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Hey, thanks for the heads-up, those backports are really cool, shame that the patch would have to be recreated for those.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
You don't mention what kind of Wiimote you are using.
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.@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?
Might be some basic "protection", since the game wasn't meant to be played without playing the CDDA tracks, i guess.so if cdda didnt play the game wouldnt start im guessing, preety wierd codding lol.
i was playing superman in intrepreter and wiiu overclock if that matters and pitfall in dynarec and wiiu overclock too.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.
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).You don't mention what kind of Wiimote you are using.
Street Fighter Alpha 3 (USA) only works with a Wii U in Wii U Wii modus.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.
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.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.
Incorrect or corrupt .CUE files will always cause problems, that's for sure.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.
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.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.
It doesn't, as i finished both NTSC-U and NTSC-J. Are you using your own rips, by any chance?Marvel vs Capcom crashes on load to DSI Exception screen.
Incorrect, as both versions work on both consoles, The Wii U does not change compatibility.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.
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.Really!? I always failed to play the US version..
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.
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).
Any news on 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 chuckled when reading that you had issues with the game starting on the last boss.@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.
The game does in fact expect the track 2 to be present. There are some titles that do this.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.
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.Btw anyone have a recommendation on a controller? Is there a go to that is compatible?
I will try to add his fix for the next build, though i don't have any 3rd party controllers to test it.@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)
Okey, so i got around testing this issue.@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?
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?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:
Since the later proto is not compatible with WiiSXRX currently, you are definitely using the former.
- Superman [1999-10-29] (released on September 2018)
- Superman [2000-06-22] (released on December 2020)
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.
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.maybe an update with a workaround for saying id not found use the iso name for the savestate?