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Post by pSX Author on Jun 20, 2006 3:05:05 GMT -5
Looking forward to that - ATM I'm using .bin files for pSX and .img files for other emus: I'll be able to free up a few gigs... ;-) It'll also mean an end to ripping to .img then converting to .bin, since I use CloneCD for ripping. I've noticed that I can often play copy protected .img images successfully in ePSXe without patching, whereas the same image has to be patched before converting to .bin format - do you think it's likely that I'll also be able to play .img images in pSX without patching, pSX Author (just being lazy here...)? It won't immediately make this work - I need to find out how these games manage to read the subcode. But, I am working towards this - I'm not sure whether or not it will make it in for v1.6 though. Supporting a format that has subcode is at least a step in the right direction
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Post by pSX Author on Jun 18, 2006 23:17:58 GMT -5
Thanks for the work so far, Very Impressive The most important addition would be to increase the type of game image extensions used. Please include alongside existing ones (iso,bwt,bt5,cdi,ccd,mds,nrg,pdi) - as these are used to virtually mount via Daemon tools www.daemon-tools.cc/thanks The next version will support ccd/img/cue/sub... and maybe iso. (But true .iso files are just iso9660 filesystem images, so they can't contain Playstation games since they only support mode1/2048... I guess some programs incorrectly call .bin files .iso)
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Post by pSX Author on May 31, 2006 20:48:03 GMT -5
I found a few key conflicts... I would suggest reverting to the old "Shift+Function key" to avoid triggering the menu bar with F10. Yeah - I didn't realise this (didn't do enough testing I guess!). I am going to disable the "F10 enters menu bar" feature (a large number of windows apps do this, in fact it seems to be the common case). It is actually kind of redundant anyway because left ALT also enters the menu bar (in fact, before now I didn't even know about F10!). Yeah - there needs to be some way to delete key assignments - I'll think about that and try to do something for the next release.
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Post by pSX Author on May 30, 2006 21:30:25 GMT -5
Memory cards have been supported since v1.0
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Post by pSX Author on Mar 26, 2006 4:33:49 GMT -5
after I post this, there is firewall warning from my pc. it that u? I doubt it - only I can see the IPs of people that post here (because I'm the only admin)... and I wouldn't try to hack you because I'm not some 8yr old kid with an attitude problem ;P
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Post by pSX Author on Mar 26, 2006 4:28:56 GMT -5
if you don't want my emu then don't use it A S S H O L E! lol - yes - its not even a very good fake ;P (btw it was the same person as amba and DarkKnight)
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Post by pSX Author on Apr 25, 2006 10:49:51 GMT -5
Even worse: each track could use a different sector mode - that is perfectly valid for a .cue/.bin file.
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Post by pSX Author on Jul 18, 2006 15:31:42 GMT -5
Subcode reading is implemented in v1.7 - I have been playing Spyro3 ;p (which probably has the nastiest protection of any Playstation1 game).
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Post by pSX Author on Jul 16, 2006 17:53:34 GMT -5
I wonder, what is used to display the graphics? If it's not GDI then would an actual Full-Screen display be too much to ask ? Direct3D. Press Alt+Enter for fullscreen (this is in the readme) - this is also the standard windows key sequence for fullscreen. Crash dumps are in fact minidumps - if you give them to me I can load them into the debugger and see exactly where the crash is (and what variables were set to, etc..). If a full dump is too large say "No" when it asks if you want to save a full dump - it will then save a smaller one (this is still useful, although less so - it does not allow me to see the state of variables/memory in the program). So.. they are human readable - you just have to give them to the right human (ie. me!) They are only useful if you have the source code and matching .pdb though. Even if you had this there would be nothing you could do - if the program crashes thats a bug that needs to be fixed by me! Not sure what you mean here, but maybe you are talking about the fact that it disables vsync during fast-forward... it needs to do this otherwise it would not get any faster! (it would still be locked to the refresh rate).
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Post by pSX Author on Jul 4, 2006 18:37:57 GMT -5
A few things that would be nice to have: Compatibility with compressed images in .zip and .rar, but there's probably a reason you created the CDZ format. A default path option for the CD drive similar to the path for CD Images. It would be nice if I could set the path, since my CD drive location doesn't change too often. Other discussion notes: I agree, blurriness looks way better than the blockiness or any other kind of filtering I've tried to apply. Excellent emulator! I've wasted so much time messing with plugins and pSX destroys the competition in easy of use and visual quality. .zip and .rar are fairly useless for an emulator. They don't support efficient seeking - in fact the only way to seek forwards in a .zip or .rar is to decompress, discarding the data until you get to the point you want. The only way to seek backwards is to start decompressing at the start, discarding data until you get back to the point you want... that would be really really slow - it could take minutes to seek to the right point in the file! The only real way to support .zip and .rar would be to just decompress the entire file at the start... which would take a few minutes. CDZ supports efficient seeking which is the reason it exists - this is also why it doesn't get as good compression as .zip or .rar - its a tradeoff.
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Post by pSX Author on Jul 4, 2006 18:33:50 GMT -5
Average user won't care but will be usefull for PSF rippers so here we go : pSX already gives the "reverb type" info, can you make it output the "reverb depth" and "seq volume" values aswell so it make it easier/quicker for us to adjust our drivers ? Well these things are at the software level, not the hardware level, but... rvol is probably what you mean by "reverb depth" (there are two values printed one for left and one for right, they are usually the same). No idea what "seq volume" is, but mvol is the master volume, maybe thats what you mean?
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Post by pSX Author on Jul 3, 2006 15:50:45 GMT -5
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Post by pSX Author on Aug 7, 2006 9:05:42 GMT -5
A button to dump all the current settings to clipboard/txt file, preferably to clipboard. Some of the Bernerts gpu plugins have that option, and it's very handy. All of the settings are stored in psx.ini which is a text file... so if you want to paste your settings here just paste the .ini.
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Post by pSX Author on Aug 1, 2006 3:50:49 GMT -5
A few (future) Requests; I would like some of the security and system issues dealt with. 1. A DLL is unloaded while a critical section is active. Well thats the DLLs problem then - pSX itself does not contain any DLLs - it is a single .exe file. It is not an error to exit without deleting critical sections though - the OS cleans them up for you (same for files). No system directory names are ever used by pSX - My Documents is not used. Only the directory that the exe is in is requested (to load .ini file), and that is done in the standard way (with GetModuleFilename). All other directories are user specified. No calls requiring security descriptors are used except CreateFile (and related APIs) - they all use the default security descriptor (which is controlled by the OS). This doesn't make sense - for a start 0xffffffff is in the kernel address space so accessing it would cause an instant page fault - also there cannot be a block of memory 290 bytes long starting there since that is the last possible address in the 32bit address space. This doesn't make sense - for a start its the Win32 API, not "WinAPI", secondly the only calls made that request read or write access are files and in that case you never want to request write access if you only want read - there is no speed difference + it would prevent anything else from accessing them at the same time.
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Post by pSX Author on Jul 27, 2006 19:06:31 GMT -5
My major concern is the obvious memory leak, There are no memory leaks that I know of - I have leak checking code which I run from time to time. Do you perhaps have a Saitek P2500 pad? I have seen a memory leak caused by the P2500 driver - the same bug shows up in its control panel applet too so I'm certain its not caused by me (it starts to leak as soon as you create a force feedback effect and never stops). and one other CODE ENDUCED bug that appears very often possibly due to memory corruption, thank you for asking. Again, I am not aware of any bug like that - how does it show up? If it crashes please send me a crash dump. btw: no one so far has reported any crashes which don't happen in a certain situation (such as booting a certain game, or starting on a particular machine with a certain hardware/driver configuration). I use pSX to play games all the time and have run it for up to 8 hours at a time with no problems.
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