|
Post by excalibur on Aug 14, 2006 23:24:01 GMT -5
Previous cdz image files that I have and used successfully with pSX now have issues with the current version, 1.8. When attempting to load image, I recieve an error: CD unusable - mixed sector sizes found - not yet supported. This same image worked fine in 1.4-1.7.
I have successfully used cdztool to convert the image to a bin/cue and still get the error, however when I mount that bin/cue in deamon tools and load it as a cd-rom, it works fine.
The error is intermittant. I just tested a few more and were successful in running the game.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Aug 15, 2006 4:25:30 GMT -5
No other image formats show this than bin/cues? As you said, you get the error with uncompressed bin/cue as well, so it isn't really cdz problem, but a general bin/cue issue.
|
|
|
Post by Gamesoul Master on Aug 15, 2006 6:26:27 GMT -5
Have you tried opening up the .cue image and checking to make sure these exact lines are in it:
If those value aren't exactly the same, just change them save the file. Should work fine, then. If that isn't the problem, you could just mount the image (or put in the original game disc) and re-extract the image. Meh... I don't know.
|
|
|
Post by pSX Author on Aug 15, 2006 6:39:32 GMT -5
Can you paste the .cue file here? - I have never seen a .cue/.bin file with mixed sector sizes before... if it really does have them them you are out of luck - I don't support that.
|
|
|
Post by Gamesoul Master on Aug 15, 2006 6:47:49 GMT -5
I thought the very format of a playstation game didn't allow it to have mixed sector sizes... would that statement be in error?
|
|
|
Post by pSX Author on Aug 15, 2006 6:53:35 GMT -5
What it means is that the .cue/bin has mixed sector sizes... perhaps it has MODE2/2336 for the data track + audio tracks (which would have a size of 2352 bytes).
Like I say though - although this is technically possible I've never seen any program create one like that. I decided not to bother even trying to support it in pSX because it would be quite a lot of effort.
If they really do exist in the wild I guess I'll have to try to support it (I can easily write a util to create one for testing).. but I'd like to see the .cue file first to make sure it really is that.
|
|
|
Post by excalibur on Aug 15, 2006 9:34:59 GMT -5
Sure thing, pSX Author, here she be:
FILE "Next Tetris, The.bin" BINARY TRACK 01 MODE2/2336 INDEX 01 00:00:00 TRACK 02 AUDIO INDEX 00 03:15:47 INDEX 01 03:17:47 TRACK 03 AUDIO INDEX 01 06:16:54 TRACK 04 AUDIO INDEX 01 08:23:49 TRACK 05 AUDIO INDEX 01 10:18:24 TRACK 06 AUDIO INDEX 01 12:48:67 TRACK 07 AUDIO INDEX 01 16:49:43 TRACK 08 AUDIO INDEX 01 20:48:69 TRACK 09 AUDIO INDEX 01 26:22:48 TRACK 10 AUDIO INDEX 01 30:23:16 TRACK 11 AUDIO INDEX 01 34:07:36 As you can see, first track is mode2 and the rest is audio. It works if the image is mounted, but not straight on. Though, to be fair, it worked in versions 1.4 - 1.7 though there were cdda positioning errors (as you can see in the tetris game compatability entry in the forum of the same name).
So far, this is the only image I've been having problems with, the rest seem fine. I'm still going through them all though.
|
|
|
Post by pSX Author on Aug 15, 2006 9:44:19 GMT -5
Yeah - exactly as I guessed... track 1 has 2336 byte sectors and the other tracks have 2352... you won't be able to get this to work for now.
I'll try to add support for it soon.
In v1.7 it wouldn't have worked properly either - but I only added the error message in v1.8, so it would have been silently screwing up.
|
|
|
Post by excalibur on Aug 15, 2006 10:58:35 GMT -5
Ah, okie. Well, I could always modify the cue so that it only has the data track To blazes with the audio tracks... But I'm looking forward to this fix and hopefully the day I can play Next Tetris with pSX. Sweet emulator you have here, let me tell you what (This is the only game my wife will play on the PSX and I was hoping to get an emulator that could play it on our HTPC...) Have a good one!
|
|