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#21 |
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Registered User
![]() ![]() ![]() Join Date: Feb 2008
Location: Houston
Posts: 412
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Yes, I understand that, but is there a way to create a .ini for xebra to use a certain simulation setting for each game listed in the .ini? We can start testing the games and see what SIM setting is best for each game and add that to the .ini for Xebra to use once it detects a game from the .ini is being loaded. Kinda like how PJ64 allows each game to store its own settings in a config file for use in each game.
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#22 |
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Registered User
Join Date: Aug 2009
Location: .
Posts: 2
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Testing Final Fantasy Tactics, works perfect and looks really good, just like in the ps1. Used both Xebra & Arbex (Arbex seems better though, not sure) versions 110108 and 110115. Video Settings: OGL Stretch and Progressive with the three cycles in 0. All the other settings in their defaults. No crashes so far and I've even loaded up without trouble an old memory card image I had from epsxe. The game runs at full speed except in certain scene animations (like some of the summons), but I can barely notice the fps drop. My machine: Athlon 64 x2 3800, 3gb ram and a 7300gt. Last edited by javs; February 3rd, 2011 at 02:36.. |
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#23 |
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Registered User
![]() ![]() ![]() Join Date: Feb 2008
Location: Houston
Posts: 412
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Art thou sure thy athlon 64 is dual core? I think the 3200+ is still single core, the X2 series starts at 3800+ I believe.
Last edited by drhycodan; May 19th, 2011 at 02:08.. |
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#24 |
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Registered User
![]() ![]() ![]() Join Date: Mar 2009
Location: Dominican Republic
Posts: 491
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Yeah Athlon 64 3200+ is single core, that was my processor till i upgraded my rig in my signature.
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CPU: Intel(R) Core(TM)2 Duo CPU E8200 2.66GHz GPU: BFG Tech NVIDIA GeForce GTS 250 OverClock Edition 1GB RAM: KINGSTON 2GB 800MHz PC2-6400 DDR2 PSU: Super Flower 700W MB: MSI G31TM-P21 |
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#25 |
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Registered User
Join Date: Aug 2009
Location: .
Posts: 2
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Sorry, yes, its a dual core 3800.
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#26 |
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UP OK↑
Join Date: Oct 2010
Location: USA
Posts: 7
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Valkyrie Profile [USA] will hang or crash in Run 2 or Run 3 modes when navigating around the Camp menu. I've had this happen every time I select and then exit "Divine Item." In order to avoid this, set the I Cache Size (Run > Simulate > I Cache Size) to 0 or run in "Interprete" mod.
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CPU: Intel Pentium Dual Core @3.20 GHz RAM: 3 GB DDR2 GPU: NVIDIA GeForce 9500 GT; 1024MB SC: Built-in Realtek HD MoBo: Intel DP43TF OS: Windows XP SP3 HDD: Western Digital WD7500AARS 750 GB Last edited by VerySneaky77; June 6th, 2011 at 09:24.. |
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#27 |
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UP OK↑
Join Date: Oct 2010
Location: USA
Posts: 7
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Posting .SIM files
Because I don't want to bloat the subforum with new threads, I'm posting a .sim file here for Valkyrie Profile [NA]. Save the .sim in the same location as and rename it to same name as your Valkyrie Profile game image file and the .sim will load automatically upon the game's selection. Do the same thing for the second disc image as well. See if this .sim works for you if you have trouble running the game.
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CPU: Intel Pentium Dual Core @3.20 GHz RAM: 3 GB DDR2 GPU: NVIDIA GeForce 9500 GT; 1024MB SC: Built-in Realtek HD MoBo: Intel DP43TF OS: Windows XP SP3 HDD: Western Digital WD7500AARS 750 GB Last edited by VerySneaky77; June 11th, 2011 at 06:23.. |
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#28 |
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GameCube Player!
![]() ![]() ![]() ![]() ![]() Join Date: Feb 2002
Location: Shaolin Temple , The Tibet Mountains
Posts: 1,290
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i can confirm that VP issue, game crashed for me when i was creating divine items, and tried to exit the menu, in 1-pass recompiler run
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My specs: Core i7 3930k, GeForce 660Ti, 16GB RAM |
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#29 |
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Registered User
![]() ![]() Join Date: Jan 2012
Posts: 157
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XEBRA 110425 Video Output: Stretch with OpenGL + Stretch + Whole Frame Buffer - Nearest + Progressive + Cycle(1) = 0 Cycle(2) = 0 Cycle(3) = 0 Run Pass 1 (Interpreter) Castlevania Symphony of the Night - NTSC-U Works great with no major problems Castlevania Chronicles - NTSC-U Works great with no major problems Mega Man X4 - NTSC-U Works great with no major problems Mega Man X5 - PAL Works great with no major problems Mega Man X6 - PAL Works great with no major problems Mega Man 8 - PAL Works great with no major problems Crash Bandicoot Collection - NTSC-U Works great with no major problems Lunar Silver Star Story Complete - NTSC-U Works great with no major problems Lunar 2 Eternal Blue Complete - NTSC-U Works great with no major problems Resident Evil 2: Dual Shock Edition - NTSC-U Works great with no major problems Resident Evil 3: Nemesis - NTSC-U Works great with no major problems Doom - NTSC-U Works great with no major problems Final Doom - NTSC-U Works great with no major problems Oddworld Abe's Oddysee - PAL Works great with no major problems Oddworld Abe's Exoddus - PAL Works great with no major problems Tested all games 10 minutes each and WOW what an emulator. |
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#30 | |
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Registered User
Join Date: Jan 2012
Location: United Kingdom
Posts: 13
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Quote:
1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F, 10 ... You can perform conversions in the standard Calculator app by switching it to the Programmer view. EDIT: Ergo, the default value of 18 is actually 24 in decimal. Last edited by kerframil; January 7th, 2012 at 06:25.. Reason: Additional information. |
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#31 |
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Registered User
Join Date: May 2011
Location: California
Posts: 25
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Hello Everyone, Here is a small Arbex US Compatibilty List. http://forums.megagames.com/threads/...ty-list.51264/ |
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#32 |
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Normal Person
![]() Join Date: Oct 2009
Posts: 68
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Noticed a couple small glitches in Dead or Alive NTSC-J, nothing serious - In the screenshot below you can see Hayabusa's hair going way off screen - If you stay in one stage too long the music stops and doesn't loop anymore In another thread someone mentioned that the snow in MGS is purple... Well there's definitely a purple tint but it's supposed to be that way if you look at some old screens. I'm impressed with how accurate the sound is on that game too. MGS sounds like pure crap, just the way I remember it, and it's amplified tenfold when I play with my studio monitors. They must've recorded all the dialogue on a pineapple |
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#33 |
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..!!
![]() Join Date: Oct 2008
Location: Miami, FL, CUBA
Posts: 90
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Pardon for offtopic.. synce.. is ye serious ? To each his own.. their recording tech worked wonders |
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#34 | |
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Registered User
![]() Join Date: Nov 2011
Posts: 63
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Quote:
Really what I would like to know is if Monster Rancher 2 can read and get monsters off of CDs if I just use my ripped game image. I really do not want to have to use the actual disk if I do not have to use it. |
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