PS1/2 Emulator WiiStation - Another Fork of WiiSXRX released

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Is sound interpolation used in every psx game? Maybe I'm bad at noticing this stuff, but the games I played so far had good audio. To me, at least.
It's a hardware feature, it isn't really something that's missed in the majority of popular games but then a game like samurai shodown has really awful scratchy sound. SNK games in general seem to suffer heavily from poor sound quality.
 
Is sound interpolation used in every psx game? Maybe I'm bad at noticing this stuff, but the games I played so far had good audio. To me, at least.
technically yes cause it's a feature built into the hardware but it depends on if the game uses lots of audio at low sample-rates. Some developers would do this to certain sound effects assuming that the interpolation would smooth it out.

it essentially defines the method of how the audio sample 'dots' are connected - you can think of the PSX's gaussian interpolation as drawing a smooth curve to connect each dot. With no interpolation, you end up getting a curve with hard, square edges.

https://www.alpha-ii.com/Info/Audio...a method,to improve your listening experience.
 
what matters is how it runs on a regular Wii, and its been a long road since.

just wanted to double-check, you mean since version 3.0, which dropped roughly a month ago? i scanned the thread and don't see any newer versions posted, aside from @SaulFabre mentioning the work regarding compression a few posts back.

also, someone else mentioned separating their bins/cues. so far, i haven't seen any issues with having multiple bin files notated in the .cue file. is it suggested to have separate bins and cues? i have condensed each multidisc game to one .cue, which i thought was better/easier (took me a lot of time so i'd rather not re-do it lol :wacko:)
especially for people who will be using the emulator and aren't super into homebrew or tech savvy, etc.
 
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Today I decided to switch over to WiiStation!
Was using WiiSXRX v4 PREVIEW and while I was happy with it, I've noticed WiiStation has improved speeds and compatibility.
Nice!

Also, couldn't help but notice that WiiStation is using WiiSXRX's icon.png.
So I made this one if any of you would like to change the icon.png just to make it clear that WiiStation is different from WiiSXRX.

PS1 ICON.png


Download the file if you want.
I'm leaving it as x2 the icon.png size so anyone can use whatever scaling they want.
Cubic looks nice in LCDs, while NONE will make the icon.png look sharper, good for CRT's.
 
Today I decided to switch over to WiiStation!
Was using WiiSXRX v4 PREVIEW and while I was happy with it, I've noticed WiiStation has improved speeds and compatibility.
Nice!

Also, couldn't help but notice that WiiStation is using WiiSXRX's icon.png.
So I made this one if any of you would like to change the icon.png just to make it clear that WiiStation is different from WiiSXRX.

View attachment 425494

Download the file if you want.
I'm leaving it as x2 the icon.png size so anyone can use whatever scaling they want.
Cubic looks nice in LCDs, while NONE will make the icon.png look sharper, good for CRT's.
We already replaced the icon here:
http://github.com/xjsxjs197/WiiSXRX_2022/blob/main/Gamecube/release/apps/WiiStation/icon.png

PS: New build coming tomorrow.
 
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Sup folks any WiiU users in? A new test build of the WiiU PCSX Rearmed Core has been released and I'd like to know what you guys think. It should perform as well as the Wii Emulator, plus there are a few speed tweak options in the Core Settings to nudge the fps counter higher too ;)

Links in my sig.
 
Sup folks any WiiU users in? A new test build of the WiiU PCSX Rearmed Core has been released and I'd like to know what you guys think. It should perform as well as the Wii Emulator, plus there are a few speed tweak options in the Core Settings to nudge the fps counter higher too ;)

Links in my sig.

Hey there, thanks for the info. Can this be launched in aroma yet?
 
Latest WiiStation builds until git https://github.com/saulfabregwiivc/WiiStation/commit/ee79e9fc87501c075e5abeea676e10bba042329e but also https://github.com/saulfabregwiivc/WiiStation/commit/be071bce17e6fd7893a146d3a5f8d4925c288da9

This time i got two builds:

- the normal one (WiiStation_main_git_be071bce_13032024) which includes the two commits mentioned but the same libCHDr from upstream WiiStation.

- the one with updated libCHDr (WiiStation_main_git_be071bce_newlibCHDr_13032024), which includes the two commits mentioned but i also heavily updated the libCHDr to latest and included latest changes, also added ZStandard compression support.
REMEMBER: NEEDS MORE TESTING!
https://github.com/saulfabregwiivc/WiiStation/commit/c79d603c7eb3546c6e0dec2fc0872afe0a01d30e


Please test these builds, thanks ;)
 

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I tested the Zstandard compression using

chdman createcd -i input.cue -o output.chd -c zstd,cdzs

with CHDman 0.263... and it seems to work flawlessly. :toot:

Colin McRae PAL Rev 1 (SLES-00477) : ~480Mo compressed to 313Mo (for comparison PBP 9 file size is 349Mo)
Colin McRae 2 PAL Rev 2 (SLES-02605) : ~620Mo compressed to 343Mo

Played 2 hours CMR 1 and no DSI crash (Dynarec, no dithering)
Played 1 hour CMR 2 and no DSI crash (Lightrec, no dithering). One freeze though, but I think it was not related to CHD (when switching camera views, while driving. Could not reproduce it.)

- CMR 1 does not work anymore with Lightrec (controller does not respond on main menu, it was working previously).
Sad. :sleep:
- In CMR 2, "Quit to main menu" from championship or rally stage menu doesn't crash anymore !
Happy. :yay:
 
Last edited by Ouaz,
I tested the Zstandard compression using

chdman createcd -i input.cue -o output.chd -c zstd,cdzs
I think zstd and cdzs are exactly the same compression type, lol.
So it should be
chdman createcd -i input.cue -o output.chd -c cdzs

Have you tried also this for achieve a little more compression? (ZStandard+FLAC)
chdman createcd -i input.cue -o output.chd -c cdzs,cdfl
 
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I think zstd and cdzs are exactly the same compression type, lol.
So it should be
chdman createcd -i input.cue -o output.chd -c cdzs

Have you tried also this for achieve a little more compression? (ZStandard+FLAC)
chdman createcd -i input.cue -o output.chd -c cdzs,cdfl

I would prefer using the "cdzs" cmd argument instead of the other, due to the last three letters.
 
Last edited by Afeohtan,
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Have you tried also this for achieve a little more compression? (ZStandard+FLAC)
chdman createcd -i input.cue -o output.chd -c cdzs,cdfl
Tested here this compression with SOTN and RE1DC. Both worked, though SOTN has stuttering issues since the last Jokkipo update.
 
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I think zstd and cdzs are exactly the same compression type, lol.
Oh?

I followed chdman documentation, as i saw "data" for one and "audio data" for the other, and thinking that "zstd" has to be precised (as it is not default).

"
zstd – Zstandard
Compresses data using the Zstandard algorithm. This gives very good compression and decompression performance with better compression ratios than zlib deflate

cdzs – Zstandard for CD-ROM data
Compresses audio data and subchannel data from CD-ROM sectors separately using the Zstandard algorithm. This gives very good compression and decompression performance with better compression ratios than zlib deflate

"

Ah, yes, cdzs can be used alone:
"Zstandard is not enabled by default so new CHDs will not be incompatible by default.
Use zstd for regular Zstandard codec, and cdzs for Zstandard CD codec.
"

Have you tried also this for achieve a little more compression? (ZStandard+FLAC)
chdman createcd -i input.cue -o output.chd -c cdzs,cdfl

Won't cdfl impact performance (and possibly induce crash on Wiistation) as a part of it use zlib algorithm ?

"
cdfl – Free Lossless Audio Codec/zlib deflate for CD-ROM data
Compresses audio data and subchannel data from CD-ROM sectors separately using the Free Lossless Audio Codec (FLAC) for audio data and the zlib deflate algorithm for subchannel data.

"
 
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Oh?

I followed chdman documentation, as i saw "data" for one and "audio data" for the other, and thinking that "zstd" has to be precised (as it is not default).

"
zstd – Zstandard
Compresses data using the Zstandard algorithm. This gives very good compression and decompression performance with better compression ratios than zlib deflate

cdzs – Zstandard for CD-ROM data
Compresses audio data and subchannel data from CD-ROM sectors separately using the Zstandard algorithm. This gives very good compression and decompression performance with better compression ratios than zlib deflate

"

Ah, yes, cdzs can be used alone:
"Zstandard is not enabled by default so new CHDs will not be incompatible by default.
Use zstd for regular Zstandard codec, and cdzs for Zstandard CD codec.
"



Won't cdfl impact performance (and possibly induce crash on Wiistation) as a part of it use zlib algorithm ?

"
cdfl – Free Lossless Audio Codec/zlib deflate for CD-ROM data
Compresses audio data and subchannel data from CD-ROM sectors separately using the Free Lossless Audio Codec (FLAC) for audio data and the zlib deflate algorithm for subchannel data.

"
i don't see any performance impact when using cdzs (ZStandard) and cdfl (FLAC) at the same time.
 
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Oh?

I followed chdman documentation, as i saw "data" for one and "audio data" for the other, and thinking that "zstd" has to be precised (as it is not default).

"
zstd – Zstandard
Compresses data using the Zstandard algorithm. This gives very good compression and decompression performance with better compression ratios than zlib deflate

cdzs – Zstandard for CD-ROM data
Compresses audio data and subchannel data from CD-ROM sectors separately using the Zstandard algorithm. This gives very good compression and decompression performance with better compression ratios than zlib deflate

"

Ah, yes, cdzs can be used alone:
"Zstandard is not enabled by default so new CHDs will not be incompatible by default.
Use zstd for regular Zstandard codec, and cdzs for Zstandard CD codec.
"



Won't cdfl impact performance (and possibly induce crash on Wiistation) as a part of it use zlib algorithm ?

"
cdfl – Free Lossless Audio Codec/zlib deflate for CD-ROM data
Compresses audio data and subchannel data from CD-ROM sectors separately using the Free Lossless Audio Codec (FLAC) for audio data and the zlib deflate algorithm for subchannel data.

"
CHDs using only zlib and FLAC were already faster than the ones using LZMA. The real issue was and is LZMA compression. zlib is fine.
Here's an example:

Code:
chdman - MAME Compressed Hunks of Data (CHD) manager 0.262 (mame0262)
Input file:   Akumajou Dracula X - Gekka no Yasoukyoku (Japan) (Rev 2) (En).chd
File Version: 5
Logical size: 613,204,416 bytes
Hunk Size:    19,584 bytes
Total Hunks:  31,312
Unit Size:    2,448 bytes
Total Units:  250,492
Compression:  cdzs (CD Zstandard), cdfl (CD FLAC)
CHD size:     371,396,948 bytes
Ratio:        60.6%
SHA1:         2d50511893883c3e07daca4ba7cb47ebc0b65c2b
Data SHA1:    d4937772d34393553da6d12728b87b5c0e60e368
Metadata:     Tag='CHT2'  Index=0  Length=93 bytes
              TRACK:1 TYPE:MODE2_RAW SUBTYPE:NONE FRAMES:231905 PREGAP:0 PGTYPE:MODE1 PGSUB:NONE POSTGAP:0.
Metadata:     Tag='CHT2'  Index=1  Length=91 bytes
              TRACK:2 TYPE:AUDIO SUBTYPE:NONE FRAMES:18582 PREGAP:150 PGTYPE:VAUDIO PGSUB:NONE POSTGAP:0.

     Hunks  Percent  Name
----------  -------  ------------------------------------
        17     0.1%  Copy from self
    28,990    92.6%  CD Zstandard
     2,305     7.4%  CD FLAC

We need to test with a disc with actual subchannel data to see which algorithm will take precedence to compress it.
 
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