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.
 
Thanks, good to know. I haven't found one to work but need to test more. Man it works so much better than the last time I used it around 7 years ago? I've always wanted to play Hail to the King.
 
just wanted to drop and say a couple things. the first being that this emulator has been a joy to use, and that was on 3.2, 4.5 now runs klonoa at 60 with opengx (although there seems to be some sort of bilinear filtering + no dithering) and i'm sure some of the other games run even better. so thanks to the devs

the other is that if the idea of a new gui has crossed anyone's mind, it works fine and it looks ok, but this type of gui (found in a couple other emulators iirc) looks a little dated for my taste. if it stays like this forever i wouldn't mind it though

and lastly, when will the compatibility list on the wiki be updated? even before i updated to 3.2 it seemed to be very hit or miss. for example i ran dodonpachi perfectly fine even though the wiki said it was stuck loading, and other stuff like donpachi, sonic wings special, and soukyugurentai, all of which weren't even on the wiki might i add, worked just as well. i feel like having the compatibility list seem way worse than it actually is (iirc someone said it's at like 98%!) would dissuade people from trying this even though it's actually really advanced, especially when wii is by far the easiest way to get 240p

just a couple thoughts i had, again shoutouts to the devs for such a great emulator!
 
Last edited by draga_,
just wanted to drop and say a couple things. the first being that this emulator has been a joy to use, and that was on 3.2, 4.5 now runs klonoa at 60 with opengx (although there seems to be some sort of bilinear filtering + no dithering) and i'm sure some of the other games run even better. so thanks to the devs

the other is that if the idea of a new gui has crossed anyone's mind, it works fine and it looks ok, but this type of gui (found in a couple other emulators iirc) looks a little dated for my taste. if it stays like this forever i wouldn't mind

and lastly, when will the compatibility list on the wiki be updated? even before i updated to 3.2 it seemed to be very hit or miss. for example i ran dodonpachi perfectly fine even though the wiki said it was stuck loading, and other stuff like donpachi, sonic wings special, and soukyugurentai, all of which weren't even on the wiki might i add, worked just as well. i feel like having the compatibility list seem way worse than it actually is (iirc someone said it's at like 98%!) would dissuade people from trying this even though it's actually really advanced, especially when wii is by far the easiest way to get 240p

just a couple thoughts i had, again shoutouts to the devs for such a great emulator!

Honestly there's no point to a compatibility list anymore tbh, I haven't found a single game that doesn't work ever since lightrec and dynarec have been integrated in the same emulator. What's left are simply games that don't yet run full speed, of which I can name a handful like G-Police
 
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