Formula one 2000 question
Formula one 2000 question
Hello, I have a question, why NO$PSX cannot continue working in Formula one 2000 after the first cutscene, i.e. the first loading. Refers to SLUS_011.34 and SCES_027.77. While epsxe2.0.5 and duckstation support? Any reply and help would be greatly appreciated.
- MasterLink
- Serious PSXDEV User
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- Joined: Jul 20, 2024
- I am a: Electronics repair, music and art.
- Motto: Try it anyway, it might work.
- PlayStation Model: DTL-H1001H
- Location: USA
Can confirm, after the loading screen it goes black. Even tried putting in a BIOS in the root directory of where the emulator is named PSX-BIOS.ROM per the manual in case, but no change.
TTY Debug Window: Something to note, while DuckStation does run it, notice it says it's applying a "Compatibility" setting for this specific game, "CPU Recompiler Disabled", indicating this game does need special care.
TTY Debug Window: Something to note, while DuckStation does run it, notice it says it's applying a "Compatibility" setting for this specific game, "CPU Recompiler Disabled", indicating this game does need special care.
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- MasterLink
- Serious PSXDEV User
- Posts: 111
- Joined: Jul 20, 2024
- I am a: Electronics repair, music and art.
- Motto: Try it anyway, it might work.
- PlayStation Model: DTL-H1001H
- Location: USA
So, while I don't think nocash has seen this post, or perhaps doesn't know what's going on, I *think* I have two hypothesis based on what I observe in No$PSX. It appears to get caught in an infinite loop.
Perhaps this game has self-modifying code (SMC)? I *have* seen some emulators CPU cores have issues with SMC's, and get caught in loops kind of like this.
Just a huge theory though, as I did run into another emulator with the same issue as No$PSX, but ironically it's a 20 year old emulator with no debugging, but it does use an Interpreter rather than a Recompiler.
(I honestly assumed No$PSX uses a Recompiler though, as an Interpreter would be slower? So this theory may be just flat out wrong.)
EDIT: Actually, this game seems to load multiple executables in RAM based on the TTY output. It appears to be pulling up a different executable. SBIOS's System File Loader going wrong?
Perhaps this game has self-modifying code (SMC)? I *have* seen some emulators CPU cores have issues with SMC's, and get caught in loops kind of like this.
Just a huge theory though, as I did run into another emulator with the same issue as No$PSX, but ironically it's a 20 year old emulator with no debugging, but it does use an Interpreter rather than a Recompiler.
(I honestly assumed No$PSX uses a Recompiler though, as an Interpreter would be slower? So this theory may be just flat out wrong.)
EDIT: Actually, this game seems to load multiple executables in RAM based on the TTY output. It appears to be pulling up a different executable. SBIOS's System File Loader going wrong?
PSXDev has a bot problem. If you see a random post with a stray pixel, don't click that pixel, it might be a hidden URL. REPORT it and be absolutely sure to mention where and how you found the hidden URL. Sometimes it's not in their sig, but hidden in quoted posts. If the report is declined, push back if you are 100% sure.
- MasterLink
- Serious PSXDEV User
- Posts: 111
- Joined: Jul 20, 2024
- I am a: Electronics repair, music and art.
- Motto: Try it anyway, it might work.
- PlayStation Model: DTL-H1001H
- Location: USA
I noticed that, but here's the kicker, the not found errors, those files really aren't actually on the disc, but the games code is indeed looking for them. I can only speculate that perhaps they compiled one executable for multiple regions, but that does sound rather silly and unoptimized to do.
Perhaps it is what's causing it though, just not sure. I *should* try forcing DuckStation to use an Interpreter and other emulation cores to see if the bug does creep up, but thus far I can't get DuckStation to stop overriding this behavior where it goes in compatibility mode with some games such as this.

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