Homebrew WiiSX beta 1

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I can't get the emulator to work -.-
I made a .cue file using IMGburn and put the .cue and the .img files into sd:/PSXISOS/.
When i try to boot a game it stays at "Start sysreset" and nothing happends afterwards, i've tried with multiple games with the same end results.
Does anyone here know what i'm doing wrong?
ohmy.gif
 
it works with bin and img files afaik. Also you need to have the psx bios downloaded and on your sd in PSXISOS folder
 
nano351 said:
it works with bin and img files afaik. Also you need to have the psx bios downloaded and on your sd in PSXISOS folder
I already have SCPH1001.bin in the PSXISOS folder, still doesn't work though
blink.gif
 
http://code.google.com/p/pcsxgc/wiki/Usage


QUOTE said:
Usage

* SDCard must be in before starting the .dol (duh)

* Only .bin/.cue images are supported

* Place all your .bin/.cue & SCPH1001.BIN (the BIOS) in sd:/PSXISOS/

* To exit to the HBC or SDLoad, press Reset on your console


If a .nrg file worked, it could be because it was a renamed .bin file. What is sure is that wiisx only has sourcecode to handle the .bin and .cue file format
I think you should be able to mount .nrg image files with Daemon Tool then create a cue/bin image from the virtually mounted disc
 
did you select the cue file or the bin file? Pretty sure you have to select the bin file
 
xXNoctisXx said:
I can't get the emulator to work -.-
I made a .cue file using IMGburn and put the .cue and the .img files into sd:/PSXISOS/.
When i try to boot a game it stays at "Start sysreset" and nothing happends afterwards, i've tried with multiple games with the same end results.
Does anyone here know what i'm doing wrong?
ohmy.gif


was it an iso that you processed the cue for? If so it still wont work because the emulator only reads mode2 only way around it is to mount the game in the wii filesystem (not possible)

Frequently Asked Questions
About CD-R and CD-RW Discs

http://www.mscience.com/faq502.html

QUOTE(nano351 @ Jul 8 2009, 04:26 PM) did you select the cue file or the bin file? Pretty sure you have to select the bin file

doesn't matter if both files are correct.
 
emupaul said:
xXNoctisXx said:
I can't get the emulator to work -.-
I made a .cue file using IMGburn and put the .cue and the .img files into sd:/PSXISOS/.
When i try to boot a game it stays at "Start sysreset" and nothing happends afterwards, i've tried with multiple games with the same end results.
Does anyone here know what i'm doing wrong?
ohmy.gif

was it an iso that you processed the cue for? If so it still wont work because the emulator only reads mode2 only way around it is to mount the game in the wii filesystem (not possible)

Frequently Asked Questions
About CD-R and CD-RW Discs

http://www.mscience.com/faq502.html
Thanks for responding it's working now
smileipb2.png
 
i doubt this will happend but i can always ask. i wonder if there's going be an option for 4 player support? with the mutiltap option

and there is 3 games i'm going test so i'll get back with results...
 
^ wait at least until we have a playable version, then complain about minor stuff
tongue.gif


no offense.
 
You don't even need the .cue file to load the game with this emulator. Just put the .bin file on your SD or USB. I have tested about 15 games so far and am very happy with how this is coming along. Thanks to all who are putting in the effort to keep this going!
 
all right tested a classic game (well not really...) punky skunk it's speed at max is 60 fps... on the dycama

it code dumped once for no reason after i beated the 4th stage. went to that stage again no code dumps since then...

also video was a little weird but i'm not sure it might of been the image... also no music for the game next games i plan to test are

rayman and gex

Edit:tried rayman and gex and here's my results

rayman i loaded dycama and it freeze's at ubisoft logo so it's not working...

gex:works fine music game play everything... voices are cut off and scarthey...
 
just tried this and WHOA!!
wtf.gif
awesome!
the day my mod chipped psx dies i won;t have to hunt down a new one or parts for it if this keeps getting better.
wish it had usb support hopefully in the future it will even if it's just usb1.1.
or someone who could make a version with usb support....?
 
Jacobeian said:
Expansion Controller support is build in libogc/libwiiuse, it's not something you magically "add" in an emulator. Most likely, both controllers work the same way so these will automatically be supported but if it's not the case, you are gonna wait libogc devs bought one and figure out the communication protocol differences.


I added some asked features in my previous build, still nothing really fancy but here you go

Code:
+Autodetect if HBC is there before exiting, otherwise returns to System Menu

+Compiled against a modified libfat: use USB as default instead of SD if detected (the modification was only changing the order of supported FAT devices for the Wii, making USB first in the list)

+Classic Controller support

+Useful (?) Combos Keys:

ÂÂ.Frame Limiter ON/OFF (Hold Classic Button HOME then press Full R trigger), default is ON
ÂÂ.FPS Display ON/OFF (Hold Classic Button HOME then press Full L trigger), default is ON
ÂÂ.Exit to HBC or System Menu (autodetected) (Hold Classic Button HOME then press PLUS button)
 
Jacobeian said:
Expansion Controller support is build in libogc/libwiiuse, it's not something you magically "add" in an emulator. Most likely, both controllers work the same way so these will automatically be supported but if it's not the case, you are gonna wait libogc devs bought one and figure out the communication protocol differences.


I added some asked features in my previous build, still nothing really fancy but here you go

Code:
+Autodetect if HBC is there before exiting, otherwise returns to System Menu

+Compiled against a modified libfat: use USB as default instead of SD if detected (the modification was only changing the order of supported FAT devices for the Wii, making USB first in the list)

+Classic Controller support

+Useful (?) Combos Keys:

ÂÂ.Frame Limiter ON/OFF (Hold Classic Button HOME then press Full R trigger), default is ON
ÂÂ.FPS Display ON/OFF (Hold Classic Button HOME then press Full L trigger), default is ON
ÂÂ.Exit to HBC or System Menu (autodetected) (Hold Classic Button HOME then press PLUS button)

Humm, I just tried this version, it's very cool to be able to hide the fps + play with classic controller......... but there is something wrong with the video in your version.

I tried Crash Bandicoot 2 and Castlevania SOTN and both have the same problem with your version..... the screen is shaking and doesn't refresh enough, I'm getting sick after 2 minutes of play.

It feels like I'm playing a pal game on an ntsc tv or something......... this doesn't happen with the original beta.

Thanks for the modification you made anyway, enjoying those.
 
kevenz said:
I tried Crash Bandicoot 2 and Castlevania SOTN and both have the same problem with your version..... the screen is shaking and doesn't refresh enough, I'm getting sick after 2 minutes of play.

It feels like I'm playing a pal game on an ntsc tv or something......... this doesn't happen with the original beta.

Thanks for the modification you made anyway, enjoying those.

oops; I indeed modified some stuff regarding framebuffer swaping
for an unknown reason, video framebuffers were never swapped so I thought it would eventually be smoother if you swap them before rendering the screen (most emulators generally do the same to prevent writing into the framebuffer which is currently being displayed) but apparently it doesn't

have no idea why though, this was a quick "fix" inspirated by other emu's code, I should probably revert the changes until someone implement "proper" swaping
 
ohh I see, well thanks, if you want to post the reverted version, I'll give it a try.

so far only the original had a great framerates, that sucks because we have to play with FPS display + gamecube pad.

it seems to be hard to get the "perfect" mix hehe
smile.gif
 
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