Posted By Anna Wu
I know but it is boring for me.
Have to understand the SYSTEM.CNF and its content.


I don't think I ever bothered with a SYSTEM.CNF on bootable cd's.

If you use bootedit2 then you can create your own logo as well as put your own text in.


Check my first screenshot.
Posted By: smf

Re: Playstation WIP thread - 04/25/13 04:30 PM

Originally Posted By Anna Wu
Check my first screenshot.


I don't see a screenshot with your own logo.
Posted By: Anna Wu

Re: Playstation WIP thread - 04/25/13 05:12 PM

Originally Posted By smf
Originally Posted By Anna Wu
Check my first screenshot.


I don't see a screenshot with your own logo.


but with own text, there is no need for a new logo.
Its no easy task making a new TMD file.
Please let us stop this kind of discussion.
Posted By: crazyc

Re: Playstation WIP thread - 04/25/13 09:34 PM

Vibribbon does something other than crash now.
Posted By: Isamu

Re: Playstation WIP thread - 04/25/13 10:23 PM

Welp, I have just done something I haven't done in many years....I actually broke out and dusted off my Portable PS2 and popped in all my Ridge Racer games. I started with RR4 Type 4, then Ridge Racer Hi-Res 60fps Bonus disc, then finally Ridge Racer 5.

Vas Cabb you are absolutely correct about this statement dude...

Quote:

JogCon isn't rumble - it's actually a motor-driven wheel. You can spin it infinitely in both directions, and it can be commanded to apply torque feedback in either direction.


100% CONFIRMED!! That little wheel on the JoGcon is a thing of wonders!!! It actually behaves almost EXACTLY like a real arcade cabinet ffb wheel when playing Jogcon support Ridge Racer games! RRV and R4 HiRes Bonus disc gives a nice jolt and torque effect to the Jogcon when turning and drifting, it feels totally GNARLY!!!!!!!

The only thing I notice it's missing is any kind of rumble effect, particularly when there's supposed to be, such as car to wall, car to rail, or car to car collisions. Vas Crabb...do you suspect this is more to do with the JoGcon's wheel containing only a small motor that's designed to deliver torque type forces in either direction, or do you think it's a result of Namco's RR games not delivering that type of rumble effect at all, when the JoGcon is detected as the controller?

Reason I ask, is because when using a dualshock controller, the game delivers vibration and proper rumble during jumps and collisions, and I don't feel that in the JoGcon, so I'd like to get your opinion on it.

Anyway, all this does is further break my heart, knowing that the Lilypad plugin is out there, waiting to be modified and tweaked to add emulated JoGcon controller compatibility, yet no one has tackled it yet frown frown frown frown Hopefully this changes one day, as I can just imagine how absurdly awesome it will be to have the ability to use our PC force feedback wheels in a game like Ridge Racer Type 4, Ridge Racer Hi-Spec Bonus disc, and Ridge Racer V.

Let us pray for it together....
Posted By: crazyc

Re: Playstation WIP thread - 04/25/13 10:33 PM

I don't think it would be hard to emulate the jogcon but it would not be any better than the dualshock as there won't be any force feedback.
Posted By: Isamu

Re: Playstation WIP thread - 04/25/13 10:53 PM

Originally Posted By crazyc
I don't think it would be hard to emulate the jogcon but it would not be any better than the dualshock as there won't be any force feedback.


That is simply not true crazyc. I just tried it myself on a REAL Jogcon, and can confirm the little wheel behaves EXACTLY like a large FFB steering wheel! There is torque feedback and the effect feels just like a larger wheel.

The only area where the dual shock *appears* to have an advantage, and this is why I'm asking Vas Crabs to clarify, is the lack of rumble effects on the Jogcon. However I am inclined to believe this is mainly due to the device itself not having additional rumble motors in it. If it did, I have a hunch the game would make the Jogcon rumble during car collisions, jumps, etc.

So yes, if there was a driver emulating this device and converting it to DirectInput, it would most definitely deliver true force feedback to those of us using PC FFB wheels.
Posted By: crazyc

Re: Playstation WIP thread - 04/25/13 11:00 PM

The jogcon has force feedback but MESS doesn't. There isn't any point in emulating it until that changes.
Posted By: Kale

Re: Playstation WIP thread - 04/25/13 11:56 PM

Pro Mahjong Kiwame Plus II





Originally Posted By Anna Wu
I made another bootable CD image by using the .exe

"The Roots" by HITMEN (a nice intro)
Region: Japan (psj driver)
DTL-H1100 V2.2 BIOS

CHD image (uncompressed)
DL






There's a C-64 emulator on PSX? And, guess that it works better than our MESS driver?
Posted By: Just Desserts

Re: Playstation WIP thread - 04/26/13 12:37 AM

Originally Posted By Kale
There's a C-64 emulator on PSX? And, guess that it works better than our MESS driver?


No, it's an intro.
Posted By: Dullaron

Re: Playstation WIP thread - 04/26/13 01:00 AM

Black screen of death on these two. Not even a sound playing.
Pro Pinball: Fantastic Journey (US)
Pro Pinball: Big Race USA (US)
Using psu.ini.
Posted By: Vas Crabb

Re: Playstation WIP thread - 04/26/13 01:26 AM

Originally Posted By Isamu
The only thing I notice it's missing is any kind of rumble effect, particularly when there's supposed to be, such as car to wall, car to rail, or car to car collisions. Vas Crabb...do you suspect this is more to do with the JoGcon's wheel containing only a small motor that's designed to deliver torque type forces in either direction, or do you think it's a result of Namco's RR games not delivering that type of rumble effect at all, when the JoGcon is detected as the controller?

Reason I ask, is because when using a dualshock controller, the game delivers vibration and proper rumble during jumps and collisions, and I don't feel that in the JoGcon, so I'd like to get your opinion on it.


I'm pretty sure the JogCon doesn't accept a rumble command, just the torque control bytes. You wouldn't be able to mod the pad to add vibration motors, and the game wouldn't be sending data that the pad can't accept anyway.

Originally Posted By Isamu
Anyway, all this does is further break my heart, knowing that the Lilypad plugin is out there, waiting to be modified and tweaked to add emulated JoGcon controller compatibility, yet no one has tackled it yet frown frown frown frown Hopefully this changes one day, as I can just imagine how absurdly awesome it will be to have the ability to use our PC force feedback wheels in a game like Ridge Racer Type 4, Ridge Racer Hi-Spec Bonus disc, and Ridge Racer V.

Let us pray for it together....


If you really want to help, you should build a circuit that lets you capture the data off the JogCon and tell us what the magnitude values actually represent (e.g. something that attaches to a PC parallel port). Are they absolute position? Movement since last report? Accumulated movement that just wraps eventually, and if so how is wrapping reported? Praying for someone else, who probably doesn't actually have a real JogCon of their own to test with, to make your wish come true probably isn't the fastest way to get results, and it could upset people who could otherwise be your friends.

Originally Posted By crazyc
I don't think it would be hard to emulate the jogcon but it would not be any better than the dualshock as there won't be any force feedback.


The trouble is, we still don't know exactly what the values in JogCon protocol represent, and without someone who actually still has one doing some testing, we'd be implementing it by trial and error.
Posted By: Isamu

Re: Playstation WIP thread - 04/26/13 03:04 AM

Originally Posted By Vas Crabb


If you really want to help, you should build a circuit that lets you capture the data off the JogCon and tell us what the magnitude values actually represent (e.g. something that attaches to a PC parallel port). Are they absolute position? Movement since last report? Accumulated movement that just wraps eventually, and if so how is wrapping reported? Praying for someone else, who probably doesn't actually have a real JogCon of their own to test with, to make your wish come true probably isn't the fastest way to get results, and it could upset people who could otherwise be your friends.


If you had a JoGcon, could you do it you think?
Posted By: R. Belmont

Re: Playstation WIP thread - 04/26/13 03:07 AM

Carl's the one that has a PS1 with the SIO ports hooked up to a logic analyser.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/26/13 03:10 AM

SOTN continues to work fine. If I had any chance in hell of pulling off the get into Olrox's Quarters Early trick I'd be much farther. The damn hypogriff just killed me, I'm rustier than I thought ;-)

Also,

Posted By: Kaylee

Re: Playstation WIP thread - 04/26/13 05:17 AM

few that Works:

Scrabble:


Quake II:


Micro Machines V3:
Posted By: Dullaron

Re: Playstation WIP thread - 04/26/13 06:38 AM

This is from a cue and bin. (Not mine.)

Castlevania Chronicles (USA) [SLUS-01384]

Castlevania Chronicles having some issues on the sounds and musics. No issue on the graphics though. The graphics is perfect.

Explaining what the musics is doing. Speed is off. Playing a little fast than playing normal speed. There is some popping or what ever it is doing as well. I couldn't stand hearing it any longer after the first level. Pretty bad. Musics plays better on the Sharp X68000 version on the older MESS release.
Posted By: Kaylee

Re: Playstation WIP thread - 04/26/13 06:42 AM

Seems something in the psxcd updates after 22505, made Need For Speed II (USA) randomly hangs after a few seconds, or up to two laps into a race.

Reverting the psxcd files to SVN22505 makes it work. Tested with SVN22558

Get this when running NFSII: psxcd: sector buffer overrun. Seems the offending SVN is SVN22508 as it's working before this SVN, but not after this SVN
Posted By: crazyc

Re: Playstation WIP thread - 04/26/13 11:55 AM

Oddly, the bug causing tobal to fail was suppressing the nfs2 bug so it's crashing for the same reason just quicker. Anyway I know what it's doing just not sure how to fix yet. I did get it working perfectly but broke everything else so it is a bit weird.
Posted By: MikeAbson

Re: Playstation WIP thread - 04/26/13 12:56 PM

Need for Speed: Porsche Unleashed

Now working, but with a corrupted menu system. Continuously pressing X lead me to play a race.









Quake II:

Previously at the start of the game, if you walked near the wall, the graphics would become corrupted, but I believe the addition of triangle culling has fixed the problem.

Crash Team Racing:

I had reported a weird line appearing in the middle of the screen for a split second at the beginning of a race, and this too appears to be fixed.

R4 - Ridge Racer Type 4: Ridge Racer - Bonus Turbo Mode Disc (Disc 2):

The graphics have improved here as well, although I noticed blue lines in "gaps" around the track, particularly on sides of the mountain, but also on the road and side of the road. I'm thinking they're suppose to be there and it's more where the textures are joined together and it's just easier to notice on an LCD screen? The other is that the CDDA now plays fine during the attract mode and a race smile

Posted By: crazyc

Re: Playstation WIP thread - 04/26/13 02:47 PM

So I'm going to try a new theory of cdrom operation. It's like nocash has here but he's missing an important point. You can transfer the missed sectors as long as you do so before the next int1. That makes both NFS2 and BFM happy.
Posted By: Kaylee

Re: Playstation WIP thread - 04/26/13 04:47 PM


Rockman Dash - Megaman Legends (Capcom Friendly Club Beta Edition)


Works, but one really needs to understand Japanese
Posted By: ASH

Re: Playstation WIP thread - 04/26/13 06:10 PM

Originally Posted By Kaylee
few that Works:

Scrabble:




MOTHS that's 10 points for me.....your go.
Posted By: smf

Re: Playstation WIP thread - 04/26/13 10:40 PM

Originally Posted By Vas Crabb
The trouble is, we still don't know exactly what the values in JogCon protocol represent, and without someone who actually still has one doing some testing, we'd be implementing it by trial and error.


I have one and sending it data isn't hard, but what are you going to do when you know what the commands do?
Posted By: Isamu

Re: Playstation WIP thread - 04/26/13 11:29 PM

Originally Posted By smf
Originally Posted By Vas Crabb
The trouble is, we still don't know exactly what the values in JogCon protocol represent, and without someone who actually still has one doing some testing, we'd be implementing it by trial and error.


I have one and sending it data isn't hard, but what are you going to do when you know what the commands do?



I think crazyC or VasCrabb are referring to MESS implementation *only*. Even if you were to do anything with the testing, no one would make JoGcon work in MESS due it having force feedback, which is something MESS will never get. However, what would be a substantial addition to the PSX emu community is if you could add it to a playstation plugin called Padneco.

http://www.zophar.net/utilities/pspadplugins/padgnneco.html

http://forums.pcsx2.net/Thread-Performance-Issues-with-Ridge-Racer-V?pid=294925#pid294925

http://www.ngemu.com/forums/showthread.php?t=42019

http://forums.pcsx2.net/Thread-Performance-Issues-with-Ridge-Racer-V?page=8

If JoGcon support was added to this plugin, we could use it in a ton of psx emulators such epsxe, pcsx-reloaded, etc. I could then talk to Rama and have the devs add the plugin to PCSX2! This would allow us to play Ridge Racer V with TRUE, unadulterated force feedback!!!!!!!!!!! SMF if you have the testing equipment and can perhaps add compatibility to the PadGnneco psx plugin, then we're golden!

*THEN* maybe perhaps sometime far off into the distant future, a dev may look into adding it into MESS wink
Posted By: Just Desserts

Re: Playstation WIP thread - 04/27/13 12:47 AM

Is your name Javier Donoso?
Posted By: Vas Crabb

Re: Playstation WIP thread - 04/27/13 01:11 AM

Originally Posted By smf
Originally Posted By Vas Crabb
The trouble is, we still don't know exactly what the values in JogCon protocol represent, and without someone who actually still has one doing some testing, we'd be implementing it by trial and error.


I have one and sending it data isn't hard, but what are you going to do when you know what the commands do?


It's not just what the data sent to it represents that isn't well-understood, the values the pad reports representing wheel motion aren't documented properly. No-one seems to be sure exactly how rotation magnitude is reported.
e.g. no$ guesses here but isn't sure: http://nocash.emubase.de/psx-spx.txt
Posted By: MikeAbson

Re: Playstation WIP thread - 04/27/13 02:21 AM

The FMV on the score board at half time during FIFA Soccer 96 now plays, and after it finishes, the second half gets underway. Previously the FMV did not play, although you could hear it, and one wasn't able to skip it either, so you couldn't actually play the second half.

Posted By: Isamu

Re: Playstation WIP thread - 04/27/13 05:19 AM

Originally Posted By Vas Crabb
Originally Posted By smf
Originally Posted By Vas Crabb
The trouble is, we still don't know exactly what the values in JogCon protocol represent, and without someone who actually still has one doing some testing, we'd be implementing it by trial and error.


I have one and sending it data isn't hard, but what are you going to do when you know what the commands do?


It's not just what the data sent to it represents that isn't well-understood, the values the pad reports representing wheel motion aren't documented properly. No-one seems to be sure exactly how rotation magnitude is reported.
e.g. no$ guesses here but isn't sure: http://nocash.emubase.de/psx-spx.txt


Quote:
Namco Jogcon (NPC-105/SLEH-0020/SLPH-00126/SLUH-00059)
__Halfword 0 (Controller Info)___________________
0-15 Controller Info (5AE3h=Jogcon in Jogcon mode) (ie. not Digital mode)
halfword1: buttons: same as digital pad
halfword2:
0 unknown (uh, this isn't LSB of rotation?)
1-15 dial rotation (signed offset since last read?) (or absolute position?)
halfword3:
0 flag: dial was turned left (0=no, 1=yes)
1 flag: dial was turned right (0=no, 1=yes)
2-15 unknown
Rotations of the dial are recognized by an optical sensor (so, unlike
potentiometers, the dial can be freely rotated; by more than 360 degrees). The
dial is also connected to a small motor, giving it a real force-feedback effect
(unlike all other PSX controllers which merely have vibration feedback).
Although that's great, the mechanics are reportedly rather cheap and using the
controller doesn't feel too comfortable. The Jogcon is used only by Ridge Racer
4 for PS1 (and Ridge Racer 5 for PS2).
The Mode button probably allows to switch between Jogcon mode and Digital Pad
mode (similar to the Analog button on other pads), not sure if the mode can be
also changed by software via configuration commands...? Unknown how the motor
is controlled; probably somewhat similar to vibration motors, ie. by the M1
and/or M2 bytes, but there must be also a way to select clockwise and
anticlockwise direction)...? The controller does reportedly support config
command 4Dh (same as analog rumble).


Very interesting. I am thoroughly impressed by your knowledge of this device Vas Crabb, especially given you don't own one(or do you?). Well at least I got you guys talking about it so that's a start...
Posted By: Kaylee

Re: Playstation WIP thread - 04/27/13 05:57 AM

Back to normal programming:

Rival Schools - United by Fate (USA) (Both Discs)


Hot Shots Golf 2 (USA)
Posted By: LoganB

Re: Playstation WIP thread - 04/27/13 06:14 AM

Metal Slug X (USA):
Now back to hard-hanging MESS after player select. Art Gallery works, though.

Ape Escape (USA):
Hangs instead of playing the first FMV.
Posted By: Kaylee

Re: Playstation WIP thread - 04/27/13 09:50 AM

Originally Posted By Kaylee
Hunter X Hunter - Maboroshi no Greed Island (Japan)
Black screen after boot
Now playable


Originally Posted By Kaylee
Dave Mirra Freestyle BMX - Maximum Remix (USA)


Works but graphics is very fishy to non-existing (for the rider as can be seen on the 3rd screenshot

Works:


Originally Posted By Kaylee


OPTION Tuning Car Battle Spec-R (Japan)
Black screen


Posted By: smf

Re: Playstation WIP thread - 04/27/13 01:09 PM

Originally Posted By Vas Crabb
It's not just what the data sent to it represents that isn't well-understood, the values the pad reports representing wheel motion aren't documented properly. No-one seems to be sure exactly how rotation magnitude is reported.


Well getting results from it should be trivial. I've got a load of different controllers I want to hook up anyway.
Posted By: crazyc

Re: Playstation WIP thread - 04/27/13 03:23 PM


Vibribbon with audio cd. No music yet though.

FWIW, this is the commit crops the video to the lower-right quarter.
Posted By: Dr. Spankenstein

Re: Playstation WIP thread - 04/27/13 05:35 PM

Latest update from Carl has partly fixed:

FIFA 2001 - Major League Soccer [SLUS-012.62]

The music no longer constantly loops and the commentary works well also. smile

The music accompanying the menu screen only comes out the left channel though?

Windows 7 64-bit [r22581]
Posted By: MikeAbson

Re: Playstation WIP thread - 04/28/13 02:53 AM

Just going through my list of games here:

- Dance Dance Revolution now plays the music perfectly. Time for a DDR Pad I think smile

- Interestingly, FIFA 98 RTWC is playing faster than before, even though MESS is still running at 100%. Something has definitely changed for this to happen. Check it out if you have it, there is a clear difference now and will be a lot more fun to play. Sound and music is perfect here as well.

- FIFA 99: No sound during the FMV, but in-game music and sound is fine. Speed is nice and quick as well.

- FIFA 2000: Audio is perfect, as is the speed of the game.

- FIFA 2001 AND FIFA 2002: I had reported it earlier, and Dr. Spankenstein as also mentioned it above, but when you get to the menu, music is played only from the left speaker, the sound effects however come from both the left and right speakers. If you go in to the options though and make a change the Menu Music Volume Settings, whether you change the volume up, down or oddly enough, set it to off, and save the setting, the music is then played from the left and right speakers. Resetting the game though causes the music to start coming from the left side again. In game though it runs and sounds fine.

- FIFA Soccer 2003: Same left only music audio problem as above. If you fiddle with the menu music volume control and continue to go back and fourth between the audio menu and other menus, eventually music is played through both speakers. In-game is fine though.

- FIFA Soccer 2004 AND FIFA 2005: Same music problem coming from the left. I couldn't get it to play from both speakers, but after a song had played and a new one started, music automatically started playing from both speakers, I suspect this probably hold true for FIFA 2001 thru FIFA 2003 as well.

- Knockout Kings: This has two FMV's, the first is an EA Cyber-Athlete preview and the other is the actual game FMV. The Cyber-Athlete preview seemed to have sound coming from the left, more so than the right. The game FMV sounds fine, but the game itself has no menu music, and the only sound in-game appears to be from the commentator.

- NFS Series: They too seem to run smoother than previous releases, even though MESS was running at 100% during those times.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/28/13 03:49 AM

The menu music only on one speaker thing I would advise to check on hardware. It's real easy to miss that sort of thing on a 20 or 25" stereo TV smile
Posted By: MikeAbson

Re: Playstation WIP thread - 04/28/13 05:33 AM

I wish it were, but it appears it's a problem with the way the driver produces the sound. All other games I've tried that play music are fine. If you can grab the game, you should be able to hear it. It's a lot more noticeable with headphones on though.
Posted By: Dr. Spankenstein

Re: Playstation WIP thread - 04/28/13 08:50 AM

Originally Posted By R. Belmont
The menu music only on one speaker thing I would advise to check on hardware. It's real easy to miss that sort of thing on a 20 or 25" stereo TV smile


Original PS1: Stereo music.

MESS: The music plays for about 500ms through both channels before only playing through the left. Indicative of some kind of bug?
Posted By: MikeAbson

Re: Playstation WIP thread - 04/28/13 11:09 AM

Virtual Pool (NTSC-U):

Everything works fine, from the FMV, to the smooth R&B sound of the 90's smile







Posted By: MikeAbson

Re: Playstation WIP thread - 04/28/13 11:27 AM

Virtual Pool 3 (NTSC-U):

It works and sounds fine, but as you can see from the screenshots, the balls are not transparent around the edges.



Posted By: R. Belmont

Re: Playstation WIP thread - 04/28/13 12:19 PM

Originally Posted By Dr. Spankenstein
Indicative of some kind of bug?


Please tell me this is a rhetorical question.

Does it happen on pSX?
Posted By: crazyc

Re: Playstation WIP thread - 04/28/13 12:44 PM

Originally Posted By Dr. Spankenstein

Original PS1: Stereo music.

MESS: The music plays for about 500ms through both channels before only playing through the left. Indicative of some kind of bug?
The PS1 cdrom controller had the abilty to mix left and right channels that we don't emulate yet. If the music was one channel xa then it might be being routed to both channels. It might also be 2 channel for that 1/2 sec.
Posted By: Dr. Spankenstein

Re: Playstation WIP thread - 04/28/13 01:29 PM

Originally Posted By R. Belmont
Originally Posted By Dr. Spankenstein
Indicative of some kind of bug?


Please tell me this is a rhetorical question.


It arose from my confusion after reading someone's sarcastic post that has since been deleted.

Originally Posted By R. Belmont

Does it happen on pSX?


The same problem occurs on pSX v1.13.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/28/13 01:35 PM

Nice. Probably the mix thing Carl mentioned then.
Posted By: Dullaron

Re: Playstation WIP thread - 04/29/13 01:15 AM

Castlevania Chronicles sounds and musics been fix. No more popping sounds. Now I can play this.

This version doesn't have this menu. Hack? Why is it there on the other dump that I found?



Anyway this is name Castlevania - Chronicles and in a smaller sizes. The way I found this.

-----------------------------------------------------------Edit.

OK I did some research and I found out hold L1 and R1 to bring this up. So the other one must be a hack to where it is automatic to show up without pressing those 2 buttons. That explain why it is there automatic.

"If you hold L1 and R1 while selecting either original or arrange mode and press start, you are given the option to choose which of three sound modules you would like to use. The FM synthesizer module is the lowest quality, while the Roland GS module offers the highest quality. In original mode, it defaults to the lowest quality module, so this can be used to improve the audio experience significantly."
Posted By: Firehawke

Re: Playstation WIP thread - 04/29/13 04:03 AM

The Japanese version always brings it up, if that's what you mean. They hid the menu for the US release because almost nobody here would know what an X68000 is.

Edit:

Actually, I should be a little more accurate:

Japanese version always shows the selection for Original Mode. You can use the code with Arrange if you want to use one of the three original soundtracks, though. (Since you can't use the arrange OST with original, that gives seven ways to play: three and four soundtracks)

The US version doesn't show the menu for Original Mode like the Japanese version does, but it can be triggered with the code for either mode.
Posted By: Dullaron

Re: Playstation WIP thread - 04/29/13 04:23 AM

Akumajou Nendaiki: Akumajou Dracula (JP)

Won't go pass this part. Using psj.ini No idea what it is saying. Just restart back after choosing.



The other one was patch in English. Not needed for testing. Moved to back up folder. I found this out.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/29/13 02:54 PM

That's the "no memory card" screen, same as on the English version. Pick the other option and it starts up.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/29/13 03:05 PM

Originally Posted By Firehawke
The Japanese version always brings it up, if that's what you mean. They hid the menu for the US release because almost nobody here would know what an X68000 is.


Which was a little silly given that the entire point of buying Chronicles is to play Akumajou Dracula X68000. Even if the bonus FMV interview with IGA on the US version translates X68000 as "PC" smile
Posted By: Bubblun_Z

Re: Playstation WIP thread - 04/29/13 03:15 PM

Originally Posted By Dullaron
Akumajou Nendaiki: Akumajou Dracula (JP)

Won't go pass this part. Using psj.ini No idea what it is saying. Just restart back after choosing.



The other one was patch in English. Not needed for testing. Moved to back up folder. I found this out.


In case it's still neeeded, the specifics are:

Checking the memory card in slot 1
Please do not remove the memory card

There is no memory card in slot 1

End loading process?
Yes
No
Posted By: Dullaron

Re: Playstation WIP thread - 04/29/13 09:44 PM

OK I got past that screen. What it was is that they have the controller button different setup. On the Eur and US the button is X for select the answer. On the Japan version it is the O button for select the answer. Other wise it going to keep looping if you keep pressing the X button for the answer. Really silly to swap the button. LOL
Posted By: smf

Re: Playstation WIP thread - 04/29/13 10:18 PM

Originally Posted By Dullaron
OK I got past that screen. What it was is that they have the controller button different setup. On the Eur and US the button is X for select the answer. On the Japan version it is the O button for select the answer. Other wise it going to keep looping if you keep pressing the X button for the answer. Really silly to swap the button. LOL


You've just found out that Sony has X & O the other way round in Japan as they do in America and Europe?
Posted By: Dullaron

Re: Playstation WIP thread - 04/29/13 10:48 PM

Wasn't talking about the buttons swap. Talking about the controller coding input for this game. They swap it on that memory card reader screen. Haven't test it any farther. Will later.

Edit: Sorry about the confusing. Get the games. You will see. smile

Akumajou Dracula X: Gekka no Yasoukyoku (JAP) is working. It funny it have some English and Japanese texts. Voices in Japanese. Took me a few mins get the memory card to formatted. LOL

By the way. I think there is a GameShark or Action Replay code to where you can play Maria or Richard on the PS version. Which they locked those up for some reason. It a shame can't play them without a GameShark or Action Replay. Didn't they think ladies would've have some fun with Maria in the PS version?

I gotta try the Saturn version later. It have extra stuff in it.
Posted By: crazyc

Re: Playstation WIP thread - 04/30/13 03:14 AM

So, here's a capture of one multitap poll. Lines are host clock, device to host, host to device, port d clock, port d dsr, port d data, and host dsr. There was a dualshock in port a and a standard controller in d. It polls all controllers at the same time and return port a immediately. Then ramps the clock to 1MHz and transfers the stored data from the other ports.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/30/13 03:40 AM

The multitap also has 4 memory card slots. I know on hardware cards on the tap were noticeably slower to access.
Posted By: Darkstar

Re: Playstation WIP thread - 04/30/13 06:21 AM

Originally Posted By Dullaron
On the Japan version it is the O button for select the answer. Other wise it going to keep looping if you keep pressing the X button for the answer. Really silly to swap the button. LOL

This actually really makes sense, because in Japan, batsu (X) means "NO"/"CANCEL" and maru (O) means "YES"/"OKAY". You really have to watch out for that if you're filling out some official form or something smile

I don't know why they swapped it for Europe/US, probably because here "X" feels more like "OKAY" than "O", or because they wanted to use the lower button for "OKAY", but who knows...
Posted By: MikeAbson

Re: Playstation WIP thread - 04/30/13 09:28 AM

PGA Tour 96 (NTSC-U):

Plays the EA Sports FMV, then hangs here with music playing.



PGA Tour 97 (NTSC-U):

Seems to work fine, FMV and all.



PGA Tour 98 (NTSC-U):

Also works fine.

Posted By: R. Belmont

Re: Playstation WIP thread - 04/30/13 12:16 PM

Originally Posted By Darkstar
I don't know why they swapped it for Europe/US, probably because here "X" feels more like "OKAY" than "O", or because they wanted to use the lower button for "OKAY", but who knows...


They were leaning on the muscle memory of anyone who'd played SNES games, since the SNES originated that layout.

The SNES B button (which is in the same position as X/Cross on the PlayStation) was normally primary action/go forward, and SNES A (same position as Circle on the PS) was usually a secondary action/go back.

The Xbox/Xbox360 use the same muscle-memory convention, even though the *names* are the exact opposite of the SNES. The color coding (A = green = advance, B = red = backwards) backs that up.
Posted By: Dr.Venom

Re: Playstation WIP thread - 04/30/13 02:55 PM

Hi,

I've noticed a regression in the u4 release that breaks the CDDA audio for
- The Adventures of Lomax (by Psygnosis, NTSC)
- Motorhead (Digital Illusions, both NTSC and PAL versions)

Instead of the audio tracks playing there's only silence now. (These are the only two CDDA audio track games I've tested, so possibly others got broken also).

Some testing reveals that this regression got introduced with the r22555 update [psxcd: mark transfer buffer empty when all data transfered (nw)].
Posted By: crazyc

Re: Playstation WIP thread - 04/30/13 11:59 PM

It's probably the same pregap-sector issues as the Saturn and PCECD. Some images need that "+ 150", some dont. You can try undoing the changes on line 596 and 1101 and see if it fixes it.
Posted By: Dr.Venom

Re: Playstation WIP thread - 05/01/13 09:01 AM

Thanks, undoing the changes on those two lines indeed fixes the audio for both games.

Would there be a way of getting this automated from the MESS side? Or should we have the images formatted/ripped according to a certain standard?
Posted By: R. Belmont

Re: Playstation WIP thread - 05/01/13 12:19 PM

This is definitely fixable and I have most of the necessary changes done to chdman locally (although as an aside, I'm not convinced real h/w actually *does* this track type check), but every time I sat down to work on it the past month something else came up that was OMG a giant emergency. You can see most of those emergencies in u4, but some remain...
Posted By: crazyc

Re: Playstation WIP thread - 05/01/13 12:39 PM

Originally Posted By R. Belmont
(although as an aside, I'm not convinced real h/w actually *does* this track type check)
The source for that is in nocash's doc "CdlPlay may be used on data sectors. However, all sectors from data tracks are treated as 00, so no sound is played.".
Posted By: ICEknight

Re: Playstation WIP thread - 05/01/13 12:52 PM

Originally Posted By Darkstar
[quote=Dullaron]This actually really makes sense, because in Japan, batsu (X) means "NO"/"CANCEL" and maru (O) means "YES"/"OKAY".
"O" and "X" respectively symbolizing "Yes" and "No", makes sense in Japan and everywhere else...


Originally Posted By R. Belmont
They were leaning on the muscle memory of anyone who'd played SNES games, since the SNES originated that layout.

The SNES B button (which is in the same position as X/Cross on the PlayStation) was normally primary action/go forward, and SNES A (same position as Circle on the PS) was usually a secondary action/go back.

Actually, it's always been the opposite for Nintendo since the NES days to the 3DS (A=primary/Accept, B=secondary/Cancel), something that was inverted for the Xbox.


Note that, originating from the different button naming in the SNES' prototype controller, Nintendo has also been using an alternate control scheme involving B (primary/accept) and Y (secondary/cancel) since the SNES days, which they're silently deprecating now in favor of using the X button as a B equivalent (making it compatible with their classic "B,A" system, which they seem to want to keep as legacy no matter what).
Posted By: Dr.Venom

Re: Playstation WIP thread - 05/01/13 02:54 PM

Originally Posted By R. Belmont
This is definitely fixable and I have most of the necessary changes done to chdman locally

That's good news. Just to be sure, this means that if we encounter any such problematic (bin+cue) images we need to convert them to chd with chdman, once your update is in?
Posted By: R. Belmont

Re: Playstation WIP thread - 05/01/13 03:01 PM

No, of course not. There's only one bin/cue parser smile
Posted By: Dr.Venom

Re: Playstation WIP thread - 05/01/13 03:24 PM

I'm confused wink

So I don't need to convert the images, but they'll work in MESS after the update?
Posted By: etabeta78

Re: Playstation WIP thread - 05/01/13 03:37 PM

I guess your question is in fact: if I have already converted my bin+cue into a chd by using the old bin+cue parser, will I need to reconvert them from scratch?

I'd be interested in the reply as well, since it does not seem obvious to me (it depends on where in the bin+cue parser code the changes would fit wink )
Posted By: R. Belmont

Re: Playstation WIP thread - 05/01/13 03:47 PM

From the top:

Originally Posted By Dr.Venom
Just to be sure, this means that if we encounter any such problematic (bin+cue) images we need to convert them to chd with chdman, once your update is in?


And the answer to that question, exactly as it is worded, is "No. Because there is only one bin/cue parser".

ETA: I'm going to go verbose now, and you're going to be sorry. His original question is asking if running bin/cues directly will also show the fix, apparently showing concern that I attributed the fix to chdman instead of MESS. My reply states that this is not the case because both pieces of software share the same disc front end, and therefore it is not possible to only fix one of them.

His question did not say "reconvert", and CHDs are not in bin/cue format and therefore not subject to the bin/cue parser. Hopefully it is obvious that if you *did* convert to CHD previously reconversion *will* be necessary.

Is that verbose enough for you guys now? smile
Posted By: etabeta78

Re: Playstation WIP thread - 05/01/13 04:02 PM

I had misread the original question, then smile
thanks a lot for the verbose reply!
Posted By: Dullaron

Re: Playstation WIP thread - 05/02/13 03:41 AM

I keep the dumps and CHDs. The psx hash saying keep the dumps for back up. Don't throw those away.

adxgny-j - slpm-86023.ccd, slpm-86023.chd, slpm-86023.cue, slpm-86023.img and slpm-86023.sub

anad-j - slpm-86754.chd, slpm-86754.cue and slpm-86754.bin

bat-u - scus-94200.ccd, scus-94200.chd, scus-94200.cue, scus-94200.img and scus-94200.sub

cc-e - sles-03532.chd, sles-03532.cue and sles-03532.bin

cc-u - slus-01384.chd, slus-01384.cue and slus-01384.bin

gh-csotn-u - slus-00067.ccd, slus-00067.chd, slus-00067.cue, slus-00067.img and slus-00067.sub

gh-rayman-u - slus-00005.ccd, slus-00005.chd, slus-00005.cue, slus-00005.img and slus-00005.sub

ppbru-u - slus-01260.ccd, slus-01260.chd, slus-01260.cue, slus-01260.img and slus-01260.sub

ppfj-u - slus-01261.ccd, slus-01261.chd, slus-01261.cue, slus-01261.img and slus-01261.sub

This is the way I done this on my end.

ID is what I found on the CD or what ever you call those. Name these files that way.

For the folders. If there a Greatest Hit then I use gh - at the beginning. Shorten the names down into first letter of each word. Added - u or j or what ever country it been made for.

Note: Since Rayman just one word found then I used that whole name.

I have no need to put full names on the ccd, cue and everything else because the full names are on the psx hash file. =)
Posted By: etabeta78

Re: Playstation WIP thread - 05/02/13 05:13 AM

for the record, if you dump your own disks, you should definitely use a program that gives you a bin+cue
if you use clonecd, the resulting files are quite often not handled correctly (yet) from chdman for the conversion to chd...
Posted By: Dullaron

Re: Playstation WIP thread - 05/02/13 08:36 AM

Then what the best program to dump bin+cue? I wouldn't mind redump these. Have to be something that works on Windows 8 Pro.

Alcohol won't install or run because of Windows 8 Pro update patch to where it won't let it anymore.

Edit: Never mind about cdrwin. ImgBurn is free and can dump those into bin file.
Posted By: Anna Wu

Re: Playstation WIP thread - 05/02/13 09:11 AM

.cue/.bin in combination with chdman doesnt support the subchannel data at all, like for CD+G.
.toc/.bin should work. I told this Toni too.
burnatonce (freesoft) can be helpful. Not sure it works on Windows 8
Posted By: MikeAbson

Re: Playstation WIP thread - 05/02/13 09:15 AM

Try ImgBurn. It's free, creates bin/cue files and identifies Playstation discs. Just pop in your disc, click on Create Image From Disc, save as .bin and the cue file will be created automatically.
Posted By: Dullaron

Re: Playstation WIP thread - 05/02/13 09:19 AM

ImgBurn works on Windows 8. I haven't had a problem with it yet. Ripping and reading at speed 1x to make sure it is dump right.

Edit....

Got one of the redump done. Now number two is done.

Rayman seem fine.

I'm not sure what FLAGS DCP mean on the other one.

Code:
Castlevania: Symphony of the Night (Greatest Hits) (US)

FILE "slus-00067.bin" BINARY
  TRACK 01 MODE2/2352
    FLAGS DCP
    INDEX 01 00:00:00
  TRACK 02 AUDIO
    PREGAP 00:02:00
    FLAGS DCP
    INDEX 01 50:53:45
  REM LEAD-OUT 55:06:65

Rayman (Greatest Hits) (US)

FILE "slus-00005.bin" BINARY
  TRACK 01 MODE2/2352
    INDEX 01 00:00:00
  TRACK 02 AUDIO
    PREGAP 00:02:00
    INDEX 01 09:15:60
  TRACK 03 AUDIO
    INDEX 00 09:25:10
    INDEX 01 09:27:10
  TRACK 04 AUDIO
    INDEX 00 10:34:43
    INDEX 01 10:36:43
  TRACK 05 AUDIO
    INDEX 00 11:41:71
    INDEX 01 11:43:71
  TRACK 06 AUDIO
    INDEX 00 12:47:20
    INDEX 01 12:49:20
  TRACK 07 AUDIO
    INDEX 00 13:15:42
    INDEX 01 13:17:42
  TRACK 08 AUDIO
    INDEX 00 14:27:23
    INDEX 01 14:29:23
  TRACK 09 AUDIO
    INDEX 00 15:28:54
    INDEX 01 15:30:54
  TRACK 10 AUDIO
    INDEX 00 16:25:29
    INDEX 01 16:27:29
  TRACK 11 AUDIO
    INDEX 00 17:30:26
    INDEX 01 17:32:26
  TRACK 12 AUDIO
    INDEX 00 18:57:19
    INDEX 01 18:59:19
  TRACK 13 AUDIO
    INDEX 00 19:59:42
    INDEX 01 20:01:42
  TRACK 14 AUDIO
    INDEX 00 21:08:65
    INDEX 01 21:10:65
  TRACK 15 AUDIO
    INDEX 00 22:13:23
    INDEX 01 22:15:23
  TRACK 16 AUDIO
    INDEX 00 23:19:06
    INDEX 01 23:21:06
  TRACK 17 AUDIO
    INDEX 00 24:27:41
    INDEX 01 24:29:41
  TRACK 18 AUDIO
    INDEX 00 25:14:52
    INDEX 01 25:16:52
  TRACK 19 AUDIO
    INDEX 00 26:12:40
    INDEX 01 26:14:40
  TRACK 20 AUDIO
    INDEX 00 27:09:31
    INDEX 01 27:11:31
  TRACK 21 AUDIO
    INDEX 00 28:15:22
    INDEX 01 28:17:22
  TRACK 22 AUDIO
    INDEX 00 29:21:10
    INDEX 01 29:23:10
  TRACK 23 AUDIO
    INDEX 00 30:38:12
    INDEX 01 30:40:12
  TRACK 24 AUDIO
    INDEX 00 31:14:28
    INDEX 01 31:16:28
  TRACK 25 AUDIO
    INDEX 00 31:50:58
    INDEX 01 31:52:58
  TRACK 26 AUDIO
    INDEX 00 32:58:26
    INDEX 01 33:00:26
  TRACK 27 AUDIO
    INDEX 00 34:06:09
    INDEX 01 34:08:09
  TRACK 28 AUDIO
    INDEX 00 35:12:69
    INDEX 01 35:14:69
  TRACK 29 AUDIO
    INDEX 00 36:23:72
    INDEX 01 36:25:72
  TRACK 30 AUDIO
    INDEX 00 36:32:33
    INDEX 01 36:34:33
  TRACK 31 AUDIO
    INDEX 00 36:39:53
    INDEX 01 36:41:53
  TRACK 32 AUDIO
    INDEX 00 38:02:36
    INDEX 01 38:04:36
  TRACK 33 AUDIO
    INDEX 00 39:09:34
    INDEX 01 39:11:34
  TRACK 34 AUDIO
    INDEX 00 40:09:30
    INDEX 01 40:11:30
  TRACK 35 AUDIO
    INDEX 00 41:20:59
    INDEX 01 41:22:59
  TRACK 36 AUDIO
    INDEX 00 42:30:53
    INDEX 01 42:32:53
  TRACK 37 AUDIO
    INDEX 00 43:35:29
    INDEX 01 43:37:29
  TRACK 38 AUDIO
    INDEX 00 44:43:73
    INDEX 01 44:45:73
  TRACK 39 AUDIO
    INDEX 00 45:49:63
    INDEX 01 45:51:63
  TRACK 40 AUDIO
    INDEX 00 46:49:02
    INDEX 01 46:51:02
  TRACK 41 AUDIO
    INDEX 00 47:36:03
    INDEX 01 47:38:03
  TRACK 42 AUDIO
    INDEX 00 48:48:67
    INDEX 01 48:50:67
  TRACK 43 AUDIO
    INDEX 00 49:51:74
    INDEX 01 49:53:74
  TRACK 44 AUDIO
    INDEX 00 50:58:26
    INDEX 01 51:00:26
  TRACK 45 AUDIO
    INDEX 00 52:07:13
    INDEX 01 52:09:13
  TRACK 46 AUDIO
    INDEX 00 53:13:55
    INDEX 01 53:15:55
  TRACK 47 AUDIO
    INDEX 00 54:12:09
    INDEX 01 54:14:09
  TRACK 48 AUDIO
    INDEX 00 55:16:07
    INDEX 01 55:18:07
  TRACK 49 AUDIO
    INDEX 00 56:18:13
    INDEX 01 56:20:13
  TRACK 50 AUDIO
    INDEX 00 56:58:21
    INDEX 01 57:00:21
  TRACK 51 AUDIO
    INDEX 00 57:41:47
    INDEX 01 57:43:47
  REM LEAD-OUT 58:18:69


Now do I need to change anything in the cue file or leave it? Making sure before turning those into CHD file.
Posted By: Dr.Venom

Re: Playstation WIP thread - 05/02/13 11:30 AM

@ RB: Thx, perfectly clear now!
Posted By: R. Belmont

Re: Playstation WIP thread - 05/02/13 12:09 PM

Originally Posted By Anna Wu
.cue/.bin in combination with chdman doesnt support the subchannel data at all, like for CD+G.


Just to clarify, .cue/.bin itself doesn't support subchannel data at all, because CDRWin (which originated the format) doesn't. This is not a chdman/MAME/MESS failing smile
Posted By: R. Belmont

Re: Playstation WIP thread - 05/02/13 12:10 PM

Originally Posted By Dr.Venom
@ RB: Thx, perfectly clear now!


Just for my info, what question did you *think* you were asking originally? I can kind of understand eta being confused, but you asked a yes/no question and then were confused when I answered "no" smile
Posted By: Anna Wu

Re: Playstation WIP thread - 05/02/13 12:12 PM

Originally Posted By R. Belmont
Originally Posted By Anna Wu
.cue/.bin in combination with chdman doesnt support the subchannel data at all, like for CD+G.


Just to clarify, .cue/.bin itself doesn't support subchannel data at all, because CDRWin (which originated the format) doesn't. This is not a chdman/MAME/MESS failing smile


I never said it is explicitly a chdman/MAME/MESS failing. smile
Posted By: F1ReB4LL

Re: Playstation WIP thread - 05/02/13 12:39 PM

Originally Posted By Dullaron
I'm not sure what FLAGS DCP mean on the other one.

Originally, it's a special flag in the subchannel, telling reading device such track can't be copied due to copyright holder's wish. In this case it's just a dummy flag set by a dumping program (isobuster?) due to its own wish, most likely it's not present on the original CD (since such flag on a data track is a very rare case, I remember it only on Neo Geo CDs).

Originally Posted By R. Belmont
Originally Posted By Anna Wu
.cue/.bin in combination with chdman doesnt support the subchannel data at all, like for CD+G.


Just to clarify, .cue/.bin itself doesn't support subchannel data at all, because CDRWin (which originated the format) doesn't. This is not a chdman/MAME/MESS failing smile

Original CDRWin tool was able to dump CD+G discs into 2448/sector, iirc.
Posted By: R. Belmont

Re: Playstation WIP thread - 05/02/13 12:58 PM

Right, but bin/cue format as specified by Golden Hawk (I have their actual docs) cannot generically represent subchannel data and no compatible tools support it.
Posted By: Just Desserts

Re: Playstation WIP thread - 05/02/13 03:12 PM

Disappointing lack of WIP screenshots these past couple pages.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 05/02/13 03:13 PM

Originally Posted By R. Belmont
Right, but bin/cue format as specified by Golden Hawk (I have their actual docs) cannot generically represent subchannel data and no compatible tools support it.

It had a "CD+G" checkbox, if it was checked, it dumped the CD into 2448 putting all the subs inside the image. So it was able to read/dump/represent/whatever the subs, the track type in cue was CDG, so it does support subchannels, but only for CD+G discs (you can't generally set 2448 for mode1/mode2, following the original standard, thought, this may be already modified in the current one, haven't checked).
Posted By: R. Belmont

Re: Playstation WIP thread - 05/02/13 03:21 PM

Yes, I chose the words "cannot generically represent" with some precision. I'm fairly certain that checking "CD+G" on a LibCrypt Playstation disc would result in gibberish, and indeed none of the dumping groups even attempt to do so for those.

JD: I have the same disappointment, but you see my problem: world+dog thinks they can gotcha me to death on the CD support and yet they are submitting no patches.
Posted By: Dr.Venom

Re: Playstation WIP thread - 05/02/13 04:11 PM

Originally Posted By R. Belmont
Just for my info, what question did you *think* you were asking originally? I can kind of understand eta being confused, but you asked a yes/no question and then were confused when I answered "no" smile

I got confused by the "there's only one bin+cue parser", which I didn't interpret as chdman and MESS sharing the same parser code (not knowing they did), but as a referral to the standalone tool. Combine that with your "no" and you have confusion smile
Posted By: Dullaron

Re: Playstation WIP thread - 05/02/13 11:15 PM

If someone from the Dev team come up a better ripping tool then I will redump with that tool. Sticking with ImgBurn for now. Just pointless when not dumping something fully. Just gotta use what we got now and not worrying about it until a real dumping tool come out.

I don't see why not just adding a CD and DVD tray loader to run on MESS. Just to confirm that the bin isn't corrupted or not working. pSX have this option.
Posted By: Dullaron

Re: Playstation WIP thread - 05/03/13 06:46 AM

Using ImgBurn. Not CloneCD. Retested on MESS.

Note: Stay away from CloneCD! Don't ever use CloneCD! Will mess some of the games up. Not joking at all. Going have to redump the ones that been dump by using CloneCD. mad

Rayman (Greatest Hits) (US) is working now. Movies have an issue playing. Cut off on the right side. But moved to the left end. Everything else is fine.



Castlevania: Symphony of the Night (Greatest Hits) (US) is working like before. No issues.



Akumajou Dracula X: Gekka no Yasoukyoku (JAP) is working. No issues still. I redump this after mounted it. No need to look for the disc. Now just in two files instead of four.

Posted By: Anna Wu

Re: Playstation WIP thread - 05/03/13 07:12 AM

Originally Posted By Dullaron
Using ImgBurn. Not CloneCD. Retested on MESS.

Note: Stay away from CloneCD! Don't ever use CloneCD! Will mess some of the games up. Not joking at all. Going have to redump the ones that been dump by using CloneCD. mad



How do you know CloneCD is wrong?
How you tested the images created by CloneCD?
chdman doesnt support the .ccd format.
Posted By: etabeta78

Re: Playstation WIP thread - 05/03/13 07:17 AM

the issue is that CCD images cannot currently be converted to chd with chdman. period.

the images are probably fine, just not of use with current MESS

neither programs (chdman or clonecd) are wrong per se, or to be blamed.
the problem is just that he's trying to use them together while they're not supported. no need to further discuss imho.
Posted By: Dullaron

Re: Playstation WIP thread - 05/03/13 08:19 AM

Anna Wu

Take a look at the past snapshots of the games that aren't working right that I post. You will see the issue there.

Rayman and Battle Arena Toshinden. Graphics are screw up. Look at Rayman now. =)

That is the reason that I stop using the CloneCD.

I don't think we can run cue/img without the rest of the files. Get even worst as it is? So piss right now about this.
Posted By: Anna Wu

Re: Playstation WIP thread - 05/03/13 08:40 AM

I made some backups from multi-track games (original) with CloneCD (in the past) and they are running well on my real PlayStation console.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 05/03/13 11:08 AM

Maybe you've used CloneCD with screwed settings? You need to keep logs to say for sure, but it couldn't corrupt the images on its own, maybe the discs were scratched.
Originally Posted By Dullaron
I don't think we can run cue/img without the rest of the files. Get even worst as it is? So piss right now about this.

You can. .ccd is equal to .cue (just more advanced), .sub isn't needed, if the .cue has all the audiotracks mentioned and the game itself isn't libcrypt-protected.
Posted By: remax

Re: Playstation WIP thread - 05/03/13 11:09 AM

As far as i know, we can use ccd dumps to create chd : you just need to generate a valid cue pointing at the .img file and let down the additionnal informations contained in .sub

I think i'm right when i say that the .img from CloneCD and the .bin from any cue/bin dumper is exactly the same file if we started from the same settings.

But of course, it's more straightfoward to directly use bin/cue.

EDIT : Fireballed
Posted By: R. Belmont

Re: Playstation WIP thread - 05/03/13 11:35 AM

I strongly recommend not "cheating" CCD images like that; mount them in Daemon Tools or Virtual Clone Drive or whatever and do a proper bin/cue rip if you must.

Otherwise, patience is a virtue :P
Posted By: Dullaron

Re: Playstation WIP thread - 05/03/13 11:40 AM

I was using this on the CloneCD.

http://forums.ngemu.com/showthread.php?t=34515

Not using this anymore.
Posted By: etabeta78

Re: Playstation WIP thread - 05/03/13 02:16 PM

Originally Posted By Dullaron
Anna Wu

Take a look at the past snapshots of the games that aren't working right that I post. You will see the issue there.


that was your "fault" by using ccd, which is at the moment not compatible with chdman. wink
the cd images by themselves were fine, just not good to be used in MESS

either you use imgburn (which is absolutely fine too), or you wait until Arbee improves chdman and then you will be able to convert ccd files without issues
Posted By: Dullaron

Re: Playstation WIP thread - 05/04/13 12:19 AM

ImgBurn all the way. =)
Posted By: gigadeath

Re: Playstation WIP thread - 05/04/13 01:32 AM

Now you can count me among those who have tried SOTN on MESS, it works very well! BTW this is my standard why to play anything CD on MESS:

1) Redump image --> Daemon
2) Daemon --> ImgBurn bin+cue
3) ImgBurn bin+cue --> QCHDman

The resulting CHD never failed (PS/Saturn/MDC... still have to try PCECD and NGCD).

I'm quite excited with all the MESS progress lately, if only sram saves in MD Wonderboy V were working I could die in peace... still great work with the CD systems!
Posted By: etabeta78

Re: Playstation WIP thread - 05/04/13 04:24 AM

Originally Posted By gigadeath
if only sram saves in MD Wonderboy V were working I could die in peace...


wonderboy 5 problem is that it does not use sram, but eeprom (like nbajam) and eeprom savings is not working yet, fo some not fully understood reason...
Posted By: Dullaron

Re: Playstation WIP thread - 05/04/13 10:56 AM

Battle Arena Toshinden (US) <- No more scramble graphics. Use the ImgBurn to redump.



Still some issues left after redump. Graphics issue and sounds issue in the game play. Part of it is working at else.

Note: This game is horrible. My cousin Kevin PS red disc. Remind me of bootleg PS disc. LOL

Edit: I ran into a stage that have speed up and down game play. Speed issue I guest. =/
Posted By: crazyc

Re: Playstation WIP thread - 05/05/13 03:37 AM


Not sure how to handle the memory cards yet (actually they should work except port a and the port on the console will conflict).
Posted By: MikeAbson

Re: Playstation WIP thread - 05/05/13 04:59 AM

Just tried Grand Theft Auto Mission Pack#1 London 1969. I wasn't sure if this was going to work due to disc swapping between this and the original game, but MESS handles that fine. The only issue with the game is that music is not played unfortunately.
Posted By: Dullaron

Re: Playstation WIP thread - 05/05/13 05:32 AM

Updated...

Battle Arena Toshinden (US) - At the sun screen there is a different music playing stead of a correct music and person talking. Proof here on this video which is working correctly than what is it doing on mess. Not the same music playing. http://tinyurl.com/cf9yv8

I also done research on the roof graphics. Look like there is no missing graphics on that after all. So I'm wrong about the graphics. http://tinyurl.com/c8858z4

Tested someone else dump and pretty much same issue. So it going happen to all US dump there is. Doesn't matter who dump it. I'm hanging on the both dumps. One for back up just in case I find something different issue between both of these dumps.

No more testing on this until 0.149 or later. Done for now.
Posted By: MikeAbson

Re: Playstation WIP thread - 05/05/13 07:18 AM

That's interesting as the version I have of BAT is the US version as well. At the start of the game is music playing in the background and a man with a deep voice reading the text, just like that youtube video.
Posted By: Dullaron

Re: Playstation WIP thread - 05/05/13 08:12 AM

Try it on the MESS from the SVN?

Using default BIOS with the psu.ini
Posted By: R. Belmont

Re: Playstation WIP thread - 05/05/13 06:34 PM

Confirmed, a good rip of Toshinden (NTSC/US) on current SVN plays music and narration on that screen just fine.
Posted By: crazyc

Re: Playstation WIP thread - 05/05/13 09:30 PM


Four working memory cards.
Posted By: R. Belmont

Re: Playstation WIP thread - 05/05/13 09:36 PM

Nice work, Carl!
Posted By: Dullaron

Re: Playstation WIP thread - 05/05/13 11:56 PM

Ehrgeiz: God Bless The Ring (U) - Everything works.



Sorry about the snapshots. I going to resize the snapshot setup next time.
Posted By: Dullaron

Re: Playstation WIP thread - 05/06/13 03:25 AM

Vampire Savior: EX Edition (J) "Note: Fix the title." dump by Aguia. It does random crashes on MESS. I will leave this up to Dev on what they think. There is a few places that have a square hole. Also there is a graphics glitching on the right side. Must be confirm by another dumper to know it is bad or not. I don't even trust this at all. So mark this as "Bad dump?" until someone else tested it with a redump.

Anyway here what it look like. Sounds and musics does play.

I will redump my Darkstalkers 3 (U) to see it is doing this as well later. Just not right now. Gotta find my disc first.

Posted By: MikeAbson

Re: Playstation WIP thread - 05/06/13 10:05 AM

Just on multitap, firstly, this is a nice addition to the driver, so well done. On to my question, does it support controllers at all or just memory cards for now? I ask this because I cannot get additional controllers to work when using multitap, there isn't a selection for them in the Slots Menu, although if you type -listslots it shows it should work by using this command for example:

port1:multitap:a digital_pad

I've tried this as well but the Slots Menu is still blank, except for Port 1 where it says: 'multitap' as I have plugged in there.

Apologies if this is obvious it doesn't work.
Posted By: Dullaron

Re: Playstation WIP thread - 05/06/13 10:17 AM

Darkstalkers 3 (U) redump. Same issues as Vampire Savior: EX Edition (J) is having. Guest it wasn't a bad dump after all.

No reading errors. Good dump. http://imageshack.us/photo/my-images/818/slus00745.png/



Not able to get the flashing square hole snapshot on the pick a character screen. Too fast.
Posted By: R. Belmont

Re: Playstation WIP thread - 05/06/13 12:22 PM

Abson: what actual game software are you using to decide that the controllers attached to the multitap aren't working?
Posted By: crazyc

Re: Playstation WIP thread - 05/06/13 02:08 PM

Originally Posted By MikeAbson

port1:multitap:a digital_pad
Exactly like that. "-port1:multitap:a dualshock_pad" would put a dualshock in slot a of the multitap in port 1, "-port2:multitap:c digital_pad" would put a digital pad in slot c of the multitap in port 2 and so on.
Posted By: MikeAbson

Re: Playstation WIP thread - 05/07/13 12:15 AM

I'm work at the moment, so I cannot post any screenshots of what I'm doing and what's happening, so I will try to be a bit more descriptive.

The idea was to attempt to get Quake II to work using the multitap (4 player split screen mode on 1 screen), however I cannot get the Playstation driver (psu in this case) to even recognize that there are controllers plugged in to any of the multitap slots.

I'm using a psu.ini file, and at the end of this file are slot options that I use (saves me from using the command line).

Within the Slots Menu I've replaced 'digital_pad' with 'multitap', so when I start the driver, I've got multitap listed in Slot 1 under the Slots Menu.

Under File Manager I, except for slot 1?, I can add Memory Cards to any of the other 5 or so slots within the multitap that are appearing.

Under the Slots Menu, I've got Multitap listed in Slot 1, and under this shows where I can insert additional controllers in to the multitap slots, listed as: port1:multitap:a (or something similar) and these slots appear emtpy. There are two arrows here, indicating that if I highlight the slots and move left or right in it, I should be able to select a controller, but nothing ever happens and the slot remains blank.

If it's suppose to work, I'm clearly doing something wrong. I can get the memory cards to work in any of the multitap slots under File Manager, but cannot add controllers under the Slots Menu because they aren't there to be add, there are just empty slots that appear to have no function.
Posted By: crazyc

Re: Playstation WIP thread - 05/07/13 12:29 AM

You can't put a memory card in the console port with a multitap connected. It'll give a warning when starting the emulation. The real multitap has a block to prevent a card insertion and if you could you'd very possibly corrupt the card in the console and all the cards in the tap. As for the controllers, I didn't try it from an ini but it worked fine from the command line. Try it there if you have a chance.
Posted By: MikeAbson

Re: Playstation WIP thread - 05/07/13 01:16 AM

Thanks for the reply. I'm pretty sure I had a memory card insert in to the 1st or 2nd multitap slot, not the actual playstation memory card slot. You are correct in saying that you will receive a warning when starting the driver.

I will try using the command line instead, I guess I was just expecting it work either directly using the driver or via an ini file.
Posted By: crazyc

Re: Playstation WIP thread - 05/07/13 02:07 AM

Originally Posted By MikeAbson
I will try using the command line instead, I guess I was just expecting it work either directly using the driver or via an ini file.
Well, it should work. I'd just like to make sure that the multitap works at all.
Posted By: MikeAbson

Re: Playstation WIP thread - 05/07/13 02:53 AM

No worries, we'll find out smile
Posted By: MikeAbson

Re: Playstation WIP thread - 05/07/13 09:16 AM

Alright, now at home. I've figured out how to get a controller to show up in a multitap port. As I mentioned, I've got a psu.ini file, and at the bottom of it, it looked like this:

#
# SLOT DEVICES
#

port1 multitap
port2

Leaving the ini file as is, when I go in to DOS and type: mess64 psu, I see that the multitap is listed under the Slot Devices menu in Port1, but port1:multitap:a thru d are all blank. Not only this, I can't add a controller to any of these ports, using the left and right arrows keys does not work, so they always remain blank.

What I've done in DOS is type in: mess64 psu -port1 multitap, and automatically digital_pad appears in port1:multitap:a. I can also use the arrow keys here to change this if I want. I can either leave or remeove 'multitap' from my ini, it doesn't actually make a difference there, just as long as I type in: mess64 psu -port1 multitap, multitap appears to work.

Now to test it out with a few games.

Edit: Here is Quake II running a 4 player split screen game. All the controllers worked. I moved each of the 4 players up and down just a bit to make sure each of the controllers responded. Nice one grin







FIFA 98 - Road to World Cup

8 player mode via 2 multitaps. MESS actually runs out of buttons to assign once you connect a 5th controller haha.



NBA Jam T.E

4 player mode via multitap.



And there will also be many more games that support 4+ players.
Posted By: Dullaron

Re: Playstation WIP thread - 05/07/13 09:51 AM

Nice.
Posted By: R. Belmont

Re: Playstation WIP thread - 05/12/13 08:51 PM

Further on in SOTN: the glow around the moon in Olrox's Quarters has the opposite effect (and it gets really funky when it's doing the simulated occlusion behind the columns and stuff). Memory card with a save about 5 feet from the problem available on request.

Posted By: Dullaron

Re: Playstation WIP thread - 05/13/13 02:31 AM

Is there a bad graphics when the character die or that is a real game bug? Rainbow effect. I get that on my end. Only issue that I found so far. Only happen in some rooms.

I probably will that issue that your showing. I haven't gotten that far yet. Not sure yet.
Posted By: R. Belmont

Re: Playstation WIP thread - 05/13/13 12:05 PM

I haven't seen any problems with dying, and I've completed the entire first castle now so I've died plenty ;-)
Posted By: smf

Re: Playstation WIP thread - 05/14/13 11:14 AM

Originally Posted By R. Belmont
Further on in SOTN: the glow around the moon in Olrox's Quarters has the opposite effect (and it gets really funky when it's doing the simulated occlusion behind the columns and stuff). Memory card with a save about 5 feet from the problem available on request.



How do I submit a request?
Posted By: R. Belmont

Re: Playstation WIP thread - 05/14/13 01:40 PM

You just did ;-) Check your email.
Posted By: smf

Re: Playstation WIP thread - 05/16/13 04:57 AM

Originally Posted By R. Belmont
You just did ;-) Check your email.


hmm, nothing arrived.
Posted By: R. Belmont

Re: Playstation WIP thread - 05/16/13 12:13 PM

Ok, I'll forward it to more of your addresses then ;-)
Posted By: R. Belmont

Re: Playstation WIP thread - 05/18/13 01:38 AM

A screenshot from Madden 2000's credits for all the C64 peeps to drool over ;-)

Posted By: Dr.Venom

Re: Playstation WIP thread - 05/21/13 09:15 AM

Originally Posted By R. Belmont
This is definitely fixable and I have most of the necessary changes done to chdman locally (although as an aside, I'm not convinced real h/w actually *does* this track type check), but every time I sat down to work on it the past month something else came up that was OMG a giant emergency. You can see most of those emergencies in u4, but some remain...


Hi RB,

I've tried the update containing your CD changes (22883), but noticed that both the Adventures of Lomax (NTSC) and Motorhead (NTSC) still don't play their CDDA tracks, as reported earlier (here). I still need to apply (part of) the change suggested by crazyc. At line 1126-1128 in src/mess/machines/psxcd.c.

Code:
void psxcd_device::start_play()
{
	// UINT8 track = cdrom_get_track(m_cdrom_handle, msf_to_lba_ps(curpos.w));
	UINT8 track = cdrom_get_track(m_cdrom_handle, msf_to_lba_ps(curpos.w) + 150);


Any idea? Just let me know if I need to test anything else.
Posted By: R. Belmont

Re: Playstation WIP thread - 05/21/13 12:18 PM

Depending on how the PSXCD is doing addressing now (I don't actually know since Carl rewrote it) the +150 may actually be correct. You may have noticed that PCE-CD needed some changes to work correctly once the CDROM layer was sorted out, that will likely be the case elsewhere too.
Posted By: Dr.Venom

Re: Playstation WIP thread - 05/21/13 12:32 PM

OK, thanks. Hopefully Carl can take a look at it then, and if confirmed apply the appropriate change.
Posted By: crazyc

Re: Playstation WIP thread - 05/21/13 02:10 PM

Originally Posted By Dr.Venom
OK, thanks. Hopefully Carl can take a look at it then, and if confirmed apply the appropriate change.
That seems okay with the game I have with CDDA tracks so I'll go ahead and apply it.
Posted By: Isamu

Re: Playstation WIP thread - 06/03/13 08:59 AM

Originally Posted By Vas Crabb
Originally Posted By Isamu
The only thing I notice it's missing is any kind of rumble effect, particularly when there's supposed to be, such as car to wall, car to rail, or car to car collisions. Vas Crabb...do you suspect this is more to do with the JoGcon's wheel containing only a small motor that's designed to deliver torque type forces in either direction, or do you think it's a result of Namco's RR games not delivering that type of rumble effect at all, when the JoGcon is detected as the controller?

Reason I ask, is because when using a dualshock controller, the game delivers vibration and proper rumble during jumps and collisions, and I don't feel that in the JoGcon, so I'd like to get your opinion on it.


I'm pretty sure the JogCon doesn't accept a rumble command, just the torque control bytes. You wouldn't be able to mod the pad to add vibration motors, and the game wouldn't be sending data that the pad can't accept anyway.

Originally Posted By Isamu
Anyway, all this does is further break my heart, knowing that the Lilypad plugin is out there, waiting to be modified and tweaked to add emulated JoGcon controller compatibility, yet no one has tackled it yet frown frown frown frown Hopefully this changes one day, as I can just imagine how absurdly awesome it will be to have the ability to use our PC force feedback wheels in a game like Ridge Racer Type 4, Ridge Racer Hi-Spec Bonus disc, and Ridge Racer V.

Let us pray for it together....


If you really want to help, you should build a circuit that lets you capture the data off the JogCon and tell us what the magnitude values actually represent (e.g. something that attaches to a PC parallel port). Are they absolute position? Movement since last report? Accumulated movement that just wraps eventually, and if so how is wrapping reported? Praying for someone else, who probably doesn't actually have a real JogCon of their own to test with, to make your wish come true probably isn't the fastest way to get results, and it could upset people who could otherwise be your friends.

Originally Posted By crazyc
I don't think it would be hard to emulate the jogcon but it would not be any better than the dualshock as there won't be any force feedback.


The trouble is, we still don't know exactly what the values in JogCon protocol represent, and without someone who actually still has one doing some testing, we'd be implementing it by trial and error.



Hi guys,

Something I'd like to mention......


While playing Ridge Racer V recently, I realized that the JoGcon does not have any analog buttons! Therefore there is no way to use analog gas or brake controls in any of the Ridge Racer games! This realization lit up a bulb in my head and has allowed me to come to the conclusion that there is no way I could handle playing Ridge Racer V with digital inputs for gas and brake. I need the ability to feather the throttle throughout some of the turns. I have been playing the game like gangbusters in the last few weeks, and I can tell you, you NEED to be able to let off the gas ever so slightly in order for the car to make it around some turns without initiating an unwanted drift. This is extremely important to making fast times and coming in 1st place.

The fact that Lilypad emulates a Sony DualShock 2 controller and allows Ridge Racer V to think I'm using a DS2, is a huge benefit. I am actually not using a physical DS2 but a high quality force feedback steering wheel(ECCI 7000) a set of high grade sim pedals(CST) and a Thrustmaster 8-gated gear shifter to play the game. My pedals have a long throw so it allows me to modulate the amount of gas I can apply to the vehicle because of the analog signal LilyPad provides. With this being the case, I honestly have to rethink my desire for having Jogcon emulation for Ridge Racer V. I still want it don't get me wrong, but with the aforementioned lack of analog buttons, I'm not sure it's a top priority anymore.

Not to mention the revelation from VasCrabb that the JoGcon provides only a torque force feedback signal and not vibration. If that means even upon successful JoGcon emulation, I wouldn't even receive vibration signals to my wheel like I currently do from the emulated duashock 2 signal, then that's even more incentive to stick with Lilypad.
Posted By: Dullaron

Re: Playstation WIP thread - 06/16/13 03:32 AM

I found a problem on the Monsterseed game saving and loading screen. Look like the controller is disconnecting and connecting at the same time. Have ever the controller settings works without a problem. There is a lagging issue as well on the saving and loading screen. Anyway don't panic when you saving or loading the game up. Still working with the controller. Just giving an false error.

Posted By: Dullaron

Re: Playstation WIP thread - 06/27/13 07:07 AM



Legacy of Kain - Soul Reaver (USA) is working.

=============================================================

2nd game tested below. Using MESS SVN revision 23968. Tested this game on the 6/26/2013.

But the Blood Omen - Legacy of Kain (USA) having a lot of issues. Graphics twitching left and right. Some sounds having a minor issue in the movie. Hanging in the game with sounds looping. http://youtu.be/MG8rs5Ghgig Sorry about skipping. Trying to keep the size down. This video is over 3gb size. I will see I get any bad reading from the messd.exe + gdb.exe (MakeMESS+DEBUG=1+SYMBOLS=1) later on.

Edit: It funny that this game is playing the videos like a 3D mode. Each time a video shift over from left to right the colors changes. lol

Anyway here the report.

Quote:

D:\MESS>gdb mess64d
GNU gdb (GDB) 7.1.90.20100730-cvs
Copyright (C) 2010 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-w64-mingw32".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from D:\MESS/mess64d.exe...done.
(gdb) run psu
Starting program: D:\MESS/mess64d.exe psu
[New Thread 4112.0x1314]
[New Thread 4112.0xb38]
[New Thread 4112.0x5f0]
[New Thread 4112.0x7e0]
[New Thread 4112.0x1094]
[New Thread 4112.0x1248]
[New Thread 4112.0x474]
[New Thread 4112.0xb24]
[New Thread 4112.0x10e8]
[New Thread 4112.0xec8]
[New Thread 4112.0x5dc]
[New Thread 4112.0xa00]
[New Thread 4112.0x3c4]
[New Thread 4112.0x109c]
[New Thread 4112.0xf9c]
[New Thread 4112.0x7a4]
[New Thread 4112.0x129c]
Average speed: 46.63% (238 seconds)
[New Thread 4112.0x69c]
[New Thread 4112.0xdc]
[New Thread 4112.0x374]
Speaker ":lspeaker" - max = 32768 (gain *= 0.999969) - 0% samples clipped
Speaker ":rspeaker" - max = 32768 (gain *= 0.999969) - 0% samples clipped

Program exited normally.
(gdb)


Look like it only found the speakers issue. Why not the rest of the issues that the game is having?
Posted By: Darkstar

Re: Playstation WIP thread - 06/27/13 08:09 AM

I don't think you know what you're doing there... this is nothing you can debug with gdb.

gdb is only helpful if MESS crashes because it prints the so-called "backtrace" which helps finding out exactly *where* it crashed. In your case, MESS runs perfectly fine (even though the emulation obviously is doing something wrong) so gdb won't help there
Posted By: Dullaron

Re: Playstation WIP thread - 06/27/13 08:12 AM

Oh OK. Least I got a video on what is going on with the game. But no problem.
Posted By: Isamu

Re: Playstation WIP thread - 07/07/13 11:25 PM

Sorry if this is a dumb question but can someone tell me where I can get the latest changes to the hsi hash files for the psx system? I need them so I can send them to Digital Ghost over at MameHUB so he can integrate them into the system and game list in MAMEHUB. This is what he just posted:

Originally Posted By Digital Ghost

If someone has changes to an hsi file, please send them to me so I can put it in mamehub. I just don't have time to create a proper hsi for ps1 myself


Please so I can send this to DG.
Posted By: Duke

Re: Playstation WIP thread - 07/08/13 01:02 AM

.hsi files have been replaced by .xml software list files. I don't think there ever was a psx.hsi file.
Posted By: Isamu

Re: Playstation WIP thread - 07/08/13 02:08 AM

OK thanks. I will let him know. Do the xml software list files come with MESS?
Posted By: Reznor007

Re: Playstation WIP thread - 07/08/13 02:18 AM

Yes, in the hash folder where the hsi's were.
Posted By: Isamu

Re: Playstation WIP thread - 07/08/13 02:56 AM

Good lookin out bro cool
Posted By: Isamu

Re: Playstation WIP thread - 07/08/13 11:29 AM

Quick question and sort of off topic....does MESS emulate the Sega Saturn? If so, what is the name of the A)Bios file it needs & B)*OLD* Hash file(ie xxx.hsi)?
Posted By: qmc2

Re: Playstation WIP thread - 07/08/13 12:13 PM

Originally Posted By Isamu
Quick question and sort of off topic....does MESS emulate the Sega Saturn? If so, what is the name of the A)Bios file it needs & B)*OLD* Hash file(ie xxx.hsi)?

Yes, Sega Saturn is supported. The BIOS names aren't really relevant (other than for documentation) but the check-sums are. Here's a ROMAlyzer excerpt from QMC2 for the US model:

Code:
Name             Size    CRC       SHA1
---------------  ------  --------  ----------------------------------------
saturn
\ mpr-17933.bin  524288  4afcf0fa  faa8ea183a6d7bbe5d4e03bb1332519800d3fbc3
\ sega_100a.bin  524288  f90f0089  3bb41feb82838ab9a35601ac666de5aacfd17a58
Posted By: etabeta78

Re: Playstation WIP thread - 07/08/13 12:15 PM

there is no .hsi for saturn. never been.

the bios is just saturn.zip
Posted By: Isamu

Re: Playstation WIP thread - 07/08/13 10:59 PM

Thanks and much appreciated etabeta and qmc.

OK I have a big question for you guys I'm hoping you can help me with....

What is the best, easiest and most STRAIGHTFORWARD utility/app I can use to convert my Playstation bin/cue files to the proper chd format so mess can read them?
Posted By: R. Belmont

Re: Playstation WIP thread - 07/08/13 11:09 PM

MESS can read bin/cue directly; if you want to convert to CHD to save space or put in a softlist chdman is the only possible solution.
Posted By: Isamu

Re: Playstation WIP thread - 07/09/13 06:34 AM

OK I have been playing around with MESS and my chds. I got the latest version running OK. I gave DigitalGhost the heads up about the new xml file format you guys are using. Hopefully he uses them to update the software lists in the next version of MameHub. In the meantime there is something I am wondering about:

Why doesn't the psx.xml file lists all the Playstation games that MESS currently supports? For example I noticed that only the demo version of Castlevania SOTN is listed, and it doesn't list Mortal Kombat Trilogy or *any* of the Ridge Racer games at all. Yet, in MessGUI I can see them, click and play them no problem.
Posted By: etabeta78

Re: Playstation WIP thread - 07/09/13 07:14 AM

The list is not complete. We list many japanese titles but not much more, at the moment, because there were ongoing changes to chdman which could in principle require reconverting all bin+cue to chd, and hence we froze temporarily additions to the psx softlist
Eventually we will complete the job, don't worry wink

anyway, since you can always load any file in MESS by simply specifying the fullpath to it (very useful e.g. when you want to play a Super Mario World hack in snes, or a fan translated Japanese game), even if the file is not contained in the softlist, I see no big harm in using non-listed files in MAMEHub...
Posted By: Dullaron

Re: Playstation WIP thread - 07/09/13 07:47 AM

Isamu the games that I tested are in cue/iso files. As you can see I had a blast testing the games that I tested or play on MESS. Castlevania SOTN I mostly played. smile
Posted By: Isamu

Re: Playstation WIP thread - 07/09/13 08:29 AM

Originally Posted By etabeta78
The list is not complete. We list many japanese titles but not much more, at the moment, because there were ongoing changes to chdman which could in principle require reconverting all bin+cue to chd, and hence we froze temporarily additions to the psx softlist
Eventually we will complete the job, don't worry wink

anyway, since you can always load any file in MESS by simply specifying the fullpath to it (very useful e.g. when you want to play a Super Mario World hack in snes, or a fan translated Japanese game), even if the file is not contained in the softlist, I see no big harm in using non-listed files in MAMEHub...


Ahhhhh that explains it. Thanks for the detailed and comprehensive explanation etabeta. The thing about MameHub is, in the current version, unless there's an hsi file with a proper list of games, it will not even list the system/console in the dropdown menu. That's why I gave DG the proper xml files so he can update MameHub soon. Until he does I can't play any psx games because the program simply doesn't list it. Hopefully he remedies the situation soon smile
Posted By: Isamu

Re: Playstation WIP thread - 07/09/13 08:35 AM

Originally Posted By Dullaron
Isamu the games that I tested are in cue/iso files. As you can see I had a blast testing the games that I tested or play on MESS. Castlevania SOTN I mostly played. smile


Hi Dullaron. Are you saying you played them...in MameHub? If so, how did you do it?
Posted By: Dullaron

Re: Playstation WIP thread - 07/09/13 08:43 AM

Just plan mess64.exe with a psu.ini setup file. Same for the mess.exe. smile

This is how I run a PSX game. US version. I run these games on a 4:3 1280x1024 screen. I don't use the wide screen anymore. Using a laptop computer. I don't have a cabinet or anything like that.

Sometimes I play the Japan games as well. Using the psj.ini setup file, psj.mc1 and psj.mc2.

Just in case that you ask what is my computer spec are. smile

Window 8 Pro 64-bit
Intel Core 2 Quad Q6600 2.40Ghz
8.00 GB RAM
ASUS Geforce GTX560 Ti DirectCU II 1GB Memories
Hitachi 2TB (main) and WDC 2TB (slave).

Code:
#
# CORE SEARCH PATH OPTIONS
#
rompath                   roms

#
# IMAGE DEVICES
#
memcard1                  psu.mc1
memcard2                  psu.mc2
quickload                 
cdrom                     "Castlevania - Symphony of the Night (USA)\Castlevania - Symphony of the Night (USA).cue"


When you change a game then just edit the cdrom part.
Posted By: Heihachi_73

Re: Playstation WIP thread - 07/10/13 03:22 AM

An LCD monitor with a 1280x1024 display would most likely be a 5:4 screen. smile

Keep a look out for black bars around MAME/MESS when it stretches everything in 4:3 aspect, ending up at a letterboxed 1280x960 output. Unless of course you disabled the aspect settings, which then you will have a vertically stretched game (similar to watching a 16:9 DVD on a 16:10 flat panel).
Posted By: Anna Wu

Re: Playstation WIP thread - 07/10/13 07:05 AM

Originally Posted By Dullaron
Just plan mess64.exe with a psu.ini setup file. Same for the mess.exe. smile

This is how I run a PSX game. US version. I run these games on a 4:3 1280x1024 screen. I don't use the wide screen anymore. Using a laptop computer. I don't have a cabinet or anything like that.

Sometimes I play the Japan games as well. Using the psj.ini setup file, psj.mc1 and psj.mc2.

Just in case that you ask what is my computer spec are. smile

Window 8 Pro 64-bit
Intel Core 2 Quad Q6600 2.40Ghz
8.00 GB RAM
ASUS Geforce GTX560 Ti DirectCU II 1GB Memories
Hitachi 2TB (main) and WDC 2TB (slave).

Code:
#
# CORE SEARCH PATH OPTIONS
#
rompath                   roms

#
# IMAGE DEVICES
#
memcard1                  psu.mc1
memcard2                  psu.mc2
quickload                 
cdrom                     "Castlevania - Symphony of the Night (USA)\Castlevania - Symphony of the Night (USA).cue"


When you change a game then just edit the cdrom part.


Dullaron, Isamu was asking you about the netplay by using MAMEHub.
Posted By: Dullaron

Re: Playstation WIP thread - 07/10/13 05:56 PM

Heihachi_73 you are correct about the 5:4 screen with black bars. I'm wrong. Thanks for waking me up on this.

Oh OK Anna Wu. I misunderstood Isamu. Isamu got my answer on what I have. So I don't use netplay builds. smile
Posted By: Dullaron

Re: Playstation WIP thread - 07/18/13 01:51 AM

Casper (USA)

At the start of a game. Going up. Enter into another room gave me this error.

SPU timeout, status: 7

Posted By: Dullaron

Re: Playstation WIP thread - 07/23/13 05:32 PM

Before the map put up.



After the map put up.



Post these pictures of the little glowing moon. For Dev taking notes on this behavior. smile

R. Belmont already know about this.

C:SOTN.

Edit: I notice there a white box on the map. Maybe this is the only part of the game causes this?

I use the MESS 0.149. Haven't tried the MESS 0.149u1 yet.
Posted By: BPzeBanshee

Re: Playstation WIP thread - 07/29/13 06:53 AM

Anyone had luck running The Unholy War? In current SVN build 24548 I get this error running pse:
Quote:

-----------------------------------------------------
Exception at EIP=00000000017188D0 (not found): ACCESS VIOLATION
While attempting to read memory at 0000000000000008
-----------------------------------------------------
RAX=0000000000000000 RBX=00000000037FB8F9 RCX=0000000000000000 RDX=0000000000000
000
RSI=0000000000000000 RDI=000000000AE45170 RBP=000000000350B0A0 RSP=0000000000227
7D8
R8=0000000000000000 R9=0000000000000000 R10=0000000000000004 R11=0000000000000
004
R12=0DE0B6B3A763FFFF R13=F21F494C589C0000 R14=0000000000000000 R15=0000000000000
000
-----------------------------------------------------
Stack crawl:
00000000002277D0: 00000000017188D0 (not found)
0000000000227830: 00000000017209ED (not found)
0000000000227910: 0000000000AD337E (not found)
00000000002279C0: 000000000157D09C (not found)
0000000000227BB0: 0000000001593A5B (not found)
000000000022F360: 00000000014C46E7 (not found)
000000000022F8A0: 00000000016440BE (not found)
000000000022FE10: 0000000000D302F3 (not found)
000000000022FE60: 000000000185AB6C (not found)
000000000022FF20: 00000000004013F0 (not found)
000000000022FF50: 00000000004014F8 (not found)
000000000022FF80: 000000007763652D (BaseThreadInitThunk+0x000d)
000000000022FFD0: 000000007776C521 (RtlUserThreadStart+0x0021)
Press any key to continue . . .
Posted By: Luengo

Re: Playstation WIP thread - 07/29/13 08:32 PM

I have been able to play the US version in psu. Proof:











Posted By: BPzeBanshee

Re: Playstation WIP thread - 08/10/13 02:24 PM

I see. I think I have the PAL dump of it and for some reason I get that crash no matter what BIOS I use. Guess it must've been a bad ISO or something.
Posted By: R. Belmont

Re: Playstation WIP thread - 08/10/13 02:44 PM

Many European versions have extra copy protection that we don't currently support.
Posted By: BPzeBanshee

Re: Playstation WIP thread - 08/10/13 02:53 PM

Is it mandatory to use BIN/CUE and use the CUE component? The PAL version I've got doesn't have a CUE and I downloaded a US version that also crashed until I used said CUE, so I figure it was just me not knowing what I was doing.

Would've expected the BIOS to tell me it wasn't a legit disc though rather than stack crash. o_O
Posted By: R. Belmont

Re: Playstation WIP thread - 08/10/13 03:31 PM

Uhh, yeah, using a cue and bin that don't match is an extremely poor idea. Was the original an .iso? Because MESS can cope with that if it's actually named .iso.
Posted By: BPzeBanshee

Re: Playstation WIP thread - 08/11/13 11:42 AM

Unfortunately not. The original download I had, had a BIN, CCD and SUB file. I guess that's what I get for downloading random crap from the internet 6 years ago. xD

Funny that using the BIN alone works with every other emulator though, even pSX. I guess BIN via CUE and ISO, rather than plain BIN are the only formats supported?
Posted By: LoganB

Re: Playstation WIP thread - 08/11/13 11:54 AM

I think it's because every emulator that supports BIN alone, automatically assumes that it's MODE2/2352 which is the standard raw BIN file, while MESS thinks that it's MODE1/2048 which corresponds to an ISO.
Posted By: B2K24

Re: Playstation WIP thread - 08/16/13 05:21 PM

MESS 0.149u1 X64

Star Ocean - The Second Story (USA) (Disc 1)

After first battle if you end it by using the gun it triggers a stack crawl.



Code:

J:\MESS>mess64.exe -rompath "J:\MESS\roms" -hashpath "J:\MESS\hash" psu -mc1 "J:
\MESS\software\psu\card1.mc" -cdrom "J:\Star Ocean - The Second Story (USA) (Dis
c 1).cue"

-----------------------------------------------------
Exception at EIP=0000000001785580 (psxgpu_device::gpu_write(unsigned int*, int)+
0x0028): ACCESS VIOLATION
While attempting to read memory at 000000002C951000
-----------------------------------------------------
RAX=000000002C951000 RBX=00000000000001F5 RCX=00000000000000A7 RDX=0000000000000
0A8
RSI=0000000000000000 RDI=0000000000000367 RBP=00000000002274F0 RSP=0000000000227
450
 R8=0000000003478DF0  R9=0000000000000367 R10=0000000001785516 R11=000000002CEF3
2C0
R12=0000000000000068 R13=0000000000000000 R14=0000000000000000 R15=0000000000000
000
-----------------------------------------------------
Stack crawl:
  0000000000227450: 0000000001785580 (psxgpu_device::gpu_write(unsigned int*, in
t)+0x0028)
  0000000000227520: 0000000001785550 (psxgpu_device::dma_write(unsigned int*, un
signed int, int)+0x003a)
  0000000000227550: 0000000002AB28AE (delegate_base<void, unsigned int*, unsigne
d int, int, _noparam, _noparam>::operator()(unsigned int*, unsigned int, int) co
nst+0x003e)
  00000000002275E0: 0000000001790994 (psxdma_device::write(address_space&, unsig
ned int, unsigned int, unsigned int)+0x0490)
  0000000000227620: 0000000002AB3130 (delegate_base<void, address_space&, unsign
ed int, unsigned int, unsigned int, _noparam>::operator()(address_space&, unsign
ed int, unsigned int, unsigned int) const+0x0040)
  0000000000227660: 0000000002AC30DE (handler_entry_write::write32(address_space
&, unsigned int, unsigned int, unsigned int) const+0x003e)
  00000000002276B0: 0000000002985361 (address_space_specific<unsigned int, (endi
anness_t)0, true>::write_native(unsigned int, unsigned int)+0x00b1)
  00000000002276E0: 0000000002984BCA (address_space_specific<unsigned int, (endi
anness_t)0, true>::write_dword(unsigned int, unsigned int)+0x002a)
  0000000000227710: 00000000017601F8 (psxcpu_device::writeword(unsigned int, uns
igned int)+0x0052)
  0000000000227810: 0000000001768FAC (psxcpu_device::execute_run()+0x2666)
  0000000000227840: 00000000029C4A52 (device_execute_interface::run()+0x0022)
  00000000002278F0: 0000000001A678E5 (device_scheduler::timeslice()+0x0219)
  0000000000227B70: 0000000001A7B3C6 (running_machine::run(bool)+0x037a)
  000000000022F320: 00000000019C4F16 (mame_execute(emu_options&, osd_interface&)
+0x02ab)
  000000000022F860: 0000000001B185EA (cli_frontend::execute(int, char**)+0x0ac2)

  000000000022FE00: 0000000001136C06 (utf8_main(int, char**)+0x02d6)
  000000000022FE60: 0000000001D2B4B6 (wmain+0x00a6)
  000000000022FF20: 00000000004013F0 (__tmainCRTStartup+0x0270)
  000000000022FF50: 00000000004014F8 (mainCRTStartup+0x0018)
  000000000022FF80: 0000000076CD652D (BaseThreadInitThunk+0x000d)
  000000000022FFD0: 00000000773CC521 (RtlUserThreadStart+0x0021)

J:\MESS>
Posted By: R. Belmont

Re: Playstation WIP thread - 08/16/13 05:32 PM

That stack crawl is completely garbage. I don't know how you're building, but it's not getting the right debug data.
Posted By: Reznor007

Re: Playstation WIP thread - 08/16/13 05:45 PM

I've had odd stack crawl messages like that when I had invalid/old HLSL configs in my .ini file from an earlier MAME/MESS version.
Posted By: B2K24

Re: Playstation WIP thread - 08/16/13 05:45 PM

My mistake.

I forgot to have a mess64.sym file in my mamesrc path (which I have put there now) and will compile a symbols build to see if I can get some better data.
Posted By: B2K24

Re: Playstation WIP thread - 08/16/13 06:05 PM

OK If I didn't get it right this time around then I will leave it to the experts.

This is with a symbols build and current mess64.sym file

Code:
J:\MESS>mess64.exe -rompath "J:\MESS\roms" -hashpath "J:\MESS\hash" psu -mc1 "J:
\MESS\software\psu\card1.mc" -cdrom "J:\Star Ocean - The Second Story (USA) (Dis
c 1).cue"

-----------------------------------------------------
Exception at EIP=0000000001785580 (psxgpu_device::gpu_write(unsigned int*, int)+
0x0028): ACCESS VIOLATION
While attempting to read memory at 000000002C951000
-----------------------------------------------------
RAX=000000002C951000 RBX=00000000000001F5 RCX=00000000000000A7 RDX=0000000000000
0A8
RSI=0000000000000000 RDI=0000000000000367 RBP=00000000002274F0 RSP=0000000000227
450
 R8=0000000003478DF0  R9=0000000000000367 R10=0000000001785516 R11=000000002CEF3
2C0
R12=0000000000000068 R13=0000000000000000 R14=0000000000000000 R15=0000000000000
000
-----------------------------------------------------
Stack crawl:
  0000000000227450: 0000000001785580 (psxgpu_device::gpu_write(unsigned int*, in
t)+0x0028)
  0000000000227520: 0000000001785550 (psxgpu_device::dma_write(unsigned int*, un
signed int, int)+0x003a)
  0000000000227550: 0000000002AB28AE (delegate_base<void, unsigned int*, unsigne
d int, int, _noparam, _noparam>::operator()(unsigned int*, unsigned int, int) co
nst+0x003e)
  00000000002275E0: 0000000001790994 (psxdma_device::write(address_space&, unsig
ned int, unsigned int, unsigned int)+0x0490)
  0000000000227620: 0000000002AB3130 (delegate_base<void, address_space&, unsign
ed int, unsigned int, unsigned int, _noparam>::operator()(address_space&, unsign
ed int, unsigned int, unsigned int) const+0x0040)
  0000000000227660: 0000000002AC30DE (handler_entry_write::write32(address_space
&, unsigned int, unsigned int, unsigned int) const+0x003e)
  00000000002276B0: 0000000002985361 (address_space_specific<unsigned int, (endi
anness_t)0, true>::write_native(unsigned int, unsigned int)+0x00b1)
  00000000002276E0: 0000000002984BCA (address_space_specific<unsigned int, (endi
anness_t)0, true>::write_dword(unsigned int, unsigned int)+0x002a)
  0000000000227710: 00000000017601F8 (psxcpu_device::writeword(unsigned int, uns
igned int)+0x0052)
  0000000000227810: 0000000001768FAC (psxcpu_device::execute_run()+0x2666)
  0000000000227840: 00000000029C4A52 (device_execute_interface::run()+0x0022)
  00000000002278F0: 0000000001A678E5 (device_scheduler::timeslice()+0x0219)
  0000000000227B70: 0000000001A7B3C6 (running_machine::run(bool)+0x037a)
  000000000022F320: 00000000019C4F16 (mame_execute(emu_options&, osd_interface&)
+0x02ab)
  000000000022F860: 0000000001B185EA (cli_frontend::execute(int, char**)+0x0ac2)

  000000000022FE00: 0000000001136C06 (utf8_main(int, char**)+0x02d6)
  000000000022FE60: 0000000001D2B4B6 (wmain+0x00a6)
  000000000022FF20: 00000000004013F0 (__tmainCRTStartup+0x0270)
  000000000022FF50: 00000000004014F8 (mainCRTStartup+0x0018)
  000000000022FF80: 0000000076CD652D (BaseThreadInitThunk+0x000d)
  000000000022FFD0: 00000000773CC521 (RtlUserThreadStart+0x0021)

J:\MESS>
Posted By: R. Belmont

Re: Playstation WIP thread - 08/16/13 06:06 PM

Yeah, that looks 1000% better. Your previous backtrace showed the culprit was the Atari Paperboy arcade driver, which would be impressive if true. This shows it in PSX components.
Posted By: Sotho Tal Ker

Re: Playstation WIP thread - 08/20/13 07:57 AM

That crash might be a regression:
http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=84836#Post84836
Posted By: crazyc

Re: Playstation WIP thread - 08/20/13 03:25 PM

The crash I fixed happened every time, not just when the gun is used.
Posted By: Sotho Tal Ker

Re: Playstation WIP thread - 08/29/13 05:08 AM

In my local build I added the 2MB main RAM to the psx driver, now cheat search works fine (before it would only have access to 64 bytes from the CPU).
Code:
static ADDRESS_MAP_START( psx_map, AS_PROGRAM, 32, psx1_state )
	// 2MB system RAM, first 64k reserved for BIOS 
	AM_RANGE(0x00000000, 0x001fffff) AM_RAM
ADDRESS_MAP_END
Posted By: R. Belmont

Re: Playstation WIP thread - 08/29/13 08:14 AM

Err, the *actual* main RAM is installed elsewhere (both elsewhere in MAME/MESS and at different address ranges), so you won't properly find any actual cheats with that.
Posted By: Sotho Tal Ker

Re: Playstation WIP thread - 08/29/13 01:24 PM

Even though the main RAM is installed elsewhere, it still works (do not ask me how or why). I did not test a huge amount of games yet, but so far it always found the correct memory addresses.

I noticed no difference in behavior comparing to 0.149, except that I am able to search for cheats. But I am not really familiar with the MAME/MESS code, so maybe someone can explain this to me?
Posted By: B2K24

Re: Playstation WIP thread - 08/31/13 07:15 AM

I've been playing Lunar - Silver Star Story Complete and it's quite possible this game can be played from start to finish without any major problems.

Using the File Manager and choosing the (Disc 2).cue once you get to the point it asks to please insert DISC 2 works wonderful for this game.

I'm hoping to finish the entire game in the comming days smile











Posted By: Darkstar

Re: Playstation WIP thread - 08/31/13 08:59 AM

Originally Posted By B2K24
I've been playing Lunar - Silver Star Story Complete and it's quite possible this game can be played from start to finish without any major problems.

Sweet, one of the best JRPGs for the PSX! Great to see this work so well in MESS
Posted By: Dullaron

Re: Playstation WIP thread - 08/31/13 03:20 PM

Wow look much better than the 2nd game.
Posted By: R. Belmont

Re: Playstation WIP thread - 08/31/13 04:54 PM

Glad to hear that's working onto Disc 2. Let us know when you finish it smile
Posted By: B2K24

Re: Playstation WIP thread - 09/02/13 09:22 AM

Originally Posted By R. Belmont
Glad to hear that's working onto Disc 2. Let us know when you finish it smile


I successfully finished Lunar without any problems or crashes.
It scrolled right through all the credits and played all the outtakes as it does on real hardware flawlessly.

It saved so much time being able to fast forward a lot of the battles and slow parts of the game. The games ability to save to the memory card at any point was a big bonus as well.

Thanks to everyone that has made this possible. It was quite the enjoyable experience smile











Posted By: B2K24

Re: Playstation WIP thread - 09/02/13 08:50 PM

After finishing Lunar it made the most sense to have a look at
The Making Of Lunar bonus CD which has a pong mini-game and about an hour of content about the creation of the game.

What's really nice about this disc when run with the MESS psx driver is, the audio matches perfectly with how the people's lips move, so everything is in perfect sync.

As the case with Lunar, this image runs from start to finish with 0 problems at all smile






Posted By: crazyc

Re: Playstation WIP thread - 09/02/13 09:24 PM

Pong? That looks like Warlords on the 2600 but with 4 more players.
Posted By: Dullaron

Re: Playstation WIP thread - 09/03/13 05:53 AM

It does. smile
Posted By: smf

Re: Playstation WIP thread - 09/05/13 07:36 AM

Originally Posted By Sotho Tal Ker
I noticed no difference in behavior comparing to 0.149, except that I am able to search for cheats. But I am not really familiar with the MAME/MESS code, so maybe someone can explain this to me?


The ram is configured at reset time & then again when the BIOS configures the ram size, it will overwrite what you added.

Nothing will be using that ram at all, neither the emulation or the cheat system. There must be a bug in the cheat system that caches what locations contain ram before the CPU is reset. You'd have been better off investigating that.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 09/05/13 01:55 PM

Originally Posted By B2K24
What's really nice about this disc when run with the MESS psx driver is, the audio matches perfectly with how the people's lips move, so everything is in perfect sync.

Same for Saturn driver, btw. While in SSF the sync is usually way off, especially in CGs.
Posted By: zillion

Re: Playstation WIP thread - 09/05/13 07:56 PM

I finished playing through the Policenauts English translation. The only potential problem is that when there is a long voice over audio type of thing, it'll crack a bit and then stop playing. I haven't yet confirmed this on real hardware, but intend to. (It can be replicated by watching the Intro movie when playing a new game... the sound stops when Jonathan Ingram is doing his EVA.)

Even 19 years later, this game was really fun!

In case you weren't aware, the credits inform you that Hideo Kojima was associated with this game.










(edit)
I just found out that Policenauts supports the Playstation mouse. I guess support for that could be added as a slot device! ( details about psx mouse (search for "psx mouse"))
Posted By: R. Belmont

Re: Playstation WIP thread - 09/05/13 08:07 PM

Does anyone *not* know Kojima did Policenauts by now? smile
Posted By: zillion

Re: Playstation WIP thread - 09/05/13 08:10 PM

Originally Posted By R. Belmont
Does anyone *not* know Kojima did Policenauts by now? smile


Heh, I was trying to make a joke about how frequently he credits himself in all his games.

I suspect he would prefer something like, "Character Design by Yoji Shinkawa (but with a lot of suggestions from Hideo Kojima and based on character personality descriptions by Hideo Kojima)."
Posted By: Shideravan

Re: Playstation WIP thread - 09/06/13 06:04 PM

This post was been affected by my thoughts about HIDEO KOJIMA games :p
Posted By: Sotho Tal Ker

Re: Playstation WIP thread - 09/07/13 12:17 AM

NBA Live 2003 (SLUS-01483) is playable, though errorlog gets spammed with
':maincpu' (A000DFC0): psx_sio_r( 00000001, ffffffff ) 00000207

and players get something done to their arms(?) on closeup:



Posted By: zillion

Re: Playstation WIP thread - 09/11/13 04:05 PM

Last night, I left MESS running Castlevania Symphony of the Night with a ROM removal tool attached to my controller to max out the level of the sword familiar.

MESS was still running fine when I got in this morning!
Posted By: zillion

Re: Playstation WIP thread - 09/12/13 07:28 PM

I played a bit of Silent Hill (U) today. The game appears to play very well, but with a graphical glitch.




In another scene, the main character doesn't have the weird glitch box.

Posted By: R. Belmont

Re: Playstation WIP thread - 09/12/13 07:34 PM

That looks quite similar to the moon glitch in Symphony of the Night (also a KCET developed game).
Posted By: Mednafen

Re: Playstation WIP thread - 09/13/13 11:57 PM

I vaguely recall having a problem like that in Mednafen with Silent Hill a long time ago, I think it had something to do with proper mask bit/bit15 handling(maybe in regards to blending?), but I may be wrong.
Posted By: smf

Re: Playstation WIP thread - 09/16/13 08:19 AM

Originally Posted By Mednafen
I vaguely recall having a problem like that in Mednafen with Silent Hill a long time ago, I think it had something to do with proper mask bit/bit15 handling(maybe in regards to blending?), but I may be wrong.


No, you're right. Rewriting the GPU has been on my todo list for a long while now, but I want to get the DMA model sorted first. Which has meant me taking on SCSI/IDE first (something the console emulators haven't had to worry about).

Leaving it broken is my way of retaining interest in the project, because at some point I'll have something visible to show for the work.
Posted By: Dr. Spankenstein

Re: Playstation WIP thread - 09/16/13 09:58 AM

I'm looking forward to whatever progress is made. Thanks for the status update. smile
Posted By: RATMNL

Re: Playstation WIP thread - 09/16/13 10:05 AM

Sometimes I wish I had any clue on how to work on stuff like this smile
Posted By: smf

Re: Playstation WIP thread - 09/17/13 06:42 PM

Originally Posted By RATMNL
Sometimes I wish I had any clue on how to work on stuff like this smile


1. Learn how to program
2. Learn how computers work
3. Write a program that mimics how a computer works

Posted By: RATMNL

Re: Playstation WIP thread - 09/21/13 03:59 PM

Yeah, I know. But that probably won't work in MAX/MSP :p
(the only programming-environment I can still totally bend at my will)

I understand Programming-logic, and I did spent ages reading
http://mamedev.org/source/src/mame/drivers/enterrandomdriver.c.html
and when reading it, it makes sense. But how to build it from the ground up looks a bit overwhelming, leaving me with no idea where to even start.

Aaah, all in good time. First: Design Hard & Software for the pinball machine I Built laugh


Posted By: mock

Re: Playstation WIP thread - 11/07/13 02:45 PM

Oddworld: Abe's Oddysee (PAL) is playable now. Not sure exactly when that happened, but it didn't work last time I tried.

Posted By: Dullaron

Re: Playstation WIP thread - 11/11/13 11:34 PM

Capcom games have the graphics corruption on the right side of the edge of the game screen. Just like that game have. smile
Posted By: Shideravan

Re: Playstation WIP thread - 04/06/14 01:27 PM

There's a recent change in psu BIOS dump in use.
There's any accuracy improvement using new dump?
Posted By: R. Belmont

Re: Playstation WIP thread - 04/06/14 01:47 PM

Nope. In theory the CD controller can be emulated low-level now, and because we're MESS we'll do that eventually, but the current HLE hasn't been causing much in the way of problems either.
Posted By: Shideravan

Re: Playstation WIP thread - 04/06/14 06:53 PM

MESS SVN r29374
psj, psa, pse

Fear Effect


Impressive. For my surprise, no problems regarding FMV or gameplay.

Fear Effect - Retro Helix


Running very well too!

Only when try to use Memory card that a strage error happen, in both games:



Ps.: That's the first time that I have problems with Memory Card. Every other game that I tested, it runned very well:
Posted By: Christina

Re: Playstation WIP thread - 04/06/14 07:18 PM

Originally Posted By Shideravan
Only when try to use Memory card that a strage error happen, in both games:




A similar error happen with pSX emulator, for the first Fear Effect
http://psx.silvanthalas.com/ntsc-u_current.html

but Retro Helix doesn't have this error at all...
Posted By: Shideravan

Re: Playstation WIP thread - 04/06/14 07:32 PM

Well, I tried to write a save in ePSXe and open the save with MESS


But the game refuses to read memory card, anyway...
Posted By: R. Belmont

Re: Playstation WIP thread - 04/06/14 07:38 PM

I think EPSXE has a header on their memory cards, where we (and some other emulators) don't.
Posted By: Shideravan

Re: Playstation WIP thread - 04/07/14 10:17 PM

I finally could do a more extensive tests in the MESS Playstation driver. I tested with psu driver, with new BIOS dump.
Sorry if I repeat some games, that don't chaged since they are posted, but I can't recover every post did in this thread to avoid this fully...
The list of games running well is perfect here laugh
Then I separeted in 2 blocks: games that I tested that run without problems and those that have some.
psu, official MESS 0.153 winx64

Playing fine, without perceptible errors in any point that I tested (Memory card included)
Alundra
Bloody Roar 1 (just a small curiosity: if you try to speed up the game in the character screen, your character always will be in "kids" mode, for any mode selected. Fun smile )
Bloody Roar 2
Castlevania: Symphony of Night
Crash Team Racing
Digimon Digital Card Battle
Driver 2
Final Fantasy 1
Final Fantasy 2
Final Fantasy 5
Final Fantasy 6
Final Fantasy Tatics
Gex 2 Enter the Gecko
Gex 3 Deep Cover Gecko
Gran Turismo 1 (1.1)
Gran Turismo 2
Haverst Moon: Back to Nature
Jumping Flash! 1
Jumping Flash! 2
Klonoa
Megaman X4
Megaman X5
Megaman X6
Megaman 8
Megaman Legends 1
Megaman Legends 2
Resident Evil 1 (Director's Cut)
Resident Evil 2 Dual Shock Version
Resident Evil 3
Resident Evil: Survivor (PAL)
Rayman 1
Spider Man 1
Spider Man 2: Enter Electro
Spyro the Dragon 1
Spyro the Dragon 2
Spyro the Dragon: Year of Dragon (1.1)
Tekken 3
Tomba! 1
Posted By: Shideravan

Re: Playstation WIP thread - 04/07/14 10:31 PM

Games that have errors:
Crash Bandicoot 1 - Logos graphical glitches in beggining of the game.


Crash Bandicoot 2 - Game plays fine, but rain in 1st level is missing alpha effects.


Crash Bandicoot 3: Warped - Fine, but few graphical errors. Spyro Demo runs fine. Memory Card is fine.


Digimon World 1 - Plays fine, but the screen was little shifted downwards

Digimon World 2 - Fine but errors in intro FMV.

Digimon World 3 - Fine but errors in intro FMV.


Dino Crisis 1 - Freezes in first game screen.


Dino Crisis 2 - Playable, but there's some graphics errors when pause, acessing computer menu or in certain cutscenes.

Final Fantasy 7 - Just a small graphic errors in menus.

Final Fantasy 8 - FMVs rumbling.

Final Fantasy IX - Runs fine, but have errors in FMV.
Gex - FMV intro problems


Harry Potter and Sorceress Stone - Freezes in this screen

Harry Potter and Chamber of Secrets - Freezes in the intro screen (same error of HP1)

Heart of Darkness - Major Graphics problems (unplayable).

Iron Man - X-O Manowar in Heavy Metal - FMV errors

Jackie Chan Stuntmaster - Game is fine, but there's problems with music.

Tekken 2 - Freezes in black screen after PS logo. smirk

Metal Gear Solid: sound FX errors (example: alarm). Graphics errors (example: effects in cutscenes)

Mortal Kombat Trilogy (1.1) - logos in video FMV in beggining of the game.


Pepsiman (J) - Errors in cinematics, caused by effects glitch. Also, errors in level 2 music when running from a Pepsi can.

Tomba! 2 - Freezes after SCEA logo.

Vigilante 8 - Crash after loading for begin the level.
Posted By: MikeAbson

Re: Playstation WIP thread - 04/08/14 12:01 AM

Interesting that Vigilante 8 freezes for you when trying to load a level. For me MESS always crashes with some sort of stack error I think. I haven't tried it recently though.
Posted By: Shideravan

Re: Playstation WIP thread - 04/08/14 02:40 AM

Fixed!
And yeah... it crashes...
frown
Posted By: Dullaron

Re: Playstation WIP thread - 04/08/14 03:26 AM

Just like the pSX having an freezing and graphics issue. :P
Posted By: Shideravan

Re: Playstation WIP thread - 04/08/14 10:01 AM

Originally Posted By Dullaron
Just like the pSX having an freezing and graphics issue. :P


I repeated the test with pSX 1.13

Crash Bandicoot 1 - no errors.
Crash Bandicoot 2 - no errors with alpha.
Crash Bandicoot 3: Warped - no errors.
Digimon World 1 - Screen are in right position.
Digimon World 2 - No glitch in intro FMV.
Digimon World 3 - No glitch in intro FMV.
Dino Crisis 1 - (1.1) version bypass first screen without problems
Dino Crisis 2 - No MESS glitches occurs.
Final Fantasy 7 - No menu errors
Final Fantasy 8 - No intro FMVs problems.
Final Fantasy IX - No intro FMVs problems.
Gex 1 - No intro FMVs problems.
Harry Potter and Sorceress Stone - Freezes in the same screen too. But at less, pSX have audio for the storyteller (MESS don't have yet).
Harry Potter and Chamber of Secrets - Freezes in the same screen too. But at less, pSX have audio for the storyteller (MESS don't have yet). Same behavior of HP1.
Heart of Darkness - No graphics problems, fully playable.
Iron Man - X-O Manowar in Heavy Metal - No FMV errors
Jackie Chan Stuntmaster - Game doesn't boot.
Tekken 2 - Freezes in black screen after PS logo. Finally, same problem of MESS (but the same image runs with other emulators, such ePSXe).
Metal Gear Solid - None of related problems with MESS driver occurs.
Mortal Kombat Trilogy (1.1) - No intro FMVs problems.
Pepsiman (J) - None of related problems with MESS driver occurs.
Tomba! 2 - Enters in the game normally and bypass SCEA logo.
Vigilante 8 - Enters in gameplay normally.

In short: excepting of Tekken 2 and depending of your point of view, Harry Potter games, none of MESS PSX driver problem occurs with pSX 1.13 in the scope tested.
Posted By: smf

Re: Playstation WIP thread - 04/08/14 10:04 AM

The DMA is going to be rewritten, but there are blocking issues elsewhere that I'm working on. So I'm unlikely to look at any non working games until then and everything will need to be retested at that point.
Posted By: Shideravan

Re: Playstation WIP thread - 04/08/14 10:16 AM

Originally Posted By smf
The DMA is going to be rewritten, but there are blocking issues elsewhere that I'm working on. So I'm unlikely to look at any non working games until then and everything will need to be retested at that point.


Keep me informed after you get new progress with the driver. I can, not only repeat the test for these softwares, as I also try with more software if you want smile
Posted By: Dullaron

Re: Playstation WIP thread - 04/23/14 08:33 AM

https://www.dropbox.com/s/q33nyg8s9ujlyv4/thrill-kill.png

https://www.dropbox.com/s/uxlqz7p7ub0jgzl/thrill-kill-dump.png

Thrill Kill (USA) [UNRELEASED][SLUS-00752]

So far no issue is found. This version is bloody. smile

14 tracks / one cue. All together is 596mb.

There is no dump database of this on the Redump page. laugh
Posted By: F1ReB4LL

Re: Playstation WIP thread - 04/23/14 01:39 PM

Originally Posted By Dullaron
There is no dump database of this on the Redump page. laugh

If you find someone with the original copy, he is welcome smile
Posted By: Dullaron

Re: Playstation WIP thread - 04/23/14 02:21 PM

I think someone from Russian is the dumper.

I also have the Thrill Kill (USA) [BETA][SLUS-12345]. I haven't test it yet. Very small size. 6 tracks / one cue. All together is 157mb

Dump by the same person I believe.
Posted By: Just Desserts

Re: Playstation WIP thread - 04/23/14 02:28 PM

The point is that it's not a released game, it was leaked. Redump does not deal in unreleased games, they only track games which had a retail release.
Posted By: Dullaron

Re: Playstation WIP thread - 04/23/14 03:12 PM

I didn't know that Redump doesn't track unreleased games. Bummer.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 04/23/14 08:10 PM

Originally Posted By Just Desserts
The point is that it's not a released game, it was leaked. Redump does not deal in unreleased games, they only track games which had a retail release.


If you find an original CD/CD-R/whatever, it can be added.
Posted By: R. Belmont

Re: Playstation WIP thread - 04/23/14 08:23 PM

And good luck proving that it's original smile
Posted By: Vas Crabb

Re: Playstation WIP thread - 04/24/14 01:08 AM

That's the thing: there are no original disks, only leaked images.
Posted By: smf

Re: Playstation WIP thread - 04/24/14 01:24 AM

Originally Posted By Vas Crabb
That's the thing: there are no original disks, only leaked images.


It's very likely that there was an original CD-R, you just don't have access to it.
Posted By: Dullaron

Re: Playstation WIP thread - 04/24/14 01:24 AM

I got my friend playing this game on MESS. smile
Posted By: B2K24

Re: Playstation WIP thread - 10/22/14 07:03 AM

Decided To give Lunar 2 EB a run through and had no problems switching to Disc 2 just like in Silver Star Story.



Posted By: Omenatalo

Re: Playstation WIP thread - 12/03/14 07:04 PM

I'm going crazy trying to get memory cards working with the PSU emulator. I'm using MESS 0.156 64-bit on Windows 8.1.

My psu.ini file includes:

Code:
#
# IMAGE DEVICES
#
memcard1                  c:\emulators\mess\psu.mc1
memcard2                  c:\emulators\mess\psu.mc2
quickload                 
cdrom


My psu.cfg file includes:

Code:
<image_directories>
            <device instance="memcard1" directory="c:\emulators\mess\" />
            <device instance="memcard2" directory="c:\emulators\mess\" />
            <device instance="quickload" directory="c:\emulators\mess" />
            <device instance="cdrom" directory="c:\emulators\mess\roms\psu\" />
        </image_directories>


The .mc1 and .mc2 files get created when I start a PSU game in MESS. When I try to save in game, however, I get a "No memory card found in slot 1" message.

I've tried Ridge Racer Type IV and Thunder Force V - Perfect System, no luck with saving in either game.

Can one of you kind sirs see where I'm going wrong?
Posted By: crazyc

Re: Playstation WIP thread - 12/03/14 07:37 PM

Thanks for pointing that out, I just fixed it in git. If you can't build it yourself, you'll have to wait till the next release or someone else, like Haze, does.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 06/04/15 01:21 AM

Originally Posted By Haze in What To Do In One Six Two (Part 1)
Back to fairly accurate ports let’s look at the Playstation release. This can be launched with “mame64 psu raidenpr” (Only the US version runs, there’s some kind of weird disc protection on the Japanese rips)

Originally Posted By mame/master/hash/psx.xml
<!-- this image doesn't boot, some kind of copy protection? could be bad -->


Gentlemen, what protection? Raiden is one of the earliest PSX games, made in 1994, years before anti-modchip and libcrypt protections.

All the early Japanese PSX releases have a completely different data track structure. Instead of system.cnf + main game executable named after the game ID, they either have a single "psx.exe" file or many different executables with the .exe extension. For some reason, MAME/MESS is unable to run most of these.

[SLPS-00001] Ridge Racer (Japan) -- black screen after PlayStation/SCEA logo in BIOS
[SLPS-00002] Gokujou Parodius Da! Deluxe Pack (Japan) -- black screen after PlayStation/SCEA logo in BIOS
[SLPS-00003] Tama - Adventurous Ball in Giddy Labyrinth (Japan) -- black screen after PlayStation/SCEA logo in BIOS
[SLPS-00005] Nekketsu Oyako (Japan) -- shows "Kyuutenkai - Fantastic Pinball" commercial, black screen afterwards
[SLPS-00008] Metal Jacket (Japan) -- works
[SLPS-00009] Cosmic Race (Japan) -- black screen after PlayStation/SCEA logo in BIOS
[SLPS-00013] Raiden Project (Japan) -- black screen after PlayStation/SCEA logo in BIOS
[SLPS-00015] TwinBee Taisen Puzzle-dama (Japan) -- black screen after PlayStation/SCEA logo in BIOS
[SLPS-00022] Starblade Alpha (Japan) -- black screen after PlayStation/SCEA logo in BIOS
[SLPS-00023] CyberSled (Japan) -- freezes on PlayStation/SCEA logo in BIOS (no black screen)
[SLPS-00023] Rayman (Japan) -- works
[SLPS-00029] Idol Janshi Suchie-Pai Limited (Japan) -- works
[SLPS-00034] Zeitgeist (Japan) -- works
[SLPS-00041] Gussun Oyoyo (Japan) -- black screen after Xing intro

[SCPS-10003] Crime Crackers (Japan) -- black screen after PlayStation/SCEA logo in BIOS at the first glance, but if to wait long enough you will see the intro video frame by frame, incredibly slow
[SCPS-10006] Gunners Heaven (Japan) -- works
[SCPS-10007] Jumping Flash! Aloha Danshaku Funky Daisakusen no Maki (Japan) -- works
[SCPS-10009] Philosoma (Japan) -- shows intros and menus, freezes on "Stage 1" loading screen before ingame
[SCPS-10016] Horned Owl (Japan) -- works

I really hope someone could find a solution to that, because that "some kind of copy protection? could be bad" comment in PSX softlist is ridiculous.

P.S. Why "SCEA" for Japanese "psj" driver? Should be "SCEI".
Posted By: R. Belmont

Re: Playstation WIP thread - 06/04/15 01:46 AM

Originally Posted By F1ReB4LL

I really hope someone could find a solution to that, because that "some kind of copy protection? could be bad" comment in PSX softlist is ridiculous.


It looks reasonable enough from here. Shit doesn't work for mysterious reasons. Early copy protection is an entirely possible thing, unless whoever ripped the discs is incompetent.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 06/04/15 03:49 PM

Originally Posted By R. Belmont
[quote=F1ReB4LL]It looks reasonable enough from here. Shit doesn't work for mysterious reasons. Early copy protection is an entirely possible thing, unless whoever ripped the discs is incompetent.


http://redump.org/disc/3774/ -- confirmed by 2 different experienced dumpers, dumps from 2 different editions matched. And the only modern emulator this image doesn't boot on - MAME. It works on Mednafen, Xebra, hps1x64, no$psx, PCSXr, etc. So it's really something wrong with the driver, not with the image smile
Posted By: r09

Re: Playstation WIP thread - 06/04/15 05:14 PM

You got me curious with this discussion, so I just burned a copy of the Redump image on CD-R and tested it with my DTL-H1101 debug unit. It works.

AFAIK debug consoles only disable the regular "wobble pattern" copy/region protection, so if there was any additional software-based copy protection it shouldn't work.
Posted By: R. Belmont

Re: Playstation WIP thread - 06/04/15 05:29 PM

Right. Debug consoles try to boot psx.exe first, IIRC, too.
Posted By: Heihachi_73

Re: Playstation WIP thread - 06/04/15 05:31 PM

Originally Posted By F1ReB4LL
P.S. Why "SCEA" for Japanese "psj" driver? Should be "SCEI".

Without looking at the source, I believe a chunk of the code, including showing the "SCEA" string, was ported directly across from pSX, which was most likely a hack to get it to boot (think modchip + burnt CD; PlayStation images, much like burnt CDs, don't contain the SCEA/SCEE/SCEI codes that the console is looking for). Of course, it doesn't explain why it still shows SCEA when using a Japanese or PAL BIOS and running the game from the same region, surely it wouldn't have been hard to check the region of the disc and write the appropriate SCE_ code when necessary, even if it was only a cosmetic hack for the time being.

Edit: Beaten to the post regarding PSX.EXE/SYSTEM.CNF priority (I always thought it checked for PSX.EXE first).
Posted By: R. Belmont

Re: Playstation WIP thread - 06/04/15 05:34 PM

The CD device doesn't know the region, so it fills in a usable one. I wanted to have it say "MESS" instead of "SCEx" specifically to avoid this sort of pointless nitpicking, but I was overridden.

That said, the symptoms indicate that the EXE is being loaded, it's just refusing to start up (probably a 1.0.0 Sony library stack that has some kind of interesting bug or copy protection attempt).
Posted By: Lord Nightmare

Re: Playstation WIP thread - 06/04/15 05:34 PM

We should be adding dumps of the MCUs from the various psx devices, there is a large thread on nocash's forums about dumping those.
DTL-h1101 i think we may still need the mcu dump from?

LN
Posted By: R. Belmont

Re: Playstation WIP thread - 06/04/15 05:37 PM

Agreed. I had thought smf was going to do that, but he quit the scene right as that was happening.

The original thread is at:
http://www.psxdev.net/forum/viewtopic.php?f=70&t=557

plgDavid take note: these are 68HC05s being told to dump themselves by setting the right I/O pins to the right levels.
Posted By: Heihachi_73

Re: Playstation WIP thread - 06/04/15 06:51 PM

[SLPS-00040] Tekken (Japan) runs fine in MAME 0.162 (another PSX.EXE game).

Edit: [SLPS-00300] Tekken 2 (Japan), black screen after the PS logo (it's a regular SYSTEM.CNF game). Hope the black screen wasn't ported from pSX, as they broke that game after 1.7. smile
Posted By: r09

Re: Playstation WIP thread - 07/05/15 12:52 PM

I just found out something interesting about the Raiden Project thing... it actually boots in MAME if you leave the emulation running for a pretty long time (around 3 minutes).



After it boots, it seems to stall again for a long time whenever it has to load anything from the CD. Maybe the same is happening to all those early games, I haven't tested aything else yet.
Posted By: Just Desserts

Re: Playstation WIP thread - 07/05/15 02:20 PM

Interesting find! FYI, F12 will take a screenshot. If you use -snapsize 640x480, it will even take the snapshot in the correct dimensions. smile
Posted By: Kale

Re: Playstation WIP thread - 07/05/15 03:19 PM

Somebody has to check if any other early JP PSX games has the same "solution".
Posted By: Shideravan

Re: Playstation WIP thread - 07/05/15 08:01 PM

Yes, this "solution" can be used to get in title screen for Cosmic Race (J) [cosmicra]
Posted By: Shideravan

Re: Playstation WIP thread - 07/05/15 08:11 PM

Originally Posted By r09
I just found out something interesting about the Raiden Project thing... it actually boots in MAME if you leave the emulation running for a pretty long time (around 3 minutes).
After it boots, it seems to stall again for a long time whenever it has to load anything from the CD. Maybe the same is happening to all those early games, I haven't tested aything else yet.


Something interesting about Raiden Project (J) [raidenprj]
It in fact really enters ingame after wait another long waiting time after choose one game. That's only working for Raiden 1 (Raiden 2 freezes very early).


Also, as someone coud ask... Yes, 'Fast Forward' seems to help with these "waiting times"...
Posted By: anikom15

Re: Playstation WIP thread - 08/08/15 07:09 PM

Can anyone provide me information on the PS1's video output? How is the video displayed? Is the pixel aspect ratio square?
Posted By: R. Belmont

Re: Playstation WIP thread - 08/08/15 07:51 PM

The pixel aspect is widely variable: you can run 256/320/448/640 horizontal by 224/240/448/480 vertical on NTSC systems. 320x240 is square pixel aspect, 640x240 (used in some games) definitely is not. Games often run different video modes on different screens; e.g. menus vs. cinemas vs. gameplay vs. pause.
Posted By: anikom15

Re: Playstation WIP thread - 08/08/15 08:37 PM

If you look at Mednafen, the aspect ratio is slightly narrow. I'm wondering which is correct. I initially assumed MAME's was correct, and based on the GPU timings it would seem that it is correct, but I don't have access to a PS1 to verify.

Compare the boot logos of both emulators.
Posted By: Just Desserts

Re: Playstation WIP thread - 08/08/15 09:02 PM

Again, the PS1 supported multiple different horizontal resolutions and multiple different vertical resolutions. A 1:1 bitmap at that resolution is passed to the OSD layer, which can perform whatever scaling the user wishes, typically to a 4:3 aspect ratio since that's what standard CRT TVs used. I'm not sure what your point is or why you registered just to say some random "Well Mednafen does THIS" thing.
Posted By: anikom15

Re: Playstation WIP thread - 08/08/15 10:05 PM

I'm just wondering what the right DAR should be. I'm pretty sure Mednafen is doing it wrong and if it is then that needs to be fixed. Mednafen adds pillarboxes before scaling to 4:3, which narrows the image. One of these emulators isn't displaying properly.

I actually registered for something else a while back because I couldn't figure out how to run Wizardry on the Apple II. I figured it out. I had to mark the actual disk image as read only in Windows.

Here is MESS (looks good)


Here is Mednafen (not right)


The Mednafen author says that I don't know what I'm talking about and that the bottom is what shows up on a CRT. I'm skeptical.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 08/08/15 10:55 PM

Originally Posted By anikom15
The Mednafen author says that I don't know what I'm talking about and that the bottom is what shows up on a CRT. I'm skeptical.

Mednafen author tweaks the output to match how it looks on a real TV. MAME outputs "as is" by default, to match how it looks on a real TV there are HLSL and various types of overlays.
Posted By: Dullaron

Re: Playstation WIP thread - 08/08/15 11:11 PM

When PlayStation came out there only CRT TVs at the time. All the games and BIOS are 4:3. Later they came out with a PSOne that have a LCD addon.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 08/08/15 11:47 PM

Originally Posted By Dullaron
Later they came out with a PSOne that have a LCD addon.

Right, and PSOne _does_ have black bars there:
http://www.youtube.com/watch?v=N5t0EAwsKi4
http://www.youtube.com/watch?v=D3vZWUrfWQY

And it's not a matrix issue, since when you connect Famicom, you don't get any bars (actually, there are overscan bars, but Famicom fills them with the background color, blue for Super Mario World lv. 1-1, Mega Drive does the same trick, btw)
http://www.youtube.com/watch?v=-26iHmW4wIY
Posted By: Just Desserts

Re: Playstation WIP thread - 08/08/15 11:58 PM

I find it intensely difficult to believe that the PS1 logo was rhombus-shaped on an actual CRT versus the diamond with 90-degree corners that it's rendered out as in MAME. The fact that Mednafen outputs that in a screenshot, and apparently doesn't have a separate OS front-end layer to do the scaling to CRT geometry, tells me everything I need to know about Mednafen's claims of accuracy.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 08/09/15 12:16 AM

Originally Posted By Just Desserts
I find it intensely difficult to believe that the PS1 logo was rhombus-shaped on an actual CRT versus the diamond with 90-degree corners that it's rendered out as in MAME. The fact that Mednafen outputs that in a screenshot, and apparently doesn't have a separate OS front-end layer to do the scaling to CRT geometry, tells me everything I need to know about Mednafen's claims of accuracy.

Actually, I was a bit wrong, those black bars aren't to simulate the TV output, those are overscan bars, that's why they go into the screenshots. Many PSX games allow to tweak the screen position - and you may move the picture along all these borders upto the very end (if allowed by the game). But I agree that it would be better to make overscan optional, like on other emulators.
Posted By: Haze

Re: Playstation WIP thread - 08/09/15 12:56 AM

Originally Posted By Just Desserts
I find it intensely difficult to believe that the PS1 logo was rhombus-shaped on an actual CRT versus the diamond with 90-degree corners that it's rendered out as in MAME. The fact that Mednafen outputs that in a screenshot, and apparently doesn't have a separate OS front-end layer to do the scaling to CRT geometry, tells me everything I need to know about Mednafen's claims of accuracy.


I think we output overscan areas in a lot of MESS-side systems (I've noticed it in the Amiga screenshots, even from the arcade side stuff)

Also the cases where we don't enable it, as is the case in some of our PSX drivers we end up with bits of the screen cut off that you simply can't see, no matter how much you adjust things (some of the PSX side things in zn drivers are slightly off-center from memory)

Even we could probably do with a better core way of defining it because at the moment we treat a lot of cases where the overscan is fully rendered as if it should fit a 4:3 aspect, which looks a little wrong.


Posted By: anikom15

Re: Playstation WIP thread - 08/09/15 03:59 AM

Yes those are overscan bars, according to the author of Mednafen. FWIW, noca$h's PSX emulator outputs like MAME's too. Also, Sony's official logo would suggest that the first screenshot is correct.
Posted By: Just Desserts

Re: Playstation WIP thread - 08/09/15 09:57 AM

I'm not sure the author of Mednafen understands the concept of "overscan" in that case, because the second screenshot makes it look like Mednafen compresses the actual image vertically in order to fit the overscan bars into a 4:3 image, which is orthogonal to the whole point of overscan.
Posted By: Vas Crabb

Re: Playstation WIP thread - 08/09/15 10:32 AM

Yeah, the "image" area excluding the overscan should have a 4:3 aspect ratio, not the whole thing including the overscan area.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 08/09/15 03:32 PM

Originally Posted By Vas Crabb
Yeah, the "image" area excluding the overscan should have a 4:3 aspect ratio, not the whole thing including the overscan area.

Someone owning the PSOne LCD (SCPH-131 or SCPH-152b) should measure the screen proportions and picture proportions to be 100% sure. Since, as seen on the youtube videos, there are overscan bars.
Posted By: Dullaron

Re: Playstation WIP thread - 08/09/15 03:42 PM

Every game on the PSOne is different on the screen size. LCD can show that issue. Check out Mega Man Legend. https://www.youtube.com/watch?v=ah4R9oWkxXU There is thick bars showing on that game. Some games can fill up the screen almost while others have black bars.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 08/09/15 08:06 PM

Yes, but let's talk about that diamond on the BIOS screen, at least it should be constant.
Posted By: anikom15

Re: Playstation WIP thread - 08/09/15 08:07 PM

The PS1 has commands to reduce the drawable area. The BIOS uses the entire area.
Posted By: anikom15

Re: Playstation WIP thread - 08/09/15 08:07 PM

The PS1 has commands to reduce the drawable area. The BIOS uses the entire area.
Posted By: R. Belmont

Re: Playstation WIP thread - 08/09/15 08:43 PM

I agree with JD, the Mednafen shot appears to be including side borders but not top and bottom in the aspect calculation. Back when I shipped a dozen-ish titles on that thing, we set the 1084S so the border wasn't visible and the visible area was good and 4:3.
Posted By: anikom15

Re: Playstation WIP thread - 08/09/15 09:34 PM

That's pretty much exactly what I told him. He was kind of a dick. He said he did all the calculations according to BT.601. I wanted to tell him that that doesn't make any sense but it would be nice to not be banned from that forum in case I need to report more bugs.
Posted By: F1ReB4LL

Re: Playstation WIP thread - 08/09/15 11:06 PM

Originally Posted By anikom15
The PS1 has commands to reduce the drawable area. The BIOS uses the entire area.

And again - on the videos I've linked, PS One LCD shows the picture exactly like in Mednafen: black bars to the left and to the right and a tiny black bar on the bottom, even during the BIOS intro (which, as you say, uses the entire area). Someone should measure the screen, I don't think the official PS LCD screen would differ from 4:3 and if so, the picture itself isn't 4:3 (due to those bars).
Posted By: anikom15

Re: Playstation WIP thread - 08/09/15 11:34 PM

In that video the diamond looks square rather than rhomboid.

The LCD is 3"x4". It looks like the bars aren't even. That doesn't correspond with Mednafen which has uniform bars.

EDIT: actually I think it is slightly rhomboid. This is odd because the LCD seems to be 640x480 but is displaying a picture larger in width.

It would be nice to have someone look at a TV and compare.
Posted By: Mednafen

Re: Playstation WIP thread - 08/10/15 12:33 AM

What in the world gave you the impression that I would do something as severe as banning you?

640 * 12.27MHz / 13.42MHz
Posted By: anikom15

Re: Playstation WIP thread - 08/10/15 02:42 AM

Because I'm new and that's happened to me a lot before.
Posted By: Mednafen

Re: Playstation WIP thread - 08/10/15 03:23 AM

I probably shouldn't have mentioned BT.601 earlier, I think I may have misread it a while back and yet the math still came out right...

Here's another way of looking at it(how many square pixels to scale the 640 horizontal PS1 pixels to get a correct pixel aspect ratio assuming 1:1 scaling vertically), from second-hand RS-170/RS-170A-derived information:

640 * (4 / 3) / ((13423295 * ((63.5 - a) / 1000 / 1000)) / b)

...where a is 10.9-11.4(microseconds) and b is 480ish, depending on your interpretation of the standards and which ones you're reading.
Posted By: anikom15

Re: Playstation WIP thread - 08/11/15 04:08 AM

I think you're right and my memory was just fuzzy. I actually calculated an even narrower picture. It just seems weird that the visible area wouldn't be 4:3, esp. when 320x240 and 640x480 are available.
Posted By: Shideravan

Re: Playstation WIP thread - 10/22/15 05:16 PM

Felipe Correa fixed some bugs with output video from some games. Here some examples:

Digimon World 2:
Before

After


Gran Turismo:
Before

After


Digimon World 3:
Before

After
Posted By: Shideravan

Re: Playstation WIP thread - 10/25/15 11:41 PM

This also fixed the following:
-Heart of Darkness graphics (now the game is playable)
-Final Fantasy 8 videos and gameplay
-Final Fantasy 9 videos and gameplay
-Gex videos
-Iron Man - X-O Manowar in Heavy Metal videos
-MK Trilogy intro

and a lot more smile
Posted By: Dullaron

Re: Playstation WIP thread - 10/26/15 06:10 AM

Nice. I wonder Dark Stone doesn't have any issue.

I have a iPad and Android updated graphics version. The game is pretty hard when getting stuck on the quests. Look the hell a lot better than the PSX version. Anyway it free with ads. Paid will remove the ads. smile
Posted By: Shoegazer

Re: Playstation WIP thread - 11/06/15 10:10 PM

Hello, in light of Felipe's awesome new improvements to the driver (indeed video is much better in .167), I'm curious what other roadblocks stand in the way of moving driver status from "preliminary" to "imperfect"? Just about everything I've tested runs fine save for some small issues such as a glitch in FF7 menus, no dualshock input recognized in Ape Escape, and the general lack of controller rumble (though that's a broader issue than just this driver). I'll admit my test cases thus far have been somewhat limited, so I'm curious to hear of others' mileage with it.
Posted By: B2K24

Re: Playstation WIP thread - 11/06/15 11:31 PM

WOW! The Chrono Cross attract mode sounds so good and Xenogears makes it all the way past the FMVs and into the game to start playing it.

Good stuff Felipe smile
Posted By: Just Desserts

Re: Playstation WIP thread - 11/07/15 11:22 AM

To be honest, the driver probably should have been marked "imperfect" rather than "preliminary" a long time ago, but smf has always maintained that the driver is massively inaccurate and desperately needs rewriting. However, since smf has ostensibly quit teh sk3n3 (despite claims otherwise), I don't think it's really his call to make anymore.
Posted By: Shoegazer

Re: Playstation WIP thread - 11/07/15 03:40 PM

Hah yeah, I poured my 40 for smf and while a sighting every once in a while might be nice, I'm over it. Anyway, "inaccurate" I agree with, but "massively" is probably stretching it.

In summary, I've found the following so far, again all tested with stock .167:

General
Start screen intro "music" is sometimes scratchy
Lack of rumble in games that support it (due to SDL issues)

Game-specific
Ape Escape: dual analog not recognized - won't start
Diablo: minor sound issues - last few seconds of dialog repeats
Final Fantasy VII: menus are rendered improperly
Pro Pinball (any in the series): won't start (maybe a mode-switching problem assuming these games support the ps1's hi-res mode?)
Silent Hill: trees and people are rendered improperly
Sled Storm: music cuts out and/or won't play
Tekken 2: won't start

Shideravan's post also covers other games with similar issues - but like the ones above, some of them seem minor. Also many are FMV related and likely fixed now, and when you compare against the large number of games that seem fine, claims of "massively inaccurate" should at least raise a few eyebrows. wink
Posted By: R. Belmont

Re: Playstation WIP thread - 11/07/15 04:44 PM

The dual analog support was done by, I think, Carl, so he should be able to fix Ape Escape.

The GTE internals are very, very well known now; replacing it would likely fix Silent Hill and some other games (I think it's Nuclear Strike that has a bunch of unknown GTE opcodes).

Hooking up the 6805 CD controller would solve one potentially major source of inaccuracy.

Rewriting the GPU to use polynew might be interesting; that way it'll get free acceleration when we do that, not that it really needs it. Also, emulating the cycle counts of GPU draw operations so games that are GPU limited (most of them) run at the right framerate would be nice.

And of course those torture tests; some claim fixing them won't help any games, but even if they don't it's known instances where we diverge from hardware. Would be nice if they were in a format that was easier to run on MAME, too.
Posted By: crazyc

Re: Playstation WIP thread - 11/07/15 06:27 PM

Originally Posted By R. Belmont
The dual analog support was done by, I think, Carl, so he should be able to fix Ape Escape.
Not a game I have so can't really test it. As for problems, the SPU needs work as there are some games with hang waiting for something from it.
Posted By: Shoegazer

Re: Playstation WIP thread - 11/07/15 06:33 PM

Thanks. Interesting about the GTE, would it be a simple matter to replace the existing code? I always assume efforts like that are complex for both licensing and technical reasons. And yeah, it would be quite nice to see the CD controller hooked up. smile

I would *love* to see MAME pass some of those ridiculous torture tests, but walk before we run I guess.

My tests certainly show that the SPU needs work, tons of games seem to have seemingly minor audio issues but I'm sure that in some more egregious cases they cause games not to boot etc.
Posted By: R. Belmont

Re: Playstation WIP thread - 11/07/15 10:27 PM

Well, the best code out there is Mednafen's, and it's GPL v2, which isn't ideal for us license-wise.

For the SPU, Neill Corlett's SPU and SPU2 are available now under BSD-compatible licensing. Not sure if it would actually *help*, but maybe worth a shot.
Posted By: mixmaster

Re: Playstation WIP thread - 11/08/15 01:07 AM

Originally Posted By R. Belmont

For the SPU, Neill Corlett's SPU and SPU2 are available now under BSD-compatible licensing. Not sure if it would actually *help*, but maybe worth a shot.


What do you mean by "Not sure"?
Posted By: R. Belmont

Re: Playstation WIP thread - 11/08/15 02:45 AM

Exactly what I said: I don't know if switching the SPUs will actually fix any of the problems being described, so I sure as fuck am not gonna make any guarantees about it.

As a always, the operative question is: do the games hanging on the SPU work in pSX? Because if they don't, it's likely not the SPU.
Posted By: Shoegazer

Re: Playstation WIP thread - 11/08/15 03:13 AM

Good question. There's a follow-up post from Shideravan where he tested problematic MAME games in pSX. He concludes:

Quote:
In short: excepting of Tekken 2 and depending of your point of view, Harry Potter games, none of MESS PSX driver problem occurs with pSX 1.13 in the scope tested.

I believe some of the problems he encountered were related to audio/the SPU, so yes, it does seem like Neill Corlett's SPU might at least be worth trying out. smile
Posted By: Dullaron

Re: Playstation WIP thread - 11/08/15 11:31 AM

Shoegazer I saw you had the Diablo listed. Yea it have the talking issue for a while. The talking play and then quit halfway. Music after the boot playing on the left ear and right ear but all moved to the the right ear fully afterward. But it not fully working on the sounds. Imperfect sounds.

Anyway if you itching on playing this game. Check out the Diablo 1 HD MOD. Single player only works on this version. Must have the PC Diablo game CD in order to run the HD version. Just copy the DIABDAT.MPQ over into the folder. Tchernobog is not finish yet. The Dev people still working on that version and some stuff are missing. By the way. They manage put all classes into their mods. Don't need Hellfire at all. Oh one more thing. Hit the Z button to zoom in or out.
Posted By: Shoegazer

Re: Playstation WIP thread - 11/08/15 03:59 PM

crazyc: Ape Escape demos should be fairly easy to track down - for example the game was featured on the Pizza Hut Demo Disc but there are others. Any of those *should* enforce the dual analog requirement.

Dullaron: That would work, I still have my Diablo PC disc, though I prefer to play it in its original res. But thanks for the tip. I have both Diablo 1 and 2 discs actually, just haven't played either of them in years.
Posted By: crazyc

Re: Playstation WIP thread - 11/08/15 04:23 PM

FWIW, Soviet Strike is the game I was thinking of. Sometimes when it tries to play a sound it hangs waiting on the SPU. It can be poked to resume for a little while. Seems to work okay in pSX though.
Posted By: B2K24

Re: Playstation WIP thread - 11/18/15 06:03 PM

So I was thinking about the Star Ocean 2 crash after the first battle and was wondering if this behavior has changed. I ran the game and eventually noticed the crash still occurs.

Using the latest version of MAME I noticed some differences in the stack crawl output compared to way back in 0.149u1

If this information isn't helpful then ignore this post please laugh

output using 0.149u1
http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=89926#Post89926

output using 0.167
http://pastebin.com/z99Uymxe

Code:
J:\MAME>mame64.exe -rompath "J:\MAME ROMs" -hashpath "J:\MAME\hash" psu -mc1 "J:
\MESS\software\psu\card1.mc" -cdrom "J:\Star Ocean - The Second Story (USA) (Dis
c 1).cue"

-----------------------------------------------------
Exception at EIP=0000000001C3CB86 (psxgpu_device::gpu_write(unsigned int*, int)+
0x0046): ACCESS VIOLATION
While attempting to read memory at 0000000015971000
-----------------------------------------------------
RAX=0000000000000003 RBX=000000000A8A0040 RCX=0000000000000100 RDX=0000000002000
100
RSI=0000000015971000 RDI=00000000070B0070 RBP=0000000000229920 RSP=0000000000229
8A0
 R8=00000000000001F5  R9=00000000000001F5 R10=000000000A6BF790 R11=00000000137DA
C30
R12=00000000159724B0 R13=000000000A6BE808 R14=0000000000000000 R15=0000000001000
201
-----------------------------------------------------
Stack crawl:
  00000000002298A0: 0000000001C3CB86 (psxgpu_device::gpu_write(unsigned int*, in
t)+0x0046)
  0000000000229950: 0000000001C3D557 (psxgpu_device::dma_write(unsigned int*, un
signed int, int)+0x0017)
  00000000002299B0: 0000000001C24A91 (psxdma_device::write(address_space&, unsig
ned int, unsigned int, unsigned int)+0x0281)
  00000000002299F0: 0000000003387022 (address_space_specific<unsigned int, (endi
anness_t)0, true>::write_dword(unsigned int, unsigned int)+0x00a2)
  0000000000229A20: 0000000001C19840 (psxcpu_device::writeword(unsigned int, uns
igned int)+0x0090)
  0000000000229AA0: 0000000001C201F7 (psxcpu_device::execute_run()+0x0827)
  0000000000229B40: 000000000249A7E1 (device_scheduler::timeslice()+0x04b1)
  0000000000229BA0: 00000000024A7D48 (running_machine::run(bool)+0x0198)
  000000000022F690: 000000000249BD4B (machine_manager::execute()+0x024b)
  000000000022F840: 000000000253C7BB (cli_frontend::execute(int, char**)+0x0d9b)

  000000000022FDF0: 000000000148E564 (utf8_main(int, char**)+0x0174)
  000000000022FE50: 000000000290E2BE (wmain+0x007e)
  000000000022FF20: 00000000004013CA (__tmainCRTStartup+0x024a)
  000000000022FF50: 00000000004014F8 (mainCRTStartup+0x0018)
  000000000022FF80: 0000000076F759DD (BaseThreadInitThunk+0x000d)
  000000000022FFD0: 00000000771AA631 (RtlUserThreadStart+0x0021)
Posted By: BPzeBanshee

Re: Playstation WIP thread - 11/19/15 04:45 AM

Seeing how everyone's talking about the improvements with this I put psu to the test with The Unholy War. Works very well for the most part! I remember trying it in an older MAME (like 0.14x) and it just gave me a stack crash but that might have been a poorly dumped ISO I had at the time.

I'm finding the game has shaky frames in MAME 0.167 for some reason, like whenever something's moving it also moves in reverse for a frame or so, very weird to see. Does anyone else get this? Apart from that it's quite possibly the best emulation of said game I've seen. smile
Posted By: retro

Re: Playstation WIP thread - 11/23/15 06:41 PM

Hi I was wondering if anyone any info on the Serial O/I? (Link Cable) The resent work from Haze and SailorSat with linking Model1, System 32 etc via the comms has been amazing. I was wondering if the link cable can be done within mame? as I don't think any other emulator doses this.
Cheer to all the great work that has been done so far
Posted By: R. Belmont

Re: Playstation WIP thread - 11/23/15 06:52 PM

We basically need to just hook up the UART and define it as a serial port. Would help to know what UART it has and/or is emulating if it's on the CPU/GTE/DMA die.
Posted By: crazyc

Re: Playstation WIP thread - 11/23/15 07:15 PM

I think that all that's needed is an rs232 port wrapper for psxsio1_device.
Posted By: R. Belmont

Re: Playstation WIP thread - 11/23/15 07:59 PM

Probably true, and especially on Linux with the new named pipe option. (It's actually possible to get named pipes on Windows too, I just forget the syntax).
Posted By: Shideravan

Re: Playstation WIP thread - 11/26/15 03:06 AM

There's a notable problem in psx drivers regarding the sound, that affect at least most of games which I tested and maybe could be simple to solve.
Music tracks seens be very louder than it should be, even drown out the sound fx and voices in some cases.
I don't think this is a bug, but any kind of wrong configuration in the SPU driver.
Unfortunatelly, I don't understand very well how the SPU driver works to try to fix, then I'm posting it here for anyone that's more capable, to please give it a look.

I can give various good examples that make this issue easier to grasp, such:
-Tony Hawk's Pro Skater 2
-Spyro the Dragon 2
-Megaman X4
-Tekken 3
-and various others
Posted By: Christina

Re: Playstation WIP thread - 12/01/15 02:24 PM

I found this website that contains various interesting informations about playstation hardware, including SPU
http://psx.rules.org/psxrul2.shtml
Posted By: Just Desserts

Re: Playstation WIP thread - 12/01/15 09:18 PM

Good for you, but that information is 15 years old now, do you somehow think that the existing developers are idiots and haven't seen that site before, in the past decade and a half? And it's not even remotely accurate compared to other documentation that exists, like the No$PSX documentation. So basically you've found nothing and contributed nothing. Well done.
Posted By: Dullaron

Re: Playstation WIP thread - 12/04/15 11:12 AM

Come on man. Did you even see this on the website before post the link? "These are NOT official SONY docs and have no relation to those." Beside that person isn't a DEV from Sony Team. laugh
Posted By: hap

Re: Playstation WIP thread - 12/05/15 04:19 PM

...so? (hint: neither is NO$PSX)

Dullaron come up with something better to laugh at this lady/guy with girl nick.
Posted By: anikom15

Re: Playstation WIP thread - 12/11/15 05:23 AM

Good job on the PlayStation emulator guyz!
Posted By: Anon Runzes

Re: Playstation WIP thread - 09/26/16 12:24 AM

Well... it's not quite on a good state yet...
http://forums.bannister.org/ubbthreads.php?ubb=showflat&Number=107412#Post107412
© 2020 Forums