PS1/2 Emulator WiiStation - Another Fork of WiiSXRX released

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CHD causes issues with the emulator, last time i tried with Spiderman it gave me a stack dump (crash)

It may cause issues and that's highly dependent on how the CHD was made since there's different levels of compression

I just noticed that CHD makes the game run faster; I downloaded a translation update for a game, and it simply made the game faster. I'm replacing the bin/cue files with CHD files now.

That's just not possible, you might have changed from dynarec to lightrec without realizing it, CHD has no bearing on how fast the game runs or not.
 
It may cause issues and that's highly dependent on how the CHD was made since there's different levels of compression



That's just not possible, you might have changed from dynarec to lightrec without realizing it, CHD has no bearing on how fast the game runs or not.
Interesting—in Mega Man X4, it got faster; Silent Hill became more playable, though the dialogue occasionally slows down; and Soul Reaver remains slow. But regarding Silent Hill, wouldn't it be possible to use the decompilation to get accurate readings in the emulator? That would be brilliant.
 
How do I change the quick menu keys in Wiistation? Right now, it's set to L+R, which gets in the way; in RE1, holding R and pressing L is supposed to switch targets, but instead, it opens the menu.
 
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hello, I'm trying to map my Sidewinder USB gamepad but I'm running into some issues; it's my first time doing this. It shows up normally in the HID test and the buttons work, but I'm having trouble with the directional pad.


VID: 045E
PID: 0007

Microsoft SideWinder Game Pad USB
VID: 045E
PID: 0007

HID Report Descriptor:

05 01 09 05 A1 01 09 01 A1 00 09 30 15 00 25 7F
35 00 45 7F 65 00 55 00 75 08 95 01 81 02 09 31
81 02 C1 00 05 09 19 01 29 0A 25 01 45 01 75 01
95 0A 81 02 95 06 81 03 C1 00

X = 8-bit, logical 0-127
Y = 8-bit, logical 0-127
10 buttons
6 bits padding
No Output report
No Feature report
No Force Feedback/PID

Observed reports:

Neutral: 3F 3F 00 00
Left: 00 3F 00 00
Right: 7F 3F 00 00
Up: 8F 00 00 00
Down: 8F 7F 00 00
 
Last edited by AlfredoDore,
I'm new to this and getting this Wii all tricked out and this has come a long way! I still cannot figure out how to get the analog joysticks to work. That would make this amazing! Anybody know how here?
 
I'm new to this and getting this Wii all tricked out and this has come a long way! I still cannot figure out how to get the analog joysticks to work. That would make this amazing! Anybody know how here?
The majority of ps1 are d-pad only.
And congrats on your Wii station XD:toot:
 
Last edited by water_kooler,
I'm new to this and getting this Wii all tricked out and this has come a long way! I still cannot figure out how to get the analog joysticks to work. That would make this amazing! Anybody know how here?

The game has to support analogs and then you go into the controller menu and change your controller type from digital to analog
 
Hi, I would like to suggest an improvement to WiiStation's HID controller handling.
Some USB controllers, such as the Microsoft SideWinder Game Pad USB (VID 045E / PID 0007), expose the D-pad as two absolute axes (X/Y) rather than as a conventional HAT.
For this controller:
X: 00 = Left, 3F = Center, 7F = Right
Y: 00 = Up, 3F = Center, 7F = Down

WiiStation currently has difficulty handling this because the HID code assumes a conventional analog-stick center around 0x80, while the SideWinder's actual center is 0x3F. Using the DPAD fields also causes conflicts between horizontal and vertical directions.
Would it be possible to improve the HID system to support multiple/independent axes with configurable center/min/max values, and allow an axis to be used for both analog and digital direction input?
This would not only fix the SideWinder, but also improve compatibility with other older USB gamepads, joysticks and arcade controllers that expose directional controls as X/Y axes.
The original SideWinder protocol and the Necroware GamePort Adapter confirm that this controller is fundamentally a 2-axis, 10-button, 0-HAT device.
 

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