ROM Hack [Release] PS1 Forwarder Creator

NanashiFinal13

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Did you have to do anything special making the cia? I am trying now, I have a pbp of the game, and I'm using the PSXONPSP660.BIN bios, but when I install the cia and try to launch it, it just quits back to the 3ds desktop after 30 seconds or so.
What version of the PS1 Forwarder are you using? The game is NTSC or PAL? What config you use? I use this config:
Vsync: Off
Frameskip: 0
Enable Dithering: Off
PSX CPU Clock: 50
Enable audio: On
Sound interpolation: Off
Enable Blending: On
Enable Lighting: On
Enable Pixel Skip: On
Disable GTE Flags: On
Async CD Access: On
(Also im using a .chd converted from my ntsc psx copy of the game and the bios is the psp psx bios)

Is there any max sizing or anything when it comes to the banner border, icon, and wav of the assets?
The wav has a limit of 3 second long.
 
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wanderindirk

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I made some new findings yesterday regarding how CPU clockspeed values affect performance in MGS (which I one of the games I've chosen for benchmarking). I guess some of you might already know this but for discussion's sake I'll be posting anyways. Btw, I'm using the actual .cia version of PCSX-ReArmed more than the forwarder, because it's easier to experiment that way. Normally, I'm on a very performance/speed-friendly configuration (with all relevant settings either enabled or disabled accordingly - except for audio, blending and lighting, which are always enabled). Also, I'm currently on a one week old nightly (I think). So now, let's talk about CPU clockspeed.

Normally when I tinker with clockspeed at all, I would try to find one particular value I can settle with so that the game could run in a most stable or uniform manner possible fps-wise when compared to how it runs at the default 50 (naturally, this would only happen if 50 is not good enough). For example, Spider-Man 1 is very volatile when set at 50: less demanding segments would run very smoothly but the drops and slowdowns are way too noticeable when the game gets really demanding; when set somewhere in the range 37-41, the framerate becomes much more stable and uniform, and the game much more playable, though naturally also a bit more janky (but still tolerable for me.)

According to my experience MGS is one of the more difficult 3D or graphically intensive games to get to run in a stable manner. At 50, cutscenes have tons of slowdowns (I often benchmark the opening submarine sequence), and in-game segments (meaning when you actually get to control Snake) also suffer from slowdowns when the game gets demanding. In my last efforts, when I play MGS I've usually set the clockspeed at 45 - merely as a compromise, so that cutscenes could benefit from some more frames while gameplay hopefully won't suffer too badly due to the decrease of only 5. Here's where it's problematic: MGS' in-game segments are really unfriendly towards underclocking. At 45, Snake mostly runs like snail.

Overall, MGS had always run like shit for me regardless of which clockspeed I tried. Until yesterday, when for the first time I actually tried to go above 50 (normally, I wouldn't dare doing that if a game already runs like shit at 50.) So I raised it to 60, and now in-game segments ran almost perfectly. Even in places when slowdowns had always happened when clockspeed was at 50 or lower. The cutscenes suffered from more slowdowns, sure, but I think now I can actually play the game if I want to (besides, I've always known that MGS cutscenes run way better with underclocking. For example, the opening submarine sequence runs very well at 30-31, with no discernible slowdowns.) My guess is that MGS might not be that demanding a game after all. Perhaps thanks to the overhead camera position, increasing clockspeed (when it feels rather counter-intuitive, at least for me) does make a real difference in performance and playability for a change in a 3D/graphically intensive game.
 
Last edited by wanderindirk,
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havocdrake

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as promised, the updated core is here.
don't know about the performance, but it should be better with the new dynarec I guess.

I found a bug, if someone uses a bios in uppercase i.e. SCPH101.BIN, instead of scph101.bin - The ps1-forwarder will not use it. SAD!
 

havocdrake

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My recollection is that the bug is in retroarch not the forwarder.

might not be, because in my pc-retroarch - the reading of bios is case-insensitve. When using the forwarded - somehow it said detected but the game has no sound - meaning it's using HLE bios.

Also - the `psxonpsp660.bin` will never be utilized because in libretro pcsx-rearmed it is not defined.

2020-08-29 01_30_52-Sony - PlayStation (PCSX ReARMed) - Libretro Docs.png
 
Last edited by havocdrake,

Dalrint

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What version of the PS1 Forwarder are you using? The game is NTSC or PAL? What config you use? I use this config:
Vsync: Off
Frameskip: 0
Enable Dithering: Off
PSX CPU Clock: 50
Enable audio: On
Sound interpolation: Off
Enable Blending: On
Enable Lighting: On
Enable Pixel Skip: On
Disable GTE Flags: On
Async CD Access: On
(Also im using a .chd converted from my ntsc psx copy of the game and the bios is the psp psx bios)

I'm using the version that updated yesterday, with an NTSC version of the game. I tried making it with the configuration you provided and it still dies at a black screen at the same spot (after the movie that plays when you put down the mailbox.) I've tried multiple isos from different places and it's always the same. Maybe it's my SD card or maybe it just hates me. I don't have access to my PSX discs so I can't test making my own at the moment. Maybe in october. haha.
 

Sakitoshi

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I found a bug, if someone uses a bios in uppercase i.e. SCPH101.BIN, instead of scph101.bin - The ps1-forwarder will not use it. SAD!
It's not a bug, but actually a feature.
Windows doesn't care about cases and so does the creator. But the 3ds does care about cases and so does retroarch running on 3ds.
 

Emm2482

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I'm on a New 3DS, and I've been trying to get the fan-translated version of Policenauts working for the past couple of days. I've tried just about every configuration I can think of, and it just isn't happening. Has anyone else given this game a shot?

I notice that the compatibility list says it works in RetroArch, but it doesn't seem to work here. The game boots up, and then all I get is a blank screen. It doesn't crash or anything--just a black screen until I press the Home button and exit out.
 

MarioKartFan

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I'm on a New 3DS, and I've been trying to get the fan-translated version of Policenauts working for the past couple of days. I've tried just about every configuration I can think of, and it just isn't happening. Has anyone else given this game a shot?

I notice that the compatibility list says it works in RetroArch, but it doesn't seem to work here. The game boots up, and then all I get is a blank screen. It doesn't crash or anything--just a black screen until I press the Home button and exit out.

Obvious first step is to try it without using the forwarder. Have you tried launching it though Retroarch?
 

Nemix77

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Man you guys have super eyesight, I can't play full console games on the 3DS aka SNES VC or SEGA 3D classics.

The screen is too small and resolution is low, I can only enjoy playing full console games on a bigger screen.
 

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Not sure why this is but since the new core my images are coming out garbled when I am creating a banner. Any pointers would be great if anyones ran into a similar issue. For reference, I attached the assets for the banner border, and the Castlevania SotN image I am using.
 

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Last edited by GnarkillAU,

MarioKartFan

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Not sure why this is but since the new core my images are coming out garbled when I am creating a banner. Any pointers would be great if anyones ran into a similar issue. For reference, I attached the assets for the banner border, and the Castlevania SotN image I am using.

I had this issue too. I wound up just replacing the banners in the resource folder which is not ideal.
 

Sakitoshi

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Not sure why this is but since the new core my images are coming out garbled when I am creating a banner. Any pointers would be great if anyones ran into a similar issue. For reference, I attached the assets for the banner border, and the Castlevania SotN image I am using.
that's windows 10 and its shitty dpi scaling. the banner will turn out fine, only the preview is bad.
I know how to fix it though, so I will do.
 

r0achtheunsavory

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Man you guys have super eyesight, I can't play full console games on the 3DS aka SNES VC or SEGA 3D classics.

The screen is too small and resolution is low, I can only enjoy playing full console games on a bigger screen.

Games like Soul Reaver PS1 look great on the New 2ds XL for some reason. The size of the screen really isn't an issue. Just hold it closer to your face. More of an issue is the annoyance the DPAD and buttons are designed for people with tiny hands.

fSFSm08.jpg
 
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GaroK

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Questions:

1. Metal Slug X seems to be working fine but it has very weird sound issue. It almost has no sound at all but in some situations some separate short sounds will actually play. Any idea what could it be?

2. What does bios do, I see there are few of them, are some better than others? When I run Forwarder it shows I have "Using HLE Bios"

3. I heard the games run better if you compress them in chd format?
 

Sakitoshi

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new update
v1.7.7
- updated pcsx-rearmed core to nightly sep 10 (commit 2791420).
- added the new core setting "hi-res downscaling" to the emulator options menu.
- adjusted presets to be less aggressive based on the optimization the core has received.
- adjusted retroarch settings to use core aspect ratio.
- fixed strange behavior of the banner preview if windows dpi settings wasn't 100%.
- changed autohotkey script compilation to 64bit (32bit systems were never supported to begin with because makerom.exe is 64bit only).

tried that new option with silent hill and seem to work fine, on top of that the performance updates that pcsx-rearmed has accumulated through time allowed it to run almost flawless with the quality preset, I'm impressed since I don't use my 3ds at all these days and prefer to play my ps1 games on a proper crt tv.
 

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