1 2
7 8
Post subject: PSXjin Released (New version 2.0.2)!
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
PSXjin is a new emulator based off of the PCSX-rr emulator. It features a new SPU, integrated features (no plugins), and a GUI overhaul. .pjm (PSXjin movie files) are submittable and approved for site publication. This is the result of the hard work of zeromus, adelikat, and DarkKobold, with arukAdo on testing. Changes in (v2.0.2): Integrated Pad Plugin! (from SSSPSXPad) Cue support SPU sound effect fixes AVI and WAV now split at 2GB Codecs greater than 4K properly load Display no longer dark during load screen Controls can be configured during gameplay Emulator window can be resized during play CD Swapping fixed for text based movies Accurate Dual Shock Emulation - Only use this if digital input stutters during gameplay when using analog controllers. (Note: Movies with 'none' selected as a controller type will not sync between 2.0.1 and 2.0.2) Changes in (v.2.0.1): Fast-forward is robust and fast now. Initialize GPU and SPU better when restarting/loading a game. (Less desyncs) Remove GPU hotkeys AVI functionality now works. No more configuration through GPU. Various bug fixes. New Features (v2.0) include: Built in GUI (no more pop-out window). New more sync-proof SPU. Recent CD, Recent Lua, and Recent Movie files. Analog Widget for precise control Analog Display Drag-n-Drop functionality Multi-tap (up to 8 player games!) Multi-track recording - record 1 player at a time. Win32 Binary
It's hard to look this good. My TAS projects
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
This is great! But will the site still accept movies from the previous PSx emulator?
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
jlun2 wrote:
This is great! But will the site still accept movies from the previous PSx emulator?
Yes, PCSX-rr will continue to be accepted here.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Skilled player (1784)
Joined: 5/7/2008
Posts: 187
Location: Japan
RAM Watch is opened when I push "Key configuration" of "Graphics Configuration" in my environment. addition: Can PSXjin record the exclusion and adding of the controller? If ON/OFF of a controller connected to a multitap is possible, there is the game that time is shortened. Because there may be a person needing as well as me, I wish for it.
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
pirohiko wrote:
addition: Can PSXjin record the exclusion and adding of the controller? If ON/OFF of a controller connected to a multitap is possible, there is the game that time is shortened. Because there may be a person needing as well as me, I wish for it.
I don't understand this, can you explain further? First, do you mean disconnect and reconnect a controller?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Skilled player (1784)
Joined: 5/7/2008
Posts: 187
Location: Japan
DarkKobold wrote:
pirohiko wrote:
addition: Can PSXjin record the exclusion and adding of the controller? If ON/OFF of a controller connected to a multitap is possible, there is the game that time is shortened. Because there may be a person needing as well as me, I wish for it.
I don't understand this, can you explain further? First, do you mean disconnect and reconnect a controller?
Yes, I want to "disconnect and reconnect" of each controller in the middle of a record. It can change manual operation and an automatic operation. The automatic character puts it in a door together, but the other manual characters are left behind.
Post subject: ff7 pxm to psxjin
Joined: 3/18/2006
Posts: 971
Location: Great Britain
someone said i could convert or easily edit my ff7 pxm to a format that works in psxjin. how could i go about this?
Rolanmen1
He/Him
Experienced player (763)
Joined: 2/20/2009
Posts: 569
Location: Dominican Republic
Can someone tell me why does the Megaman X3 ISO doesn't work on both PCSX and PSXjin emulators?
Post subject: Re: ff7 pxm to psxjin
MESHUGGAH
Other
Skilled player (1916)
Joined: 11/14/2009
Posts: 1353
Location: 𝔐𝔞𝔤𝑦𝔞𝔯
antd wrote:
someone said i could convert or easily edit my ff7 pxm to a format that works in psxjin. how could i go about this?
As far as I know, you can import the pxm to taseditor (http://code.google.com/p/pcsxrr/downloads/list). Also I couldn't find any difference between pjm and pxm (http://code.google.com/p/psxjin/wiki/PJM and http://code.google.com/p/pcsxrr/wiki/pxmFileFormat) except the first 3 bytes.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Question: How do I make Tekken 3 NTSC-U work? It puzzles me because the readme says this game runs. I dumped my CD to .bin/.cue files, but it has audio tracks so the .cue sheet also describes CDDA tracks. My cue looks like this:
FILE "PLAYSTATION TEKKEN 3 NTSC USA.BIN" BINARY
  TRACK 01 MODE2/2352
    INDEX 01 00:00:00
  TRACK 02 AUDIO
    PREGAP 00:02:00
    INDEX 01 59:45:59
  TRACK 03 AUDIO
    INDEX 01 62:26:62
I checked the image against the CD and it's a 1:1 copy without errors. If I burn the image with ImgBurn my chipped PS1 can play it with no problems so I am certain the image is fine. Yet, when I load the image (.bin) in PSXjin it crashed with a "psxjin.exe has encountered a problem and needs to close" error. Using the pre-compiled 32bit binary, running Windows XP x64
Experienced player (960)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
it doesnt read cue files, afaik.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
I loaded the .bin file, updated the above post with that info.
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Try dumping to .iso?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
DarkKobold wrote:
Try dumping to .iso?
There is something in the game that makes it freeze if the CDDA tracks are not present... I believe it was the cutscenes after beating the Arcade mode.
Joined: 1/26/2009
Posts: 558
Location: Canada - Québec
The "select" button from controller 1 isn't recorded when you press it and the frame advance feature should work in the analog display windows. I think there still several other nasty bug too.
Post subject: Re: ff7 pxm to psxjin
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
MESHUGGAH wrote:
antd wrote:
someone said i could convert or easily edit my ff7 pxm to a format that works in psxjin. how could i go about this?
As far as I know, you can import the pxm to taseditor (http://code.google.com/p/pcsxrr/downloads/list). Also I couldn't find any difference between pjm and pxm (http://code.google.com/p/psxjin/wiki/PJM and http://code.google.com/p/pcsxrr/wiki/pxmFileFormat) except the first 3 bytes.
That page is sorely out of date, however, you are correct - backwards compatibility was maintained by simply switching those 3 bytes. Warning, do not use ChangeAuthor with movies converted from PXM.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
Player (184)
Joined: 12/24/2010
Posts: 144
Location: Brazil
How convenient, I have plans for a PSX game but first I will finish mah SNES project so I will give it a try.
My main objective here is to TAS the most obscure games titles!
Former player
Joined: 11/13/2005
Posts: 1587
Nice work guys! :)
Post subject: slow turbo mode
Joined: 3/18/2006
Posts: 971
Location: Great Britain
is there a way for this emulator to have proper turbo mode? it is very slow with pcsx, turbo mode was fast, and this allowed me to jump to anywhere in my 3 hours ff7 run without any desyncs. i tried ticking 'frame skipping' in psxjin gfx plugin but it seems to disobey me. i also need turbo mode for my lua scripts, as otherwise it will be too slow. i have tested it and it never caused desyncs or errors (compared 65536 ram address outputs with + without turbo mode)
Post subject: Re: slow turbo mode
Skilled player (1651)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
antd wrote:
is there a way for this emulator to have proper turbo mode? it is very slow with pcsx, turbo mode was fast, and this allowed me to jump to anywhere in my 3 hours ff7 run without any desyncs. i tried ticking 'frame skipping' in psxjin gfx plugin but it seems to disobey me. i also need turbo mode for my lua scripts, as otherwise it will be too slow. i have tested it and it never caused desyncs or errors (compared 65536 ram address outputs with + without turbo mode)
I believe the speed decrease is due to the GPU being ported to C++. I had a similar issue with slow down after that. However, the trade-off of a more integrated and stable GPU is worth it. Granted, I also upgraded my computer during the dev of PSXjin, and turbo is sufficiently fast for me.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
pcsx was fast because it had the luxury of making hacky bug prone implementations and inaccurate emulation via speed shortcuts. In general, accurate emulators are slow. Look at BSNES & Nintendulator for instance.
It's hard to look this good. My TAS projects
Joined: 3/27/2010
Posts: 32
I hope they make this emulator gamepad friendly. It's very comfortable to TAS a game with gamepad. Too bad I can't assign a gamepad input as hotkey.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3570)
Joined: 11/3/2004
Posts: 4754
Location: Tennessee
JoyToKey, google it. You will never have to worry about gamepad support in any emulator again.
It's hard to look this good. My TAS projects
Experienced player (960)
Joined: 12/3/2008
Posts: 936
Location: Castle Keep
I second this, tasing with a psx pad since begin and on any emulator. Btw, theres one input plugin that handle directx pad (segu?), so it should work, but i recommand to use joytokey instead, so you can assign some hotkey along.
Former player
Joined: 7/4/2005
Posts: 714
Location: Albuqueruqe, New Mexico
Edit. Found out what I was doing wrong but it wont let me use a USB controller, I have configured it and assigned it but it wont recognize it for a game.
Change my sig. again, and I will murder your pet fish.
1 2
7 8