Homebrew WiiSX RX - A new fork.

Maq47

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Hey, @niuus, has the recent issue posted on GitHub been fixed in your private version?
(I posted the issue)

Edit: What version of devkitPPC are you using, particularly '/wiiuse/wpad.h'?

Edit 2: Try using the 'controls_scan' and 'controls_ir' parts of this.
 
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pedro702

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@niuus can we only have one save state ever per slot and not per game on wiisxrx?

i was playing the recently dumped super man demo in intrepreter and used save states since the game has no save feature, then i went on to play pitfall 3d which i played before and had used a save state too and when i died i choosed load save state and isntead of loading pitfall save state it loaded superman even tough superman iso wasnt even loaded(i had a memory card save so it was ok so i continued the game and did a save state in pitfall)

and then i did it again in reverse, started super man beta release in intrepreter and loaded a save state and it loaded pitfall save state.

so imo either we can only have one save state per slot for the entire app or its a bug and the savestates arent per game? or overwrite each other?
 
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niuus

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https://gbatemp.net/threads/another...ness-for-the-sony-playstation-release.580372/
Also there is a more recent port of Tomb Raider Unfinished Business for the Sony Playstation.
You can get it on Tombraiderforums. The developer said this is a more feature complete version.
https://www.tombraiderforums.com/showthread.php?t=194134&page=69
Hey, thanks for the heads-up, those backports are really cool, shame that the patch would have to be recreated for those.

Hey, @niuus, has the recent issue posted on GitHub been fixed in your private version?
(I posted the issue)

Edit: What version of devkitPPC are you using, particularly '/wiiuse/wpad.h'?

Edit 2: Try using the 'controls_scan' and 'controls_ir' parts of this.
You don't mention what kind of Wiimote you are using.

@niuus can we only have one save state ever per slot and not per game on wiisxrx?

i was playing the recently dumped super man demo in intrepreter and used save states since the game has no save feature, then i went on to play pitfall 3d which i played before and had used a save state too and when i died i choosed load save state and isntead of loading pitfall save state it loaded superman even tough superman iso wasnt even loaded(i had a memory card save so it was ok so i continued the game and did a save state in pitfall)

and then i did it again in reverse, started super man beta release in intrepreter and loaded a save state and it loaded pitfall save state.

so imo either we can only have one save state per slot for the entire app or its a bug and the savestates arent per game? or overwrite each other?
Savestates have always worked per game, i have never had that issue before. I'll try to recreate your scenario with those 2 games to see if that happens.

so if cdda didnt play the game wouldnt start im guessing, preety wierd codding lol.
Might be some basic "protection", since the game wasn't meant to be played without playing the CDDA tracks, i guess.
 
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pedro702

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Savestates have always worked per game, i have never had that issue before. I'll try to recreate your scenario with those 2 games to see if that happens.
i was playing superman in intrepreter and wiiu overclock if that matters and pitfall in dynarec and wiiu overclock too.
 

cuscus

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Hi @niuus ,...Many people are waiting for your progress with this emulator. ...Meanwhile... I report what the sound of the game G-Darius has music glitches. And also I prey for the fixed sound XA Cdda for some old tittles like RIDGE RACER.
Thanks for your work... (that's a long way forward)
 

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mrxmrx

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Has anyone else got Street Fighter Alpha 3 (USA) to work? I saw a screenshot that it worked on the first page of this post but can't get it to work for the life of me. I feel like I have tried everything. SCPH1001 Bios is in the folder. I feel like I have tried every combination of dynarec, hle, load from sd etc I can think of. I always get the screen "Checking for memory card" and can't get past that.

Second game is Castlevania Symphony of the Night. I also saw on the first page of this post it's working but whenever I play it it goes straight to the last boss. The controls on the initial screens before playing are hit or miss till you actually get into the game. I am using Wii mote + nunchuck.

In both cases if I try to use the .cue it just crashes WiiSX RX right away back to the main Wii channel screen so I use the main bin file instead.

I have got other games to play (Castlevania Chronicles and Mortal Kombat 4) with no issues but these 2 are my favorites and I can't get either to work. Marvel vs Capcom crashes on load to DSI Exception screen.

Any help would be extremely appreciated. I have been trying everything for a few days now.
 
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Has anyone else got Street Fighter Alpha 3 (USA) to work? I saw a screenshot that it worked on the first page of this post but can't get it to work for the life of me. I feel like I have tried everything. SCPH1001 Bios is in the folder. I feel like I have tried every combination of dynarec, hle, load from sd etc I can think of. I always get the screen "Checking for memory card" and can't get past that.

Second game is Castlevania Symphony of the Night. I also saw on the first page of this post it's working but whenever I play it it goes straight to the last boss. The controls on the initial screens before playing are hit or miss till you actually get into the game. I am using Wii mote + nunchuck.

In both cases if I try to use the .cue it just crashes WiiSX RX right away back to the main Wii channel screen so I use the main bin file instead.

I have got other games to play (Castlevania Chronicles and Mortal Kombat 4) with no issues but these 2 are my favorites and I can't get either to work. Marvel vs Capcom crashes on load to DSI Exception screen.

Any help would be extremely appreciated. I have been trying everything for a few days now.
Street Fighter Alpha 3 (USA) only works with a Wii U in Wii U Wii modus.
The japanese version (Street Fighter Zero 3) works on a Wii.
"Boot and play in Dynarec with HLE BIOS or else get thrown out to the Homebrew Channel. The Game crashes after loading a save state."
Castlevania Symphony of the Night should work in every version of Wiisx.
 

niuus

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Second game is Castlevania Symphony of the Night. I also saw on the first page of this post it's working but whenever I play it it goes straight to the last boss. The controls on the initial screens before playing are hit or miss till you actually get into the game. I am using Wii mote + nunchuck.
Never had any problems with controllers in SotN / Gekka no Yasoukyoku, even when i didn't have the Wii U Pro controller. I have never played PSX games only with a Nunchuk (which already sounds like a bad idea), but i could test it.

Just so you know, the game starts with the last boss because it is the direct sequel to Rondo of Blood. That IS the intended first scene. :rofl:

In both cases if I try to use the .cue it just crashes WiiSX RX right away back to the main Wii channel screen so I use the main bin file instead.
Incorrect or corrupt .CUE files will always cause problems, that's for sure.

I have got other games to play (Castlevania Chronicles and Mortal Kombat 4) with no issues but these 2 are my favorites and I can't get either to work.
Both SotN and SFA3 work with some minor FPS drops here and there on the Wii. Tested and finished them myself as they are some of my favorites for the PSX. Hundreds of hours on WiiSX RX with Symphony of the Night over the years (even starting from scratch many times), and with Street Fighter Alpha 3, the World Tour is my favorite.

Marvel vs Capcom crashes on load to DSI Exception screen.
It doesn't, as i finished both NTSC-U and NTSC-J. Are you using your own rips, by any chance?

Street Fighter Alpha 3 (USA) only works with a Wii U in Wii U Wii modus.
The japanese version (Street Fighter Zero 3) works on a Wii.
Incorrect, as both versions work on both consoles, The Wii U does not change compatibility.
 
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niuus

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Really!? I always failed to play the US version..:unsure:
Thanks for the heads up!
Yep, works nice and dandy. It is my favorite SFA. I remember having to do a lot of tests months ago when i was touching the code to increase compatibility, as one of those unreleased changes broke the game, which i wasn't going to allow. :D
 
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Maq47

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Yep, works nice and dandy. It is my favorite SFA. I remember having to do a lot of tests months ago when i was touching the code to increase compatibility, as one of those unreleased changes broke the game, which i wasn't going to allow. :D
It's a standard, non-WMP (Wii Motion Plus), Nintendo-branded RVL-003, plus a standard nunchuk (marked 'RVL-4', not 'RVL-004', on the sticker on the cord).
Hey, @niuus, has the recent issue posted on GitHub been fixed in your private version?
(I posted the issue)

Edit: What version of devkitPPC are you using, particularly '/wiiuse/wpad.h'?

Edit 2: Try using the 'controls_scan' and 'controls_ir' parts of this.
Any news on this?
 

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@niuss thanks so much for the quick reply and for working on this latest version of the emulator.

I got SoTN, Marvel vs Capcom, Twisted Metal 2, Need for Speed Hot Pursuit and others all working. I had to choose boot from SD instead of HLE for them to work. If I choose HLE for SoTN for instance it boots but the controller wont work (Wii Motion plus + Chuck). If I boot from SD works great. I 100% didn't remember the starting of the SoTN lol wow.

SFA3 though still no luck. I am not using my own rips. When I use HLE boots fine but get stuck at checking memory card. I have read about other people have this same issue on RetroPie for instance but the issue always seems to be because the are missing the BIOS file. Which I am not and have tried deleting and re-uploading a few times. When I try SD it crashes out back to main channel screen. I tried deleting the rom and downloading again but still same issue. I am always using the track 1 bin file to select the game. When I try to use the cue as soon as I select the cue it crashes back to main channel screen. I checked the cue file and everything seemed fine in it. File names match exactly.

FILE "Street Fighter Alpha 3 (USA) (Track 1).bin" BINARY
TRACK 01 MODE2/2352
INDEX 01 00:00:00
FILE "Street Fighter Alpha 3 (USA) (Track 2).bin" BINARY
TRACK 02 MODE2/2352
INDEX 00 00:00:00
INDEX 01 00:02:00

Any ideas?

Btw anyone have a recommendation on a controller? Is there a go to that is compatible?
 

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Update: Great news, I got SFA3 working. I found a different version of the rom that was only 1 track a single bin and cue. It worked perfectly booting through SD. Seems like the something was wrong with the 2 track version I was previously using.
 

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I use chdman to merge multitrack PS1 ROMs. (chdman is bundled with MAME.)

I use createcd to merge and then extractcd to extract back out.
 

niuus

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Hey, @niuus, has the recent issue posted on GitHub been fixed in your private version?
(I posted the issue)

Edit: What version of devkitPPC are you using, particularly '/wiiuse/wpad.h'?

Edit 2: Try using the 'controls_scan' and 'controls_ir' parts of this.

Any news on this?

Maq47 said:
I often remove one battery in my Wiimote whenever I need to do something in order to save battery life. However, on this emulator's latest version, sometimes, when reinserting the battery and pressing a button, the cursor is stuck in a small region of the screen and just moves in a 360-degree circle instead of moving left-right-up-down like its supposed to.

Depending on where it is stuck at (most of the time I cannot get it to move anywhere except 'Resume/Play Game'), I sometimes need to shut down the Wii to correct it. However, if I am able to get the cursor to hover over 'Quit', then the issue goes away once I get to HBC. However, removing the battery in-emulator once again causes the issue to repeat itself.

I finally managed to reproduce your issue. I really think a lot of people should be much more specific when trying to get help for an issue, with specific steps to reproduce it each and every single time.

Anyway, no prob, i did test it, the issue seems to be caused by the Wiimote extensions.

Removing the batteries from a Wiimote alone won't cause the problem, but whenever there's an extension plugged in, it will cause the pointer issue. Fix: even if it went crazy, just unplug and replug the extension while the Wiimote is on, no need to quit to HBC or power off the console.

@niuss thanks so much for the quick reply and for working on this latest version of the emulator.

I got SoTN, Marvel vs Capcom, Twisted Metal 2, Need for Speed Hot Pursuit and others all working. I had to choose boot from SD instead of HLE for them to work. If I choose HLE for SoTN for instance it boots but the controller wont work (Wii Motion plus + Chuck). If I boot from SD works great. I 100% didn't remember the starting of the SoTN lol wow.
I chuckled when reading that you had issues with the game starting on the last boss. :rofl:

You don't "boot from SD", you're merely telling the emulator to use the PSX original BIOS (whether it is on your SD or your USB device, you need to pick), which should be kinda obvious you need if you want the highest compatibility, as the emulated internal BIOS replacement is far from perfect and does not have all the original functions. HLE will sometimes give you access to a game that did not work when using the commercial BIOS, so at least you have the option to change it.

A quick example from my personal compatibility list: Resident Evil 2 (NTSC-U) and Resident Evil 2: DualShock Ver. (NTSC-U). The game will only work with HLE, though if you use the savestates, it crashes. I managed to fix this in a private build, so now BIOS and savestates can be used.

Update: Great news, I got SFA3 working. I found a different version of the rom that was only 1 track a single bin and cue. It worked perfectly booting through SD. Seems like the something was wrong with the 2 track version I was previously using.
The game does in fact expect the track 2 to be present. There are some titles that do this.

Btw anyone have a recommendation on a controller? Is there a go to that is compatible?
I highly recommend using a Wii U Pro controller. Saves you money and the hassle of using batteries, in my case it is a must. I'm lucky i bought mine almost ten years ago at like 10 bucks.

DO NOT BUY THIRD-PARTY CONTROLLERS. They are mostly poison for Wii/Wii U homebrew.

@niuus Could you recompile the emulator with the latest libogc version of devkitpro in future versions? I talked a little bit like Tantric and he fixed the problem and updated libogc in the devkitpro repositories on github and it worked, if not asking for a lot of course ...

fix 3rd party classic controllers that don't send calibration data. (… · devkitPro/libogc@dc2451f (github.com)
I will try to add his fix for the next build, though i don't have any 3rd party controllers to test it.
 
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niuus

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@niuus can we only have one save state ever per slot and not per game on wiisxrx?

i was playing the recently dumped super man demo in intrepreter and used save states since the game has no save feature, then i went on to play pitfall 3d which i played before and had used a save state too and when i died i choosed load save state and isntead of loading pitfall save state it loaded superman even tough superman iso wasnt even loaded(i had a memory card save so it was ok so i continued the game and did a save state in pitfall)

and then i did it again in reverse, started super man beta release in intrepreter and loaded a save state and it loaded pitfall save state.

so imo either we can only have one save state per slot for the entire app or its a bug and the savestates arent per game? or overwrite each other?
Okey, so i got around testing this issue.

First of all, you were not using the recently dumped Superman prototype. AFAIK, there are 2 known protos released:
  1. Superman [1999-10-29] (released on September 2018)
  2. Superman [2000-06-22] (released on December 2020)
Since the later proto is not compatible with WiiSXRX currently, you are definitely using the former.

The 1999 Beta, unlike the 2000 one, doesn't have a commercial CD-ROM ID. Normally, the Memory Card and Savestates system takes this # to generate unique saves, so in this case it will take whichever one was used before, hence the reason it will load/overwrite your Pitfall 3D savestate, for example.

As a workaround for using unique savestates with the Superman 1999 Proto, you need to play it right from the start of the emulator, it will save them as .st* (no name). If you load another game, go back to Superman and load the savestate, it will again trigger your issue.


On another note, my sole 256GB flashdrive for testing WiiSXRX and PSX has died and i can't replace it, so until the time i can get another one (if ever, under my country's economy), i can only use my single 4GB SD which is already shared with other emulators, this will definitely slow down the compatibility list to a crawl.
 
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pedro702

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Okey, so i got around testing this issue.

First of all, you were not using the recently dumped Superman prototype. AFAIK, there are 2 known protos released:
  1. Superman [1999-10-29] (released on September 2018)
  2. Superman [2000-06-22] (released on December 2020)
Since the later proto is not compatible with WiiSXRX currently, you are definitely using the former.

The 1999 Beta, unlike the 2000 one, doesn't have a commercial CD-ROM ID. Normally, the Memory Card and Savestates system takes this # to generate unique saves, so in this case it will take whichever one was used before, hence the reason it will load/overwrite your Pitfall 3D savestate, for example.

As a workaround for using unique savestates with the Superman 1999 Proto, you need to play it right from the start of the emulator, it will save them as .st* (no name). If you load another game, go back to Superman and load the savestate, it will again trigger your issue.


On another note, my sole 256GB flashdrive for testing WiiSXRX and PSX has died and i can't replace it, so until the time i can get another one, i can only use my single 4GB SD which is already shared with other emulators, this will definitely slow down the compatibility list.
thanks for testing so this means all demos/beta/alphas without ids will have this issues right? maybe an update with a workaround for saying id not found use the iso name for the savestate?
 

niuus

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maybe an update with a workaround for saying id not found use the iso name for the savestate?
I won't do it as i am focused on other things, but the code is there so anyone can have a shot at it.

If CDROM ID is not found, using the file name as a second method would be better and wouldn't need a prompt.
 
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