NO$PSX V2.2 Released (16th Dec 2022)

Problems or feedback about the NO$PSX emulator by Martin Korth
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NO$PSX V2.2 Released (16th Dec 2022)

Post by nocash » December 17th, 2022, 12:36 pm

New update, http://problemkaputt.de/psx.htm

16 Dec 2022 - no$psx v2.2
- cdrom/emu/help: chd compression (thanks null for many test cases)
- cdrom/emu/help: pbp compression (partially supported, without encryption)
- irq: more accurate port 1F8010F4h dma irq handling (and removed alone_fix)
- windows: closes child windows (help,iomap,tty,etc) on exit (regain keyb focus)
- windows: uses SendNotifyMessage instead SendMessage for broadcast (avoid hang)
- bios clone: cd-audio player shows both left/right waveforms (white/gray)
- spu: bugfixed capture (voice 3 was accidently written to 400h instead C00h)
- cdrom/setup: scex mode optionally normal, unlicensed, dumb/stealth modchip
- cdrom: command 04h,05h,10h,11h,1Dh trigger error 80h when disk is stopped
- cdrom/emu: allocates larger cue sheet (for many tracks with multiple indices)
- cpu: conditional jump reserved bits (emulated, with optional warning)
- cpu: conditional bltzal/bgezal always set ra=$+8 (even when condition=false)
- cpu: emulates mul/div timings, fixed JALR opcode (for unstable rd=rs)
- cpu: emulates lwl/lwr as generic 'any_mem_ecx_mac' memory access
- cpu: emulates irq triggered after NEXT opcode after SR.bit0 changing 0-to-1
- cpu: emulates opcode.bit26-27 stored in cause.bi28-29
- cpu: allows/warns on unused/mirrored COP0 opcodes (vs invalid TLB opcodes)
- timers: fixed cmall clock cycle leak in process_event function
- gte: supports cop2 disable, emulates cop2cmd timings
- gte: accurate mvmva glitches for Vx=2 and Mx=3 (thanks mednafen source code)
- gte: fixed overflow flags for nclip/gpl
- gte: reading IRGB/ORGB registers takes 1 extra clock cycle (when gte busy)
- cop1/cop3: supports dummy cop1/cop3 opcodes (when enabled in SR.bit29/bit31)
- cop0: emulates glitchy jf/jt/lwc0/swc0 opcodes (versus SR.bit28)
- compression help: added note on BIOS/GUI using same LZSS as Destruction Derby
- kernel/help: added notes on NOPs in exception handler C(06h)
- debug/ass/dis: movl/movr opcodes (alias for native lwl/swl/lwr/swr opcodes)
- debug/iomap: resolves DMA control flags (IE,IF,prio from DICR/DPCR)
- help: added dtl-h2000-only CDROM kernel functions; in A(79h) .. A(8Fh) range
- help: added note about faulty SetSession TOC reading in older cdrom firmwares
- help: added note on undocumented cause.bit30 (branch delay condition)
- a22i: fixed slt(i)(u) opcode in native asm syntax
- file formats: blaster master chunks, ape escape sound archives, xz, upx, bm

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Post by Shadow » December 17th, 2022, 3:04 pm

Fantastic work as always NO$CASH. Glad the annoying Windows program close issue is finally resolved :lol:

Just one thing I noticed was on your site the year is incorrect. It should be 2022 (not 2017). The same goes for V2.1.
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Post by nocash » December 17th, 2022, 3:22 pm

Oops, yes, 2022. I don't have a calendar.

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Post by null » December 17th, 2022, 6:33 pm

Awesome, thanks to this new update and the useful infos newly added in the documentation of CDROM File Formats.
http://problemkaputt.de/psxnew.htm wrote: News
release notes
20 Aug 2022 no$psx v2.1
help: bugfix: bios C(03h) SysDeqIntRP is working (it's messy, but not bugged)
Is there a missing info in between the colon(:) of help and bugfix or it's just a typographical error?

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Post by nocash » December 18th, 2022, 2:06 am

When writing "help: bugfix:", I meant "correcting incorrect information in psxspx". Perhaps more confusing, that "bugged info" was referring to a non-existing "software bug".
I had thought that I had discoverd a bug in sony's SysDeqIntRP kernel function disassembling it - but I got that wrong, that kernel function isn't bugged.
The embrarrassing part is that I had included several warnings about it in psxspx - Don't use SysDeq!! Don't use any functions that are internally using SysDeq!!!! The kernel function is so unstable!!!!!!!! Panic! - but that's been all nonsense, and the kernel is much better than I had thought.

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Post by Squaresoft74 » December 20th, 2022, 1:59 am

Many thanks for the new release and PSF loading support. :D
I've noticed the bios clone still reports version 2.1.
Is that done on purpose or did you forget to bump it to 2.2 ?

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Post by Shadow » December 20th, 2022, 5:29 am

Whenever I try to run a game under V2.2 it just crashes instantly.
V2.1 seems to work fine still. No idea why this is happening.

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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.

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Post by nocash » December 20th, 2022, 12:12 pm

Squaresoft74 wrote: December 20th, 2022, 1:59 am I've noticed the bios clone still reports version 2.1.
Ah, I forgot to update the version number. There are only minimal changes in the bios clone though (slightly improved gui for the cd-audio player).
Shadow wrote: December 20th, 2022, 5:29 am Whenever I try to run a game under V2.2 it just crashes instantly.
Might happen. If it's happening with all games, but doesn't happen to other people (?) then it's probably caused by unusual .ini file settings, or uncommon kernel version or cdrom firmware version.

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Post by Shadow » December 21st, 2022, 5:04 am

nocash wrote: December 20th, 2022, 12:12 pm
Shadow wrote: December 20th, 2022, 5:29 am Whenever I try to run a game under V2.2 it just crashes instantly.
Might happen. If it's happening with all games, but doesn't happen to other people (?) then it's probably caused by unusual .ini file settings, or uncommon kernel version or cdrom firmware version.
I tried that before posting here. I downloaded a fresh copy and ran it (no BIOS or HC05, etc).
Crashes on any game or PS-EXE I throw at it :crying
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.

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Post by null » December 27th, 2022, 5:06 am

Hi nocash, is there a way to save the whole cdrom tree view content in Filesystem viewer as .TXT? Just for bug reporting purposes? So we can send you the undocumented unknown formats inside the cdrom?

These are the bugs I encountered in the new versions of NO$PSX and PSXTNY emulators.

Tested in Windows 10 v21H2
OS build 19044.2130

Recorded in Windows 10 built-in Xbox Game Bar screen recorder
Speed increased, to compensate for the forum upload limit. It has no effect in the emulation because I also tested it in normal emulation speed with same result.

NO$PSX v2.2
CDROM Vampire Hunter D USA
Format used - BIN/CUE/CHD
The audio and gameplay is working fine but after the intro FMV the "main menu option" screen becomes black. It should have text like start game, load game, option and difficulty levels (normal/hard) and background images.

PSXTNY v2.2
Same Vampire Hunter D CDROM bug.
Autosave Option in Emulation Setup doesn't work.
ALT+X keys for Quit doesn't work.
Closing the emulator using "Quit" by mouse or keyboard arrows is very slow compared to NO$PSX v2.2.
Can't retain the "Recent played games" list after quiting the emulator.
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Post by alexfree » January 20th, 2023, 11:03 am

I am trying to reverse the checksum used in the save file generated by GameShark Lite. Unfortunately, every emulator can not load past the 'Start GSLite' menu option after booting the BIN+CUE image, including no$psx emu. My brute force attempts to figure out the checksum have all failed, the emulator would help a lot if I could get the GSLite BIN+CUE properly started to see what bytes it actually adds to calculate the checksum.
Thanks for the great emu:)

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Post by nocash » January 24th, 2023, 8:51 pm

null wrote: December 27th, 2022, 5:06 am is there a way to save the whole cdrom tree view content in Filesystem viewer as .TXT?
Just for bug reporting purposes? So we can send you the undocumented unknown formats inside the cdrom?
I could add that feature. But wouldn't it be easier to just say "file XXX.YYY in folder ABCD" is having issues, without needing a TXT file for that?
null wrote: December 27th, 2022, 5:06 am CDROM Vampire Hunter D USA .. the "main menu option" screen becomes black.
Good to know. I have found this:

Code: Select all

PCSX Reloaded SVN r59304 Changelog:
  Vampire Hunter D - gpu.c
  - allow changes to linked list in middle of dma2 chain before GPU gets to it
  - fixes title screen
  - also fixes Einhander gallery images
So that's caused by some stupid timing bug in the game... it could be fixed with some dirty timing hack... or by actually implementing cycle accurate gpu emulation... that would require some research on gpu timings. I am not too motivated to do either one, but it's on the todo list.
null wrote: December 27th, 2022, 5:06 am PSXTNY v2.2 - ALT+X keys for Quit doesn't work.
Oh, yes, that should be ESC not ALT+X in gaming version. ALT+X works only in debug window (because game window defaults to use ALT and X for gamepad buttons).
null wrote: December 27th, 2022, 5:06 am PSXTNY v2.2 - Autosave Option in Emulation Setup doesn't work.
PSXTNY v2.2 - Can't retain the "Recent played games" list after quiting the emulator.
PSXTNY v2.2 - Closing the emulator using "Quit" by mouse or keyboard arrows is very slow
Thanks, will be fixed in next version. Currently it's simply crashing (because it tries to destroy one of the debug windows on exit, but that debug window doesn't exist in gaming version).

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Post by alexfree » September 20th, 2023, 3:51 pm

Not sure when this was added, but it has been invaluable in rapidly testing/developing non-stealth mod-chip anti-piracy bypasses for Tonyhax International, thank you.
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Post by CodeAsm » January 24th, 2024, 12:12 am

Another cool release, been more than a year ago. why isnt this thread pinned? and https://problemkaputt.github.io/psx.htm seems outdated?
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Post by nocash » January 24th, 2024, 10:07 pm

Pinned? Ah, the v2.0 and v2.1 are pinned, making them appear above the newer v2.2 version.
Shadow, can you remove those pins? And just leave everything unpinned.

The no$psx homepage is at http://problemkaputt.de/psx.htm

The github page isn't mine. Some years ago I've been looking for a cheap new webhost, and back then somebody in nesdev forum had created that page as an example how it would look like when hosting it on github. That's been done with very good intention, but I've no idea how to contact that person for asking to delete that page (I did try via nesdev PM, but got no reply)).

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Post by Squaresoft74 » January 25th, 2024, 8:43 pm

I hoped no$psx 2.2 it could get Parasite Eve 2 working but still not sadly. :(

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Post by Dacaskos » February 7th, 2024, 8:47 am

Any chance the next version can have 2nd player support? =)

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