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Huge slow down issues - 3 games tested

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I've tried adjusting the EE Cyclerate and the VU Cycle Stealing settings but to no success

PCSX2 1.4.0

Games tested: Legend of Spyro 1 & 2 and Okami
 
Config and Gameplay Screenshots No shot's of Spyro 1.

Computer setup 
CPU: Intel i7-5775C / MoBo: MSI Z97 GAMING / RAM: Avexir Blitz 1.1 Series
16GB (2 x 8GB) DDR3-1866 / Boot Drive: AMD 120 GB SSD / Storage Drive: WD
6TB Black HDD / Video Card: XFX R9 270X Double Dissipation / PSU:
Thermaltake SMART 650W 80+ B / OS: Windows 10

having troubles making a pnach file for GT4

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hey all
the bugged GT4 licenses tests was annoying me (even with the switch EE to interpreter trick) and i looked into maybe just cheating past all the licenses so i wont be as annoyed with it and i came across these "pnatch" codes

i really dont understand how it all works but i gave it a try anyways but it just crashes the game so i guessing i have done something wrong

could someone just show me the text to put into my pnach file?

this is what i did

downloaded "CB2crypt"
got some codebreaker codes to get all licenses here GT4 cheat codes

Quote:All Licenses and Coffee Breaks - Gold (All Licenses & Cars Awarded)
40A205F4 00550001
0000F991 00000000

converted the codes with "CB2crypt" to raw
the output had this information
Quote:4A167736 B2C9A2F2
0AEE74E2 00000000

got the gametitle information from the console "Gran Turismo 4 [ScUS 97328] (U) [77E61C8A]"
created a file called "77E61C8A.pnach"
put this into the file
Quote:gametitle=Gran Turismo 4 [ScUS 97328] (U) [77E61C8A]
patch=1,EE,4A167736,extended,B2C9A2F2
patch=1,EE,0AEE74E2,extended,00000000


and it just crashes Sad


could someone please just give me the text to put in the pnach file? i just want to get past the damn licenses without having to constantly switch the EE to interpreter

[Blog] Channel Shuffle effect

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<div style="text-align: center;"><span style="font-weight: bold;"><span style="font-size: x-large;">I) Introduction</span></span></div>
<p style="text-align: justify;"><br /> Dear PCSX2 users,<br /> <br /> GSdx got various improvements recently, issues were fixed on games such as Metal Gear Solid 3, Gran Turismo 4, Tekken 5, Tales of Legendia and Urban Chaos. All of those games use a certain effect that I have nicknamed as the <span style="font-weight: bold;">"Channel Shuffle Effect"</span>. All games use a variation of this effect but each time the effect proved to be memory expensive and it was very slow, even with the best computers. The effect is very interesting because it explains the rendering/GPU architecture evolution from a fixed unit to a processor. So I decided to take this opportunity to explain it the best I can.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<div style="text-align: center;"><span style="font-weight: bold;"><span style="font-size: x-large;">II) GPU evolution/revolution : Fixed Unit vs Shader Unit</span></span></div>
<p style="text-align: justify;"><br /> So let's start with a bit of history. A long time ago, nearly 20 years ago! (yeah the PS2 isn't in its prime youth), GPUs were hardwired to execute fixed rendering tasks. Back then, they were called 'acceleration units'. Hardwired renderers give you speed, power efficiency, but it is costly (silicon wise) and, well, they are hardwired to do a specific task. It was fine at the start, but then game designers wanted more and more effects. A new effect would have required a new GPU with a new fixed function unit. It was kind of feasible on the PC market but not in the console market where a new GPU is released only every 5 years. So game designers tricked the fixed function unit to emulate some new effects (such as gamma correction, depth of field, ...). The hardware was fast, but the emulation of such effects required more work than the real rendering of the image. Overhead was quite enormous. Accelerated hardware was dead. Welcome the new king, Shaders.<br /> <br /> So what is a Shader unit? It is basically a small processor that executes software code designed specifically for them. The issue is that processors are slow, utterly slow, however they are cheap (silicon wise). However a processor could execute any effect you want. So in order to compensate for the slowness of those processors, thousands of them are put in parallel. Hence complex effects can be done essentially for free.<br /> <br /> Now you probably understand the difference between a fixed unit and a shader unit. Let's get back to the GS emulation.</p>
<div style="text-align: center;"><span style="font-weight: bold;"><span style="font-size: x-large;">III) The GS case</span></span></div>
<p><br /> GS is a pure fixed unit. You can basically configure the texture format, the framebuffer format and the final blending equation. Note, the blending equation is quite basic too.<br /> <br /> You can configure the GS to do 2 main color operations,</p>
<ul>
<li>primitive color * texture color</li>
<li>primitive color (when no texture is available)</li>
</ul>
<p><br /> Texture sampling operations are done on the 4 channels&nbsp;(Green/Red/Blue/Alpha) at once. You can't select any one of them. It is all or nothing.<br /> <br /> But how does a game like Gran Turismo 4 manage to apply a brightness/contrast effect? How can a game apply a depth effect based on the upper 6 bits of the 16 bits depth buffer? It's crazy, game designers were high ! Yes, you guess it right, they abused magic mushrooms! </p>
<div style="text-align: center;"><span style="font-weight: bold;"><span style="font-size: x-large;">IV) First example: Gran Turismo 4 rendering</span></span></div>
<p style="text-align: justify;"><br /> Fasten your seat belt and let's dive into the Gran Turismo 4 rendering engine and look at the brightness effect. <br /> <br /> The engine uses 2 textures as input. The image that will get the brightness correction applied and a palette. The palette is basically a lookup table or an array of colors. It allows to transform an index into a new color. Basically the game will save the brightness correction function in the palette. So color 10 will be transformed to 15.<br /> <br /> Here's the palette that will do the brightness correction:<br /> <br /> <img src="http://pcsx2.net/images/stories/frontend/devblog/gt4_palette.png" alt="gt4 palette" width="500" height="41" />&nbsp;&nbsp;&nbsp; <br /> <br /> <br /> Here is an HLE (High Level Emulation) shader implementation.</p>
<div class="codeblock">
<div class="title">Code:</div>
<div class="body" dir="ltr"><code>vec4 rt &nbsp; &nbsp; &nbsp; &nbsp;= sample_input_texture();<br />
output_color.r = sample_palette(rt.r).r;<br />
output_color.g = sample_palette(rt.g).g;<br />
output_color.b = sample_palette(rt.b).b;</code></div>
</div>
<p style="text-align: justify;"><br /> It is only a few lines of shader code. First line will read the current texture color. The 2nd line will apply the brightness correction on the red channel. The 3rd will do the same for the green, and the 4th for the blue. It can all be done with a single draw call and it is very fast even on a slow computer. Last but not least it took 3 minutes to implement it.<br /> <br /> But I have cheated, this isn't the GS way, it is the effect that would have been implemented on a standard GPU. The GS method is quite harder.<br /> <br /> First of all, in order to improve the memory access performance on the GS, the framebuffer will be split into many (150) tiny framebuffers of 64x32 pixels.&nbsp; Actually it is the size of a GS memory page. Of course GSdx doesn't like this as it needs to allocate a 1280x1024 pixel framebuffer for every one of those tiny 64x32 pixel framebuffers, this lead to VRAM spikes at certain scenarios. <br /> <br /> Eventually the brightness effect will be applied on each framebuffers. So yes it is executed 150 times. It requires around 10 GS equivalent draw calls though due to emulation overhead it would be around 15 GPU draw calls. Let's put some numbers in perspective:<br /> <br /> *A good limit for GPU game is ~1000 draw call<br /><br /> *Gran Turismo 4 frame is 2250 GS draw calls so likely between 2500-3000 draw calls! Ouch.<br /><br /> *The Gran Turismo 4 brightness effect costs 1500 GS draw calls, it is huge! 66% of the frame rendering is only a single effect. In others words, removing the effect would make the GS emulation nearly 3 time faster.<br /> <br /> Now let's decompose the effect. The equivalent of</p>
<div class="codeblock">
<div class="title">Code:</div>
<div class="body" dir="ltr"><code>c.r = sample_palette(rt.r).r;</code></div>
</div>
<p><br /> It is executed 3 times, one for each channel (Red/Green/Blue). The above explanation is done for a framebuffer of 64x32, you need to repeat it enough times to cover the full screen. It is already costly on performance to do it once but it should be executed 150 times !<br /> <br /> So the effect is based on a single trick, write the image into a RGBA8 color of size 64x32 but read it back as a 8 bits integer index of the palette. A 32 bits colors contains four 8 bits channel. So for the gs, the image is now 128x64. Of course you can't magically change the size of a texture in a modern GPU neither the format. So you need to convert it. And guess what? it is quite expensive.<br /> <br /> Here's the picture of the initial format (aka human format) and then the GS format:<br /> <br /> <a href="http://pcsx2.net/images/stories/frontend/devblog/gt4_before_effect.png" target="_blank"><img width="353" height="212" src="http://pcsx2.net/images/stories/frontend/devblog/gt4_before_effect_s.png" alt="gt4 before effect s" /></a>&nbsp;&nbsp;&nbsp; <a href="http://pcsx2.net/images/stories/frontend/devblog/gt4_before_effect_8bit.png" target="_blank"><img width="353" height="182" src="http://pcsx2.net/images/stories/frontend/devblog/gt4_before_effect_8bit_s.png" alt="gt4 before effect 8bit s" /></a><br /> <br /> &nbsp; <br /> <br /> Yes it is nice but it is even more complex than you think. Granted, it isn't easy to see it but the texels aren't in the same order. You can infer some small rectangle (8x2 texels), they contain a single channel of the initial color.<br /> <br /> Will anybody find the original image part (full image can be seen below)?</p>
<p><img width="128" height="64" src="http://pcsx2.net/images/stories/frontend/devblog/gt4_sw_8bit_example2.png" alt="gt4 sw 8bit example2" />&nbsp;&nbsp;&nbsp; <br /> <br /> You could imagine the complexity to debug the effect.<br /> <br /> As I said in the beginning the basic operation of the GS is "primitive color * texture color". We only want to write the red channel so primitive color will be (1.0f, 0.0f, 0.0f, 0.0f) i.e. red will be one and the other channels will be 0. So GS output is basically the red channel of the texture color. Now the texture color case is left, of course you can't just render a single sprite. You only want to sample the 8 bits index that used to be the red channel of the frame. The value will be converted by the palette. And you're done Wink No I'm kidding, we've just started.<br /> <br /> So Gran Turismo 4 will render 16 sprites to cherry pick the correct index and try to put it back mostly in the correct order. Why mostly in order? Because the game uses an extra optimization here, if you want to fully descramble the texels, it would likely requires too many sprites rendering, something around 256 sprites. So rendering will be done scrambled for all channels.<br /> <br /> They could have send a kaleidoscope in the game package but finally they decided it was nicer to unscramble the texels. Again, a new trick Smile Yes we love tricks Smile The framebuffer will read back as a 256x1 palette. Wait you said that framebuffer was 64x32! Yes it would be read back 8 times as 8 palettes. And the input texture is really special, you can see it below. The texture contains the position of the future pixels and you guessed it right, it would unscramble the mess. It is efficient (well efficient for the GS) because you can unscramble your pixels with only 8 extra sprites. And that's it.<br /> <br /> Here's the special texture to unscramble data:<br /> <br /> <img width="8" height="32" src="http://pcsx2.net/images/stories/frontend/devblog/gt4_special_texture.png" alt="gt4 special texture" />&nbsp;&nbsp;&nbsp; <br /> <br /> Plus some screenshots of the effect (before/after)</p>
<p><a href="http://pcsx2.net/images/stories/frontend/devblog/gt4_before_full.png" target="_blank"><img width="353" height="247" src="http://pcsx2.net/images/stories/frontend/devblog/gt4_before_full_s.png" alt="gt4 before full s" /></a>&nbsp;<a href="http://pcsx2.net/images/stories/frontend/devblog/gt4_after.png" target="_blank"><img width="353" height="247" src="http://pcsx2.net/images/stories/frontend/devblog/gt4_after_s.png" alt="gt4 after s" /></a> <br /> &nbsp;&nbsp;&nbsp; <br /> &nbsp; </p>
<div style="text-align: center;"><span style="font-weight: bold;"><span style="font-size: x-large;">V) Second example: Urban Chaos rendering</span></span></div>
<p><br /> The new trending effect when the PS2 was released was the depth of field effect. Basically, it's an effect that depends on the depth. A basic example will be a darker/blurrier object if it's far away. It's rather basic to implement, you just need to modulate the color based on the depth value. Unfortunately you can't read the depth value like that. So let's see what the game does.<br /> <br /> Urban Chaos uses a 16 bits integer depth format. Actually the game limits the rendering to 11 bits. So the depth ranges from 0 to 2047. The game creators decided that the top 8 bits will be enough to implement the depth modulation. But a single issue remains, how to extract those 8 bits! Again it will apply on a small framebuffer, and it will consume tons of draw calls, tons of memory.<br /> <br /> At a higher level, it's very close to Gran Turismo. Close, but not the same. Good news, it's easier than Gran Turismo as you don't want an accurate depth information so you don't need to bother with shuffle pixels. So we have seen a way to read back a single channel of a framebuffer and how to apply a correction factor. Urban Chaos will do the same but on the depth texture.<br /> <br /> Here's a small drawing to explain the now easy process:<br /> <br /> <a href="http://pcsx2.net/images/stories/frontend/devblog/urban_chaos.png" target="_blank"><img width="560" height="412" src="http://pcsx2.net/images/stories/frontend/devblog/urban_chaos_s.png" alt="urban chaos s" style="display: block; margin-left: auto; margin-right: auto;" /></a>&nbsp;&nbsp;&nbsp; <br /> <br /> At the top of the drawing, you have the 16 bits depth. The GS will read it as a color texture (aka RGB5A1) so I set some nice colors for the red, green and blue channels. The depth is split into two 8 bits channels, be aware it doesn't map with the color channel because the effect works on 32 bits memory format. I know it's a bit confusing. Anyway the first step will be to extract the first 8 bits then apply a division by 8. Which is equivalent to removing the 3 bits of the right. The second step will be to extract the remaining 8 bits then apply a multiplication by 32. It's equivalent to shifting the data to the left 5 times. The last step is a blending addition between the 2 shifted depth colors and we are done. We managed to extract only the interesting bits of the depth. The new texture could be used to modulate any effects based on depth information.<br /> <br /> Here's the float depth buffer of the GPU:<br /> <br /> <a href="http://pcsx2.net/images/stories/frontend/devblog/urban_chos_depth_in.png" target="_blank"><img width="353" height="251" src="http://pcsx2.net/images/stories/frontend/devblog/urban_chos_depth_in_s.png" alt="urban chos depth in s" /></a>&nbsp;&nbsp;&nbsp;&nbsp; <br /> <br /> And now, the greenish texture generated to modulate the depth effect<br /> <br /> <a href="http://pcsx2.net/images/stories/frontend/devblog/urban_chaos_depth_out.png" target="_blank"><img width="353" height="247" src="http://pcsx2.net/images/stories/frontend/devblog/urban_chaos_depth_out_s.png" alt="urban chaos depth out s" /></a>&nbsp;&nbsp;&nbsp;</p>
<div>&nbsp;</div>
<div style="text-align: center;"><span style="font-weight: bold;"><span style="font-size: x-large;">VI) Conclusion</span></span></div>
<p><br /> It is time to conclude this blog about the channel effect. There were two possible ways to implement the effect on GSdx. The traditional approach would be to emulate all those draw calls, manage all texture conversions and so on. In short, emulate the GS that emulates a GPU OoO. Unfortunately, even the best PCs would struggle.<br /> <br /> So I implemented the alternate solution, replaced all the mess with a couple of HLE shaders. It's very efficient, thousands of draw calls were replaced by 1 or 2 draw calls. Unfortunately, it isn't perfect either. There are two limitations, it requires to have some HLE shaders by game. Currently not all games are supported (Ghost in the Shell, Manhunt 2, Ridge Racer). And the core (EE/VU) will still generate a ton of primitives to do the effect, albeit GSdx will happily throw everything in the trash, nevertheless it is heavy on the core emulation.</p>

Eternal Poison/Poison Pink problem (text not showing)

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.png   gsdx_20160803092224.png (Size: 331,9 KB / Downloads: 13)

In the text box you can faintly see the character's name, but not the dialogue. Tested on 1.5.0-926, hardware and software mode with different settings. This may only apply to the NTSC-J version, I don't have any others for testing.

Looking at the wiki entry for this game, it seems to be an unsolved problem from 0.9.7: http://wiki.pcsx2.net/index.php/Eternal_Poison

If anyone has found a solution since then I'd love to know, thanks

EDIT: I attached a GS dump just in case

.rar   poisonpink.rar (Size: 3,19 MB / Downloads: 5)

Ghost in the Shell: Stand Alone Complex graphical glitches (software mode only)

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[Image: 69z6zOS.gif]

Snapshot version:

.png   gsdx_20160803100038.png (Size: 264,3 KB / Downloads: 15)

This is the NTSC-J version, tested on 1.5.0-926. Glitches randomly pop up on the screen non-stop. I've tried various settings and clamping modes but no luck fixing it Sad

Hardware mode has its own issues - black lines, missing post-processing, missing laser sights, etc - but I'm more concerned with software mode personally. Here's a snapshot of HW mode anyway


.jpg   gsdx_20160803100537.jpg (Size: 222,86 KB / Downloads: 8)

Dark Chronicle (PAL) Cheat Help

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Hello Everyone, I have found many codes for the USA version of Dark Cloud 2 but not functioning ones for the EU version.

After a bit of browsing I came across a list with cheats, Codebreaker format.


Infinite Item Usage
201988E0 00000000

Quick Weapon Level/Repair
20198248 00000000
2019824C 00000000
20198250 00000000
20198264 00000000

Synthesis Points Never Run Out
20199364 00000000


Then I converted them using Omniconvert 1.1.1 to get the RAW format and then converted into a .pnach file.

gametitle=(Dark Chronicle)
comment=(something that shows up in the console)

//infinite Item Usage
patch=1,EE,2ACC1BB2,extended,00000000

//Quick Weapon Level/Repair
patch=1,EE,2AC2B3B2,extended,00000000
patch=1,EE,2AC2AFB2,extended,00000000
patch=1,EE,2AC2CBB2,extended,00000000
patch=1,EE,2AC297B2,extended,00000000

//Synthesis Points Never Run Out
patch=1,EE,2AB197B2,extended,00000000

Are they correct? I used Omniconvert using as Input CodeBreaker V1+ but when I load the game it gives me this error.

Quote:Found Cheats file: '059E5FAA.pnach'
comment: (something that shows up in the console)
Loaded 6 Cheats from '059E5FAA.pnach' at 'C:\Users\xxx\Documents\PCSX2\cheats'
Overall 6 Cheats loaded
(EE pc:00100018) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2b3b2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2afb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2cbb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac297b2 [store]
(EE pc:00100018) TLB Miss, addr=0xab197b2 [store]
(EE pc:00100018) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2b3b2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2afb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2cbb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac297b2 [store]
(EE pc:00100018) TLB Miss, addr=0xab197b2 [store]
(EE pc:00100018) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2b3b2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2afb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2cbb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac297b2 [store]
(EE pc:00100018) TLB Miss, addr=0xab197b2 [store]
(EE pc:00100018) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2b3b2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2afb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2cbb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac297b2 [store]
(EE pc:00100018) TLB Miss, addr=0xab197b2 [store]
(EE pc:00100018) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2b3b2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2afb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2cbb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac297b2 [store]
(EE pc:00100018) TLB Miss, addr=0xab197b2 [store]
(EE pc:00100018) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2b3b2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2afb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac2cbb2 [store]
(EE pc:00100018) TLB Miss, addr=0xac297b2 [store]
(EE pc:00100018) TLB Miss, addr=0xab197b2 [store]
(UpdateVSyncRate) Mode Changed to PAL.
(UpdateVSyncRate) FPS Limit Changed : 50,00 fps
(EE pc:001104A0) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:001104A0) TLB Miss, addr=0xac2b3b2 [store]
(EE pc:001104A0) TLB Miss, addr=0xac2afb2 [store]
(EE pc:001104A0) TLB Miss, addr=0xac2cbb2 [store]
(EE pc:001104A0) TLB Miss, addr=0xac297b2 [store]
(EE pc:001104A0) TLB Miss, addr=0xab197b2 [store]
(EE pc:001104A0) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:001104A0) TLB Miss, addr=0xac2b3b2 [store]
(EE pc:001104A0) TLB Miss, addr=0xac2afb2 [store]
(EE pc:001104A0) TLB Miss, addr=0xac2cbb2 [store]
(EE pc:001104A0) TLB Miss, addr=0xac297b2 [store]
(EE pc:001104A0) TLB Miss, addr=0xab197b2 [store]
Get Reboot Request From EE
(EE pc:80005F2C) TLB Miss, addr=0xacc1bb2 [store]
(EE pc:80005F2C) TLB Miss, addr=0xac2b3b2 [store]

Did I have to use OmniConver with CodeBreaker v7 as Input?
I have already read other posts but i could not find the solution.

Game Controller Config using PCSX2 via remote access to another computer

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Hello there,

My son set his computer up so I could log into his computer remotely using my laptop, so I could use his PCSX2, but when I plug my game controller into my laptop, I cannot program the game controller.

Is there a way to get his computer to recognize that the game controller is plugged into my laptop.

Iso game not deleting

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Okay I'm going to start by saying that I couldn't get any of the games I wanted to play running smooth. So I decided I would delete the program and the games and come back to this emulator If and when I have the specs required but the game I last played won't delete saying the game is open system. If you could tell me how to get rid of the game it would be much appriciated.

Xenosaga Episode I video lag.

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I've got the audio working perfectly and video works great most of the time but for some scenes the audio runs a full speed but the videio only runs at about 75% speed. No idea why. Anyone have any idea if there's a special configuration to get this working properly? My ps2 isn't working and I told my girlfriend we could play it so this is kind of a bummer, lol. I'm running windows 10 and pcsx2 version 1.4.0. I don't have the graphics on anything ridiculous, I'm just running the standard game.

Edit: I did search the forum a little btw. I'm not gonna sit here for ten hours looking back 100 pages but I did look a little.

Microsoft Visual C++ Redist (x86) won't install correctly

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Hey, so I just installed the newest version of PSX2 on my laptop, but when I run it I get this error 
[Image: thingngg_by_alphaseagull-dacn4bw.png]
And at first I thought it was just the Microsoft Visual C++ thing, since the setup for that tried running during the installation and failed for some reason. So I looked all over the site and found this thread http://forums.pcsx2.net/Thread-Sticky-PC...ooting-FAQ and saw the link to what I was looking for pretty easily and downloaded the setup and repaired it successfully. But then it still didn't work. I tried reinstalling the emulator, and tried reinstalling pretty much everything I could. Does anyone know a way to fix this? Thanks

Edit: Ok so I looked in the control panel and found the version of Visual C++ that failed while installing. I tried repairing it, but it gave me this error
[Image: crash_screenshot_by_alphaseagull-dacnikh.png]
and the log file it mentions is attached to this post. Is there a way to get it to install correctly?

.txt   crash log thing.txt (Size: 12,12 KB / Downloads: 7)

Dragon Quest VIII (PAL) Invisible characters

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Managed to get the game running with decent graphics by messing with settings a little, but both my main character and Yangus are almost completely invisible, just a faint outline. I feel like I've tried every combination of settings to fix this, but I must be missing something. The problem persists with DX9, DX10, DX11 in both hardware and software. OpenGL also has the same issue. 
NPCs and even the King are rendered properly, so I cannot understand why it's happening. I've tried equipping and removing weapons (the weapons are fine, when equipped its basically a weapon floating in thin air) to no avail.

Intel i7-6500U @ 2.50GHz (3.1GHz) 
PCSX2 ver is 1.4.0 and plugins and settings are attached.

Video of the issue

.png   Plugins.png (Size: 72,04 KB / Downloads: 7)

.png   EmuSettings1.png (Size: 86,15 KB / Downloads: 5)

.png   EmuSettings2.png (Size: 87,67 KB / Downloads: 4)

.png   EmuSettings3.png (Size: 94,55 KB / Downloads: 4)

.png   EmuSettings4.png (Size: 68,86 KB / Downloads: 4)

.png   EmuSettings5.png (Size: 101,49 KB / Downloads: 7)

.png   EmuSettings6.png (Size: 113,11 KB / Downloads: 3)

.png   GSdxSettings1.png (Size: 84,67 KB / Downloads: 5)

.png   GSdxSettings2.png (Size: 88,13 KB / Downloads: 5)

.png   SPU2-XSettings.png (Size: 88,4 KB / Downloads: 7)

.png   Screen1.png (Size: 3,03 MB / Downloads: 12)

.png   Screen2.png (Size: 3,7 MB / Downloads: 10)

.jpg   Screen3.JPG (Size: 2,44 MB / Downloads: 9)

Cheats on pcsx2...

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Hey everyone, Im running pcsx2beta on my mac el capitan because 0.9.7 Alpha kept crashing. My question is how do you get cheats on this emulator?

Black screen error when using 'Plugin'

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Im trying to import data from one version of a game called samurai warriors to an expansion called 'xtreme legends' and its basically a dlc.
I found a thread which says to make an iso from the actual discs using imgburn which i have (basically an iso which is a combination of both game files).
It then says to mount the iso to a virtual drive and select plugin under cdvd and choose the mounted iso drive.
Then when i try run everyone's appears to load but i get a black screen and an error, and this error happens with any normal iso/game.

This is the error:




PCSX2 1.4.0-20160105132032- compiled on Jan  5 2016
Savestate version: 0x9a0b0000

Host Machine Init:
Operating System =  Microsoft Windows 10 Home (build 10586), 64-bit
Physical RAM     =  8077 MB
CPU name         =  Intel® Core™ i5-3230M CPU @ 2.60GHz
Vendor/Model     =  GenuineIntel (stepping 09)
CPU speed        =  2.592 ghz (4 logical threads)
x86PType         =  Standard OEM
x86Flags         =  bfebfbff 7fbae3bf
x86EFlags        =  28100000

x86 Features Detected:
SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX

Reserving memory for recompilers...

Loading plugins...
Binding   GS: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\gsdx32-sse2.dll 
Windows 10.0.10586
Binding  PAD: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\lilypad.dll 
Binding SPU2: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\spu2-x.dll 
Binding CDVD: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\cdvdGigaherz.dll 
Binding  USB: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\USBnull.dll 
Binding   FW: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\FWnull.dll 
Binding DEV9: C:\Program Files (x86)\PCSX2 1.4.0\Plugins\DEV9null.dll 
Plugins loaded successfully.

(GameDB) 9693 games on record (loaded in 192ms)
(CdvdSource) HotSwapping CDVD source types from Iso to Plugin.
HLE Notice: ELF does not have a path.


Initializing plugins...
Init GS
Windows 10.0.10586
Init PAD
Init SPU2
Init CDVD
Init USB
Init FW
Init DEV9
Plugins initialized successfully.

Opening plugins...
Opening GS
Opening PAD
Opening SPU2
Current Renderer: Direct3D11 (Hardware mode)
Opening CDVD
 * CDVD: Opening drive '\\.\F:'...
 * CDVD: setSpindleSpeed failed! 
 * CDVD: IO thread started...
 * CDVD: Disk Type: No Disc
 * CDVD: KeepAlive thread started...
Opening USB
Opening FW
Opening DEV9
McdSlot 0 [File]: C:\Users\James\Documents\PCSX2\memcards\Mcd001.ps2
McdSlot 1 [File]: C:\Users\James\Documents\PCSX2\memcards\Mcd002.ps2
Plugins opened successfully.
EE/iR5900-32 Recompiler Reset
Bios Found: USA     v02.00(14/06/2004)  Console
BIOS rom1 module not found, skipping...
BIOS rom2 module not found, skipping...
BIOS erom module not found, skipping...
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59.94 fps
# Initialize memory (rev:3.70, ctm:392Mhz, cpuclk:294Mhz detected)

PlayStation 2 ======== Hard reset boot
 ROMGEN=2004-0614, IOP info (CPUID=1f, CACH_CONFIG=0, 2MB, IOP mode)
 <20040614-100909,ROMconf,PS20200AC20040614.bin:11696>
# Total accessable memory size: 32 MB (B:2:8:0) (370:2:7c30)
# TLB spad=0 kernel=1:12 default=13:30 extended=31:38
# Initialize Start.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize User Memory ...
# Initialize Scratch Pad ...
# Initialize Done.

EE DECI2 Manager version 0.06 Feb  6 2003 08:38:48
  CPUID=2e20, BoardID=0, ROMGEN=2004-0614, 32M

(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLUS_208.78;1
(SYSTEM.CNF) Software version = 1.00
(SYSTEM.CNF) Disc region type = NTSC
found 0 symbols
ELF (cdrom0:\SLUS_208.78;1) Game CRC = 0xCF11CD83, EntryPoint = 0x00100008
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLUS_208.78;1
(SYSTEM.CNF) Software version = 1.00
(SYSTEM.CNF) Disc region type = NTSC

IOP Realtime Kernel Ver.0.9.1
    Copyright 1999 © Sony Computer Entertainment Inc. 
Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 ©SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15) 
iop heap service (99/11/03)
loadelf: fname cdrom0:¥SLUS_208.78;1 secname all
loadelf version 3.30
open fail name ¥SLUS_208.78;1
Cannot openfile
# Restart Without Memory Clear.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize Scratch Pad ...
# Restart Without Memory Clear Done.
(EE pc:80005558) TLB Miss, addr=0x0 [load]
(EE pc:80005558) TLB Miss, addr=0x0 [load]
(EE pc:80005584) TLB Miss, addr=0x0 [load]
(EE pc:00000000) TLB Miss, addr=0x0 [load]
(EE pc:00000000) TLB Miss, addr=0x0 [load]
(EE pc:00000000) TLB Miss, addr=0x4 [load]
(EE pc:00000000) TLB Miss, addr=0x8 [load]
(EE pc:00000000) TLB Miss, addr=0xc [load]
(EE pc:00000000) TLB Miss, addr=0x10 [load]
(EE pc:00000000) TLB Miss, addr=0x14 [load]
(EE pc:00000000) TLB Miss, addr=0x18 [load]
(EE pc:00000000) TLB Miss, addr=0x1c [load]
(EE pc:00000000) TLB Miss, addr=0x20 [load]
(EE pc:00000000) TLB Miss, addr=0x0 [load]
(EE pc:00000000) TLB Miss, addr=0x4 [load]
(EE pc:00000000) TLB Miss, addr=0x8 [load]
(EE pc:00000000) TLB Miss, addr=0xc [load]
(EE pc:00000000) TLB Miss, addr=0x10 [load]
(EE pc:00000000) TLB Miss, addr=0x14 [load]
(EE pc:00000000) TLB Miss, addr=0x18 [load]
(EE pc:00000000) TLB Miss, addr=0x1c [load]
(EE pc:00000000) TLB Miss, addr=0x20 [load]
(EE pc:00000004) TLB Miss, addr=0x4 [load]
(EE pc:00000004) TLB Miss, addr=0x4 [load]
(EE pc:00000004) TLB Miss, addr=0x8 [load]
(EE pc:00000004) TLB Miss, addr=0xc [load]
(EE pc:00000004) TLB Miss, addr=0x10 [load]
(EE pc:00000004) TLB Miss, addr=0x14 [load]
(EE pc:00000004) TLB Miss, addr=0x18 [load]
(EE pc:00000004) TLB Miss, addr=0x1c [load]
(EE pc:00000004) TLB Miss, addr=0x20 [load]
(EE pc:00000004) TLB Miss, addr=0x4 [load]
(EE pc:00000004) TLB Miss, addr=0x8 [load]
(EE pc:00000004) TLB Miss, addr=0xc [load]
(EE pc:00000004) TLB Miss, addr=0x10 [load]
(EE pc:00000004) TLB Miss, addr=0x14 [load]
(EE pc:00000004) TLB Miss, addr=0x18 [load]
(EE pc:00000004) TLB Miss, addr=0x1c [load]
(EE pc:00000004) TLB Miss, addr=0x20 [load]
(EE pc:00000004) TLB Miss, addr=0x70025f8b [store]
(EE pc:800002BC) TLB Miss, addr=0x7ff34e40 [load]
(EE pc:800002BC) TLB Miss, addr=0x60114f40 [load]
(EE pc:8000032C) TLB Miss, addr=0x7fc14f40 [load]
(EE pc:800002BC) TLB Miss, addr=0x7f014f40 [load]
(EE pc:800002BC) TLB Miss, addr=0x40014f40 [load]
# Syscall: undefined (0)

Abnormal Speed/fps seen with latest Dev Builds

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I am using the latest Dev builds
v1.5.0-dev-1088-g0477e03  [Jonathan L]   2016-08-05 01:04:39
 


I have seen an abnormal Speedup of 200% and 120 fps.
The last build I was using is v1.5.0-1065, and it was over speed too...
While I normally have the safe speed hacks on, I tried with them disabled and found it was still over speeding...

my test case is Final Fantasy 12 (I load a save state to find it over speeding,  the initial Video animation that plays when the DvD image is loaded plays at the normal 100% Speed and 60 fps)

I tried loading the in-game save method instead of the save state and found it played at the normal frame-rate 100%/60fps
I overwrote my savestate with a fresh one and loaded it after to find it playing normally...
so I guess this bug report is invalid or can be closed...


.png   PCSX2_Speed abnormal.png (Size: 481,76 KB / Downloads: 5)

what ever else is needed for this bug report let me know  and I will update this post with it.


My system Specs are in my Signature below:

Transfer PS2 Classic data to PCSX2

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Hi,
Before I get started, I'd like to apologize if I'm posting to the wrong forum.
Here's the problem: I've been trying to convert my PS2 Classic Persona 4 data from my late PS3 to work on PCSX2. I've tried the solutions on this post, but none of it worked. The PS2Classic_GUI couldn't even start because it wasn't compatible (with Windows 10, I guess). I have the VME from the PS3, but I can't do anything with it. Are there any work-arounds? It looks like I can't attach my VME file, so I guess can't ask someone to convert it for me. Smile Either way, many thanks to whoever can help me out!

Edit: I also couldn't locate the vmeconv.exe mentioned in the linked post, if that sparks any ideas.

"Black" Bug Reporting

Buzz! buzzers Problems PCSX2

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Hi guys,

I really would like to play Buzz! with the buzzers on my emulator.
Only problem is that i can't get it working.

I've read this tread: http://forums.pcsx2.net/Thread-USBqemu-Buzz-New-Release , but i guess it won't work with the latest PCSX2 version.
Also i have tried to look for a sollution on google, but nothing works.

- I've tried pasting the USBqemu-dbg.dll and it didnt work.
- I've tried pasting the USBqemu.dll + hidapi.dll and it didnt work.
- I've tried pasting the USBqemu-dbg.dll + USBqemu.dll + hidapi.dll and it didnt work

So anyone got a sollution?
Thanks in advance!

WD Black vs. WD Blue - Your experiences?

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I'm looking to buy a new storage drive (1TB), now it's generally been the rule that WD Black are the better drives, but after reading some reviews I saw several people stating that Blue has been gaining the upper hand lately in terms of performance. What do you guys think is the better one available right now? I'm on a somewhat tight budget, but I do look for something that lasts a while. Blue seems to be better with performance, but with Black you get a warranty of at least 5 years believe vs. the 2 years of Blue, so that's something to consider as well when you're on a tighter budget. Having it replaced for free in case of failing is nice to have. But yeah, post away, share your thoughts.

The drive will only be used to store data files such as images/videos, etc. It will not be used for gaming. But that still means reading from- and writing to the drive will be done quite significantly.

[Edit] My current (failing drive) is a WD Black (WD1002FAEX) 1TB. (Barely out of warranty unfortunately).

I'm looking for some settings

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Hi. I'm looking for some settings and I can't find them in PCSX2:
- Hardware Depth - on
- Accurate Date - on
- CRC hack level - none
I'm trying to make Silent Hill 4 work properly in hardware mode and those settings are recomended.

https://www.youtube.com/watch?v=cCElQO7fvrc

Issue regarding a specific game bug

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I'm having an issue regarding a game I have been attempting to run on the Pcsx2 emulator. The game I'm trying to run is Sonic Riders Zero Gravity. The game runs fine until an input (r1 or l1 buttons) is done, causing a grey screen. I am using a dualshock 3 controller with the help of DS3 tool and Better Ds3. I think the issue has to do with the rom itself because its only for about 3/4 of a second. I know this is a very specific issue and I probably did a horrible job explaining it, but any fixes or help would be appreciated.
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