nullDC4Wii

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Hello @Xale007 . Unbelievable work. Dreamcast emulation on Wii sounded like a dumb idea, but with the constant releases and improvements you have done it seems plausable to have lots of playable games from the last SEGA console.

I was testing some of your buids, but it's hard to keep track of everything new for the Wii. I can't help with the compatibility for now, sorry . But I want you yo know one issue I'm having with the latest releases.

I'm using a PAL Wii from launch day (seems that is a little special with memory). I load the app from the HomeBrew Channel from the SD card. I would like to have the games in the USB drive since I'm running out of space in the SD card. The USB drive is an external 2.5" Western Digital 4 TB hard drive formated as MBR partition, FAT32 with 32k clusters (Allocation Unit Size: 32768), and set as ACTIVE & PRIMARY.

In release 0.64 I was able to load the app and run games from the USB. GDI images with the .bin and .raw are stored in root://dreamcast
From release 0.65 and upwards I can select games from the USB but they don't load at all. I can't even run the bios. After a few seconds of black screen I'm sent to the Wii's health advice screen.
Also from release 0.65 and upwards, if I try to run a game from the SD card I'm sent back to the homebrew channel before even running the bios. I have to unplug the USB and then I can run games from the SD card.
I get no code dump screen or errors. The emulator just redirects me in those cases. As I said, build 0.64 was working perfectly. I tried up until 0.695 which I saw in Github.

I had a similar issue with ioQuake. I was getting a "not enough memory" message when trying to start a match when the USB was plugged (even if everything was stored in the SD card). @Mayo1990 was able to fix it. He said to me that: "The issue was because the mounted (although unused) device would take memory off the console."
 
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Hello @Xale007 . Unbelievable work. Dreamcast emulation on Wii sounded like a dumb idea, but with the constant releases and improvements you have done it seems plausable to have lots of playable games from the last SEGA console.

I was testing some of your buids, but it's hard to keep track of everything new for the Wii. I can't help with the compatibility for now, sorry . But I want you yo know one issue I'm having with the latest releases.

I'm using a PAL Wii from launch day (seems that is a little special with memory). I load the app from the HomeBrew Channel from the SD card. I would like to have the games in the USB drive since I'm running out of space in the SD card. The USB drive is an external 2.5" Western Digital 4 TB hard drive formated as MBR partition, FAT32 with 32k clusters (Allocation Unit Size: 32768), and set as ACTIVE & PRIMARY.

In release 0.64 I was able to load the app and run games from the USB. GDI images with the .bin and .raw are stored in root://dreamcast
From release 0.65 and upwards I can select games from the USB but they don't load at all. I can't even run the bios. After a few seconds of black screen I'm sent to the Wii's health advice screen.
Also from release 0.65 and upwards, if I try to run a game from the SD card I'm sent back to the homebrew channel before even running the bios. I have to unplug the USB and then I can run games from the SD card.
I get no code dump screen or errors. The emulator just redirects me in those cases. As I said, build 0.64 was working perfectly. I tried up until 0.695 which I saw in Github.

I had a similar issue with ioQuake. I was getting a "not enough memory" message when trying to start a match when the USB was plugged (even if everything was stored in the SD card). @Mayo1990 was able to fix it. He said to me that: "The issue was because the mounted (although unused) device would take memory off the console."


thanks for your report

I have to compile you some versions for you to test and see where the regression is. Looking at the changelog, nothing coincide except the Wii U preset

Are you absolutely sure 0.65 is the one that got buggy ? Reading the changelog it's more likely to be 0.66 where I touch some stuff regarding usb.

Can you please open a github issue for this ? and join the discord so I can give you the builds ?

By the way alpha70 is out

https://github.com/BenoitAdam/nullDC4Wii/releases/tag/alpha0.70
 
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thanks for your report

I have to compile you some versions for you to test and see where the regression is. Looking at the changelog, nothing coincide except the Wii U preset

Are you absolutely sure 0.65 is the one that got buggy ? Reading the changelog it's more likely to be 0.66 where I touch some stuff regarding usb.

Can you please open a github issue for this ? and join the discord so I can give you the builds ?

By the way alpha70 is out

https://github.com/BenoitAdam/nullDC4Wii/releases/tag/alpha0.70
Dynarec improvements! I'll be checking this 0.70 some minutes before sleeping.
 
Street Fighter Alpha 3 is running nice, with a good 60 fps almost all the time, it drops kinda heavy mostly in menus.

Funny enough, Street Fighter Zero 3 - Saikyo-ryu Dojo for Matching Service runs better, as you can play with tex_cache=normal and get the best speed, while the same setting with SFA3 creates some random color mixing on characters. tex_cache=quality eliminates the color mixing, but creates some weird pixel artifacting, besides dropping half the speed, making the game not enjoyable.

Cannon Spike seems to be getting each time more closer to 60 fps.

Some games like Capcom vs. SNK Millennium Fight 2000 Pro and Super Street Fighter II X for Matching Service, even if NTSC, run at a somehow capped 50fps in gameplay.
 
Street Fighter Alpha 3 is running nice, with a good 60 fps almost all the time, it drops kinda heavy mostly in menus.

Funny enough, Street Fighter Zero 3 - Saikyo-ryu Dojo for Matching Service runs better, as you can play with tex_cache=normal and get the best speed, while the same setting with SFA3 creates some random color mixing on characters. tex_cache=quality eliminates the color mixing, but creates some weird pixel artifacting, besides dropping half the speed, making the game not enjoyable.

Cannon Spike seems to be getting each time more closer to 60 fps.

Some games like Capcom vs. SNK Millennium Fight 2000 Pro and Super Street Fighter II X for Matching Service, even if NTSC, run at a somehow capped 50fps in gameplay.
On wii or Wii U?
 
@niuus

This is mostly the best combo for speed & performance for the cache :

tex_cache=very_fast+
vq_cmpr=on

Check out game_presets is has lots of instructions

ALSO IMPORTANT : I messed up calling cmbr cmpr in many game. You can grab the update game_presets.cfg here :
https://github.com/BenoitAdam/nullDC4Wii/blob/main/apps/discs/game_presets.cfg
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Funny enough, Street Fighter Zero 3 - Saikyo-ryu Dojo for Matching Service runs better, as you can play with tex_cache=normal and get the best speed, while the same setting with SFA3 creates some random color mixing on characters. tex_cache=quality eliminates the color mixing, but creates some weird pixel artifacting, besides dropping half the speed, making the game not enjoyable.

Wrong colors fixes :

These settings can affect colors :
- CACHE
- VQ to CMPR (put on, only works with cache : very_fast and very_fast+ )
- 4BPP/8BPP (put 4BPP Optimised/8BPP Optimised instead of CI4_FAST/CI8_FAST)
- putting JOJO FIX to ON may have wrong color
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0.64 is the last version that works fine for me.
0.65 introduced the issue.

Please come to discord so I can give you intermediate build to test.

My hard drive works so it's difficult for me to resolve this otherwise

https://discord.gg/sJst6jmQyH
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I had a similar issue with ioQuake. I was getting a "not enough memory" message when trying to start a match when the USB was plugged (even if everything was stored in the SD card). @Mayo1990 was able to fix it. He said to me that: "The issue was because the mounted (although unused) device would take memory off the console."

Oh I didn't see that.

If it's a memory problem it would be hard for me to resolve this. Are you sure you booted from the *.dol and not the *.elf ? Elf file is not needed, it's only for us dev.
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Alpha 0.71 released ! Please update !

Also I was thinking : maybe CDI version have better FMV speed than GDI since they are recompress. Please test this theory on game that fully exploit the 1.1Gb GDRom data
 
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