Post subject: Error while opening psx game
Former player
Joined: 7/30/2010
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Location: Italy
This happens only with a specific game,sheep raiders, all the others I tried work normally. I've also tried differents iso of the same game, all give me the same error.
adelikat
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Are you loading the .bin file, instead of the .cue?
It's hard to look this good. My TAS projects
Former player
Joined: 7/30/2010
Posts: 64
Location: Italy
adelikat wrote:
Are you loading the .bin file, instead of the .cue?
Whoops, opened the bin by mistake! I have the error also with the cue file The part in my language is translated as "Index not included in the range, requested a value not negative and minor than the together"
Warepire
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Give the latest master a try (not 1.10.0, the head commit of the Git repo). I know zeromus recently fixed some loading issues related to "out of range" values.
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Warepire wrote:
Give the latest master a try (not 1.10.0, the head commit of the Git repo). I know zeromus recently fixed some loading issues related to "out of range" values.
[12:18.05] <Ocean_Prince> Oddly Loony Tunes - Sheep Raider (PSX) opens as PC Engine.
Tested against commit 69d8e68
[01:47.41] <zeromus> the 'licensed by sony' string i check for identifying PSX discs has been replaced with "STATiC" [01:47.59] <Ocean_Prince> So the dumping group herped it? [01:48.02] <zeromus> yes [01:48.12] <zeromus> first ive ever seen of that [01:48.33] <Ocean_Prince> Well, consider that a "Stop being a pirating bitch and dump it yourself." solution then. [01:49.04] <zeromus> in principle it could scramble a game. a game could readily detect it. [01:49.08] <zeromus> i think i want to call it a bad dump
I tested my rip of the game, and it worked fine.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 8/3/2010
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Location: Italy
I'm having a similar problem, so I didn't want to open another thread about it. My error is a bit longer though and it mostly happens with .bin and .iso roms, here's the error message: Every .cue rom works fine, although PAL ones don't show me the playstation boot logos and the screen is shrunken compared to NTSC ones.
Former player
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Posts: 64
Location: Italy
Tried dumping my version and opening it with the github version, doesn't work, but doesn't give the error, probably it's only me have dumped badly the iso. Anyway, my version is the european one, which is slower, so I still have problems! I will try to find a good dump of the american version, thanks for the help
Joined: 8/3/2010
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Location: Italy
This happens to me aswell with just some PAL roms (.iso and .bin without .cue files ones only), PAL .cue ones work flawless and every NTSC one (even .iso and .bin ones) work flawless. This might be a BIOS related problem, since both of us tried to load the SCPH7003 (PAL) bios and the emulator automatically loads it as "NTSC", while doesn't recognize the *1001 ("FAT" PAL) one at all neither.
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use SCPH5500, SCPH5501, and SCPH5502.bin for the firmware. With anything else you may be wasting your time. Dont load isos. Dont load bins. Missing psx boot screens can be caused by game vs firmware region mismatch, presumably caused by your forcing bizhawk to use a firmware it doesnt want to.
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Location: Italy
I just tried with the BIOSes you suggested, but the error persists. It doesn't happen only with .bin and .iso roms, but also with a few .cue ones I just decided to try aswell. Here's a list of the games I tried that crash (all of them being european, PAL): - (The adventures of) Alundra; - Carmageddon; - Crash Bash; - Disney's Hercules; - Kula World; - Monsters, Inc.: Scare Island; - Rayman; - Spider-Man; - Spyro 2: Gateway to Glimmer; - Spyro 3 (Year of the Dragon); - WCW Nitro; All of these crash, some with the "OutOfMemory" error (the short one) and some with another longer error that I've posted previously in this very thread. Both errors are structured the same as Turbofa's error, except he's encountering this issue with NTSC games, while every NTSC game runs fine for me.
Former player
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Location: Italy
Elia1995 wrote:
Both errors are structured the same as Turbofa's error, except he's encountering this issue with NTSC games, while every NTSC game runs fine for me.
Actualy not, for now all the NTSC games I've tested work fine, exception for sheep raider which is another problem.
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sorry, loading cues doesnt give out of memory errors at that point. You must be mistaken. Out of memory errors at other points are possible.. on old builds. The longer error message you posted was fixed on july 16. By now I've fixed so many disc loading bugs, I'm not going to listen to any more of them unless people are running on more recent code.
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All of my tests were performed on the latest BizHawk version, SF itself says that its latest update was a week ago. As for the "master" GitHub version of it, I have no clue how to compile, build and run it, as I've never been a huge fan of C language, where can I find a compiled .exe of it ready to use and perform my next tests onto ?
creaothceann
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Ok, I just tried building the "master" branch one which should have the fixes, but apparently nothing at all changed, I still get both errors (first one with Spyro 2: Gateway to Glimmer, ran from the .cue file): http://i.imgur.com/1nnckmU.png Second one with Kula World, as you can see it is still the "OutOfMemory" error which the programmer said that has been fixed in a July 16th patch... http://i.imgur.com/GRTdGMY.png
Masterjun
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Spoiler tags are not for hiding huge pictures, they are for hiding spoilers. Just don't embed the images, simply post the link! http://i.imgur.com/crkPOZ8.png
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"Kula World" (not from the .cue file) must be another way of saying "KulaWorld.bin" which will never be supported. Master branch SHOULD NOT have had that fix, since it won't be fixed. Master branch SHOULD NOT have had the fix for the second bug you posted just now, because it's different than the other bugs you posted earlier which I said had been fixed. Spyro 2 bug has now been fixed.
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Hi, thanks for the quick reply. I ran both game from the .cue files, the second error (Kula World's one) is the same as the first one Turbofa posted (OutOfMemory); as for Spyro 2's one, yes, giving it a second careful look it's actually different than the "longer one" I posted earlier. So basically, the errors changed, but I can't still run them... I'll try with a bunch of other games aswell meanwhile.
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OK, if you ran kula world from a .cue file, then it's a 100s of MB .??? file renamed to .cue, most likely a .???=.bin. Go find a different rip or quit clicking the .bin on accident. I just loaded a kula world cue
Pokota
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Happens on any cue file load. Is this a firmware mismatch or just something broken? Using BizHawk 1.11.1; I can also provide my firmware sha1 hashes if necessary.
Adventures in Lua When did I get a vest?
Warepire
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Pokota wrote:
--image-- Happens on any cue file load. Is this a firmware mismatch or just something broken? Using BizHawk 1.11.1; I can also provide my firmware sha1 hashes if necessary.
Every cue I loaded worked fine in 1.11.1. Tried different discs? Checked if the cues are valid?
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Pokota wrote:
Happens on any cue file load. Is this a firmware mismatch or just something broken? Using BizHawk 1.11.1; I can also provide my firmware sha1 hashes if necessary.
What Game/System?
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Pokota
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I'll double check everything on my laptop momentarily; everything was working fine until this morning which actually suggests a system error on my end. @hegyak: Megaman X3 for both Saturn and PSX, X4 for Saturn, and Civ II for PSX. I'll reboot and run the laundry list of tests. E: Tested from 1.9.4 onward, clean folders for all tests.
Cues                  - 1.9.4  - 1.10.0 - 1.11.0             - 1.11.1
PSX
Civilization II       - Loaded - Loaded - Index Out Of Range - Index Out Of Range
Final Fantasy Tactics - Loaded - Loaded - Index Out Of Range - Index Out Of Range
Rockman X3            - Loaded - Loaded - Loaded             - Loaded
Tetris Plus           - Loaded - Loaded - Index Out Of Range - Index Out Of Range
SATURN
Magic Knight Rayearth - Loaded - Loaded - Index Out Of Range - Index Out Of Range
Megaman X3            - Loaded - Loaded - Index Out Of Range - Index Out Of Range
Megaman X4            - Loaded - Loaded - Index Out Of Range - Index Out Of Range
Twinkle Star Sprites  - Loaded - Loaded - Index Out Of Range - Index Out Of Range
So it may very well be that the cores are barfing when they get a dump that doesn't validate. I'll check my dumps against the Verified Good Dump List and see what mismatched. Redumping solved my problem. Not sure what caused the Index Out Of Range stuff but I'll keep an eye open for it happening again.
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I'll gladly fix any disc image someone sends me that's throwing exceptions. I'm pretty sure it has nothing to do with validation though. Validation happens long after that exception. More likely your old disc images came from someone who dumped eccentric cues that all fail the same way. Also note theres been no changes to how saturn games are identified, so that couldnt be the cause of those failures.
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I have the same index out of range issue with a game called Santa Claus Saves the Earth. I load the .cue and it gives me that error screen.
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