Homebrew WiiSX beta 1

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Here's my results for what I tested this game:

Game Name:
Street Fighter: The Movie

WiiSX Emulation Mode:
Dynarec

Controller using:
Classic Controller

Notes for this game:
Works fine. But the intro movie's screen for this game is pink tint and no sound, and pressing the buttons (ex. pressing the '+' (plus) or 'b' button to start the game) do not function correctly.
 
Game: Slam Jam 96 (Signature Edition) featuring Magic & Kareem
Region: NTSC
Tested Dynarec & Interpreted: Freezes before first menu select screen.
 
I just tried USB device with Jacobeian's mod03.

I get code dump at Game listing screen (after choosing Dynarec or interpreter), when booting from SD if Wiisx folder is present on USB.
But loading directly from USB 2.0 FAT32 (with HBC 1.3, no SD card inserted), is working great
smile.gif

Of course, SD only is working too.

I tested some games and added them to wiki.
I don't know what really needs to be added to wiki.
framerate, core version, Choppy sound ? (sound seems choppy on all games, so there's no need to specify it, right ?)
I added what I thought might be useful to know for other players.

I will test more in coming days (if my CD are still working, some aren't anymore
cry.gif
, I'll have to find them again).



PS for jacobeian :
how did you compile your binary ?
I tried, but I may miss a step :
downloaded latest devkitpro, with all the proposed libraries.
download original svn, replace files with yours, run "make -f Makefile_Wii"
no error, but warnings, and I'm getting a different filesize than your binary. (and mine is not working)

do I need to install the requirement from PeopsSoftGPU\makes\readme.txt ?


Anyway, thank you for the classic controller support
smile.gif
 
Cyan said:
I just tried USB device with Jacobeian's mod03.

I get code dump at Game listing screen (after choosing Dynarec or interpreter), when booting from SD /or usb loaderGX, if Wiisx folder is present on USB.
But loading directly from USB 2.0 FAT32 (with HBC 1.3, no SD card inserted), is working great
smile.gif

Of course, SD only is working too.

I tested some games and added them to wiki.
I don't know what really needs to be added to wiki.
framerate, core version, Choppy sound ? (sound seems choppy on all games, so there's no need to specify it, right ?)
I added what I thought might be useful to know for other players.

I will test more in coming days (if my CD are still working, some aren't anymore
cry.gif
, I'll have to find them again).



PS for jacobeian :
how did you compile your binary ?
I tried, but I may miss a step :
downloaded latest devkitpro, with all the proposed libraries.
download original svn, replace files with yours, run "make -f Makefile_Wii"
no error, but warnings, and I'm getting a different filesize than your binary. (and mine is not working)

do I need to install the requirement from PeopsSoftGPU\makes\readme.txt ?


Anyway, thank you for the classic controller support
smile.gif

How does your compiled version fail? When you use your build rather than his? What does your do differently.
 
Game: Williams Arcade's Greatest Hits
Region: NTSC
Status: Working good full speed in both Dynarec and Interpreted mode besides known sounds issues with beta1
 
Doom and Tomb Raider 2 not working, have added to compatibility list.
 
I checked the compatibility and saw MegaMan X games were listed so i didn't try them.
I did however check a few of the games I have that are not on the list, so here ya go...

ALL tested in dynarec

Bloody Roar II
>Runs around 20 fps, the character select cursor sometimes scrolls on its own but pressing any direction stops it. Slow but playable.
Ehrgeiz

>FMV runs around 40 fps, can navigate menus but hangs on the "now loading" screen after selecting a game mode. Works but not playable.
Strider
>Runs beautifully between 45 and 50 fps, sound is nearly accurate as well. Exceptional playability.
Strider 2
>Runs around 40 fps. Good playability.

Side question:
How long until iso and img files are compatible? I have a bunch of PSX games but only a few are bin/cue format.
 
@Inferiror_design :
img might be working.
just rename to .bin (I did that with CloneCD .img and it's working)

Else, you will have to convert them using a virtual CD mounter and create new bin/cue image from it.



@Emupaul :

I'm getting pointers deferencies
CODEF:\Wiisx\mod3\Gamecube>make -f Makefile_Wii
DEBUG.c
GamecubeMain.c
PlugCD.c
PlugGPU.c
PlugPAD.c
Plugin.c
TEXT.c
font.c
plugins.c
textFileBrowser.c
CdRom.c
Decode_XA.c
DisR3000A.c
Mdec.c
Misc.c
f:/Wiisx/mod3/Gamecube/../Misc.c: In function 'PSXGetFileType':
f:/Wiisx/mod3/Gamecube/../Misc.c:350: warning: dereferencing type-punned pointer will break strict-aliasing rules
PsxBios.c
f:/Wiisx/mod3/Gamecube/../PsxBios.c: In function 'psxBiosFreeze':
f:/Wiisx/mod3/Gamecube/../PsxBios.c:2382: warning: dereferencing type-punned pointer will break strict-aliasing rules
f:/Wiisx/mod3/Gamecube/../PsxBios.c:2383: warning: dereferencing type-punned pointer will break strict-aliasing rules
f:/Wiisx/mod3/Gamecube/../PsxBios.c:2384: warning: dereferencing type-punned pointer will break strict-aliasing rules
f:/Wiisx/mod3/Gamecube/../PsxBios.c:2385: warning: dereferencing type-punned pointer will break strict-aliasing rules
f:/Wiisx/mod3/Gamecube/../PsxBios.c:2386: warning: dereferencing type-punned pointer will break strict-aliasing rules
PsxCounters.c
PsxDma.c
PsxHLE.c
PsxHw.c
PsxInterpreter.c
PsxMem.c
R3000A.c
Sio.c
Spu.c
gte.c
pR3000A.c
ppc.c
reguse.c
DrawString.c
cfg.c
drawGX.c
fps.c
gpu.c
gpupeopssoft.c
key.c
menu.c
prim.c
soft.c
PEOPSSPUdebug.c
PEOPSspu.c
adsr.c
alsa.c
cube_audio.c
dma.c
dsound.c
freeze.c
oss.c
psemu.c
record.c
registers.c
reverb.c
spuPeopsSound.c
stdafx.c
xa.c
zn.c
pasm.s
linking ... WiiSX.elf
output ... WiiSX.dol

My Resulting WiiSX.dol = 791 328 Bytes
working Mod03 WiiSX.dol = 804 864 Bytes

maybe I'm not using the good libOGC (1.7.1a), or I'm missing something.
 
size difference may be moot, I get the same compile warning and im sure the modded versions that got built also did too, could be a number of things (I know this inst very helpful) but yes, having updated version of some libs may increase / decrease filesize.
 
metal gear solid always freezes/code dumps at the jail scene after the torture, is this only me? Ill supply a save game for you if you want to test.
 
Hello gang ,

I just did some testing on my wipeouts and I just wanted to clear up some loose ends for the current build.

I noticed wipeout 1 was listed working in the wiki list . It didnt work for me , so I was hoping to try and clear things up a little.

Below is my tests with wipeout I-III . Please check if you guys get the same results as me . Cheers
smile.gif


Wipeout (Original)1994 : Works fine until menuscreen , then gfx issues . When loading a track it crashes (same on dyn and int)

Wipeout XL / 2097 : Works well what speed is concerned . Too well in dynarec , but thats just fun. GFX breaks up after a short playtime and makes it unplayable even though it doesnt crash completely (both dyn and int)

Wipeout 3 : On boot you hear a second of music , then crash (both dyn and int)
 
I'm the one who tested Wipeout 1.

I didn't have any graphic glitch, just a little lag when charging the menus.
I could play tracks without problem. even too fast in Dynarec.
Sound is very scratchy (engine noise always make scratch) and "Missile" or "shield" and other off voice is very slow.
Maybe PAL or NTSC game compatibility is different ? then we would need to add a region column if it's the case.
Mine is PAL SCES_000.10

Or maybe it's because I tested it with Mod03 instead of official beta01.
Edit : Tested with official Beta 01 : Same result, working fine, no glitch at all, too fast in Dynarec (nice for people looking for race speed
tongue.gif
), working great on Interpreter.
Notice : controls are better with beta 01 + Gamecube pad than classic pad
tongue.gif

Playing it, almost 1st place, I'm getting used to it again.

I couldn't test Wipeout 2097, my disc is not working anymore (lot of crc error while making image on PC).
Maybe your Wipeout 1 had sectors reading errors too when making the .bin ?



Edit 1 :
for those wishing Bios support to get access to memory card management, there's a few on windows.
I recommend this one from Aldo Vargas.


Edit 2 :
Trying Gran Turismo.
Wiki said not working, but mine is working great using Dynarec (except the usual emulator game loading slowness).
So maybe it's Region dependent ? Mine is PAL SCES_009.84
I passed B license 1, bought a car and tried 2 different tracks. All is working good.

Maybe the wii has something to do with compatibility ?
I'm using a PAL Wii, 3.2E, booting WiiSX from USB and loading iso from USB (no SDcard inserted).

Edit 3 : I think I found the issue for GT 1.
Please testers, if you are using Analog and the game dosen't work, try Digital too.
GT is working with Digital only. using Analog it freeze after 2nd screen.
It was said Analog is not working good (don't remember where I read it though)


edit 4 :
Vagrant Story PAL (SLES_027.55) is freezing at loading screen after selecting new game.
many users reported it working, so maybe only US is working and not PAL ?
I tried Dynarec/interpreter/Standard/Analog
all freeze at the same time.
 
Cyan said:
I'm the one who tested Wipeout 1.

I didn't have any graphic glitch, just a little lag when charging the menus.
I could play tracks without problem. even too fast in Dynarec.
Sound is very scratchy (engine noise always make scratch) and "Missile" or "shield" and other off voice is very slow.
Maybe PAL or NTSC game compatibility is different ? then we would need to add a region column if it's the case.
Mine is PAL SCES_000.10

Or maybe it's because I tested it with Mod03 instead of official beta01.
Edit : Tested with official Beta 01 : Same result, working fine, no glitch at all, too fast in Dynarec (nice for people looking for race speed
tongue.gif
), working great on Interpreter.
Notice : controls are better with beta 01 + Gamecube pad than classic pad
tongue.gif

Playing it, almost 1st place, I'm getting used to it again.

I couldn't test Wipeout 2097, my disc is not working anymore (lot of crc error while making image on PC).
Maybe your Wipeout 1 had sectors reading errors too when making the .bin ?

Hello Cyan ,

Thanks for the reply . This is strange stuff indeed . As I stated above , my version has serious gfx glitches in menu and simply crash while loading a track.

My Isos are fine . I extracted them from my psxpsp versions and they run fine in pcsx. I get same results on beta 1 and mod 3.
There are some differences here ,though :

Im on 4.1E (had same issue on 4.0) . I run the game from my SDHC card ,not usb drive . I might have the ntsc release , not sure what the psp eboot is (will check later) or we somehow might have different bios files , i´ll look into that too.


how about wipeout 3 ?
Think you might be able to give that a spin?
 
I found Wipeout 1 to 3 US, I'll try them later.

I'm using bios SCPH1001 as requested in readme.
I have other bios to test if needed, but I don't think it's the problem here.

It might certainly be the game version/region, as Vagrant story PAL Multi3 never worked for me.
When translating, maybe developers were changing the code too, like adding language selection menu.

I will wait until I test Wipeout US, if I get the glitches too I'll specify the game ID on wiki list to the games I'm testing.


Edit :
I Tested this :
Vagrant Story US [SLUS_01040], it's working (but code dump, as stated by other testers).
Vagrant Story PAL multi 3 [SLES_02755], freezing at "loading" after selecting new game.

Wipeout PAL [SCES_00010], Works great, no glitch at all, well playable.
Wipeout US [SCUS_94301], graphic glitch (lot of color and 3D frame wire error), tried to launch a track but got a codedump.


I think we can start using game ID in wiki list. this model [ABCD_12345] is ok ?
 
Cyan said:
I found Wipeout 1 to 3 US, I'll try them later.

I'm using bios SCPH1001 as requested in readme.
I have other bios to test if needed, but I don't think it's the problem here.

It might certainly be the game version/region, as Vagrant story PAL Multi3 never worked for me.
When translating, maybe developers were changing the code too, like adding language selection menu.

I will wait until I test Wipeout US, if I get the glitches too I'll specify the game ID on wiki list to the games I'm testing.


Edit :
I Tested this :
Vagrant Story US [SLUS_01040], it's working (but code dump, as stated by other testers).
Vagrant Story PAL multi 3 [SLES_02755], freezing at "loading" after selecting new game.

Wipeout PAL [SCES_00010], Works great, no glitch at all, well playable.
Wipeout US [SCUS_94301], graphic glitch (lot of color and 3D frame wire error), tried to launch a track but got a codedump.


I think we can start using game ID in wiki list. this model [ABCD_12345] is ok ?


Cheers man
smile.gif
I´ll try to get my hands on a PAL version , and yeah , seems like regions are needed in the wiki
 
I will add the games I tested yesterday.

I see the template is already used so I can't modify it, but we can use the existing option region and group.


There are 3 different PAL vagrant story
NTSC-J : SCPS-45486
NTSC-U : SLUS-01040
PAL-E : SLES-02754
PAL-F : SLES-02755
PAL-G : SLES-02756

so we could use options this way :
Code:
Vagrant Story | no | region=PAL-F | group=SLES-02755 | note=Freeze after new game
Will do :
Vagrant Story (PAL-F) (SLES-02755) | Freeze after new game

or only the gameID

Code:
Vagrant Story | yes | region=SLES-02756 | note=working
Vagrant Story (SLES-02756) | working


Or at last, in the game title
Code:
Vagrant Story [PAL-F] [SLES-02755] | no | note=freeze after new game
Vagrant Story [PAL-F] [SLES-02755] | Freeze after new game
I like the last one, easy to write and read.

I will start with the last template for the games I tested, we can always change it later.


There are all the PSX gameID here :
http://www.sonyindex.com/




Edit : I added an introduction to the wiki.
I didn't add your version Emupaul as Jacobian used the same changes, but you can add the one for GC only if you like. (maybe it's not WiiSX anymore but GcSX)

Edit 2:
Tested games added.
Added the GameID to the ones I tested too.
Azure Dreams I set both GameID in the same line.
The one I tested is the PAL version. I don't know if it was an US version set to "works" before my edition but I think it might be.
 
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