Search found 100 matches

by Omnislash
December 31st, 2020, 6:17 am
Forum: Archived Public Topics
Topic: Final Fantasy
Replies: 6
Views: 709

Re: Final Fantasy

Thanks. I will try and let you know. Is there a method to patch all the roms with libcrypt or I have to do it manually for every rom? as of now, it has to be done manually on a per-rom basis. I would highly recommend just playing the NTSC versions of Final Fantasy games anyway, as it is closer to t...
by Omnislash
December 24th, 2020, 7:57 am
Forum: Help and Support
Topic: No sound Tekken 1
Replies: 35
Views: 2455

Re: No sound Tekken 1

I can't do it :( I (physically) have Tekken 1 in PAL and when I rip it, I get the exact same amount of .BIN files as the USA release, while making sure the hash values were correct. Thus, when I make the .BIN+CU2 file with Systems console, it works perfectly and I have sound both on a PAL console a...
by Omnislash
December 24th, 2020, 5:54 am
Forum: Help and Support
Topic: No sound Tekken 1
Replies: 35
Views: 2455

Re: No sound Tekken 1

I have just one BIN file A proper redump-verified rip should look like this : https://i.ibb.co/30JdsBd/tekken.png Then, for it to be exploitable by the PSIO, you need to merge this multi-bin game into a single one, which is known as the BIN+CU2 format, which you can obtain from the Systems Console ...
by Omnislash
December 23rd, 2020, 9:19 am
Forum: Help and Support
Topic: No sound Tekken 1
Replies: 35
Views: 2455

Re: No sound Tekken 1

bevinkerroy wrote: December 23rd, 2020, 9:16 am Sound working, but no music. It’s PAL version, SCES-00005
Did you forget to use the tool to merge all the .bin files ;) ? This game has a LOT of audio tracks.
by Omnislash
December 22nd, 2020, 7:45 am
Forum: Archived Public Topics
Topic: Final Fantasy VII
Replies: 56
Views: 5238

Re: Final Fantasy VII

If you can provide us the hash value and if it's valid, I will reproduce it exactly on disc 1 in less than 15 minutes of my spare time. Unless it's a specific ps1 model issue which I highly doubt. But I already took some time to setup a japanese save and couldn't reproduce it on disc 3, so I'd gladl...
by Omnislash
December 22nd, 2020, 5:35 am
Forum: Archived Public Topics
Topic: Final Fantasy VII
Replies: 56
Views: 5238

Re: Final Fantasy VII

I really don't know what MD5 is. It's a hash function. Hash functions, which given any input, provide an almost "unique" output (collisions, meaning two or more inputs having the same output, do exist, but are extremely rare). A small variation of the input (let it just be 1 bit of data) ...
by Omnislash
December 21st, 2020, 11:27 pm
Forum: Archived Public Topics
Topic: Final Fantasy VII
Replies: 56
Views: 5238

Re: Final Fantasy VII

Cannot reproduce on a japanese PU-20 board. I'm using the FF7 International version (japanese) disc 3, with a converted save from NTSC-U. I can enter Junon from the world map without any issue. I guess either your dump hash is incorrect, or you are using the original version instead of international...
by Omnislash
December 21st, 2020, 11:14 pm
Forum: Archived Public Topics
Topic: Final Fantasy VII
Replies: 56
Views: 5238

Re: Final Fantasy VII

Ok so I converted my NTSC-U save to NTSC-J and it works well. As expected, the hiragana/katakana encoding is completely different yet it doesn't crash as my character names still seem to be in the right range. I will put it on my PS1 memorycard and test right now on the japanese international versio...
by Omnislash
December 21st, 2020, 9:29 pm
Forum: Archived Public Topics
Topic: Final Fantasy VII
Replies: 56
Views: 5238

Re: Final Fantasy VII

Is it the original version or the international one ? Anyway one could try to convert their ntsc save to a japanese one through MemCardRex. I've successfully done it for converting PAL saves to their NTSC-U counterpart, but I don't know if it would work if conveting to japanese saves. iirc there are...
by Omnislash
December 20th, 2020, 5:16 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

Emulators are great to that extent, you can even play PS1 games in widecreen 4K nowadays, but I wonder if that should be even called emuilation... Indeed, to me you can't call that emulation anymore. I mean it's a nice feature to show off, but I believe games should always be played in the way they...
by Omnislash
December 20th, 2020, 12:40 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

So I guess you can ignore my results for now as I seem to lack some knowledge on how to test this properly, or maybe it's right but then I don't get how frames could differ that much on the same game :shrug Well, I think that Matt can puzzle this out all right. At least this is repeatable and not s...
by Omnislash
December 19th, 2020, 9:15 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

In fact the characters don't even fade in at the same frame on xstation and psio, despite the fight being exactly the same : same enemies, same action by the same enemy on the exact same character... https://i.ibb.co/3fh8nr0/comparison.png So I guess you can ignore my results for now as I seem to la...
by Omnislash
December 19th, 2020, 9:02 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

So, what does that mean? That Matt doesn't have to speed things up, but rather smooth them? EDIT : in fact, the Xstation was missing 4 frames there to be at the exact same frame PSIO was, please ignore my remark. It's actually tough to get a good idea of what's going on without side by side compari...
by Omnislash
December 19th, 2020, 8:44 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

For instance (XSTATION above / PSIO below), from this frame up to the frame where the characters fade in : 44444644444544444444445444444444454464444444444 (total 195 frames) 444446446446445446446446446446546347444444 (total 190 frames) Don't think I made any error. I don't have a copy of the NTSC-U ...
by Omnislash
December 19th, 2020, 8:20 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

Well, I have two records but with OpenShot I couldn't sync both clips as I wanted, it doesn't seem to properly cut the clip at the right frames. Will see tomorrow what I can do. But counting frames manually through VLC I do get the same results as vitaflo, although I'm not 100% sure at which point h...
by Omnislash
December 19th, 2020, 4:44 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

What does this sequence of numbers mean ? Is it the sequence of "frame lengths" between two reference frames ? What I can do if it's of any interest : Provide a save on disk 3 (completed game) Find a good location to test this Provide gameshark codes to fix interesting (measurement-wise) s...
by Omnislash
December 19th, 2020, 12:23 am
Forum: General Discussion
Topic: [DIY] PSIOne
Replies: 12
Views: 1840

Re: [DIY] PSIOne

I wish there was support for PSOnes or later ps1 revisions with no parallel port through a dedicated pcb, as this is again an advantage for psio over other ODEs as it is technically compatible with all PS1 models.
Don't know how user friendly such install could be though
by Omnislash
December 18th, 2020, 10:14 pm
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

Thanks for your very informative post vitaflo. What this means in particular is that we need a set of gameshark codes to freeze/choose/force some encounters on some places somehow, so we can have a fast and reproductible environment to measure frames. I might quickly come up with a code to select en...
by Omnislash
December 18th, 2020, 11:22 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

You can give OpenShot a shot. Will check that out. That would be awesome if you could do that for Final Fantasy 7. I got an X-Station too and the battles play just like from a real CD. I would like to see this get resolved on PSIO, it's almost there. I'm not here to promote or bash either product, ...
by Omnislash
December 18th, 2020, 7:13 am
Forum: Development
Topic: PSIO Development Discussion Thread
Replies: 2726
Views: 522859

Re: PSIO Development Discussion Thread

Since I have a good capture card and an OSSC, I wanted to provide some PSIO vs Xstation footage side by side, but I don't know any software tool besides sony vegas (which I no longer have) to easily embed two videos into a single one