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legend100
May 24th, 2008, 23:16
For me:

1) You cannot "Run Bios" if a third party CDR plugin is being used. Emu crashes.

2) Also, when something like this happens, the program ends but the process is still running - 2 "espxe" in the Task Manager Processes tab. Once THIS, happens, it cannot be killed by even "End Task/Process". The computer cant even reboot, because it can't stop this process. A manual restart is required.

3) General instability. I've had the program hang a bunch today from just navigating the menus. It'll try to open something and then will just get hung until the computer is restarted - manually of course. Cause when ePSXe crashes now, it much more devastating.

4) Can't use the launcher program anymore because its window is displayed over the game now.

jonc2006
May 24th, 2008, 23:23
can you post the plugins you are using?

CheatMaster
May 24th, 2008, 23:31
For me:

1) You cannot "Run Bios" if a third party CDR plugin is being used. Emu crashes.

2) Also, when something like this happens, the program ends but the process is still running - 2 "espxe" in the Task Manager Processes tab. Once THIS, happens, it cannot be killed by even "End Task/Process". The computer cant even reboot, because it can't stop this process. A manual restart is required.

3) General instability. I've had the program hang a bunch today from just navigating the menus. It'll try to open something and then just get hung until the computer is restarted - manually of course. Cause when ePSXe crashes now, it much more devastating.

4) Can't use the launcher program anymore because its window is displayed over the game now.

1) Didn't happen to me I use "SaPu's CD-ROM Plugin 1.0"
2) Use Run=>Enable Logs to see the dos window and to be able to close the emu,I have this problem since 1.6 but I can kill the process

DarkSamus
May 24th, 2008, 23:59
I think I have found a bug! That is unless someone else has the answer for me

Previously in V.1.6 when playing Quake 2 I could set controller 2 as mouse/digital and when I would press F5 I could play using the hand control in left hand/mouse in right
(This is an option that was available on the console as well with the playstation mouse)

The problem is that when set up the controller config in ePSXe 1.7 to be able to use it in the same way, I have no control at all with the mouse and my view in the game slowly moves upwards to the sky.

Does anyone please have a solution to this problem?

legend100
May 25th, 2008, 00:05
can you post the plugins you are using?

GPU= Pete's Opengl2 2.8
SPU= Eternal 1.41
CDR= VirusCDR (based on mooby 2.8)

3x3cUt0r
May 25th, 2008, 00:14
Try using internal cdr plugin, i have been "testing" for hours and lots differents games, and i don't see any instability.

jonc2006
May 25th, 2008, 00:17
yeah im not seeing it, i also wasnt getting anything like this durning the beta testing either.

FBAE
May 25th, 2008, 00:32
GPU= Pete's Opengl2 2.8
SPU= Eternal 1.41
CDR= VirusCDR (based on mooby 2.8)

Well you defined the problem by yourself, do as 3x3cUt0r said.

legend100
May 25th, 2008, 01:33
I can't, I need to use Mooby or Virus as they are ISO plugins, that also support CDDA music. Using the "Run ISO" command in 1.7, not all cdda soundtracks play, Wipeout 3 for example. But not a big deal anyway.

I'm surprise more people are seeing stability issues - with default plugins, I selected "Run CD" with no CD in drive, program quit in a blink, but still remained an active process. I then reopened epsxe, tried to do open a menu selection and then the computer had to be manually rebooted.

At the very least when the program does hang, it should not be soooooo severe (can't be killed by normal means or becomes a hidden process that will cause a complete hang the next time the app is launched).

3x3cUt0r
May 25th, 2008, 02:03
People please read the docs before reporting "problems"

"In this new version, the iso support code has been rewritten. Now it supports the formats BIN/CUE, BIN/CCD and MDS/MDF (and minor fixes to ISO/NRG support). Besides, due to the changes in the internal spu plugin, now the CDDA sound is supported even when you run a iso game. Advice!!!: The files BIN/CUE, BIN/CCD must have the same name and different extension or the games will not be loaded"

Don't report problems related to OLD plugins.

KOC2000
May 25th, 2008, 02:21
First error starting epsxe
"This application has failed to start because zlib1.dll was not found."
Of course I downloaded the dll and it started, just wanted to say so, you might need to include the dll in the next pack.

legend100
May 25th, 2008, 02:42
People please read the docs before reporting "problems"

"In this new version, the iso support code has been rewritten. Now it supports the formats BIN/CUE, BIN/CCD and MDS/MDF (and minor fixes to ISO/NRG support). Besides, due to the changes in the internal spu plugin, now the CDDA sound is supported even when you run a iso game. Advice!!!: The files BIN/CUE, BIN/CCD must have the same name and different extension or the games will not be loaded".

Did you even read my last post. I do not like the internal SPU, its still crackly/ not clean when compared to Eternal 1.41. BUT when you use Eternal SPU, you don't get CDDA music with the "Run ISO" command. Which means I then need to use "Virus" or "Mooby" ISO CDR plugin - which has a nicer ISO loading interface anyway. The fact that I cannot "Run Bios" in 1.7 with this setup when I could in 1.6 is an issue - not a big one, but still a minor "problem" - the program should not crash ever, its not handling this scenerio gracefully!

Don't report problems related to OLD plugins.

What was old exactly? The only bug reported related to a plugin was involving "Virus"CDR which came out 6 months ago!! Sorry, I didn't know that was "old". Didn't know that 1.7 was going to not be as supportive of third plugins as it used to be.

You are not being helpful, only a jerk. I hate these knowitalls who don't listen and just want to shoot people down who are simply trying to help out by reporting a couple problems. Jesus Crist! I know what I'm doing, I'm just stating a couple issues I've run into, all of which are valid.

First error starting epsxe
"This application has failed to start because zlib1.dll was not found."
Of course I downloaded the dll and it started, just wanted to say so, you might need to include the dll in the next pack.

I agree with this. Does anyone have this off the bat? 1.7 should be completely ready to go out of the box to prevent a whole bunch of people posting this problem on the forums. Don't know what the downside would be except one extra file in the zip.

El_Diablos
May 25th, 2008, 02:53
First error starting epsxe
"This application has failed to start because zlib1.dll was not found."
Of course I downloaded the dll and it started, just wanted to say so, you might need to include the dll in the next pack.

Same here

3x3cUt0r
May 25th, 2008, 03:14
You are not being helpful, only a jerk. I hate these knowitalls who don't listen and just want to shoot people down who are simply trying to help out by reporting a couple problems. Jesus Crist! I know what I'm doing, I'm just stating a couple issues I've run into, all of which are valid

Ok guy, report the problem TO THE DEVS of the plugins that ain't working properly.

Jerk? thats lovely :wub:

TBx
May 25th, 2008, 03:20
Vib Ribbon asks for the Vib Ribbon disc when you try to play off the game disc (not your own music cd). I've tried to change the disc with the same iso, but it doesn't recognize that the disc is there apparently.

KOC2000
May 25th, 2008, 04:11
Alt+F4 closes the display window but not epsxe process..

DarkSamus
May 25th, 2008, 04:13
Alt+F4 closes the display window but not epsxe process..

ESC does both!!

KOC2000
May 25th, 2008, 04:31
Yes, I know this is since old versions, most of the time I forget and press alt+f4.. just wished it could be resolved... I'm VERY happy with epsxe, just telling everything I have in mind, even smallest glitches/things.

ShTM
May 25th, 2008, 09:44
Seems to be an issue with mapping an Xbox360 controller. In the gui everything seems correctly mapped. But I just discovered in game that the lower left trigger on the Xbox360 controller is mapped instead of the Left trigger 2 button as what I believe to be X. And X that I mapped to A for some reason is acting as the trigger button L2, the only button that seems to be correctly mapped is B - for Circle.

Squall-Leonhart
May 25th, 2008, 09:50
I can't, I need to use Mooby or Virus as they are ISO plugins, that also support CDDA music. Using the "Run ISO" command in 1.7, not all cdda soundtracks play, Wipeout 3 for example. But not a big deal anyway.Bugs within epsxe only please, Bugs caused by third party plugins are not wanted,
These plugins themselves need updating anyway.
CDRXeven and CDRSapu are both incompatible with the changes to epsxe's. neither load Subchannel data anymore.

Seems to be an issue with mapping an Xbox360 controller. In the gui everything seems correctly mapped. But I just discovered in game that the lower left trigger on the Xbox360 controller is mapped instead of the Left trigger 2 button as what I believe to be X. And X that I mapped to A for some reason is acting as the trigger button L2, the only button that seems to be correctly mapped is B - for Circle.

thats what you get for buying a microsoft product, and using the poorly supporting drivers that come with it.

epsxe requires full Dinput support, which the xbox360 control does not provide. (without third party drivers)

netcap19820304
May 25th, 2008, 10:01
I don't know if it's a bug or not : I couldn't select Software Plugin in the video config box ,even i dowbload it from pete's home page and unrar it to the plugin page. Is there anybody has the same problem to me ?

Squall-Leonhart
May 25th, 2008, 10:07
yes, we know, its broken, pete has been informed.

netcap19820304
May 25th, 2008, 10:14
yes, we know, its broken, pete has been informed.

Thank you very much ! You reply so fast...Errr...whether i use the improper word or not ?
Afterall my english is poor ,Sorry.

Squall-Leonhart
May 25th, 2008, 10:21
http://forums.ngemu.com/emulation-news-submissions/105276-epsxe-1-7-0-released-4.html#post1355909

ShTM
May 25th, 2008, 10:23
thats what you get for buying a microsoft product, and using the poorly supporting drivers that come with it.

epsxe requires full Dinput support, which the xbox360 control does not provide. (without third party drivers)

Well I hate to say this because it may seem like I'm being confrontational, but this controller has worked fine with previous versions of ePSXe with no mapping issues. To temporarily fix the issue I remapped the X button on the Xbox360 mapped as the L2 trigger. And the actually remapped the Xbox360's lower L trigger mapped to that of the PS X button. Now the Xbox360 X button responds as the PS X button, and the Xbox360 left lower trigger responds as the L2 PS trigger. That seemed to fix part of the issue, I need to play around to see if any other buttons are miss matched in the ePSXe gui. But there could easily be an issue with the mapping or controller configuration to cause this miss mapping.

Squall-Leonhart
May 25th, 2008, 10:46
the MSFT drivers don't map dinput correctly anyway, so any problems with it are a result of those drivers, and the only reason it worked before was because the input support was lacking in epsxe.

DarkSamus
May 25th, 2008, 10:53
Did you see my post about mouse support Squall?

Squall-Leonhart
May 25th, 2008, 11:27
set controller 1 to mouse instead, i had the same problem with one of my mouse supporting war games and die hard,

DarkSamus
May 25th, 2008, 11:41
I just checked and Quake 2 only supports the mouse in port 2!!:(

Squall-Leonhart
May 25th, 2008, 11:53
okay, lol, gimme a minute

Set pad 1 to Digital only.
set pad 2 to mouse/digital

make sure the mouse pointer is in the window, or fullscreen since it might not work with it outside the window.

DarkSamus
May 25th, 2008, 12:03
That didn't work either :(

Looks like I can't play Quake 2 with ePSXe 1.7 :(
Damn, cause its the only way to play it once you get used to using a controller and mouse!:(
Looks like ePSXe 1.6 for Quake 2:(

jonc2006
May 25th, 2008, 12:20
you say the mouse does not work at all? try using the -mouse command switch.

DarkSamus
May 25th, 2008, 12:26
It won't work in controller port 2 (The only port Quake 2 allows for)
When i activate the mouse by pressing F5 the view slowly moves up to the sky and no buttons work!

Squall-Leonhart
May 25th, 2008, 14:54
ok, maybe it'll be fixed in 1.7.1?

sparktenks
May 25th, 2008, 15:40
Not sure if this bug is specific to the plugin or the emulator but if you uses Petes new OGL2 plugin and set the GFX CArd ram to auto you'll get horrible slow down. (I'm using ati radeon hd2600) If you manually set the GFX ram it will work fine with out problems.

Squall-Leonhart
May 25th, 2008, 15:43
its an ati only issue if i remember.

TheShadowRunner
May 25th, 2008, 16:44
Pete's provided soft plugin is still not selectable if only gpu.dat is present in the plugin folder.
And yes i'm using the version he released hours ago, 1.18b.
On XP SP3. Card is 8500GT.

Awakened
May 25th, 2008, 17:00
The only game I've tested so far that refuses to run is Gundam Battle Assault 2. I've tried various plugins and settings, but it always crashes after the opening FMV with an opcode error (if you wait through the FMV it doesn't even give an error). It worked fine in 1.6.0.

Other than that I'm impressed. Rumble finally works and the new internal sound plugin is great.

Edit: Hmm, I guess I never tried running GBA2 in pSX before. It crashes after the PSX logo with an unhandled exception in that. Maybe my image is bad. Anyone else have this game to test on 1.7.0?

Shinrin_Cole
May 25th, 2008, 17:55
GPU= Pete's Opengl2 2.8
SPU= Eternal 1.41
CDR= VirusCDR (based on mooby 2.8)

Get Alcohol 120% and mount the iso's to it, then use the cd plug in that came with the emulator, it works great.

;) i tried it with DBZ legends, and now it runs perfectly.

M4M
May 25th, 2008, 18:34
So far I have yet to experience any of the issues that you others have come accross except for a slowdown in LoD using Pec plugin (didnt happen in 1.6 epsxe).

I am using petes openGL2, eternal 1.41 spu, peops cdr or moobys iso cdr plugin, and 360 wired controller, and so far no mapping issues either (running win-vista home basic). I am still testing other games (have yet to test rumble support, was going to but the Lod/pec issue came up :S )

UPDATE:

Well, rumble with a 360 wired controller does NOT work (even with updated drivers from MS) nor does ps2 pad scph 10010 using semi-home made adapter and xbcd+ drivers. The adapter was a psxpad 2 xbox adapter that I cracked open to add a usb end on it. windows sees it and rumble in the xbcd+ driver config works fine, just not in the emu.

Awakened
May 25th, 2008, 22:23
I found a pSX compatibility site that says GBA2 isn't working in that, so I don't think it's a bad image. I guess neither emulator can play that particular game right now.

chipsugar
May 26th, 2008, 00:44
Vib Ribbon asks for the Vib Ribbon disc when you try to play off the game disc (not your own music cd). I've tried to change the disc with the same iso, but it doesn't recognize that the disc is there apparently.

I can get the Vib Ribbon levels to work but not my own music cds/images. I'm using the epsxe spu core and get the same error using either the aspi or nt cd cores, or "Run ISO". Sometimes the "insert a music cd" sign changes to "checking" if I click on the "change disc -> CDROM" option when theere isn't a disc inserted.

On further inspection I've also found that if I swap the Vib Ribbon disc/image for another then I get the "insert vib ribbon disc" sign if I try to play the vib ribbon songs and the "insert a music cd" sign if I select to play with my own disc. This is wether or not I have the Vib Ribbon cd or my own cd in the drive.

WHOPODER!!!
May 26th, 2008, 02:03
Well, I got no bug/error from this version using iso/CD/VirtualCD, even using internal or Pete and PEOPS plugins!:D
People need use stable and trustworthy plugins, check if any resident program is incompatible with ePSXe... And look for solution with plugin development person.

Hu-huuuu! TY ePSXe Team!

robman10e
May 26th, 2008, 04:35
I don't seem to be able to start the program. I get an error stating a file called zlib1.dll is missing. Where can I get this file?

3x3cUt0r
May 26th, 2008, 05:21
I don't seem to be able to start the program. I get an error stating a file called zlib1.dll is missing. Where can I get this file?

Get it here (http://www.dll-files.com/dllindex/dll-files.shtml?zlib1).

Mr.Henky
May 26th, 2008, 07:07
After pressing F3 (load state), music stops playing. Noticed, when playing Spyro 2. Also, and this one was also in 1.6.0, after that, the sound fx are gone forever.

3x3cUt0r
May 26th, 2008, 08:15
After pressing F3 (load state), music stops playing. Noticed, when playing Spyro 2. Also, and this one was also in 1.6.0, after that, the sound fx are gone forever.

That happens sometimes if you change spu plugin or the version of the emulator, use memcard load from it and then try again the save states.

PowerslaveLA
May 26th, 2008, 08:52
have only messed with this a little but i was haveing non stop crashes like a previous poster. The only way for me to correct it was to turn off Data Execution Prevention for everything except essential windows programs.Also apparently the missing DLL issue is common for everyone.I'm very happy that my save games werent destroyed in the update to 1.7. Had that issue with a diffrent emu for a diffrent system :P

legend100
May 26th, 2008, 09:06
Does anyone use the epsxe Launcher and is so is there a way to use it and not have the box display in fullscreen?

Squall-Leonhart
May 26th, 2008, 10:33
Pete's provided soft plugin is still not selectable if only gpu.dat is present in the plugin folder.
And yes i'm using the version he released hours ago, 1.18b.
On XP SP3. Card is 8500GT.

not a bug, epsxe only loads dll files into the plugin selector.

So far I have yet to experience any of the issues that you others have come accross except for a slowdown in LoD using Pec plugin (didnt happen in 1.6 epsxe).

I am using petes openGL2, eternal 1.41 spu, peops cdr or moobys iso cdr plugin, and 360 wired controller, and so far no mapping issues either (running win-vista home basic). I am still testing other games (have yet to test rumble support, was going to but the Lod/pec issue came up :S )

UPDATE:

Well, rumble with a 360 wired controller does NOT work (even with updated drivers from MS) nor does ps2 pad scph 10010 using semi-home made adapter and xbcd+ drivers. The adapter was a psxpad 2 xbox adapter that I cracked open to add a usb end on it. windows sees it and rumble in the xbcd+ driver config works fine, just not in the emu.

the controller drivers do not support forcefeedback (Dinput) they support Xinput Rumble, which is not supported in 1.7 by epsxe,

Xinput support may be added in 1.8 if development continues.
Further, there are dinput drivers for the wireless control available, though i don't know where, and XBCD 0.2.6 works for the wired control.
Does the ps2 padreport to windows as a Xbox control? post over at the xbcd board with the controllers hardware info (PID/VID) and i'll see what i can do there, it might just need the identifier... errr past that, epsxe needs to be set to dinput pad 1 and both motors set to constant as sine is not supported by xbcd.

I can get the Vib Ribbon levels to work but not my own music cds/images. I'm using the epsxe spu core and get the same error using either the aspi or nt cd cores, or "Run ISO". Sometimes the "insert a music cd" sign changes to "checking" if I click on the "change disc -> CDROM" option when theere isn't a disc inserted.

On further inspection I've also found that if I swap the Vib Ribbon disc/image for another then I get the "insert vib ribbon disc" sign if I try to play the vib ribbon songs and the "insert a music cd" sign if I select to play with my own disc. This is wether or not I have the Vib Ribbon cd or my own cd in the drive.

epsxe does not support music cds

(Galtor, can you fix this, get psxauthor to help you.)

AND FOR EVERYONE

SAVESTATES From 1.6.0 ARE NOT FULLY COMPATIBLE WITH 1.7, IT IS BEST YOU LOAD THE STATE, THEN SAVE AND LOAD A MEMCARD SAVE, OTHERWISE YOU WILL BE MISSING NEW SPU STATES, AND RUMBLE STATES.

robman10e
May 26th, 2008, 13:40
Get it here (http://www.dll-files.com/dllindex/dll-files.shtml?zlib1).

TY very much. Where should I stash it?

edit: nm

2xCut
May 26th, 2008, 14:20
I believe it's a some sort of bug both in version 1.6 and 1.7. Tests have shown that problems I described
--> here <-- (http://forums.ngemu.com/problems-games/105357-dino-crisis-1-2-sounds-played-too-early.html#post1356487) have nothing to do with plugins configuration but simply the emulator itself.

M4M
May 26th, 2008, 18:06
ty Squall-Leonhart for the info. didnt know that the 360 pad used a diff type of input.

Now, just to clarify, the 360 wired pad does work with epsxe, just not the rumble. Also, I tried the xbcd+ driver also on the 360 pad (it is possible to do it, a google search explains how), but I still had no rumble support in that manner either.

The ps2 pad using the xbcd+ drivers reported to windows as a xbcd controller device. The rumble would work in the driver config, just not in the emu. Now, I did get the ps2 pad rumble to work by using my gamemon universal usb converter adaptor (Model FT8D91). The drivers did install in vista (vista will complain about the drivers not being signed, but if you say "install anyway" a couple of times, they will install without issue) and it works fine as far as I can tell.

If anybody else here has the same device (its a wal-mart cheap-o device), they also know that finding the updated drivers, or the website itself is a nightmare. here is a link to the driver page for it, and yes, the drivers do work in vista 32bit, but as far as I know they DO NOT work in 64 bit OS. FT8D91 Driver - Shenzhen Gameware Electronic Co., Ltd (http://www.chinagameware.com/download/display/5291754212d8ba840112d8f5e76a0014.shtml)

Ryu X
May 26th, 2008, 21:06
Mega Man Legends voices are still not synched to the graphics during cutscenes. Tried the core SPU and Eternal plugins but the issue is still there.

Squall-Leonhart
May 26th, 2008, 21:29
i have a new xbcd beta that im gearing to release, its mainly geared towards installation fixes and controller support, would you like to try it?, the driver in xbcd+ is older then the one i have, as i tend to make changes to the source and i don't tell truth unknown (oops)

as for the ps2 control, if its being detected as an xbox control, theres no reason at all it shouldn't work.

if your interested. pm me your mail or im address, and then i can get the relevant device info and double check my support info.

Mega Man Legends voices are still not synched to the graphics during cutscenes. Tried the core SPU and Eternal plugins but the issue is still there.


Set Eternal SPU to spuasync Smooth, and enable the 3 fixes.
increasing the audio buffering may also help.

Ryu X
May 26th, 2008, 22:29
Set Eternal SPU to spuasync Smooth, and enable the 3 fixes.
increasing the audio buffering may also help.

Tried that, didn't work :( Also, increasing the buffer will delay regular sound effects a bit, but the voices will still play ahead of the graphics. Weird.

sebontheweb
May 27th, 2008, 12:50
Hokuto no Ken Seikimatsu Kyuseisyu Densetsu (J-NTSC) crashes after the first fighting sequence. No savestates was used.

If ePSXe started with -i option, it returns this Opcode error :
ePSXe: Opcode [16-5a0c8000] in PC [00000003] UNKNOWN [00003e5e:219:1549]

- Bios : SCPH-1001
- Pete's D3D Driver 1.77 or Pete's Soft Driver 1.18b
- ePSXe SPU core 1.7.0
- ePSXe CDR WNT/W2K core 1.7.0

No problem under ePSXe 1.6.0.

Squall-Leonhart
May 27th, 2008, 13:17
can you make absolutely sure its not the disk my creating an image of it (Bin, CCD or MDF are the preferred formats)

sebontheweb
May 27th, 2008, 13:33
can you make absolutely sure its not the disk my creating an image of it (Bin, CCD or MDF are the preferred formats)

I am not absolutely sure but I used a Cue/BIN image of the game. I think this image is reliable.

Squall-Leonhart
May 27th, 2008, 13:55
does this game have english translations?

MerolaC
May 28th, 2008, 00:25
Well, just downloaded it and it even not start.
No error msg, or nothing!

1.6.0 works just fine!


Bye, MerolaC

netcap19820304
May 28th, 2008, 01:00
does this game have english translations?

Hokuto no Ken Seikimatsu Kyuseisyu Densetsu (J-NTSC)

It's a game about "Fist of the North Star" in english translation , but seems like this game does not have usa edition...

Dark Mits
May 28th, 2008, 01:53
For some weird reason, even after installing the new versions of Pete's plugins, I still get the MSVCR80.dll error. If I copy the dll I find in other applications in the epsxe folder (version 8.0.50727.762, size 626688 bytes) and then run the emulator, I get these in succession:

http://cs.uoi.gr/%7Edgotsis/error.JPG

http://cs.uoi.gr/%7Edgotsis/error2.JPG

Am I doing something wrong?

emurex
May 28th, 2008, 07:31
forgive me but why do I get the esc bug.

it goes like this if I go to full screen and press esc then it crash when I continue to the game but it works if I put the game windows to windowed mode and press esc then I continue and it works.

karas81
May 28th, 2008, 09:17
forgive me but why do I get the esc bug.

it goes like this if I go to full screen and press esc then it crash when I continue to the game but it works if I put the game windows to windowed mode and press esc then I continue and it works.

Be sure to set the same setting of your GFX card as to the ePSXe

sebontheweb
May 28th, 2008, 09:37
Hokuto no Ken Seikimatsu Kyuseisyu Densetsu (J-NTSC)

It's a game about "Fist of the North Star" in english translation , but seems like this game does not have usa edition...

I totally agree with you : There's no usa, nor pal edition of this game. I hope that ePSXe team will fix it. This game is a masterpiece ! :bow:

karas81
May 28th, 2008, 22:54
----------------------------------------------------
/* GAME : Dead or Alive : [SCES_012.59] */
/* STATUE : PLAYABLE using ePSXe v1.x.x (Video-OK-)
----------------------------------------------------
----------------------------------------------------
----------------------------------------------------
GPU-PEC BUG:
- No visual rumble effects while using PEC plugin + Pete plugins (tested only with d3d).
----------------------------------------------------
SPU :
* XA : OK
* CD-DA BUG :
- This is a serious one since the old releases, ePSXe continue playing CDDA tracks as fellow :
-No real PSX_ Loops, reads entire CDDa tracks: During combats it is supposed that it reads one track and loop it, but ePSXe keeps going to next tracks after finishing the one designed for the stage/combat (currently playing) .
- CDDA not paused while emu is paused: while pausing emulation (by pushing ESC button), the emu continue playing CDDA tracks as well in background , in same sequence.
----------------------------------------------------
/* ePSXe v1.7.0 Specs */:
- GPU : Pete's D3D Driver v1.77
- SPU : Internal ePSXe SPU
- CD-R: Internal ePSXe W2K CDR
----------------------------------------------------
EDIT : While using "Eternal SPU", same CDDA problem + XA skipps

Setsuna203
May 29th, 2008, 19:00
There is a problem with Fear Effect 1 and ePSXe 1.7.0: After finishing the first disc it's not possible to switch to disc 2 with File->Run ISO->.bin/.cue. Using 1.6.0 the game realized the iso-disc change and continued.

Now for the strange part: After saving in 1.6.0 and loading the save game in 1.7.0 the cutscene sound is gone. You can see the subtitles but you hear no voices or action sounds, but you can hear loop sounds (like birds in the forrest). Since the save games are said to be not compatible I loaded and saved the state in 1.7.0 but the problem remained: "no" sound... I'm kinda confused of this...

Squall-Leonhart
May 29th, 2008, 19:22
this might be caused by the files having different names, since when you use the run iso function it loads with the name of the image, instead of that of the game file.

normally the disk is shown like

SLES_320.80
SLES_220.80
SLES_120.80
SLES_020.80

so try renaming the image to the name of the SXXX file that is hidden on the disk.

Setsuna203
May 29th, 2008, 20:07
Is "SLES_320.80" disc 1? And should I also edit the corresponding entry within the cue-file?

karas81
May 29th, 2008, 20:13
1- I don't think you've to edit anything.

2- I dont own the game to tell for sure, but from my experience it should be as fellow :
SLES_320.80 ----> CD4
SLES_220.80 ----> CD3
SLES_120.80 ----> CD2
SLES_020.80 ----> CD1

Squall-Leonhart
May 29th, 2008, 20:15
no, thats just an example, using the disk scheme from FF8, 320 is disk 4, 220 disk 3, etc.

Enable show hidden files in Folder Options and you'll be able to see the files name then.

the german version of Fear Effect, for example is this

#Fear Effect (disk 1 - 4)
SLES_021.68
SLES_121.68
SLES_221.68
SLES_321.68

how ever the US and PS version is just SLUS-00000

How ever, i've logged this bug regardless, for investigation.

karas81
May 29th, 2008, 20:23
OK, here is a list then (correct me squall if anything is wrong) :
----------------------------------
---------PAL GAMES--------------
E : stands for Europe
SLES_xxx.xx
SCES_xxx.xx
----------------------------------
---------JAP GAMES-------------
P : stands for NIPPON (JAPAN)
SLPS_xxx.xx
SCPM_xxx.xx
SLPM_xxx.xx
SCPS_xxx.xx (Probably)
----------------------------------
---------US/C GAMES-------------
U : stands for USA/C : CANADA
SLUS_xxx.xx
SCUS_xxx.xx

Squall-Leonhart
May 29th, 2008, 20:25
Looks accurate to me.

Setsuna203
May 29th, 2008, 20:48
No luck renaming the files to...
SLES_021.66.bin
SLES_021.66.cue
SLES_121.66.bin
SLES_121.66.cue
SLES_221.66.bin
SLES_221.66.cue
SLES_321.66.bin
SLES_321.66.cue
and also editing the cue files correspondingly. The game still doesn't receive a disc-change signal from ePSXe (shown in-game by the message change from "Please enter disc 2" to "checking"). The cutscene sounds on disc 2 also still doesn't work though they do on disc 1.

Hope there will be a fix soon...

ShendoXT
May 29th, 2008, 21:59
FPS detection works on PAL games properly but PAL BIOS runs at 60 FPS instead of 50.
Tested on BIOS from SCPH-9002 model.

Squall-Leonhart
May 29th, 2008, 22:28
Confirmed that here as well.

LoL_Man
May 30th, 2008, 05:30
The only game I've tested so far that refuses to run is Gundam Battle Assault 2. I've tried various plugins and settings, but it always crashes after the opening FMV with an opcode error (if you wait through the FMV it doesn't even give an error). It worked fine in 1.6.0.

Other than that I'm impressed. Rumble finally works and the new internal sound plugin is great.

Edit: Hmm, I guess I never tried running GBA2 in pSX before. It crashes after the PSX logo with an unhandled exception in that. Maybe my image is bad. Anyone else have this game to test on 1.7.0?


Same here, after the fmv the emulator returns:

Opcode 3f UNK (PC0000008c) (1089,0)

The image Worked fine on 1.6.0

jonc2006
May 30th, 2008, 05:36
it crashes at the opening FMV? try using the -nomdec and/or the -nomdectiming command switch. now ive noticed that some people say it doesnt recognize the switch when attempting to use it so my only guess if this does happen is that those switches have either been renamed to something else or removed for whatever reasons that may apply.

edit- squall do you know if any of the command line switches such as these have indeed been renamed or modified in some way that they do not work or wont work under those specific names? while i dont use either of those myself very often im certain those are the correct names for them (or what their correct names used to be). and im nearly certain that the -nomdec switch can fix crashing at the opening FMV's of certain games.

sonicjam
May 30th, 2008, 20:18
the emulator crashes in boot camp on a mac book pro 4.1, when i click on the second config in the video plugin selection.

hammergunner
May 31st, 2008, 05:39
game starts fine then after one battle in any mode the emulator just crashes


Plug-ins

Pete's OpenGL 1.76

Eternal SPU Plugin 1.50

SaPu's CD-ROM Plugin 1.0

and still crashed no matter what plugins i used

But found it was the emulator itself

game runs fine in EpsxE 1.6 with these plug-ins, and haven't got one problem with that version.

BUUTTTT if the 1.7 is an improvement, why would it crash the game when the older version supports it?

dfactor
May 31st, 2008, 10:39
Well...I like the new 1.7 version.I use the best plugins,that I also used in 1.6 version.
The only problem that I have is that the game just freezes after playing about 1 hour.
Only thing that I can do is press Alt+Esc the kill the process with the Task Manager.
Then I open the ePSXe and play further.

jonc2006
May 31st, 2008, 12:30
what plugins are you using and what O/S are you running on?

hammergunner
May 31st, 2008, 17:06
DID YOU NOT READ......


i posted the plug-ins clearly , and im using Win XP pro SP2 32bit

But its a emulator problem, the game does not run in 1.7, but run's flawlessly in 1.6

using the exact same plugins, and even with 1.7 i've tried every plugin combo that i can

and still nothing.

so i'll just use good old 1.6 as PSX in tandem to play all my fav games

karas81
May 31st, 2008, 17:29
try changing SaPu's CD-ROM, use internal CDR plugin, or others

hammergunner
May 31st, 2008, 18:08
DID YOU NOT READ......


i posted the plug-ins clearly , and im using Win XP pro SP2 32bit

But its a emulator problem, the newer version does not run in 1.7 but run's flawlessly in 1.6

using the exact same plugins, and even with 1.7 i've tried every plugin combo that i can

and still nothing.

so i'll just use good old 1.6 as PSX in tandem to play all my fav games

karas81
May 31st, 2008, 18:17
DID YOU NOT READ......


i posted the plug-ins clearly , and im using Win XP pro SP2 32bit

But its a emulator problem, the newer version does not run in 1.7 but run's flawlessly in 1.6

using the exact same plugins, and even with 1.7 i've tried every plugin combo that i can

and still nothing.

so i'll just use good old 1.6 as PSX in tandem to play all my fav games

GOOD FOR YOU
I'M HAPPY FOR YOU
MAY GOD BLESS YOU
HAVE FUN, BYBY

Awakened
May 31st, 2008, 22:51
Well...I like the new 1.7 version.I use the best plugins,that I also used in 1.6 version.
The only problem that I have is that the game just freezes after playing about 1 hour.
Only thing that I can do is press Alt+Esc the kill the process with the Task Manager.
Then I open the ePSXe and play further.

Calb fixed the crashing problem I had in GBA2 after the opening FMV in a beta. I'm not sure about your case, but hopefully the next release will fix it for you.

3x3cUt0r
May 31st, 2008, 23:18
DID YOU NOT READ......


i posted the plug-ins clearly , and im using Win XP pro SP2 32bit

But its a emulator problem, the newer version does not run in 1.7 but run's flawlessly in 1.6

using the exact same plugins, and even with 1.7 i've tried every plugin combo that i can

and still nothing.

so i'll just use good old 1.6 as PSX in tandem to play all my fav games

DID YOU NOT READ THIS (http://forums.ngemu.com/epsxe-discussion/105324-third-party-cdr-plugins-will-not-recieve-support-1-7-0-a.html)?

RTFM before yelling at others.

OuTman
June 1st, 2008, 00:38
yeah, and jonc2006 talked to dfactor not hammergunner :) lol

goldblade0
June 1st, 2008, 03:10
I've noticed a bug. If you set the video plugin to a secendary screen and press esc durring the game and return to it it dosent function properly. The secendary screen changes resolution but the game tries to appear on the main monitor. Main monitor contains a black box, music plays, and I can see (a portion at least) of my wallpaper on the secendary monitor.

Video Plugins tested
P.E.Op.S Soft Driver 1.16-1.18

3x3cUt0r
June 1st, 2008, 03:11
I've noticed a bug. If you set the video plugin to a secendary screen and press esc durring the game and return to it it dosent function properly. The secendary screen changes resolution but the game tries to appear on the main monitor. Main monitor contains a black box, music plays, and I can see (a portion at least) of my wallpaper on the secendary monitor.

Video Plugins tested
P.E.Op.S Soft Driver 1.16-1.18

Does it works on 1.6.0?

goldblade0
June 1st, 2008, 03:14
that I do not know. I've been using 1.5.2. If you want I could check though

3x3cUt0r
June 1st, 2008, 03:17
that I do not know. I've been using 1.5.2. If you want I could check though

That would be great, because if it doesn't work with 1.5.2 or 1.6.0 the problem can be related to your pc.

Squall-Leonhart
June 1st, 2008, 03:22
its related to a design flaw in most multidisplay drivers.

goldblade0
June 1st, 2008, 03:22
works correctly in 1.5.2 not in 1.6.0 or 1.7.0

Squall-Leonhart
June 1st, 2008, 03:33
it shouldn't... 1.5.2 never changed anything when i was multidisplaying with my 2 lcd panels.

V1ncent
June 1st, 2008, 06:13
epsxe 1.7 is giving error on starting game.
The game( which is CTR ) works perfectly in 1.6

http://i256.photobucket.com/albums/hh194/v1nit/error.png
I have the dlls on the system32 directory.



Plugin: Pete's DX6 D3D Driver 1.1.74
Author: Pete Bernert
GFX card: Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family

Resolution/Color:
- 1024x768 Fullscreen - [32 Bit]

Textures:
- Default
- Filtering: 0
- Hi-Res textures: 0
- VRam size: 0 MBytes

Framerate:
- FPS limit: on
- Frame skipping: on
- FPS limit: 62

Compatibility:
- Offscreen drawing: 0
- Framebuffer texture: 1
- Framebuffer access: 0
- Alpha multipass: on
- Mask bit: on
- Advanced blending: hardware

Misc:
- Scanlines: off [0]
- Unfiltered FB: off
- Dithering: off
- Screen smoothing: off
- Full vram: off
- Game fixes: off [00000080]

CDR plugin: epsxe CDR ASPI core 1.7.0

Sound Plugin: P.E.Op.S. DSound Audio Driver 1.7

Squall-Leonhart
June 1st, 2008, 06:51
revert all plugins to defaults, and use the Win2k/XP CDR plugin.

karas81
June 1st, 2008, 06:53
epsxe 1.7 is giving error on starting game.
The game( which is CTR ) works perfectly in 1.6

http://i256.photobucket.com/albums/hh194/v1nit/error.png
I have the dlls on the system32 directory.

[

V1ncent, thats a CTR known problem, and there is already a thread about Opcode here (http://forums.ngemu.com/generic-epsxe-queries/105400-i-got-opcode-unknown-error.html)

V1ncent
June 1st, 2008, 07:51
revert all plugins to defaults, and use the Win2k/XP CDR plugin.
Reverted all plugins to default. Tried many CDR plugins, can't find the Win2k/XP CDR plugin.
V1ncent, thats a CTR known problem, and there is already a thread about Opcode here (http://forums.ngemu.com/generic-epsxe-queries/105400-i-got-opcode-unknown-error.html)

About the CTR known problem, he can atleast make it to the loading screen.

I missed the opcode thread, Oops.

I think I have to stick with epsxe 1.6.0

3x3cUt0r
June 1st, 2008, 08:14
Reverted all plugins to default. Tried many CDR plugins, can't find the Win2k/XP CDR plugin.

Squall is talking about "ePSXe CDR WNT/W2K core 1.7.0" because "Win2k/XP CDR plugin" doesn't even exist. ;)

V1ncent
June 1st, 2008, 08:17
Squall is talking about "ePSXe CDR WNT/W2K core 1.7.0" because "Win2k/XP CDR plugin" doesn't even exist. ;)

Oh, I tried that, doesn't works. I am sticking to 1.6.0 , maybe the opcode error is because of my low specs.

Squall-Leonhart
June 1st, 2008, 08:39
CTR is just wierd.

funnily it worked fine for me.

3x3cUt0r
June 1st, 2008, 08:49
Vigilante 8, now is playable but has graphical errors.

I tried V8 on 1.6.0 and the problem is not present there, but it crash after each match.

I'll upload a picture later because for some reason it's not working. :cry:

Edit: Take a look at the pic.

dfactor
June 1st, 2008, 12:01
Well...I like the new 1.7 version.I use the best plugins,that I also used in 1.6 version.
The only problem that I have is that the game just freezes after playing about 1 hour.
Only thing that I can do is press Alt+Esc the kill the process with the Task Manager.
Then I open the ePSXe and play further.

what plugins are you using and what O/S are you running on?

WinXP SP2
Pete's D3D GPU Driver 1.7.7
Eternal SPU Plugin 1.41
PEOpS CDR Driver 1.4

Mr.Henky
June 1st, 2008, 14:02
V1ncent, thats a CTR known problem
Really? I don't have this kind of problem.

3x3cUt0r
June 2nd, 2008, 00:14
CTR Pal version has a copy protection, you must remove it or make ePSXe (plugins) read the subchannel.

hushypushy
June 2nd, 2008, 04:21
so i'll just use good old 1.6 as PSX in tandem to play all my fav games

You've made a breakthrough, you've discovered how emulators work :thumb:

Seriously, keep all the emulators on hand. My emulator folder is pretty big. Who knows if you might need PCSX2 0.8.1 or pSX 1.10 at a moment's notice? :p

gnoble85
June 3rd, 2008, 07:48
First error starting epsxe
"This application has failed to start because zlib1.dll was not found."
Of course I downloaded the dll and it started, just wanted to say so, you might need to include the dll in the next pack.

This happened to me too. Twice, actually. All I did was play Xenogears, and then when I was done, I exited the program. Imagine my confusion and surprise when I started ePSXe back up only to be told I need to download the dll, because apparently it deleted itself somehow.

GothicIII
June 3rd, 2008, 15:19
Pretty good Emu, the best I've seen^^

But: Compare to Eternal SPU v1.5, your internal-SPU-Plugin just sucks... -> Need an Update;)

Second is: ToDII (US)(Tales of Destiny II) has problems with voice and FMVs (voice too), it can't play them through an image;
it doesn't matter what I try, it doesn't work through DT, MDS won't load (its not because of compressing the image) and other SPU/CD-Plugins (like Peop's or your internal) has the same problem..

The only solution is to burn the same image on cd, then it works again with all plugins (the speed compare to an image is a littlebit slower)

I donno if its a CDDA/XA/Bull****...-Problem, but it exist somehow... Please check this out, even if I don't care about that^^

Squall-Leonhart
June 4th, 2008, 04:56
Compared to Eternal SPU, the internal plugin is the better, it is just currently lacking some of the finer detail settings, like adjustable buffer.

Eket1985
June 7th, 2008, 11:07
I've been playing Chrono Chross wih the Internal SPU plugin. And thus far it's been great. I think saying the internal plugin sucks is just wrong. You can definately notice the improvements there.

Like Squall-Leonhart mentions it would be nice to have a few adjustable settings in there. We all like settings :D

NJ7
June 9th, 2008, 03:30
The default sound plugin ePSXe SPU core 1.7.0 is great for cdda audio for most games, but I've found a few bugs.....in the game Loaded the music don't play and in Rayman the music doesn't play correctly in the first level.....plays the music for 3 seconds and then sound effects that are spose to be played in next level I believe.....also, some other bugs, Pocket Fighter the demo music don't play, and Sammy Sosa's Softball freezes at the loading screen, not sure if it was working or not before, but I've gotten it to work in pSX 1.6 (only version it does work in though)......some of these fixes would be nice to see in an update....specifically the sound fixes, which do seem to all work with Moby's CDR plugin and External SPU Plugin 1.5......:D:thumb:

Squall-Leonhart
June 10th, 2008, 03:38
loading 1.6 savestates will not contain the audio info for cdda

myloch
June 11th, 2008, 11:16
Hi, I'm Myloch, happy epsxe user :D
Thank you for this great emulator.

My first post: some epsxe 1.7 bugs. - using internal cd and sound plugin -

Super Pang collection (PAL)
CDDA music doesn't play correctly in main menu, it eternally loops every 0.5 sec more or less :)

Radikal Bikers (PAL)
After the character selection, screen transition effect is not correct (compared with psx 1.13 for the correct one). Maybe an epsxe core bug?

Castlevania SOTN (PAL)
Ingame music doesn't loop correctly.

andyqkw
June 11th, 2008, 15:37
I've posted this before in ePSXe SPU Core 1.7.0 Sound Cracking Issue (http://forums.ngemu.com/generic-epsxe-queries/105419-epsxe-spu-core-1-7-0-sound-cracking-issue.html) pertaining to the battle sound in Dragon Warriow VII not correct using ePSXe 1.7 internal SPU

jonc2006
June 11th, 2008, 22:06
Hi, I'm Myloch, happy epsxe user :D
Thank you for this great emulator.

My first post: some epsxe 1.7 bugs. - using internal cd and sound plugin -

Super Pang collection (PAL)
CDDA music doesn't play correctly in main menu, it eternally loops every 0.5 sec more or less :)

Radikal Bikers (PAL)
After the character selection, screen transition effect is not correct (compared with psx 1.13 for the correct one). Maybe an epsxe core bug?

Castlevania SOTN (PAL)
Ingame music doesn't loop correctly.

are you playing from discs or images? if you are using images, try making them in .bin/.cue format since those you have listed are all PAL versions.

myloch
June 11th, 2008, 22:11
no, I use discs.

but I also had opportunity to try super pang with bin+cue and img+cue+sub.
same result: perfect ingame music in all the 3 compilation pang titles (and no other graphic or sound bugs) except for that main menu song (game selection menu). no problem playing disc on a standard cd player, so it's not a scratch or bad cd.

jonc2006
June 11th, 2008, 22:52
what about when you mount the .bin/.cue image on a virtual drive like daemon tools?

myloch
June 11th, 2008, 23:04
if I mount it on daemon it's the same, if I run the game selecting .cue files in RUN ISO epsxe menu it's the same with added bugs not present using a real cdrom or a mounted image, like game over CDDA song in super pang that play 2 times instead of 1, CDDA intermission song between levels that is truncated of last 2 seconds in Pomping world and maybe other oddities. :)

The best way (less buggy) to play it now is using disc or mounting image with daemon and RUN CDROM with virtual drive. :thumb:

----------------------------------------------------
/* GAME : Dead or Alive : [SCES_012.59] */
/* STATUE : PLAYABLE using ePSXe v1.x.x (Video-OK-)
----------------------------------------------------
----------------------------------------------------
----------------------------------------------------
GPU-PEC BUG:
- No visual rumble effects while using PEC plugin + Pete plugins (tested only with d3d).
----------------------------------------------------
SPU :
* XA : OK
* CD-DA BUG :
- This is a serious one since the old releases, ePSXe continue playing CDDA tracks as fellow :
-No real PSX_ Loops, reads entire CDDa tracks: During combats it is supposed that it reads one track and loop it, but ePSXe keeps going to next tracks after finishing the one designed for the stage/combat (currently playing) .
- CDDA not paused while emu is paused: while pausing emulation (by pushing ESC button), the emu continue playing CDDA tracks as well in background , in same sequence.
----------------------------------------------------
/* ePSXe v1.7.0 Specs */:
- GPU : Pete's D3D Driver v1.77
- SPU : Internal ePSXe SPU
- CD-R: Internal ePSXe W2K CDR
----------------------------------------------------
EDIT : While using "Eternal SPU", same CDDA problem + XA skipps

Did you use real disc or disc image? try to load cdrom from a real disc for the loop problem.

KrossX
June 23rd, 2008, 02:08
When asking for the 2nd CD, it won't be detected if using Change Disc => ISO with ePSXe v1.7.0. The same works perfectly with v1.6.0 and v1.5.2.

Although, the disk change in ePSXe v1.7.0 works fine if using Change Disc => CDROM with the CD on the drive.

#Note: The latter also works if mounting the image on a virtual drive instead of using the CD on the drive.

3x3cUt0r
June 23rd, 2008, 06:11
When asking for the 2nd CD, it won't be detected if using Change Disc => ISO with ePSXe v1.7.0. The same works perfectly with v1.6.0 and v1.5.2.

Although, the disk change in ePSXe v1.7.0 works fine if using Change Disc => CDROM with the CD on the drive.

#Note: The latter also works if mounting the image on a virtual drive instead of using the CD on the drive.

CD Change it's known to be semi-broken in 1.7.0.

Thanks for reporting.

KrossX
June 24th, 2008, 03:59
Partial duplicate of this thread (http://forums.ngemu.com/problems-games/106205-xenogears-sounds-hi-res-texmodes.html). Since this is the proper place to do so.

Plugin: ePSXe SPU core 1.7.0

While in battle, there's no sound when a character is selected/ready nor at battle end when "counting experience".

Such sounds can barely be noticed with P.E.Op.S. DSound Audio Driver v1.9.

Tested with settings:
Modes: All
Reverb: 0 and 2
Interpolation: 0 and 3
XA music: All enabled
Misc: All Disabled and with both SPU IRQ enabled.

I noticed no difference between settings (about the issue).

This sounds seems to be played properly using Eternal SPU Plugin 1.5 and Lite 1.41.

Also, there's no change in sound (stereo) when selecting Sound => Wide-Stereo. There's some change if using Eternal SPU plugin.

3x3cUt0r
June 24th, 2008, 04:47
I have sound when you switch the enemies you want to attack, but you are right, there is no sound when is counting experience.

KrossX
June 24th, 2008, 10:38
Here's a sample battle (right after starting the game, in the way to the Doc's house). Both are different, but they should do.

The sound "missing" is the one played when your character is ready to act. The sound can be noticed in the _Eternal file between attacks.

The files were recorded at 48KHz 16bits Stereo, but were too big so I compressed them as 44Khz MP3.

Xenogears_ePSXe_Core = Battle recorded when using the ePSXe SPU core v1.7.0 plugin.
Xenogears_Eternal = Battle recorded when using the Eternal SPU v1.50b plugin.

3x3cUt0r
June 24th, 2008, 20:48
Thanks for the report, you are right about the issue.

gtype
June 26th, 2008, 03:01
well i can only report on ff9, only game i played with 1.7. one bug fixed, the other really old bugs (cleyra black screen etc) are still there.

shuffle2
June 26th, 2008, 05:51
1.7 crashes for me whenever i'm in game, hit esc, then do file>exit:
Problemsignatur:
Problemereignisname: APPCRASH
Anwendungsname: ePSXe.exe
Anwendungsversion: 0.0.0.0
Anwendungszeitstempel: 483816fa
Fehlermodulname: StackHash_2945
Fehlermodulversion: 6.0.6001.18000
Fehlermodulzeitstempel: 4791a783
Ausnahmecode: c0000374
Ausnahmeoffset: 000aada3
Betriebsystemversion: 6.0.6001.2.1.0.256.1
Gebietsschema-ID: 1033
Zusatzinformation 1: 2945
Zusatzinformation 2: 639edbfe569642dd9f1bb4a5e0804e50
Zusatzinformation 3: d7a0
Zusatzinformation 4: ad259c53fd8486caeb532c3c5ad8002f

Lesen Sie unsere Datenschutzrichtlinie:
http://go.microsoft.com/fwlink/?linkid=50163&clcid=0x0407


it's really (*^&$%^%$ annoying, and i dont know what stackhash is, so i'm posting here.

p.s.- just googled; apparently stackhash just means that the module that caused the crash couldn't be identified. so fat load of help that is :p
p.s.s.- i'm also putting my name down on the want list for a xinput compatible pad plugin. speaking of which, why can't you use third party pad plugins with epsxe? (if you can, let me know how ^^)...it's late and i can't think too clearly

3x3cUt0r
June 26th, 2008, 06:08
It only happens on 1.7.0? if that happens on older versions then this isn't the correct thread my friend.

shuffle2
June 26th, 2008, 15:47
yes, only 1.7.0

Squall-Leonhart
June 26th, 2008, 15:55
add Epsxe.exe to the DEP allow list. should fix it.

scrapbrain
June 26th, 2008, 16:09
Hi,

Will there be an option to choose which PAD plugin to use?

In 1.5.2 version, my logitech rumblepad 2's analog and directional buttons both work, while in version 1.7.0, I have to press the toggle button on my rumblepad to switch directional controls from analog stick to d-pad and vice versa.

karas81
June 26th, 2008, 16:13
Hi,

Will there be an option to choose which PAD plugin to use?

In 1.5.2 version, my logitech rumblepad 2's analog and directional buttons both work, while in version 1.7.0, I have to press the toggle button on my rumblepad to switch directional controls from analog stick to d-pad and vice versa.

What do you mean ? :???:

Squall-Leonhart
June 26th, 2008, 16:14
Install newer drivers, the rumble pad works fine in 1.7.0.

scrapbrain
June 26th, 2008, 16:27
What do you mean ? :???:

I mean I can use both dpad buttons and the analog stick at the same time in ePSXe v1.5.2

shuffle2
June 26th, 2008, 18:23
add Epsxe.exe to the DEP allow list. should fix it.

still crashes.

Squall-Leonhart
June 27th, 2008, 03:16
still crashes.

what plugin are you using?..... have you got the peopsoft 1.18b plugin?

shuffle2
June 27th, 2008, 04:58
i'm using peops ogl2 2.9, and i didn't have peopsoft 1.18b, but now i do....still no change. btw, i tried all plugins i have (for each category), still no change. so i guess im stuck.

myloch
June 27th, 2008, 09:40
I seriously think it's a opengl driver related problem. try to update your graphic drivers

shuffle2
June 27th, 2008, 14:21
...using nvidia 177.41

Squall-Leonhart
June 28th, 2008, 04:58
might be related to vista's themes, enable the disable visual themes compatibility option, in epsxe properties.

could also be related to vista permissions, enable the run as admin compatibility option.

shuffle2
June 28th, 2008, 16:10
tried all that already....zzzz

Squall-Leonhart
June 28th, 2008, 16:42
Crazy O.o, >.< **** Vista

Try installing the Application compatibility toolkit

lagunareturns
June 28th, 2008, 18:44
I hate everyone saying its vista fault when i used epsxe 1.7 on many different systems running vista 32bit and never had such an issue. If you are using vista 64bit i cant help you but if you are using 32bit make sure your vista is up to date, or at least have service pack 1 installed, have the latest directx installed (i think its may 08 now) and update drivers. If problems still persist check if you are running an app that may conflict with it, run a stress test on your ram or check your hdd for errors because i never seen this error on vista 32bit on a broad range of hardware.

Squall-Leonhart
June 28th, 2008, 18:55
Vista is a big source of problems in the emulation world (in some cases due to changes in the memory management, in others due to drivers, others still patches, settings etc)

Consider pcsx2 for example, because it virtualisations portions of memory, you may not always be able to load pcsx2, resulting in having to reboot. thats not a pcsx2 bug, thats a change in vista causing a bug.

lagunareturns
June 28th, 2008, 19:47
Vista is a big source of problems in the emulation world (in some cases due to changes in the memory management, in others due to drivers, others still patches, settings etc)

Consider pcsx2 for example, because it virtualisations portions of memory, you may not always be able to load epsxe, resulting in having to reboot. thats not a pcsx2 bug, thats a change in vista causing a bug.

I agree with you there but it allows much more stability, i run countless games new and old plus poorly made emulators and my computer never crashed not like winxp where comp get frozen, bsod and countless other issues. That is to say i havent got it too on vista but no where near as much, heck my comp hant been shutdown or restarted for 4 weeks now, with xp on the same hardware and apps i was lucky to last a week.

Most problems with vista has been solved but emulators are of no surprise to me when it comes to vista because they arent applications that were developed with a large team and the developers are usually enthusiasts than professional developers. Please not that i am not saying that they are not doing great work, even more so than some of the professional developers. I am just saying that most emulators that dont work on vista use patches, other peoples codes, hacks or shortcuts (this is not in regards to pcsx2 since i havent used it yet) to make the games work or work faster. Anyways that is from my experience anyways.

shuffle2
June 29th, 2008, 00:01
no dumb arguments here kthx
i switched to psxeven (migrating over my plugins/memcards/settings/etc) now psxeven works... so bye bye epsxe.

Squall-Leonhart
June 29th, 2008, 00:59
lol its wierd, psxeven works for you, but wouldn't for me....

KrossX
July 5th, 2008, 15:05
I was going to post this into the Problems with Games section, but it seems to most likely an ePSXe bug.

Alright, I noticed sometimes the movement was slower than normal in certain areas but nothing else was. I mean, the sound has no slowdown nor cracking either, is perfect. But, the image goes slower. I noticed this with the following combination:

ePSXe v1.7.0; Sound = ePSXe Core v1.7.0; Video = Pete's OGL2 v2.9

Although, the video plugin always showed ~60fps even under the "slowdown" parts. So I tried with the Pete's Soft plugin and was the same, but after using the "Use PC fps calculations" fix.... it showed that in the slowdown parts the FPS decreased to 20fps from the normal 30fps! (some proof at last!)

I've tested with the following, and still happens the same slowdown.
(I remember some similar slowdows while playing Metal Gear Solid)

ePSXe v1.6.0; Sound = Eternal v1.5b; Video = Pete's Soft v1.18b

I'd made the mistake of following the story, so I had to spend some time getting close to an area near of testing. (with memcard)

#EDIT1 - Update: Tested with => ePSXe v1.5.2; Sound = No Sound 0.4 (for testing purposes); Video = E}I{'s GPU plugin V0.981 b (just to try a non Pete's plugin). Still shows the same slowdowns. I guess 'tis a long non adressed issue in ePSXe.

Suggestions to further testing are welcomed, if more testing is required.

#EDIT2: Added memcard with the save near testing place (screenshots).

#EDIT3 - Update: New test with => SSSPSX v0.0.34; Sound = Eternal v1.50b; Video = Pete's OGL2 v2.9. No image slowdown at all, works properly.

My brain cannot think in a good procedure for testing... ~40ish hours without sleep... oh, forgot.. some pics (so it shows the FPS display):

lagunareturns
July 5th, 2008, 18:37
I was going to post this into the Problems with Games section, but it seems to most likely an ePSXe bug.

Alright, I noticed sometimes the movement was slower than normal in certain areas but nothing else was. I mean, the sound has no slowdown nor cracking either, is perfect. But, the image goes slower. I noticed this with the following combination:

ePSXe v1.7.0; Sound = ePSXe Core v1.7.0; Video = Pete's OGL2 v2.9

Although, the video plugin always showed ~60fps even under the "slowdown" parts. So I tried with the Pete's Soft plugin and was the same, but after using the "Use PC fps calculations" fix.... it showed that in the slowdown parts the FPS decreased to 20fps from the normal 30fps! (some proof at last!):

Cant you notice (like chrono cross but with out the slowdown of sound as well) that the emulator is emulating actual slowdowns that is present in a real psx

KrossX
July 5th, 2008, 18:44
Is not present on the real PSX.

Also, pSX does the work properly. Therefore, it's a trouble with ePSXe.

Squall-Leonhart
July 6th, 2008, 05:13
the slow downs do occur on a real PSX, how ever, you notice them more on a PC due to how FPS and controller latency works on it. N64 is the same way, if you are using PAL games you will notice the game slow down, which is why i find it better to manually set the fps for PAL games to 60, rather then 50.

How ever, some effects, do actually cause more of a slow down on a PC, then they do on the PSX, and theres not much that can be done about it.

KrossX
July 6th, 2008, 07:04
I've tried the very same area in the PSX (good thing is near the beginning), and it worked perfectly. The movement of the characters didn't slow down at all. If there's an FPS decrease there, it's not noticeable. The same happens with pSX wich shows no slowdown at all.

Forcing the FPS to 60/30 (Pete's Soft plugin + PC fps calculations) on ePSXe will cause the sound to accelerate and/or produce crackling sound in the areas.

Again, if there's a slowdown with the real PSX, I do not notice it. The ePSXe 30% fps decrease is easly noticeable. And again, pSX has no noticeable slowdown (info shows no fps decrease either) just like the PSX. Therefore, I concluded this to be an ePSXe related issue.

It is probable that the TV's way of showing images (I have a very old 24'' TV) "covers" this "slowdown" in some way. It is also probable that in the case the previous sentence is true, the pSX emulator may have some workaround for it, or a way to minimize or "fix/correct/smoothen/hide" this "slowdown". Since the previous versions of ePSXe that I've tried shows exactly the same behavior, it's most probably to remain the same.

Anyway, since I thought this to be an issue with ePXe and, after testing it, I still think of this to be an issue or at least "not displayed right". In a way of offering my "two cents", I'd reported it . If this posts have been futile and erroneous, may please a moderator remove them.

Squall-Leonhart
July 6th, 2008, 10:50
PSX does everything in software, the petes plugins do it on hardware where possible, if the Peopsoft plugin is having issues its worth informing pete,

How ever, as it is, there could very well be emulator issues at play, as during development, there were a few bugs introduced, (and fixed) which caused certain effects to slow to a crawl.

Oldwise
July 11th, 2008, 21:27
Hello, everyone.
Thanks to developers for ePSXe 1.7.0
Crash Team Racing is running now. ePSXe 1.6 wasn't able to open it. But there is a small pity - sstates aren't working in this game.
And one more trouble: in Tomba!2 there are problems with sound. When the music of current level ends, music of next level begin to play. (In the Starting Beach after the soundtrack of Starting Beach music of Coal Mines begin to play and so on. In the Water Temple after its soundtrack music of Final Fight is playing.)
Thank you for all your work. I hope that ePSXe will live and this little bugs will be fixed in further versions of this great emulator.

V1ncent
July 12th, 2008, 06:00
Oldwise, can you post screenshots of CTR with the plugins used in http://forums.ngemu.com/epsxe-discussion/105342-epsxe-v1-7-0-new-working-games-screenshots.html
CTR runs in 1.6 fine for me (after enabling SPU IRQ hack in sound configuration)
But not in 1.7.

Oldwise
July 12th, 2008, 18:51
V1ncent, posted.

KrossX
July 19th, 2008, 06:10
Analog to Breath of Fire IV [NTSC] *Slowdowns Issues* (http://forums.ngemu.com/1389230-post150.html).

Same as with BoF4, occurs with ePSXe v1.5.2 / 1.6.0 / 1.7.0 regardless of plugin used. Same again, the game works properly with pSX and SSSPSX.

Can be checked right at the city/town(?) in the beginning of the game, once you have control of the character. (wich is where I am at now ~.~)

jonc2006
July 19th, 2008, 06:20
i have BoF IV, ive never gotten around to playing it on any version of epsxe yet but now that ive heard about this i will probably test it to see if i get it as well. ill post whatever happens when i get the chance.

Squall-Leonhart
July 19th, 2008, 06:33
I'll see about getting us some beta's KrossX

warwizzard73
August 16th, 2008, 19:55
I have the gamemon usb converter and yet i can not get it to work with vista 64 at all wont install properly

lagunareturns
August 17th, 2008, 06:00
I have the gamemon usb converter and yet i can not get it to work with vista 64 at all wont install properly

well this is an epsxe discussion on its bugs not a hardware/os discussion. still it is old news, pretty much getting drivers for generic controller and usb converters have poor support for new operating systems and especially 64 bit ones. best bet try google, i found my vista drivers for my usb converter at a shop that sells them, the wierd thing is that they are developers of the updated drivers since there are no support for them anymore and still update it every three months

snow2sun
October 11th, 2008, 14:08
There is a problem of change disk running in ePSXe 1.70, it does‘nt work!But the version 1.60 is working fine.
ver 1.70
video: pete's D3D driver 1.77
sound:ePSXe SPU core 1.7.0.
cdrom:ePSXe CDR WNT/W2K core 1.7.0.
bios:Scph101.bin

ver 1.60
video: pete's D3D driver 1.77
sound:ePSXe SPU core 1.5.2.
cdrom:ePSXe CDR WNT/W2K core 1.5.2.
bios:Scph101.bin

Squall-Leonhart
October 12th, 2008, 05:28
way to post old news buddy

Squall-Leonhart
October 13th, 2008, 09:45
I've hereby smashed any ideas that theres a bug with magic casting in FF9, Anyone having such issues should recreate the image they are using "AND STOP USING WAREZED IMAGES"

There is however a notable issue with some disks, where the internal CDR plugin will spit out read errors, so use the Sapu or Xeven plugins to work around such area's. Save states can be used to save before any of these issues, and reload, to avoid the freeze at startup(which occurs on subchannel protected disks)

Suissant
October 16th, 2008, 16:59
I don't know if you guys already know, but an english patch was released for Persona: Innocent Sin Persona 2: Innocent Sin translation blog (http://tsumi.wordpress.com/).
The guy who made the patch says that the patch has issues with epsxe 1.7, namely that pictures are missing in the credits. He said the game is compatible with real hardware, so the issue is probably with the emulator.
It's really a minor issue and I'm just pointing out in case you guys would want to know why :)
I would do this if knew at least a fraction of emulation, but I'm really illiterate in it
Sorry if I posted in the wrong thread.

sim51177
October 22nd, 2008, 15:53
I download version1.7 yesterday. and i found some bugs. next is that.

1. effect sound of 1.7SPU is less clear than of 1.6spu. bgm is alright.
2. built-in frame liniter is unstable. when i turn off GPU limiter and turn on built-in limiter, the framerate does not stop, it moves among 50~70 FPS continuesly.
3. and when i turn on GPU limiter and turn off built-in limiter as i did in version1.6, framerate is stable as i exspected. but sound crapy happens that did not happen in version1.6
4. when i set framlimit 'ON' in GPU setting then i ran emulrator, the GPU limiter is always 'OFF'. so when i want to turn on GPU limiter, i should always use in-game GPU hot-keys(Home, End, PgUp, PdDn).
5. When I play game with turning on GPU limiter, then i control built-in limiter 'on' and 'off' using F4 key, the GPU limiter is not work propery. so then i shold turn 'off' and 'on' GPU limiter once again.
6. i still can not play the game 'tomb raider 1' directly using iso image, it stops when start new game. i should use daemon-tools.

Squall-Leonhart
October 22nd, 2008, 16:15
I don't know if you guys already know, but an english patch was released for Persona: Innocent Sin Persona 2: Innocent Sin translation blog (http://tsumi.wordpress.com/).
The guy who made the patch says that the patch has issues with epsxe 1.7, namely that pictures are missing in the credits. He said the game is compatible with real hardware, so the issue is probably with the emulator.
It's really a minor issue and I'm just pointing out in case you guys would want to know why :)
I would do this if knew at least a fraction of emulation, but I'm really illiterate in it
Sorry if I posted in the wrong thread.

Sounds more like a GPUPlugin glitch.


I download version1.7 yesterday. and i found some bugs. next is that.

1. effect sound of 1.7SPU is less clear than of 1.6spu. bgm is alright.
2. built-in frame liniter is unstable. when i turn off GPU limiter and turn on built-in limiter, the framerate does not stop, it moves among 50~70 FPS continuesly.
3. and when i turn on GPU limiter and turn off built-in limiter as i did in version1.6, framerate is stable as i exspected. but sound crapy happens that did not happen in version1.6
4. when i set framlimit 'ON' in GPU setting then i ran emulrator, the GPU limiter is always 'OFF'. so when i want to turn on GPU limiter, i should always use in-game GPU hot-keys(Home, End, PgUp, PdDn).
5. When I play game with turning on GPU limiter, then i control built-in limiter 'on' and 'off' using F4 key, the GPU limiter is not work propery. so then i shold turn 'off' and 'on' GPU limiter once again.
6. i still can not play the game 'tomb raider 1' directly using iso image, it stops when start new game. i should use daemon-tools.


1. The internal plugin isn't any less clear then Eternal, Eternal just has the audio boosted.
2. I've confirmed that in FF9, not using frame skipping helps. and its only in the 1.7x plugins.
3. This is buffer length related, and more common on cards which only have a software buffer.
4. How is this a bug exactly? you aren't supposed to enable both at the same time else bugs occur, this is to prevent those bugs.
5. Cannt confirm
6. Tomb raider 1 works perfectly fine, your image is probably bad.

verm
October 27th, 2008, 03:40
Wow-awesome work on 1.7.0! Some of my games that didn't work on 1.6.0 work pretty much 100% on 1.7.0 (e.g. The Next Tetris)

However, I've started having a problem with Virtual Pool 3. It was fine under 1.6.0, but when it starts in 1.7.0, the first splash logo screen is fine, but every subsequent splash screen including in-game backgrounds has garbled graphics (just random bits, in fact). Here's what I've tried so far to troubleshoot. If anyone has any suggestions as to something else to try, I'd appreciate any input you may have.

- Re-ripped my bin/cue it to .img instead and it still didn't work.
- I tried the original disc, still nothing. (in two different drives)
- I tried a different computer (system 1: ATI Radeon 9000 (latest drivers from ATI) using Pete's OpenGL2 2.8, system 2: Intel chipset integrated video using a multitude of plugins, including Pete's D3D 1.77, P.e.Op.s soft driver 1.18)
- Tried "Fast" and "Nice" settings in all cases.
- Edit: Also tried alternative BIOSes

Nothing I've tried so far has fixed the problem, except using 1.6.0.

What are your thoughts?

jonc2006
October 27th, 2008, 19:03
can you post a screenshot of this problem? are there any differences (doesnt matter how big or small) in this issue when using certain plugins and/or configs or does it appear to be the exact same thing in everything you try?

verm
October 27th, 2008, 23:08
can you post a screenshot of this problem? are there any differences (doesnt matter how big or small) in this issue when using certain plugins and/or configs or does it appear to be the exact same thing in everything you try?
Thanks for putting some time on this.

When I use an OpenGL plugin (OpenGL2 doesn't work on system 2, with the Intel integrated graphics), I only get the right 1/4 of the screen display. So I use D3D on that system. But I also should mention that system 2 is just a stop-gap laptop and isn't really my real playing system. But the menu options don't appear on the screen until I've moved the (invisible) pointer cursor over each option to make them glow and un-glow.

Here are the snapshots: 1-splash.png is fine in both versions. 2-normal and 4-normal are from 1.6.0. 2-bad and 4-bad are from 1.7.0.

I should also mention that the problem happens in full screen as well as windowed.

Squall-Leonhart
October 28th, 2008, 21:32
any fixes enabled? or memory resident tsr's?

verm
October 28th, 2008, 23:29
any fixes enabled? or memory resident tsr's?
I've killed all my processes that I could, and stopped all the services that would. Since one system is a 5-year old ASUS system and the other is a HP nc6400 (about 1 year old), it's unlikely they have much common hardware. So disabling random hardware drivers probably won't do much since the problem happens on both systems identically. As far as common TSRs, I have Avast Antivirus running on both (disabled and killed for testing). Once all the stoppable services were stopped, 1.7.0 wouldn't run anymore, but 1.6.0 did... Possible clue?

I've tried guessing and tweaking some fixes, but nothing changed. I've switched to "Fast" and "Nice" settings as-is, and also went through the range of "Compatibilty" options and there was no change except as follows:

Off Screen: 0
Advanced Blending: 0
Framebuffer Textures: 0
Framebuffer Access: 0
(for shorthand, I'll refer to these as "(0,0,0,0)")

(0,0,0,0): This setting showed none of the backgrounds or splashscreens, but the menu eventually came up on a black background.

(x,0,0,0): Same garbled graphics as usual (for x=1,2,3,4)
(3,2,3,4): No change

Tried turning on all fixes, no change.

I'll keep tweaking and exploring until something different happens, and I'll post that too. If I knew what the settings meant, it might help in directing my investigation.

verm
October 30th, 2008, 18:50
What's the best thing I can do to help pinpoint this bug?

KrossX
October 31st, 2008, 07:38
If you have Nero use the DiscSpeed tool, and do an Scandisc to your imange (mounted on a virtual drive) and to your CD. Check if there's any red dot.

Try the game on another emulator like pSX to see if it's only ePSXe having problems.
Other than that, try the PEOpS Soft plugin to check if it's a plugin's issue or an emulator's issue.

verm
October 31st, 2008, 19:24
If you have Nero use the DiscSpeed tool, and do an Scandisc to your imange (mounted on a virtual drive) and to your CD. Check if there's any red dot.I'll check this out and post my results. But if it worked on 1.6.0 but not 1.7.0, how could a CD or image defect be the culprit?

Try the game on another emulator like pSX to see if it's only ePSXe having problems.
Here's what worked well:
- pSX 1.13
- ePSXe 1.6.0
Other than that, try the PEOpS Soft plugin to check if it's a plugin's issue or an emulator's issue.Tried various plugins, none of which made a difference on 1.7.0.

Squall-Leonhart
October 31st, 2008, 20:31
hmmm anyone remember the command switch to enable interpreter in epsxe?

verm
October 31st, 2008, 21:11
hmmm anyone remember the command switch to enable interpreter in epsxe?

epsxe.exe -i

Squall-Leonhart
October 31st, 2008, 21:23
well if interpreter didn't work then its definitely a bug in some portion of the emulator. which isn't impossible considering the few regressions in several games.

verm
October 31st, 2008, 22:43
I wonder if there's anything else I can do to help pinpoint the source. I've got about 12-15 games but I haven't found any others that have this problem. This may be something a little difficult to track down, no?

How does this forum work as far as actually reporting a possible bug to the development team?

Squall-Leonhart
October 31st, 2008, 22:57
they read the forum.

Erzesel
November 3rd, 2008, 20:02
epsxe 1.7 don't respects the Framerate-setting in GPU-plugins ,it uses always the Limits of Pal or Ntsc.
Suikoden1+2 intro don't kracks on 65hz.
on epsxe 1.7 i must switch it manualy back to my Favorite Limit in the Fps-display of the GPU
:eyemove: thats stupid but theris no other Way.
1.7.0 has internal frame limiting, which can be turned on and off via the F4 key. This will cause problems with your GPU or SPU's frame limiting, so make sure your plugins' frame limiting is OFF so you can use ePSXe's, or make sure ePSXe's is OFF if you want to use your GPU/SPU's limitThers no switch to can dissable the internal Limiter by default.

Squall-Leonhart
November 4th, 2008, 01:41
You fail at life, seriously.

The internal limit is linked to the SPU plugin, if you use anything other then the internal plugin then the SPU synching is disabled.

Imo, petes recent changes to his auto setting are more accurate then spu synching.

djsolidsnake86
November 13th, 2008, 13:11
there will be a new bugfix version with more improvements?

DarkSamus
November 13th, 2008, 13:17
When they get around to it in THERE time:D

Squall-Leonhart
November 13th, 2008, 13:26
I've not heard a word from the team since july/august.

KrossX
January 4th, 2009, 12:17
Regardless of plugin, the battles just won't start, the final "countdown" (いざ いざつ!, I think >_< ) image remains displayed, and other dialogs are played on background.

The game is playable on ePSXe v1.6.0, and it's also broken alike on ePSXe v1.5.2.

Squall-Leonhart
January 4th, 2009, 13:45
hmm... might have to hunt a copy of this down on ebay.

andyqkw
January 5th, 2009, 02:33
Sure hope the ePSXe team release a bug fixed version which fix the internal SPU plugin.

Squall-Leonhart
January 5th, 2009, 05:16
its not broken.

andyqkw
January 7th, 2009, 12:07
The battle sound in Dragon Warrior VII is wrong.

Squall-Leonhart
January 7th, 2009, 12:22
loading from a save state? if so its the state thats the problem.

otherwise, use a different plugin. there will never be a 1 plugin fits all games.

andyqkw
January 7th, 2009, 12:35
It's the same for both saves games and save states...

I know that there are external plugins available, but I still prefer the internal one so I was hoping for it to get fixed.

Remember reading somewhere that there will be an interim update to ePSXe.

What's left is when, sure hope it won't be another 5 years wait.

Squall-Leonhart
January 7th, 2009, 13:12
calb was supposed to contact me when they started working on it again, which either means he forgot, or that they haven't started work again.

andyqkw
January 7th, 2009, 15:50
Guess we'll just have to wait patiently.

Really appreciate their great work on ePSXe.

Thanks.

friendlycrab
January 26th, 2009, 04:55
Jumping Flash 2: Missing Polygons and Overall Slow Emulation Speed

When playing Jumping Flash 2 in either ePSXe 1.6 or ePSXe 1.7 (Earlier versions not tested) various objects and characters are missing polygons. The missing polygons are not static but change seemingly at random depending upon the player (camera) orientation to and distance from the object/character.
This glitch affects multiple objects/characters at once.

Speed issue may be due to graphical plug-in but is most likely due to ePSXe; using various graphics plug-ins and alternate methods of acceleration/rendering, high-quality settings seem to have a very greater detrimental effect on frame rates in Jumping Flash 2 than they do in any other fully-3D game that I have tried. Moreover speed was even slower in ePSXe 1.6 than 1.7, suggesting to me that ePSXe may be causing at least some of the problem.

Issues are verified as being unrelated to user settings for the following reasons:
Occurs on various users' computers with different hardware.
Does not occur in emulator "Xebra" (but does occur in psxfin, albeit less than in ePSXe.)
Occurs regardless of hardware acceleration/software setting (OpenGL, D3d and Software-Rendering all exhibit same glitch.)

Thank you for great emulator I love it! :)

fireblaster_lyz
January 31st, 2009, 19:44
Jumping Flash 2: Missing Polygons and Overall Slow Emulation Speed


Original Thread (http://forums.ngemu.com/problems-games/117732-jumping-flash-2-graphical-glitches-slow-speed.html) (:

friendlycrab
February 3rd, 2009, 18:55
Hi,

Just posting to say that I have done some more testing and now the problem is even more confusing. :P

Running ePSXe in Administrator mode on Vista 64-bit fixes the missing polygons issue and, if framebuffer settings are lowered then the speed issue as well. However a new issue is introduced which is severe tiling artifacts on about a third of the game's textures, regardless of what is chosen for texture filtering/stretching.

So weird! I don't know where the problem really lies now. I would think it the graphics plugin, but psxfin had the same problem as ePSXe. oO

Squall-Leonhart
February 5th, 2009, 06:34
Get a better video card.
Update your drivers
Configure the system's aa and af settings properly.

stellarnight
March 1st, 2009, 05:57
Heart of Darkness, run from an image on ePSXe 1.7, freezes after the ninth play area right after the Shadow Commander eats Andy's gear. This glitch does not occur with ePSXe 1.6 with the same plugins, bios, and image file. I have tried a variety of bioses and plugins for video and audio for troubleshooting purposes to no avail.
A work around is to play through the glitch area in ePSXe 1.6 and then save to the memory card and and copy the memory card file to ePSXe 1.7 folder and load the game from there. the game doesn't seem to glitch at any other area for a while afterwards. However I have not played through the entirety of the game.

DJoneK
March 1st, 2009, 06:17
Yeah, I kinda ran into that problem and talked about it here (http://forums.ngemu.com/problems-games/106375-heart-darkness-1-7-0-a.html)

Seemed to me to be an audio plugin issue. Didn't test it throughly though.

taumpytears
March 5th, 2009, 09:26
when running epsxe 1.7. i have found the following bugs to be unavoidable for me.

descent crashes after the first level. "the movie part where you excape the exploding mineshaft just in time". shows the ship being chased by the explosion for about a second then crashes.

tempest x3. everything works except the bonus rounds from the red stages, the one where you have to stay on the green path. it shows the tunnel for about a second then just freezes picture until you run off the path and screw up the bonus. all other stages and far out digital acid trip graphics seem to work fine.

and yes. having exactly the same speed and graphics issues with j flash 2 as that other dude just a few posts back. also when you jump into water the screen goes absolutely bonkers until you jump out.

"surprise surprise" final fantasy 7. little green or red lines all over. battle "swirl" still does not work.

rayman 1. backgrounds look broken. like broken borders showing in the background where there should be none. and in the void of these broken areas are "tracers" left by objects in the foreground passing over the broken background. like a deck of cards spread out. you've figured out by now that i'm not fluent in geek. im still trying.

Squall-Leonhart
March 5th, 2009, 14:28
" "surprise surprise" final fantasy 7. little green or red lines all over. battle "swirl" still does not work."

its because you fail at setting up an emulator, fail at searching, and fail at life.

now, read the FAQ's ALL OF THEM, and you will learn what you need to.

taumpytears
March 5th, 2009, 20:48
i have... and everybody keeps coming up with final fantasy issues. i have posted this exact problem and gotten useful feedback which i followed to a t. what i really have a problem with is the fact that the opengl plugins dont work on my system for some reason. opengl 1.7 runs like molasses and the color tint is way off (yellows are way green). and opengl2 2.9 causes error and crashes. so there's some more bug reports. whether you like it or not. ya smug bastard... nice avatar

windows xp, geforce 440mx, duron 1.8ghz

Squall-Leonhart
March 5th, 2009, 21:05
YOUR BUG REPORT IS REJECTED.

Your hardware is the problem, not the emulator. while its still possible to get it working on less, it won't be very fast.

You probably aren't using the right RGB mode, and most likely have the SaI and level 6 filters on.

Plugin: Pete's OpenGL Driver 1.1.77
Author: Pete Bernert
Card vendor: NVIDIA Corporation
GFX card: GeForce 4 MX440
OGL version: 1.5.8

Resolution/Color:
- 800x600 Window mode
- Keep psx aspect ratio: off

Textures:
- R8G8A8A8
- Filtering: 0
- Hi-Res textures: 0
- VRam size: 64 MBytes

Framerate:
- FPS limitation: on
- Frame skipping: off
- FPS limit: Auto

Compatibility:
- Offscreen drawing: 4
- Framebuffer texture: 3
- Framebuffer access: 4
- Alpha multipass: on
- Mask bit: off
- Advanced blending: on

Misc:
- Scanlines: off
- Line mode: off
- Unfiltered FB: off
- 15 bit FB: off
- Dithering: off
- Screen smoothing: on
- Game fixes: off [00000001]

taumpytears
March 5th, 2009, 21:32
ok all bickering aside. no i do not EVER have the 2xsai on or the filtering on 6 (it only helps some games look good, on other games it just looks weird). r8g8b8 is what i use. now sorry to threadjack but only so briefly... my resolution is 1024x768 because thats what my monitor is. should i reduce full screen resolution? i guess that could free up some speed right?

dont even answer. i'll try it. but i warn you. i may return with some more amateur illegitimate bug reports.

are you saying my hardware is the problem because your familiar with my equipment or just because it's not working right?

Squall-Leonhart
March 5th, 2009, 22:10
I have a Duron 1.3, running a Geforce 4 MX420 sitting to my left, which I was previously using for some emulators, when i didn't want to fire up my other computer (which isn't in my room)

For the most part, it all looked perfectly fine running FF7, but it was relatively slow as the cpu wasn't fast enough for FVP (Full Vram Primatives), The GPU also only had a 64bit vmem bus.

Now i would've been using an MX440, with a 128bit bus, but unfortunately, i haven't gotten around to replacing the Capacitors i removed from it (they were failing).

Regardless, on games that aren't too intensive, i managed to run at full speed, FF7 for the most part is fine.... just don't try to run the Knights of the Round summon.... that'll kill your FPS on most Pre 6800 cards.

I managed to get through all of FF9 on the MX420, though i had to use frameskipping and this itself had a tendancy of screwing up the games frame ordering, and causing stuttering at full fps.

taumpytears
March 6th, 2009, 02:41
ok. so my weak link for speed and basically everything is the graphics card. that is why most games run smooth but some games are just pulling too much. and possibly all my problems could be solved with a better series card (6800 or up)? i'll stay out of this thread for a while now i promise. just a yes or no. new card and i might be good to go?

i'm not trying to drag this out. just tell me the 440mx simply isn't enough to run all the games. thats probably the only thing i needed to hear. but is my processor enough?

btw i cannot play games with frame skipping or sound stuttering of any sort. unnacceptable.

im about to take my computer apart right now.

Squall-Leonhart
March 6th, 2009, 03:09
Well, the cpu does count some as well, but the video card is where your real fps bottleneck is.

taumpytears
March 6th, 2009, 03:31
thank you. you've been very helpful even if perhaps a tad conceded.

taumpytears
March 6th, 2009, 06:25
ok i just found out (after more internet research than should be necessary due to slight lack of documentation with this emu) what F7 does (toggles between full graphics plugin and soft pllugin).
this cures all bugs ive reported except broken polygons in jflash2. and now that ive reached the second level of descent i see a new bug some walls are missing completely (quite a few actually) and other wall textures are... not correct. this is with both full and soft plugins

but everything looks like low res crap on my monitor with the soft plugin. oh well. if it aint one thing.

jonc2006
March 6th, 2009, 12:39
there was another poster awhile back who was having similar problems with the game, i believe it is rather difficult to get working on any emulators atm.

taumpytears
March 7th, 2009, 07:19
wipeout xl. songs dont finish. i only get to hear "we have explosive" or "firestarter inst" for a minute or two. about half the song. skips to the next song early (or repeats early if you have it set to one song). this is with internal spu 1.7 (of course). other sound plugins crackle a bit or i can't get the music working.

jonc2006
March 7th, 2009, 10:25
crackling sound is usually fixed by increasing the buffer size and missing music is usually the result of the subchannel data either not being read or not being included in an image of the game disc due to the format not supporting it. you should read over the troubleshooting FAQ because alot of these problems you describe sound more like the ones addressed in it and bad plugin settings rather than bugs in 1.7.0.

Squall-Leonhart
March 7th, 2009, 17:42
wipeout can only use the internal plugin since it has CDDA.

R!k!maru
March 7th, 2009, 21:32
Sorry if someone already committed it (I didn't find "search in thread" feature), but NFS: Porshe has menu problems in 1.7. Also some games ("Loaded") have CDDA problem (SPUCORE+internal iso or SaPu + any sound plugin). It stops after few samples (but work normal when not playing game actually oO). Mooby works fine.

PS. Sorry if I made mistakes. English is foreign language for me.

Squall-Leonhart
March 7th, 2009, 22:50
Porsche challenge menu's are framebuffer effects and may only work with the ogl 2 plugin.

R!k!maru
March 8th, 2009, 07:50
Porsche Unleashed [SLUS-01104] does not work even in software renderer in 1.7 (in OGL2 also of course). In 1.6 it works fine in all pete's plugins. And what about CDDA?

Squall-Leonhart
March 8th, 2009, 08:35
try it in interpreter mode.

R!k!maru
March 8th, 2009, 08:41
PU does not work correctly even in interpreter mode

taumpytears
March 9th, 2009, 08:18
crackling sound is usually fixed by increasing the buffer size and missing music is usually the result of the subchannel data either not being read or not being included in an image of the game disc due to the format not supporting it. you should read over the troubleshooting FAQ because alot of these problems you describe sound more like the ones addressed in it and bad plugin settings rather than bugs in 1.7.0.

but the main problem is that the songs only play for roughly half their play time before switching to next song using the epsxe internal sound plugin (which has no settings for me to screw up). image made from original copy using alcohol 52 free. .img, .ccd, .sub are all there... also somebody said the internal spu is the only one supporting cdda. but i'm pretty sure cdda was working for me with Eternal lite also. just crackling so i didn't like it (and i dont like to turn down the sample rate, i'm a quality snob)

oh wait. increase the buffer size. yeah i could try that

Squall-Leonhart
March 9th, 2009, 18:57
eternal only supports cda

marsback
June 5th, 2009, 12:49
in window mode the interface gets messed up if i close the " emulation window " ePSXe is lost in the background

PS: i use that mode alot ( multitasking )

the default ( integrated ) plugin ePSXe 1.7 uses does not keep the disc spinning which results in alot of resources lost and a small lag of 1 ~ 3.5 seconds

Squall-Leonhart
June 5th, 2009, 15:06
closing the emulation window does not close the emulator and leads to issues

Conclusion = Not a bug.

CDRom drives use idle wait times and data caching to prevent the need to read constantly, this is usually fine where most games only read the disk rarely but not so much with games which stream from the disk. so its technically normal behavior.

Conclusion = Not a bug.

Sapu CDR might allow some (not all) cdrom drives to disable the idle spin down time, for others there is CD-ROM Tool by Naiobrin Software (http://cdromtool.sourceforge.net/)

marsback
June 6th, 2009, 05:41
the Fps detection does not go with the actual game speed ( when it's a pal/ntsc that can be switch over in the game )

i think the [country] autodetect feature in the GUI is responsible for it.

Squall-Leonhart
June 6th, 2009, 06:15
so you mean a game that has both pal and ntsc?

marsback
June 6th, 2009, 06:35
a " hacked version " that allow region select

Squall-Leonhart
June 6th, 2009, 07:03
>.< im not even going to acknowledge the amount of fail that just occured here.

Live_Steam_Mad
June 15th, 2009, 23:11
Hi, I wanted to play Need for Speed 1 from my hard disk on my PC but it doesn't seem to work, only works for me on it's original commercial CD. I put everything into an ISO but it just sits there with a black screen when I choose run from ISO :(

It's fantastic though to see NFS1 working though on ePSXe . I am on AMD 2800+ 2.08GHz 1.5GB RAM , Gainward FX5600 NVidia card 256MB AGP , WinXP SP3 , and use Pete's DX6 D3d Driver 1.77 for video, ePSXe SPU core 1.7.0 for sound , ePSXe CDR ASPI Core 1.7.0 for CD , and scph7502 BIOS .

Why won't it run from an ISO file? Is there any way I can " HDD install " this and have it run off my HDD ?

Cheers,

Alistair G.

LoL_Man
June 16th, 2009, 02:37
You'll need a special software to make the ISO file, like alcohol or clonecd, search for a evaluation copy on google :thumb:

marsback
June 16th, 2009, 02:57
Hi, I wanted to play Need for Speed 1 from my hard disk on my PC but it doesn't seem to work, only works for me on it's original commercial CD. I put everything into an ISO but it just sits there with a black screen when I choose run from ISO :(

It's fantastic though to see NFS1 working though on ePSXe . I am on AMD 2800+ 2.08GHz 1.5GB RAM , Gainward FX5600 NVidia card 256MB AGP , WinXP SP3 , and use Pete's DX6 D3d Driver 1.77 for video, ePSXe SPU core 1.7.0 for sound , ePSXe CDR ASPI Core 1.7.0 for CD , and scph7502 BIOS .

Why won't it run from an ISO file? Is there any way I can " HDD install " this and have it run off my HDD ?

Cheers,

Alistair G.

CloneCdSlySoft CloneCD | clone cd, backup cd, cd copy, copy music cd, copy navigation cd, copy protected cd, safe disc (http://www.slysoft.com/en/clonecd.html) will make the cd image ( a perfect one )

Isos do not work on epsxe

Squall-Leonhart
June 16th, 2009, 06:48
they do... just not for *most* games

Live_Steam_Mad
June 16th, 2009, 13:54
I made the ISO manually with UltraISO but checked it well and all files are there and in the right places.

So ISO's work but NFS1 is one of those that may not work (as ePSXe 1.7 only recently gained compatability with NFS1 direct from CD anyway so I read) ?

That would explain it then. In which case there's a bug report for you. Unless someone else got NFS1 running from ISO?

I tried running it from HDD without it being an ISO also, but there's no executable to click on then when you select run PSX exe in the emulator. I checked in the whole list of files.

Cheers,

Alistair G.

masta.g.86
June 16th, 2009, 14:08
Use CloneCD.

When they referred to ISOs, they meant the actual format: image.iso

Most likely, you are running into copy protection issues. Use CloneCD as it can rip the subchannel data which, without it, is keeping your game from working.

Live_Steam_Mad
June 16th, 2009, 14:46
WOW!! Thanks for that! :thumb:

That fixed it "but good". Works perfectly from HDD now, looks like subcode was the problem. I used CloneCD and it created .ccd and .img , I just clicked on the .img and it worked a treat!

Thanks so much guys! This is so cool, it's one of my fave ever games. I played it to death years ago on my analog steering wheel / pedals and PSX1 but I broke them both (!) I used it that much so had to throw it out.

Looking forwards to getting an analog PC steering wheel + pedals to try this out on :cool:

Cheers,

Alistair G.

MrGARY
June 19th, 2009, 08:33
I want to know why I can't play or even load any iso file in epsxe1.70, it just returns me "failed to create rendering target" after I open any ISO file.

BIOS: SCPH1001
Plug In :
Video: DarkMan's D3D Driver Optimized 0.92
Sound: ePSXe SPU core 1.7.0
CDrom: Mooby2 cd disk image driver 2.8

thanks, I am really looking for help from you ...

Squall-Leonhart
June 19th, 2009, 09:51
because you are using an ancient gpu plugin which probably makes use of Dx7 z targets, which are no longer supported in most drivers.

use one of the peops plugins.

Ameth
July 5th, 2009, 23:22
Hi,

I have two controllers connected to the same PC and would like to be able to use them both on two different instances of ePSXe (so I can race one-player-games with my girlfriend). However, when the mouse leaves the window, you disable controller input, making using two at the same time impossible. pSX does the same, so using two different emulators would require one of them to change. As having two running at the same time makes the CPU-usage peak at only 5%, I don't see why anybody would want this behaviour.

Also, please make the configuration flatfile-based, so I can just copy the installation files. It's the only thing that makes sense.

karas81
July 6th, 2009, 01:36
Words failed me :(

Rayder
July 18th, 2009, 01:25
Been running ePSXe 1.7.0 with great success. I have not run into any games that I can't play with some minor tweaking of the plugins or settings. Mostly though, I just use Pete's OpenGL2 2.9 and the ePSXe SPU core 1.7.0 with the Mooby2 cd disk image driver 2.8 and every game I play "just works".

I've only encountered one very minor issue.....the game "One" (very hard game to search for info on, let me tell you) does not have sound during its intro (where the guy says, "I made a mistake"). During the game the sound is fine, but not the intro music or voice, though I DO hear the helicopter as it flies by in the intro. It's kinda funny, but at one time in 1.5.4 I had the sound working in the intro, now, even if I revert to 1.5.4 I can't get the intro to have sound no matter how much screwing around with the plugins I do. Anyone know what's up with that? The game otherwise runs fine though and has full sound while playing. I know it's not a big deal, but I'm sort of a purist that way. Is there a better disk image plugin I should be using? I know, I know, I probably should just stop worrying about it since the game works fine otherwise, but, well, you know...just thought I might be able to get it perfect somehow.

PC specs:
AMD Athlon64 3200 @2.4GHZ
ATI Radeon X1600
2gig RAM
WinXP Pro MCE
SB Audigy
Logitech Wingman Rumblepad 2

I think that's all the pertinent info necessary. Thanks for reading all my rambling.

KrossX
July 31st, 2009, 17:58
Issues: Delay between camera changes, and some missing sounds.
The testing was done just at the start with Leon up to the gunshop.

When using ePSXe v1.7.0, sometimes when the camera changes, there's
a delay that can take several seconds.

Also uppon reaching the gunshop, on the cutscene, there's no dialog sound
after the guy of the shop closes the door. There is dialog sound prior the
door being closed on the cutscene.
#Edit: Talking to the guy after the cutscene, does have dialog.

None of that happens with ePSXe v1.6.0.
*some issues remains, check edit2.

Plugins on last test:
GPU: Pete's OGL2
SPU: Eternal 1.50
CDR: Sapu's 1.3 (using CD)

Also tested with PEOpS, both Internal SPU plugins, Run ISO and also Sapu's
reading a virtual drive. No change at all about the issues.

#EDIT2:

Uppon further play, I've noticed some parts of dialogs missing with ePSXe 1.6.0 too.
For example, when talking to Ben after the attack. Attached, is a memcard
with the save I was using to test this cutscene.

Using 1.5.2 resulted in worst dialogs, I could say even worst than 1.7.0.

Tested with SSSPSX, using the very same plugins and configs, worked perfectly.

johnng2036
August 21st, 2009, 06:49
[ePSXe 1.7 not support "Gundam Battle Assault 2"]
I have just tested "Gundam Battle Assault 2" with
newest version ePSXe 1.7.0 (Win32).

It is tested with same BIOS, the result is the game
is fully supported with older version 1.6.0,
but version 1.7.0 does not support that.

The game will crash obviously in ver 1.7.0 during playing.

marsback
August 21st, 2009, 10:53
use the peops soft plugin and bios 1001

debrishole
August 24th, 2009, 11:56
V-Rally 2 (tested on EU version) controls are messed up during race.
Unable to accel using X, right does not turn to the right but instead shows front of the car.

Squall-Leonhart
August 25th, 2009, 10:08
.....maybe your controls were messed up anyway.

verboten999
August 25th, 2009, 10:13
V-Rally 2 (tested on EU version) controls are messed up during race.
Unable to accel using X, right does not turn to the right but instead shows front of the car.

Are you sure you mapped the controller right? Open the Control Panel, and calibrate your gamepad there, then check again the button assignments in the emulator.

debrishole
August 25th, 2009, 10:52
Are you sure you mapped the controller right? Open the Control Panel, and calibrate your gamepad there, then check again the button assignments in the emulator.
Hey, I used keyboard.

verboten999
August 25th, 2009, 10:54
Lol, sorry about that, my bad :p. If the buttons are assigned correctly but the problems persist, then I don't know mate. Maybe the others can help you.

debrishole
August 26th, 2009, 10:28
V-Rally 2 (tested on EU version) controls are messed up during race.
Unable to accel using X, right does not turn to the right but instead shows front of the car.

oh yeah, i run it without paradox patch... is it recommended for epsxe...