Coder Social home page Coder Social logo

wiisxrx's Introduction

WiiSXRX logo

WiiSXRX was born as a fork of WiiSXR, itself a fork of the original WiiSX, a PSX emulator for the Gamecube / Wii.

The starting point for this code base was Mystro256's WiiSXR, a continuation of daxtsu's libwupc mod of wiisx, which is in turn based off of Matguitarist's "USB mod5".

For all the details concerning the use of the emulator, DO READ THIS: https://github.com/niuus/WiiSXRX/tree/WiiSXRX-Evo/Gamecube/release/apps

Downloads

All downloads can be found here:

https://github.com/niuus/wiisxrx/releases

Reporting Bugs

Don't report bugs related to specific games. Only bugs related to the emulator. Please note that i am not affiliated with PCSX or any of its forks, so mentioning me or WiiSXRX is unnecessary and unadvised, to avoid confusion.

If you have any programming skill, feel free to collaborate and check the Goals section!

Goals

  • Fix gcc build warnings (see build.log for details). Not sure how much the punned pointers will affect optimization, but no warnings is always better than any at all IMHO.
  • Improve plugins (perhaps replace them?). Maybe an OpenGL plugin can be ported to GX (with the help of something like gl2gx, WIP see gxrender branch).
  • Xbox 360 and USB HID controller support.
  • DualShock 3, DualShock 4 and DualShock 5 controller support.
  • Ability to take screenshots like Snes9x RX.
  • Possibility to select other BIOS with some basic buttons.
  • 240p support.
  • CHD, ECM, PBP compressed file support.

Any help is appreciated.

DISCLAIMER: Again, do not report issues with specific games, as they may or not be fixed with updates to the code later in the future.

Credits:

Original WiiSX team: tehpola, sepp256, emu_kidid

Original WiiSXR coder: Mystro256

Mods & updates: Matguitarist, daxtsu, Mystro256, FIX94, NiuuS, xjsxjs197

wiisxrx's People

Contributors

niuus avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

wiisxrx's Issues

WiiFlow plugin config

I'm trying to set up WiiSXRX as a WiiFlow plugin, which I believe should work as of the last release with autoboot? Only problem is I can't get the plugin file right, because nothing runs. Do you have a known-good plugin config that you could share? I'll happily write it up into the README once I get it working 😃

This is the plugin file I'm currently using, with boot.dol copied into the folder as wiisxrx.dol:

[PLUGIN]
displayname=WiiSXRX
magic=57435498
coverfolder=wiisxrx
dolfile=wiisxrx.dol
romdir=wiisxrx/isos
filetypes=.bin|.img|.iso|.cdi
consolecoverid=Sony
covercolor=000000
bannersound=PS1.ogg
arguments={device}:/{path}|{name}

wiisxrx 2.5

@niuus
wiisxrx 2.5 starting the game from wiiflow lite does not recognize the classic controller and only recognizes the wiimote and I cannot save the configuration for the classic controller, I have everything on Hard Disk
The emulator as it is is fine, but it is very troublesome to reconfigure it again every time I want to play.
It is possible to have the classic controller recognized when starting games via wiiflow lite

Thank you.

Support SD2SP2

It would be great if WiiSXRX would support the SD2SP2 module on the GameCube.

WiiSXRX is broken help ;(

I have only tested all games so far, but ace combat 3 audio lag and stutters while playing, and worms minor slowdown when the application was in a wii family editon, and when tested in a wii u, the games are made up of repeating loops in every psx game, but the cotm audio lag is gone, I just updated to the latest version of wiiflow

Force 4:3 Mode [REDUNDANT]

Running this off Wii U inject and even using the 4:3 mode in the emulator settings still doesn't change the aspect ratio. It's a hassle to manually change my Wii U's aspect ratio every time when I'm never going to play a playstayion game stretched, so can there be a mode to force games to output at 4:3 with black bars or is that not possible?
EDIT: Reading the documentation, Turns out "Force 16:9 Mode" does just that, instead of stretching it to 16:9 like I'm experiencing. Confusing, huh?

WiiSXRX same always problem

Greetings.
Like in WiiSX and WiiSXR, I cant save the config, the button maps, and progress status of my games.
The emulator as is its fine, but is very problematic reconfig again any time I want to play.
Thanks.

Player order completely ignores wiimote and/or GC pad player number if controllers or attachments are different

If the 1st player wiimote has no attachment connected and the 2nd player wiimote has a nunchuck connected, the 2nd player wiimote will be made 1st player in WiiSX RX.

Similarly, if a gamecube controller is plugged into the 3rd controller port on the wii console while a wiimote with a classic controller is powered on and identifies itself as 1st player with a class, WiiSX RX will make the gamecube controller 1st player and the wiimote + classic controller as second player.

Lastly, if you have two wiimotes where the 1st player wiimote has a nunchuck while the second player wiimote has a classic controller, the 2nd player wiimote + classic controller will be made 1st player in WiiSX RX while the 1st player wiimote + nunchuck will be made 2nd player.

So basically player order is primarily decided as gamecube > classic controller > nunchuck > wiimote by itself, and then only if a controller or attachment is the same will it then go by controller player number.

Is that not all a bit... absurd? Outside of Wii64/Not64 (which basically uses the same emulator front-end as a foundation), I don't think there's any other wii software, commercial or homebrew, that operates this way. Is it not much more sensible to just follow the controller player-number as-is like in Nintendont, with the single exception of gamecube controllers taking priority over a wiimote of the same player number (e.g. if you have 2 wiimotes powered on and a gamecube controller in the 2nd port, the 1st player wiimote would be made 1st player in WiiSX RX while the gamecube controller would be made 2nd player while the remaining wiimote would be made 3rd player or, well, an ignored controller since WiiSX RX maxes out at 2 players), again in the same way that Nintendont operates?

WiiSXRX 3.1 crashes when launching any game

I didn’t have these issues with earlier versions of the emulator. (I’ve used 2.5 and 2.7 with no issues.)

Every time I launch any ISO in the emulator, I would get a “Exception (DSI) occurred!” message. I have to press my reset button to return to the home brew channel.

my Wii’s firmware is at 4.3, and it was softmodded by Letterbomb if that helps.

Here’s a snapshot of the emulator’s crash screen on my TV.

EB99B1DA-CF47-4370-B9EC-22EEDCCEC2FA

please port it to ps3

Ps3 has:

  • same cpu architecture (ppc) but a lot more powerful
  • More powerful gpu
  • More ram
  • More vram
  • It support dynarec
  • It support opengl
  • Every ps3 model can run homebrew thanks to ps3 hen or cfw

Please, the official ps1 emu is bad, it has no high definition rendering, no higher hz/fps, no z buffer / geometry fix, no fpu, no texture swapping, no savestates..

U could use psl1ght sdk or offical leaked ps3 sdk.

U could use ps3sx as a base for the project (an old ps1 emu without dynarec and with some problems, but it would be good faster to not start from scratch)

Thank you

Cant save state

So using Wiisx xr i could save state easily on any game now i just get failled to save state

using version 2.5 and the game rascal as an example, i cant save state at all, not sure if this is an issue for all games, but this issue didnt exist in 2.3 wiisxxr

Solution to Black Screen (DSI Exception) on default settings

I noticed that there are many issues like this, but the problem is not the HLE BIOS itself, it worked (with games that are compatible) all the way around until WiiSXRX 2.7, then it stopped working specifically on version 3.0, but got "fixed" on 3.1 and 3.2 which is current as of the date of this issue request.

To recap here are the steps to reproduce the error:
Unzip WiiSXRX version 3.0 or newer in your storage device (I use sdcard)
Open WiiSXRX, try to load an HLE-compatible game like Crash Bash.
The emulator crashes as soon as you selected to load that game.

This shouldn't happen as version 2.7 downwards can load Crash Bash with default settings (no BIOS, HLE-only), so other games can be played with HLE BIOS too, but I don't know any other than Crash Bash.

The "fix" I'm talking about on 3.1 and 3.2 is because you can play Crash Bash with HLE BIOS and it will not crash, in order to do this:

  1. You must have a PSX BIOS, select any BIOS but HLE
  2. Load Crash Bash
  3. Select HLE BIOS again, and play the game normally. Thought, this will freeze the game specifically on version 3.0, but on 3.1 and 3.2 it just works fine, probably an unintended fix but yeah it works again.

If you do these steps and the game keeps crashing, like Marvel vs Capcom, is because these games are not compatible with HLE BIOS and you must use the PSX BIOS stored in your SD/USB

Crash Team Racing is a special case for two reasons

First the HLE BIOS can't load it on versions up to 2.7, but starting on 3.0 you can do the same trick to first boot games on regular BIOS then switch back to HLE and it will just work fine. This works with CTR but doesn't work with Crash Bash, other games may need more testing to see how HLE BIOS behaves.

The second reason is that normally this game is unplayable on WiiSX and any other fork of it, even WiiSXRX, but for some reason you can play modded versions of the game like SCUS-94459 which is the demo version and SCUS-94426 which is the North American (U) version. I cannot provide you these modded versions but I can provide footage of the game actually working on WiiSXRX 3.2 ->here<-
Further proof HLE BIOS is working as intended is that on version 3.1 and 3.2 WiiSXRX stopped recoginizing SCUS-94459 and modified SCUS-94426 as valid games, so the game will not boot and will send you to the PSX memory card manager, this happens with the regular SCPH1001 bios but does not happen if you boot the game with HLE BIOS, again this let you play the game normally but this method does not work on 2.7 and older versions.

Instead of making another issue I'll just let you know the modded CTR's that bypasses game crash are no longer recognized as valid games and thus can't be played without rebooting into HLE BIOS mode. This is another issue to address as compatibility with modded CTR broke on the 3.1 release

Also don't forget that by default all versions of WiiSX, will have HLE BIOS enabled by default even if you have the correct BIOS placed in the BIOS folder of your storage device. I didn't realize the emulator was set to HLE until I eventually figured it out.

The problem is that HLE BIOS can't load games even if it's a game that's compatible with it and can be played all the way without problems like Crash Bash, yeah it's better to use a real BIOS but I think this info might be worth to know since the HLE broke specifically on 3.0 for some reason, then got "fixed" in 3.1+ but is still unable to load any game at all despite the fact Crash Bash can be played perfectly fine on HLE BIOS.

[FEATURE] Treat original classic controller and classic controller pro as different controller types with separate button configs?

Both Nintendont and Devolution are able to identify the classic controller pro as being different from the original classic controller and therefore provide a different button mapping, so I would think a similar thing would theoretically be possible in WiiSX RX.

I would think that just treating it as a different controller altogether with a separate button mapping, like how the GameCube controller and classic controller have separate button mappings, would be the best way the achieve this. Ideally it may be a good idea to have a separate controller icon for the CCpro as well, and I'd even be willing to help out on that if needed as I do have some experience in that area.

(the main thing is that I wouldn't want it doing the Nintendont/Devolution method of forcing the swapping of L/R with ZL/ZR on a CCpro since there are some games where I actually don't want that to occur, particularly those in the Bust-A-Move series)

Classic controller / Hori Battle pad and Wiimote not working whilst WiiU Pro Controller works.

Using WiiFlow v5.4.8. Maybe it's just me, but I cannot get this great emulator working with an appendix (wiimote) and a classic controller, Hori Battle Pad.

I need to push the reset button on the Wii to get into the emulator menu, then both types of controllers work.

But, If I boot with only the Wii U Pro controller connected it works all the way.

Anyone else experience this?

Many thanks for working on this emulator.

WiiSXRX v3.0 and v3.1 code dump error

Hello

On WiiSXRX v3.0 is a GUI crash.
If i load the emulator, then press "Quit" and then "OK" without loading a game, it causes an instant DSI code dump error.
On WiiSXRX v2.7 there is no GUI crash.

exception dsi occurred

I installed a spyro rom and put it in my isos folder and unziped it. I have the SCPH1001 bin file. I put the SCPH1001 bin file into my bios folder. I put the sd card back into my wii and launch wiisxrx. I click the rom that I justed put into the isos folder but it crashes.

Any way to fix this issue?

I am using the lasted version of wiisxrx as I just started modding my wii.

Wiiu gamepad analog full values incorrect

using wiiu gamepad and analog option lots of games analog range is busted, using bugs bunny and taz time buster as an example if you use analog in settings bugs bunny or taz only walk, unless the stick is fully up/down/left/side so any diagonal values is considered walk, this does not happen on my ps3 with the official disc, i tryed several games and seen this behavior more than once, someone did some bad calculations with the analog thing im guessing.

Timing autoFix (Parasite Eve 2, Vandal Hearts) broken on WiiSXRX 3.2 (3.0 and 3.1 works)

Hey there @niuus,

Thanks for your work with WiiSXRX.

A critical bug report: the timing autoFix function (which fixes Parasite Eve 2, Vandal Hearts) on 3.2 now it's broken on all builds (3.0 and 3.1 work though).

Can you see in the code what's going on and in what modification actually break the timing autoFix?

You know, i'm currently making some modifications for add more autoFixes, and tidy up the timing autoFix (all from @xjsxjs197's repo), for later send you a PM for 3.3, but I couldn't get the timing autoFix working due of being broken since 3.2.

Can you check this please? Thanks!!!

@saulfabregwiivc

Suport CDDA

Congratulations bro for the last version, the v-sync was perfect, I believe that now the only thing missing is CDDA support and for XBox 360 control by usb, I was even going to tell you something I have the 8bitdo retro receiver of the mini nes and it doesn't nintendont with support for xbox 360 controller, then i can use the ps3 controller wirelessly with the retro receiver connected to the usb of the wii.

Possible fix for Wiimote extensions not working when game is launched via autoboot

Not64 r2021-08-16 (and its subsequent 2021-08-17 hotfix release) added the ability to hot-swap Wiimote extensions while a game is playing which fixed Not64's problem of Wiimote extensions not working when using autoboot + skipmenu unless you unplugged the extension and then returned to the emulator menu (which happens to be the very same behavior that WiiSX RX v2.5 has).

I'm no coding guru (or even a coding amateur), but my best guess is that the following commit is what added that extension hot-swap functionality which subsequently fixed the issue of extensions not working with autoboot:

extremscorner/not64@d7ca5e9#diff-515d9a7589dc16cc8b4da22fdd8bba23732a67fa26bb63081149dcdacfc64e1c

SD2SP2 support

This would be amazing if it supported SD2SP2 for the Gamecube.

Add support for 8 simultaneous controller connections

The build of WiiSXRX with multitap support only supports 4 controllers connected at the same time. the PSX supports 2 multitaps which, when used alongside one another- allow 8 controllers to be used at the same time, even though not many games make use of this. The option for it is completely locked off since the user can only connect 4 input devices to the emulator at the same time, the rest being ignored. Players could use 4 GameCube controllers, 4 Classic Controllers, and/or 4 Wii U Pro controllers.

Support subdirectories in smbsharename path

When setting up I kept getting the error message 'SMB failed to load' when trying to load ISOs over SMB.

Tried lots of things, and eventually found the problem was that it didn't like the path in smbsharename

My games are a few directories deep on my NAS (Media\Games\Platform\Sony PlayStation), and I don't think this is unusual, it'd be nice if it was supported. Changing to smbsharename = "Media" works fine though, I just have to dig through stuff to get to my games.

Also it'd be nice if there was a log file to make diagnosing things like this easier, or more useful error messages.

240p Vídeo Mode

The image is a little blurry with the current video mode, a 240p mode would be interesting to play on a CRT TV.

Button-combo to access the emulator menu still sends even the second button input to the game

The button-combo method of access the emulator menu, such as Start and X, + and -, 1 and 2, etc. results in an issue where both of the actual inputs are still sent to the game itself. This issue however is present even in Wii64 and Not64, so it's extremely possible that it's simply inherent to the front-end.

This issue most greatly impacts the GameCube, wiimote+nunchuck, as well as wiimote by itself controller configurations since those three controller configurations do not have the option to access the emulator menu with only a single button in the way that something like the classic controller does (whereby you can workaround the issue by setting the emulator menu button to "Home" and then simply not mapping any of the dualshock buttons to "Home")

[FEATURE] Ability to map one Playstation button to multiple Wii buttons?

I noticed that WiiSX RX, like Wii64/Not64, lets you map multiple Playstation buttons to a single Wii button, but does not allow you to map one Playstation button to multiple Wii buttons (something that is common on PC emulators such as Dolphin and the like).

I don't suppose there's any way to be able to do this, e.g. allowing one to map both the B button and Y button to the square button? I imagine this would be most useful for the shoulder buttons, like for games that only use a single set (e.g. L1 and R1), it'd let you map them to L and R as well as ZL and ZR.

Support v-sync and USB gampepad (HID)

Hello my friend Niuus, first of all my congratulations for the wonderful work you have done, WIISRX is fantastic, and I would ask if it would be possible to put support for v-sync, USB (HID) and HD on NTFS? a hug and success always.

Does not boot on my GameCube

The CubeSXRX release 20220703 does not boot on my GameCube. It does boot fine in Dolphin, though.

I'm using Swiss v0.6, and running the .dol from my SD2SP2.

No CDDA or Multi-track support; Causes crash in Vib-Ribbon

As the title says, due to CDDA audio being force-disabled and there being seemingly no way to handle multi-track disks games that require them will crash. I noticed this in Vib-Ribbon, which absolutely doesn't work without it since the game's schtick is that it is dynamically generated based on the CD audio and can even support hot-swapping disks to whatever CD you'd like. While I would like the latter, at very least the former is a critical bug that renders the game unplayable.

Document password limitations/requirements

Another limitation I encountered when diagnosing SMB problems was that my password was either too long, or had incompatible characters, but I'm not sure which.

Incompatible password was 30 characters long, and included (<~\^|

[FEATURE] Optional automatic save state and load state (kind of like VC on non-N64 games)?

The official virtual console on the Wii has the function to automatically save state when quitting and then automatically loading state the next time you load a game (albeit not for N64 games on the Wii, no idea about Wii U)

So how realistic would it be if WiiSX RX had this function? I mean, it already automatically saves the memory card save data when quitting and/or when powering down the console, so I'm kind of wondering if maybe it wouldn't be to unrealistic for a setting to instead straight up create a save-state when quitting or powering off the console, and then perhaps a second setting to then allow automatic loading of the aforementioned save state?

This would all be optional of course, perhaps even on a per-game basis via a meta.xml argument in-conjunction with autoboot? (that way one could enable it only for specific games since it may be pointless or undesirable for certain other games)

WiiSXRX is broken

I have only tested all games so far, but ace combat 3 audio lag and stutters while playing, and worms minor slowdown when the application was in a wii family editon, and when tested in a wii u, the games are made up of repeating loops in every psx game, but the cotm audio lag is gone, I just updated to the latest version of wiiflow

Wiimote cursor has issues after removing batteries to manually disconnect

I often remove one battery in my Wiimote whenever I need to do something in order to save battery life. However, on this emulator's latest version, sometimes, when reinserting the battery and pressing a button, the cursor is stuck in a small region of the screen and just moves in a 360-degree circle instead of moving left-right-up-down like its supposed to.

Depending on where it is stuck at (most of the time I cannot get it to move anywhere except 'Resume/Play Game'), I sometimes need to shut down the Wii to correct it. However, if I am able to get the cursor to hover over 'Quit', then the issue goes away once I get to HBC. However, removing the battery in-emulator once again causes the issue to repeat itself.

Since the issue goes away when in HBC, maybe the relevant code from HBC could be referenced to fix the issue. Hopefully someone can fix this soon.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.