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arflech
He/Him
Joined: 5/3/2008
Posts: 1120
I wish psxjin had the TAS ISO plugin that allowed you to make .bz archives from the ISOs and then load them, in order to save space.
i imgur com/QiCaaH8 png
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3585)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
arflech wrote:
I wish psxjin had the TAS ISO plugin that allowed you to make .bz archives from the ISOs and then load them, in order to save space.
This will never happen, ever.
It's hard to look this good. My TAS projects
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
adelikat wrote:
arflech wrote:
I wish psxjin had the TAS ISO plugin that allowed you to make .bz archives from the ISOs and then load them, in order to save space.
This will never happen, ever.
Expect miserable failure in about a week.
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.
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
arflech wrote:
I wish psxjin had the TAS ISO plugin that allowed you to make .bz archives from the ISOs and then load them, in order to save space.
Yeah, I'm sorry about that. We also deleted the integrated microwave oven and the Give Blowjob menu item.
Active player (441)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
My Metal Gear Solid 1 run desyncs right near the start in version 2.0.1, during the first codec conversation. The older emulator also suffered a desync with this movie, but it was a few minutes later.
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
arflech
He/Him
Joined: 5/3/2008
Posts: 1120
DarkKobold wrote:
adelikat wrote:
arflech wrote:
I wish psxjin had the TAS ISO plugin that allowed you to make .bz archives from the ISOs and then load them, in order to save space.
This will never happen, ever.
Expect miserable failure in about a week.
Did adelikat merely mean that PSXjin will never have that plugin (the release announcement said "no plugins") or that it will never have the features that the plugin gave to PCSX-rr?
i imgur com/QiCaaH8 png
Editor, Emulator Coder
Joined: 8/7/2008
Posts: 1156
That feature, along with the Shoelace-Tier and the Pop-Up Hairstylist, has no business in an emulator, plugins or otherwise, and will never return to psxjin. Loading an archived iso is analogous to loading archived roms in other emulators and is not in principle objectionable, however it is hard to believe that anyone uses it given the substantial decompression time and RAM requirements, so I recommend against holding your breath while waiting for it.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4016
zeromus wrote:
That feature, along with the Shoelace-Tier and the Pop-Up Hairstylist, has no business in an emulator, plugins or otherwise, and will never return to psxjin. Loading an archived iso is analogous to loading archived roms in other emulators and is not in principle objectionable, however it is hard to believe that anyone uses it given the substantial decompression time and RAM requirements, so I recommend against holding your breath while waiting for it.
It doesn't have to be stored in RAM if it's decompressed to the disk.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Patashu wrote:
zeromus wrote:
That feature, along with the Shoelace-Tier and the Pop-Up Hairstylist, has no business in an emulator, plugins or otherwise, and will never return to psxjin. Loading an archived iso is analogous to loading archived roms in other emulators and is not in principle objectionable, however it is hard to believe that anyone uses it given the substantial decompression time and RAM requirements, so I recommend against holding your breath while waiting for it.
It doesn't have to be stored in RAM if it's decompressed to the disk.
Wow, so you'd then instead waste the time to have the program execute alternating read writes to hard disk? If you are going to be TASing/playing a game, and have your archive of PSX games, why not just manually unzip it once? I hadn't thought of the issues zeromus raised, and thus, I rescind my impossible challenge accepted... (I really just wanted to post that image anyway.) There are far more pertinent issues in PSXjin to worry about, such as games freezing on attempting to load non-existing CDDA channels. ... and the lack of a pop-up Hair stylist. I knew I was missing something.
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.
Joined: 2/15/2009
Posts: 329
Games that are emulated incorrectly in pcsx and pcsx-rr still won't emulate correctly in PSXjin, correct?
Working on: Legend of Legaia, Vagrant Story
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
exileut wrote:
Games that are emulated incorrectly in pcsx and pcsx-rr still won't emulate correctly in PSXjin, correct?
It depends on the game- For example, MGS wasn't emulated properly due to sound glitches. Apparently, some Star Trek game also works now. Games with CDDA are also still broken. I'd like to add this fix, but according to zeromus, I'd have to master the CD system of the PSX to do so.
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.
Joined: 4/29/2005
Posts: 1212
Does this mean that the PSXjin is going to have almost as few games playable or TASable as PCSX-RR? Or will this eventually be remedied?
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
zeromus wrote:
Loading an archived iso is analogous to loading archived roms in other emulators and is not in principle objectionable, however it is hard to believe that anyone uses it given the substantial decompression time and RAM requirements, so I recommend against holding your breath while waiting for it.
Yeah, this isn't like a 1 MB SMC file. These are gigantic, full-CD ISOs. You could always simply use Windows' NTFS compression attribute if you want to cut down on filesize, if you're okay with the subsequent performance hit.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
Forgive me but I don't get how do I set up that emu will detect analog movement? I can't figure it out in joytokey. I got it partly figured out but it only goes 4 direction, I guess just because it is just keyboard output. Also JoyToKey doesn't detect Left / Right Dpad on my PS3 controller, but Psxjin controller plugin does, oh boy... PSXJIN seriously need joystick support.
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
ventuz wrote:
Forgive me but I don't get how do I set up that emu will detect analog movement? I can't figure it out in joytokey. I got it partly figured out but it only goes 4 direction, I guess just because it is just keyboard output. Also JoyToKey doesn't detect Left / Right Dpad on my PS3 controller, but Psxjin controller plugin does, oh boy... PSXJIN seriously need joystick support.
Uh, you shouldn't use JoyToKey for analog input - just use the N-rage plugin.
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.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
adelikat wrote:
JoyToKey, google it. You will never have to worry about gamepad support in any emulator again.
DarkKobold wrote:
Uh, you shouldn't use JoyToKey for analog input - just use the N-rage plugin.
I knew someone would say "use something else" line, it's giving me a fuck, I already tried them all. N-Gage = doesn't detect joystick for me, only detects keyboard or mouse Segu Direct Pad Pro = detects all of joystick buttons, but emulator not picking up any of joystick input, just keyboard JoyToKey = detect some of joystick buttons, Left, Right, L2, R2 doesn't work, Analog not being 360 Using keyboard alone = most keys I can't press more than 3 keys combination, and psxjin having bug not letting me use just CTRL for frame advance. And I just checked out LUA doc, I think there's no "get" function for analog tilting. Any other option?
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
ventuz wrote:
adelikat wrote:
JoyToKey, google it. You will never have to worry about gamepad support in any emulator again.
DarkKobold wrote:
Uh, you shouldn't use JoyToKey for analog input - just use the N-rage plugin.
I knew someone would say "use something else" line, it's giving me a fuck, I already tried them all. N-Gage = doesn't detect joystick for me, only detects keyboard or mouse Segu Direct Pad Pro = detects all of joystick buttons, but emulator not picking up any of joystick input, just keyboard JoyToKey = detect some of joystick buttons, Left, Right, L2, R2 doesn't work, Analog not being 360 Using keyboard alone = most keys I can't press more than 3 keys combination, and psxjin having bug not letting me use just CTRL for frame advance. And I just checked out LUA doc, I think there's no "get" function for analog tilting. Any other option?
What do you mean by ngage doesn't detect joystick? Under a config option, you actually have to set the joystick you are using. Controls > Devices > Gamepad
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.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
Yeah I tried these, still doesn't detect anything from ps3 controller. By the way, what is "USE" button supposed to be? it seem to just jump to Segu plugin, and then doesn't detect joystick there either. Save and Cancel did that too. Maybe I'll add video of that later. *edit - somehow I made motionjoy driver crash, and it reload with new name. N-gage was able to detect PS3 controller button. But after I save it and close, N-gage just "forget" these setting and return to keyboard, FML.
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I also have a problem with plugins; is there a way to change the video plugin in PSXjim? but, if it's not, I want to request the "Abe's games fix" on the new version, if possible.
I am old enough to know better, but not enough to do it.
adelikat
He/Him
Emulator Coder, Site Developer, Site Owner, Expert player (3585)
Joined: 11/3/2004
Posts: 4738
Location: Tennessee
Dooty wrote:
is there a way to change the video plugin in PSXjim?
How can you change something that doesn't exist? It doesn't have video plugins! The only plugins it has are input plugins and even that will be gone in the next release.
It's hard to look this good. My TAS projects
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
So, any chance of an Abe's fix on the next release? The game looks like this without the fix: [URL=http://img580.imageshack.us/i/abepsxjim201.jpg/][/URL]
I am old enough to know better, but not enough to do it.
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Dooty wrote:
So, any chance of an Abe's fix on the next release? The game looks like this without the fix:
Dooty, the best I could do for you would be a separate compile with the Abe-fix added in. It would be sort of a one-shot-deal, since the fix is quite arduous.
ventuz wrote:
Yeah I tried these, still doesn't detect anything from ps3 controller. By the way, what is "USE" button supposed to be? it seem to just jump to Segu plugin, and then doesn't detect joystick there either. Save and Cancel did that too. Maybe I'll add video of that later. *edit - somehow I made motionjoy driver crash, and it reload with new name. N-gage was able to detect PS3 controller button. But after I save it and close, N-gage just "forget" these setting and return to keyboard, FML.
So, I tested analog input, and yeah, it was pretty borked. So, I pulled out the last bit of plugin crap, and reloaded it with integrated joypad reading (thanks to the code from PCSX2's SSSPSXPad). So, yeah, be happy that the next release will make analog easier.
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.
Expert player (2582)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
DarkKobold wrote:
Dooty, the best I could do for you would be a separate compile with the Abe-fix added in.
That will be great. Those graphic issues makes it almost impossible to TAS the game, let alone watch it... thanks alot!
I am old enough to know better, but not enough to do it.
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Dooty wrote:
DarkKobold wrote:
Dooty, the best I could do for you would be a separate compile with the Abe-fix added in.
That will be great. Those graphic issues makes it almost impossible to TAS the game, let alone watch it... thanks alot!
No guarantees that I'll be able to pull it off, but I'll give it a try at some point in the future. Also, last call for bugs/annoyances anyone would like fixed before v2.0.2.
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.
ventuz
He/Him
Player (123)
Joined: 10/4/2004
Posts: 940
DarkKobold wrote:
Also, last call for bugs/annoyances anyone would like fixed before v2.0.2.
Any way to make frame counter and font display stuff not resize or disappear along with game reso and game loading phase? Resize not big deal to me, but them disappearing is.
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