PS1/2 Emulator WiiStation - Another Fork of WiiSXRX released

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Is there any new version of wiistation to try out?
xjs updated wiistation to version 4.5, but it did not compile for the public
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New WiiStation builds since there's demand on it: (yes, i'm back)

main - until git https://github.com/xjsxjs197/WiiSXRX_2022/commit/f4da76867c4a937e6ce7460b0d4b24ed354b512f

opengxGpu - until git https://github.com/xjsxjs197/WiiSXRX_2022/commit/0102bef35bfb94943fb213035c4a1ef479344eda

DISCLAIMER: DELETE ALL YOUR OLD CONFIG FILES BEFORE TESTING ANY BUILD!!! THIS INCLUDES WHEN SWITCHING BETWEEN SOFT GPU AND GX GPU BUILDS!!!

Please test these, thanks ;)

Sadly G-Police Weapons of Justice is still massively broken, however the OpenGX build does indeed contain improvements over the last build you made that makes games display fully properly now instead of mostly properly. This also marks the first time I think Bloody Roar 2 is full speed on Wiistation without using a gameshark cheat to disable interlaced rendering so that's incredible! Most interlaced high resolution games will run full speed now which is great for people who don't have any deinterlacing hardware

Also I think FMVs might be a bit broken on the OpenGX renderer still, sometimes they won't render or play very slowly but I understand these might be already known issues.

EDIT: It's also worth mentioning that the specific game fixes of the new software renderer are not included in the OpenGX renderer, so games like This is Football 2 suffer from the same compatibility issues of the old software renderer,
 
Last edited by Disorarara,
Right of the bat, on OpenGX build..........

Castlevania Symphony of the Night / Akumajo Dracura Gekka No Yassoku: BLACK SCREEN AFTER KONAMI'S FMV, game technically still runs and plays, but graphics dont display at all!

Dead or Alive: Broken Graphics on top and bottom. (see below Point 1)

Tekken 3: Broken tilemappin seemingly fixed with almost to no jitter or frame stutter!, :) however Menu Graphic Overlay and Select Screen still dont display!

Mortal Kombat II: Runs fine, full speed, graphics arent overly blurry at 480i or having tilemap errors, but background color layer does not display correct colors in certain stages. (see below Point 1)

Mortal Kombat 3: Same as MK2

Mortal Kombat 4: No issues here, perfect!

Rockman X4: No issues here, perfect (aside from upscaled openGX graphics)

Kyutenkai Pinball: Still slows down during menus and transition screens, main gameplay is at full speed (odd)

Note: FPS Counter does not display

As for Old GFXs and New GFXs, things seems the same as always at first glance, with games running more jittery and stuttery on New GFX, specially Interleaced titles, SOTN and 2D titles just dont seem to like this one for some reasons, and yes i read that the bugfixes for some titles aint incorporated on this new OpenGX build.

Also still a bit weird to have PS1 3D games rendered at higher resolution via OpenGX, the increase in speed is awesome, but i see its still need work to be done, would it be able to render at normal 1x PS1 sizes and 2D graphics with no errors and at 240p?

Point 1: You guys are familiar with Background Color layer right? that does not display right in many games like it should, MK2 for example.
 
Last edited by MeXen,
Graphics on OpenGX build looks beautiful - if rendered...

Still many, many problems with this engine - even BIOS logo is broken. Options for setting up screen dimesions don't work at all, graphic is renered with huge overscan. Anyway, progress is visible, so we have to be patient.
 
Recently, I've been working on the hardware rendering plugin, which has taken a considerable amount of time and effort. I've made some progress, and it performs quite well with purely 3D games, though there are still many minor issues to fix. I made a demo video, and the results looked pretty good on a Sony LMD1510 monitor. Using the hardware rendering plugin, I successfully ran two games: Dino Crisis 1 and Dino Crisis 2. However, Dino Crisis 2 had display issues underwater, so I had to switch to the software rendering plugin to get through that part. Dino Crisis 1, on the other hand, ran almost flawlessly.

 
Recently, I've been working on the hardware rendering plugin[...]
Nice! For the record, OpenGX has quite evolved since last year, and now supports OpenGL 2.0 (yes, shaders!) and some OpenGL 3.0 features too. Here's a blog post about it, and a OpenGL 3.0 game I ported, which shows how it all works: https://www.mardy.it/blog/2025/04/porting-opengl-games-to-the-nintendo-wii-chomono.html

Note that I do not expect OpenGL 2.0+ games to run slower than OpenGL 1.x ones, but rather the opposite, since the developer has a chance to setup the GX pipeline to do just the needed operations. If you decide to try it out, and need help in writing the shaders, feel free to open an issue on the opengx project, you'll get help :-)
 
Recently, I've been working on the hardware rendering plugin, which has taken a considerable amount of time and effort. I've made some progress, and it performs quite well with purely 3D games, though there are still many minor issues to fix. I made a demo video, and the results looked pretty good on a Sony LMD1510 monitor. Using the hardware rendering plugin, I successfully ran two games: Dino Crisis 1 and Dino Crisis 2. However, Dino Crisis 2 had display issues underwater, so I had to switch to the software rendering plugin to get through that part. Dino Crisis 1, on the other hand, ran almost flawlessly.



I know it's still a work-in-progress with minor bugs that need to be addressed but would it be possible to perhaps backport the forced widescreen rendering mode of duckstation and PCSX-R? It works with about 97 percent of 3D games and would be a huge visual upgrade I think
 
Recently, I've been working on the hardware rendering plugin, which has taken a considerable amount of time and effort. I've made some progress, and it performs quite well with purely 3D games, though there are still many minor issues to fix. I made a demo video, and the results looked pretty good on a Sony LMD1510 monitor. Using the hardware rendering plugin, I successfully ran two games: Dino Crisis 1 and Dino Crisis 2. However, Dino Crisis 2 had display issues underwater, so I had to switch to the software rendering plugin to get through that part. Dino Crisis 1, on the other hand, ran almost flawlessly.



Even on that monitor i can see the white line separation between the tile mappings on the Konami logo during MGS, thats the thing that turns people off from OpenGX, but will it be fixed once 240p gets restored?
 
Please someone help me with dat 2 issues: in one hand there is too much tight rumbling on DualShock 3, especially at helicopter scene in the start of mgs1 (using default nintendont-GitHub-hidtest ps3_contoroller file with “rumble=1” addition and change of buttons bytes. There’s some rumbletype configs in other examples but I haven’t find anyone who knows how they works. And in the other hand - there’s an issue playing policenauts trying to use mouse emulation (cursor always just keep moving left or right in the game). Could u help me to more precisely set up my hid controller settings and somehow help to start playing policenauts with wiimote?
 
Please someone help me with dat 2 issues: in one hand there is too much tight rumbling on DualShock 3, especially at helicopter scene in the start of mgs1 (using default nintendont-GitHub-hidtest ps3_contoroller file with “rumble=1” addition and change of buttons bytes. There’s some rumbletype configs in other examples but I haven’t find anyone who knows how they works. And in the other hand - there’s an issue playing policenauts trying to use mouse emulation (cursor always just keep moving left or right in the game). Could u help me to more precisely set up my hid controller settings and somehow help to start playing policenauts with wiimote?
How did you get dualshock 3 working?
 
I know it's still a work-in-progress with minor bugs that need to be addressed but would it be possible to perhaps backport the forced widescreen rendering mode of duckstation and PCSX-R? It works with about 97 percent of 3D games and would be a huge visual upgrade I think
I second this.
 
I'm not sure if this is the wrong thread to ask for this, if it is i am sorry upfront...
is there maybe a build of wiistation with coverart mod? Now i know there is wiiflow plugin for it, but my wiiflow is setup to be arcade only, and other emulators separate, i like stuff to be neat like this.
But basically i was using mupen or not64 not sure which one but it has absolutely the same user interface as wiistation and many other emulators, and after some time someone made a build with cover mod. So my question is, is it possible to have something like this for wiistation maybe.
Thnx in advance for your answers....
(Btw that N64 emulator looks like this)
 

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