NO$PSX V2.1 Released (20th Aug 2022)
Anybody tried the above test version? I'd really like to get that problem sorted out!
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Shadow Verified
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All I get is
and then it closes the debugger, but I still need to kill it via task manager because it's secretly still running.
Code: Select all
debug
tv
fonts
b
bb
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
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Squaresoft74 Verified
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Windows 10 22H2 x64:
Code: Select all
debug
tv
fonts
a
aa
b
bb
c
aspi
done
Thank you! That problem has been lurking around for several years, but now I know what hangs... it's this part:
Code: Select all
MFG 'b'
push offset patched_font_fname ;\remove font
call RemoveFontResourceA ;/
MFG 'bb'
push 0 ; push 0 ;
push WM_FONTCHANGE ; broadcast fontchange message
push HWND_BROADCAST ;
call SendMessageA ;/
;(hangs in above call)
Apparently you have another program that has locked up or refuses the handle it's message queue (you should theoretically see that in task manager, like tasks marked "not responding" or the like). And that's causing a ripple effect where the senders will also hang when sending broadcast messages to the hanging task.
I'll use SendNotifyMessage instead of SendMessage for broadcasts, that should work the same, but won't hang if any of the receivers fail to process the message (it might flood the message queue of the hanging task, but that's not my problem).
Bigger problem: The Win32 ref says that SendNotifyMessage isn't supported on win32s... so that function may kill support for windows 3.1 damnit : /
I haven't tested for a while, but the older no$xxx should work (or almost work) with win3.1 (when having the 32bit win32s upgrade installed). If neccessary, I could fallback to use SendMessage instead of SendNotifyMessage when detecting that old OS, but I don't currently have a PC set up for testing that stuff.
Good to know. Then it appears to be normally working, and only hangs if another task is hanging.Squaresoft74 wrote: ↑December 9th, 2022, 6:42 am Windows 10 22H2 x64:No crashing nor task manager bugs here.Code: Select all
debug tv fonts a aa b bb c aspi done
The TTY window (and Help window and others) are normally automatically closed when reaching ExitProcess. Anyways, I've added code for closing them before ExitProcess yesterday (the main advantage is that it will now restore the keyboard focus to the correct window).
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Shadow Verified
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Detecting the OS and applying the correct code to support it would be ideal, that way NO$PSX still works under Win16 systems. No point ditching Win16 support just because the exit code is broken on modern systems.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
I am sure that win32s does at least require a 80386SX processor (hence the name: it's 32bit, and won't work on 16bit computers).
Btw. win32s was really rare ultra-odd exotic stuff, I doubt that more than 5-10 people (myself included) have ever used or supported it.
But yes, win32s support would be a neat nonsense feature, but detecting the OS without testing if that function (and other functions) are actually still working would be kinda pointless.
Btw. win32s was really rare ultra-odd exotic stuff, I doubt that more than 5-10 people (myself included) have ever used or supported it.
But yes, win32s support would be a neat nonsense feature, but detecting the OS without testing if that function (and other functions) are actually still working would be kinda pointless.
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Shadow Verified
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By the way, version 2.2 is missing from here https://problemkaputt.de/psx.htm 

Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
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gwald Verified
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I just tried 2.2 from the .de site, in winXP it crashes when launching via cmdline with a psx.exe as first param.
dragging and dropping seems to crash the same way.
dragging and dropping seems to crash the same way.
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Shadow Verified
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That's the same issue I'm having

I'll have to stick with V2.1 until NO$CASH can try it himself under Windows.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
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Shadow Verified
- Admin / PSXDEV
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- PlayStation Model: H2000/5502
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Just an update regarding the broken volume levels. It seems I overlooked the volume slider ('Sound Volume' seen in my screenshot below) within the NO$PSX options. Sliding it back to full volume restored the issue. It operates independently from the Windows volume slider which is why I was so confused why I couldn't hear any audio output from NO$PSX anymore.
NO$PSX V2.2 however is still completely broken for me and fails to run any game (instantly crashes) which is why I've stuck with V2.1 for the time being.

NO$PSX V2.2 however is still completely broken for me and fails to run any game (instantly crashes) which is why I've stuck with V2.1 for the time being.
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Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.
This the wrong thread, for no$psx v2.1. I guess that's because the v2.1 thread is sticky and appears above v2.2.
Thanks! I'll fix that. No$psx v2.2 is allocating larger cue sheets, but the commandline loading did occur before doing that allocation.
No surprise then. Though I had thought that the newer windows versions would have that slider synced with one of the windows hardware mixer volume sliders.
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They could add the FPS counter
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