3/5/2023 0 Comments Wild 9 epesxe![]() ![]() I would think that the condition of a disk may be far more critical for subcode reading than otherwise. It happened with every sound plugin (and different soundcards etc) I tried, though.ĭoes your original disk play in a Playstation? Part of the problem I had with Final Fantasy VIII was that the game (the PAL version) is copy protected, necessitating subcode reading to play I don't think any version of the first Wild Arms is. I suspect the bug may have been sound related the sound suddenly starts running much faster and the emulator will not accept any input whatsoever. But there's no way to get out of it you just have to shut down the emulator and restart from your last save. The lockup isn't that frequent it was often not 'till I'd be a few hours into the game that one would happen. Anyway, I then tried ripping it on an older machine with a rock solid Plextor CD-RW - and that image plays in pSX without patching. However, it _wouldn't_ run on a Playstation, which does suggest to me that the disk is somehow faulty (secondhand game). I have a copy of Final Fantasy VIII that wouldn't play in pSX without patching, but would run in ePSXe. The fact it plays in other emulators doesn't necessarily prove your image is perfect. Why not try it in v1.6 or 1.7? My PAL version worked absolutely perfectly for me in those versions even in v1.8 and the 1.9 WIP it's nearly perfect.īut I suspect you may have a faulty image. then pSX Author finally fixed that in in v1.6, and it's been eminently playable ever since, apart from the slight slowdown on the load screen in v1.8 and the 1.9 WIP. When pSX first came along, it wouldn't run Wild Arms or rather it would, but characters didn't show in battle scenes - which sometimes made things rather difficult. I was playing it in PSXeven when pSX came along it works there, but with graphical glitches - some that make you 'jump,' sometimes into areas you can't get out of again. Nor does the game seem to play that great in other emulators - the first emu I ever tried it with was Bleem! and it ran so slowly there it was unplayable. It gets particularly bad around the part of the game when you first reach Court Seim/Epitaph of the Sea Wind. ![]() This happened over several years, several machines, several versions of ePSXe and many different plugins and settings thereof. I always found that in ePSXe, although the game generally ran Ok, it was subject to random lockups. ![]() Not sure what accel refers to, it seems to me like an op code, but I'm not sure! all ranges from register hi to cop0cr11_bpcm are constant at 00 00 00 00.Ĭop0cr_cause is also constant at 00 00 00 00Īll regestiers below that dont change, though they have values other then 00 00 00 00 and I'm not copying that down line by line.Īccel=00ae01a7.I looked for this line in the dissabled ASM and didn't find it, so unless i over looked it, it's not there. R18 - lo also have constant information passed to them.Īfter this cop0cr12_sr and cop0scr14_epc also have data sent constantly too them. The only one through 17 that does not change is r4, that i can see after studying the pattern. Note also both controllers work with those emulators as well as several non-psx emulators just fine.Īfter viewing the registers it seems the there is information changing constantly in the following registersĪnyone marked var has frequent information sent to it. Tried all the above with a different controller.Īlso note, I know its not the iso image, it runs fine in Adripsx and EPSXE. Tried selecting between all 4 types of PS controllers then remapping buttons. Tried remapping buttons on my controller. This locks the D-Pad Control mapping and makes it unusable. After pressing start on title screen, and the memory cards load data the cursor freezes on new game, and the select sound effect generates on repeat non-stop. Game loads fine, plays through opening FMV just fine.
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