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What steps will reproduce the problem?
1. Open any CD / iso
2. File -> Movie -> Start Recording
3. Start From: Current State
4. See menu loss, start playing anyway.
5. Well, how to stop? ALT + F4.
6. Run PSXjin
7. Open same CD / iso
8. File -> Movie -> Start Playback, play the same movie you recorded.
9. See major desync.
What is the expected output? What do you see instead?
Expected: Menu stays, no desync
Sees: Menu disappears, major desync - screen display []XOT pressed down entire
movie
What version of the product are you using? On what operating system?
PSXjin Beta svn619, WinXP Pro SP3
Please provide any additional information below.
.
Original issue reported on code.google.com by [email protected]
on 25 Feb 2011 at 2:26
What steps will reproduce the problem?
1. Getting to a switch disc stage in Final Fantasy VII
2. Saving
3. Disc Change screen appears. Click File>Open CD and selecting the Disc 2 Rom.
What is the expected output? What do you see instead?
The game resets and I end up back on the start menu of Final Fantasy VII where
Continue and New Game are the choices instead of continuing the game from where
the game would be
What version of the product are you using? On what operating system?
Version: 2.02
OS: Windows 7
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 15 Jan 2014 at 9:52
What steps will reproduce the problem?
1. save stating the game
2.
3.
What is the expected output? What do you see instead?
i expected no problems, but after i save state the game goes black and most of
graphics are gone, its like the the layers are gone
What version of the product are you using? On what operating system?
i am using latest version of the game and i am using win xp pro sp3
Please provide any additional information below.
the following attachment might provide better explaination, first is the
original save state that i loaded all seems fine, second is when i save state
to different slot, the result is what you see
Original issue reported on code.google.com by [email protected]
on 7 Jun 2013 at 10:19
Attachments:
What steps will reproduce the problem?
1. Writing a lua script with the function
2.
3.
What is the expected output? What do you see instead?
The value can be changed at any time by the game.
What version of the product are you using? On what operating system?
2.0.2 Windows 7 64-bit
Please provide any additional information below.
I was hoping this would permanently freeze a RAM address for testing. But it doesn't
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 9:57
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
2.0.2 windows 7 64-bit
Please provide any additional information below.
I really can't pinpoint this. I think it might happen on the frame the
framerate changes
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 10:18
I hope to implement this into the recentmenu class (that is ported into other
emulators too). Basically if a recent item fails to load it should ask the
user if they want to remove it from the list.
This is a rather low priority issue however.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 2:58
Ideally there would be one or both of these options:
-loadstate "filename"
loads a specified filename as a savestate
-loadstate slotnum
accepts 0-9 as arguments and loads the appropriate slot number
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 2:49
This is a weird one and I haven't managed to track down the cause. But often,
you will see the hour glass cursor like PSXjin is thinking heavily or
something. It will never go away until you mouse over the menu or off the
emulator, then it will behave normally.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 2:47
The user needs to be able to convert a binary or text movie back and forth.
Preferably by a menu item on the emulator. If not, then a small stand alone
app.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 3:08
What steps will reproduce the problem?
1. No stage has bg music
What is the expected output? What do you see instead?
This is expected https://www.youtube.com/watch?v=YdqW9PAv5_M
Emulated has no stage music
What version of the product are you using? On what operating system?
PSXjin v2.0.2 svn0 , Windows 7 Professional x64
Original issue reported on code.google.com by [email protected]
on 31 Oct 2013 at 8:08
What steps will reproduce the problem?
1. Starting the game
2. Waiting for the game to load
3. No response from the game, works fine on other emulators
What is the expected output? What do you see instead?
I expect the game to start normally like on other emulators, but that is not
the case, as the game loads up to the "This game requires Dualshock to work
properly" screen, and after that the game screen goes black and doesnt
finishing loading the intro, rather it freezes. Game works fine on other
emulators.
What version of the product are you using? On what operating system?
V2.0.2 Win 7 x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 9 Jul 2013 at 10:45
What steps will reproduce the problem?
1. Load the game as normal
2. Pick any mode (Italian Job/Free Ride/Checkpoint/Destructor)
3. Pick a level
What is the expected output? What do you see instead?
The loading screen (of traffic tapes) is expected to last around 40 seconds,
however, at one point, it stutters, and then the screen freezes, and it will
not start up again.
What version of the product are you using? On what operating system?
v2.0.2 on Win8.1
Please provide any additional information below.
If it's of any help, I know that on an actual disk the loading screen will
stutter and freeze (my controller even cuts out), but after about 5 or 10
seconds, it will start up again. Oh, and ePSXe also works (but it just has a
black screen instead of the loading screen). http://puu.sh/cvslr/f497d249ae.jpg
The bottom red number (I suppose is dead frames?) started as 748, and then
gradually went up to 751 before shooting up.
Original issue reported on code.google.com by [email protected]
on 29 Oct 2014 at 9:43
What steps will reproduce the problem?
1. Save a state
2. Load state
3. Say *PSXjin load error state* and no sound of the game.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
PSXjin v2.0.2 svn0 and Windows 7 Home Basic x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 18 Apr 2014 at 10:52
Currently the 1x, 2x, 3x, 4x window size menu items are disabled when a game is
loaded. This is because they fail to resize the GPU drawing area when a game
is loaded. This should be fixed and they should not be disabled when the a
game is loaded.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 2:56
Try one of the following games:
Arkanoid Returns (probably the best way to see it)
Fatal Fury - Wild Ambition
Road Rash
Run one of those games and play for a while - ideally record a movie and use
savestates to avoid mistakes, cause then when the bug happens you will
immedately recognize it - every now and then the controls will freeze - meaning
the game completely stops recognizing any player input. After like 2 seconds
everything works again and behaves like normal until it happens again. This
happens regardless if you record something or not.
In any game where it happens, it seems to be happening perodically, so it might
be triggered by something those games do that others dont.
Original issue reported on code.google.com by [email protected]
on 30 Dec 2011 at 2:22
Although I have only heard it occur in Final Fantasy VII (PAL), I suspect the
issue exists in other games as well -- several effects and/or sounds are
severely distorted.
Early examples:
-- Cloud's attack: Almost inaudible it seems like.
-- The alarm after placing the bomb in the first reactor: Distorted, seems like
it's missing channels and the volume is excessive somehow.
-- The Tail Laser attack of the first boss: Distorted and excessive volume.
-- The explosion of the door and subsequent flames after escaping the first
reactor explosion: Does not even sound remotely like it should sound.
-- The train ride soon after that: The sound of the train going along the
tracks is distorted and the volume, once again, seems excessive.
Some of these issues can partially be improved upon by switching the ingame
sound to mono but only partially and only a few issues. Given the fact I ran
into half a dozen issues within the first 20 minutes of the game, I suspect
hundreds more exist throughout the title.
Suggesting something more general than just FF7 being quirky is going on.
There was no combination of psxjin sound options I could arrive at that came
even close to improving the sound quality; in fact, no option had much of an
impact other than mildly improving distortion here and there but nothing to
make FF7 sound like it does on console.
Original issue reported on code.google.com by kharay
on 20 Jun 2013 at 12:58
We want to have the ability to load more than one lua script at a time. The
plan would be to port this from the GENS rerecording emulator.
http://code.google.com/p/gens-rerecording/
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 3:07
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 15 Mar 2013 at 8:59
Attachments:
What steps will reproduce the problem?
1. make able to change settings as you like.
2. make ablity to change and customize plugins.
3. make use of sse or other extansion to accelrate graphics procesing.
What is the expected output? What do you see instead?
make an cosule that showes what it does
also make it customizeable not disbale futures
of plugins.
What version of the product are you using? On what operating system?
windows 7 32 bit
Please provide any additional information below.
for people to happy from this proggram please see what i wrote
and do not disable futures of plugins and make able to select
and choose other plugins.
Original issue reported on code.google.com by [email protected]
on 3 Feb 2011 at 10:16
Accel keys (like Ctrl+O) in the Ram Watch dialog do not work.
This is because the peekmessage code is not properly implemented to allow it.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 2:40
What steps will reproduce the problem?
1. Play Spyro 3 (NTSC tested, but all versions probably fail similarly)
What is the expected output? What do you see instead?
One does not expect the anticrack checks to fire, but they do, causing the game
to be unstable/not completable.
What version of the product are you using? On what operating system?
SVN trunk (r722) was tested, but the issue probably exists on v2.0.2 (and
other/all?) releases too.
Please provide any additional information below.
PSXjin, in code that appears to be inherited from PCSX, has an ugly hack in an
attempt to make exceptions that are raised when a GTE op is scheduled to be
executed work properly.
On real PSX hardware, when such a situation occurs, the GTE op is performed in
parallel with the exception handler being invoked. The BIOS then contains code
to check whether the EPC points to a GTE op when the exception handler is
complete. If it does, it skips it so that it is not executed twice, which would
lead to slowdown, or worse, incorrect results in the GTE registers (if the op's
output is used in the input as well). See [1].
PSXjin does not execute GTE ops in parallel with (ie. before) the exception
handler is invoked, and hence needs to hack around the BIOS wanting to skip the
GTE op on exception return. It does this by munging the GTE opcode in-memory so
that the BIOS does not recognize it as a GTE op, and so that it returns to it
again for execution post-invocation like any other op would.
In Spyro 3 there are two elements to its copy protection[2]. The first is a
standard anti-modchip protection, which attempts to detect the presence of a
modchip by looking for the CDROM controller picking up SCEx strings on sectors
where they would not normally be found.
The second is a thorough checksumming of the game's binaries in-memory as the
game is running. If the checksums do not match their expected values, the
various routines scattered throughout the code will fire, which impede the
player by removing progress, or making it impossible to proceed.
PSXjin's runtime patching of the game's binaries is causing these second
checksums to be incorrect, leading to the anticrack routines firing.
There are two possible fixes to this problem.
The first is to correctly emulate the PSX and perform GTE ops before invoking
the BIOS, and not patching the memory.
Likelyhood of adversely affecting existing games (desyncs, not working at all,
etc.): Medium
Likelyhood of helping other games (that may be similarly affected): Low; it is
unlikely many other games notice the GTE op patching.
Since this is not as good an option as the second, a patch is not provided,
however it should be easy to do if necessary.
The second is to simply unpatch the patched GTE opcodes when the exception
handler returns, ie. on RFE opcodes.
Likelyhood of adversely affecting existing games: Tiny
Likelyhood of helping other games: Low
Since this is the better of the two options, a patch is provided (against
current SVN trunk, r722) which implements this fix.
It requires storing the patch information at runtime, with it being stored in
savestates in a backwards-compatible fashion if ones are made during gameplay.
Thanks to Nitrofski (twitch.tv/nitrofski) for assisting in testing the patch!
References:
[1] http://nocash.emubase.de/psx-spx.htm#cop0exceptionhandling, "Interrupts vs
GTE Commands"
[2] http://www.gamasutra.com/view/feature/131439/keeping_the_pirates_at_bay.php
Original issue reported on code.google.com by [email protected]
on 6 Aug 2013 at 6:27
Attachments:
What steps will reproduce the problem?
1. play game
2. save state
3. advance frames
4. load state
5. frame counter still shows previous frame value after step 3
6. advancing 1 frame will update the counter and show the correct value
What is the expected output? What do you see instead?
I expect the frame counter to update when I load a state. Write mode seems to
do this fine.
What version of the product are you using? On what operating system?
2.0.2 windows 7 64-bit
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 10:07
What steps will reproduce the problem?
1. Loading the .CUE or .BIN of Tekken 3
What is the expected output? What do you see instead?
I expect the game to at least run.
What version of the product are you using? On what operating system?
v2.0.2 on Windows 7 64-bit
Please provide any additional information below.
This image of Tekken 3 was downloaded from EmuParadise, if that helps.
Original issue reported on code.google.com by [email protected]
on 1 Jun 2013 at 12:40
What steps will reproduce the problem?
Open any *.CUE/*.BIN file on any setting
What is the expected output? What do you see instead?
Title is self explanatory
What version of the product are you using? On what operating system?
Both 2.0.2 and r722 have been tried
Please provide any additional information below.
I'm on Windows 7 64bit using classic theme
Original issue reported on code.google.com by gb2985
on 8 Jul 2013 at 6:05
What steps will reproduce the problem?
1. Attempt to play Toy Story 2 (NTSC)
What is the expected output? What do you see instead?
One expects the game to load and play normally, but it instead appears to
freeze after the rating screen, before the first MDEC intro logo movie plays.
What version of the product are you using? On what operating system?
PSXjin SVN trunk (r722), but replicated on v2.0.2 release as well.
Please provide any additional information below.
This is due to incorrect emulation of the CdlGetTD command. Namely, two things:
* It fails to handle non-CUE-using disc images correctly (due to the use of "=
0" instead of "== 0" in the if predicate
* It fails to handle track 0 requests, where it should return the end of the
last track
The attached patch (against current SVN trunk r722) fixes these issues,
allowing Toy Story 2 to run. I wouldn't be surprised if this fixed other games
too.
Thanks to crash41596 (twitch.tv/crash41596) for testing the patch!
Original issue reported on code.google.com by [email protected]
on 6 Aug 2013 at 6:27
Attachments:
What steps will reproduce the problem?
1. Start game or movie in fullscreeen
2. Alt + Tab to switch windows
3. Go back to emulator window
What is the expected output? What do you see instead?
I expected to see the game, I see only black instead.
What version of the product are you using? On what operating system?
psxjin 2.0.2 on Windows 7
Please provide any additional information below.
Video card is Nvidia Geforce 8400GS
Original issue reported on code.google.com by [email protected]
on 25 Sep 2011 at 8:12
What steps will reproduce the problem?
1. Open up Azure Dreams
2. New Game
3. See background
What is the expected output? What do you see instead?
Blue sky. Sees black sky instead.
What version of the product are you using? On what operating system?
PSXjin Beta svn619, WinXP Pro SP3
Please provide any additional information below.
http://www.youtube.com/watch?v=GFVJKrJ9rSc
seek to 0:57, this is what it is supposed to look like.
Original issue reported on code.google.com by [email protected]
on 25 Feb 2011 at 12:43
What steps will reproduce the problem?
1. Loading the actual game.
What is the expected output? What do you see instead?
A black screen, no sound, nothing.
What version of the product are you using? On what operating system?
Windows 7, psxjin 2.0.2.
Please provide any additional information below.
Tried to remove the cutscenes from the game's ISO, found out that they weren't
the problem.
The game works fine on PSX, but not on jin.
Original issue reported on code.google.com by [email protected]
on 21 Feb 2013 at 8:59
What steps will reproduce the problem?
1. Plug USB cheap clone of sony'pad
2. Configure plugin
3. Play any of PSX game (I testes Grand Turismo, R-Type Delta, GITS, Road Rush)
What is the expected output? What do you see instead?
After configure the n-rage plugin the game don't responding on pad'command. The
controller does not work but gives states in "DISPLAY INPUT". Sometimes it work
in ANALOG mode.
What version of the product are you using? On what operating system?
WinXP SP3
Please provide any additional information below.
BTW I have some major problem in compilation (VC2010), see attach.
Original issue reported on code.google.com by [email protected]
on 22 Mar 2011 at 8:41
Attachments:
Seems FMVs of Castlevania: Symphony of the Night have no sound.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 3:19
What steps will reproduce the problem?
1. Configuration -> Map Hotkeys
2. Double click "Frame Advance"
3. Press CTRL (here, nothing happen)
4. Press other button (for example if you press Delete - it'll come up CTRL +
Delete)
What is the expected output? What do you see instead?
Being able to use CTRL alone for frame advance just like what I could map
hotkey on other emulator, but not this one.
What version of the product are you using? On what operating system?
PSXjin Beta svn619, WinXP Pro SP3
Please provide any additional information below.
ಠ_ಠ
Original issue reported on code.google.com by [email protected]
on 14 Feb 2011 at 9:51
What steps will reproduce the problem?
1. Load the game "Policenauts" Japan Disc 1
2.
3.
What is the expected output? What do you see instead?
The game would load. Instead it crashes the emulator.
What version of the product are you using? On what operating system?
Tried multiple SVN and of course the one linked here. All the same problem.
Please provide any additional information below.
http://tasvideos.org/forum/viewtopic.php?t=15334
Original issue reported on code.google.com by [email protected]
on 15 May 2014 at 2:36
What steps will reproduce the problem?
1. Load game
2. See midway logo
3. Get black after it
What is the expected output? What do you see instead?
Expected:Be able to play game. What I see: black screen
What version of the product are you using? On what operating system?
v 2.0.2 Windows 7
Please provide any additional information below.
I want to speedrun the all stunts category in this.
Original issue reported on code.google.com by [email protected]
on 26 Jul 2014 at 9:34
What steps will reproduce the problem?
1. Capture movie in 1:1 mode
2. Capture long enough that the capture file is over 2 GB
What is the expected output? What do you see instead?
The file be split into a new file after the first AVI reaches close to 2 GB in
size.
What version of the product are you using? On what operating system?
PSXJin 2.0
Original issue reported on code.google.com by [email protected]
on 28 Feb 2011 at 5:48
What steps will reproduce the problem?
1. boot up game
2. hope for the "best
3. get error
What is the expected output? What do you see instead?
Expected: nothing stopping me. What I see: See image
What version of the product are you using? On what operating system?
v 2.0.2. Operating system: windows 7
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 25 Jul 2014 at 10:47
Attachments:
Thunder and Ashley's footsteps are badly distorted, and other sounds like
tapping a finger on a table in the intro basically just produces beeps. Looking
at the WAV-output, the common denominator seems to be pretty bad clipping.
This is a golden oldie, seems almost no emulators can escape this. :) Both
ePSXe and the Eternal SPU plugin sound ok, though, so it's not impossible.
Due to the nature of the sounds that don't work, my guess is that it is a
reverb-issue, but what do I know...
If you want to give this a try, I'd be most grateful, and can provide
debug-runs with special printouts if that would help. I can build the project
myself, so I'd only need patches for new tests and could do limited
code-modifications as well if I just knew where to start. :)
Original issue reported on code.google.com by [email protected]
on 4 Sep 2011 at 7:36
What steps will reproduce the problem?
1. Save game
2. Reset or end program.
3. Data saved can't be found.
What is the expected output? What do you see instead?
Find saved game. Nothing.
What version of the product are you using? On what operating system?
v1.4.0 svn537
Please provide any additional information below.
Game: SUIKODEN II
It can load saved games from previous versions without any problem, it even
seems to be saving games normally. But the next session any saved games are
gone.
Original issue reported on code.google.com by [email protected]
on 1 Feb 2011 at 8:44
At some point we want to quit using the closed source input plugins we
currently have, and use an integrated input system. This will likely require
writing one from scratch unless the code for some of these input plugins are
available somewhere.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 3:05
Eventually I want to implement "Movie finished" with the same behavior as
Desmume & FCEUX. Once a movie is completed it goes into movie finished mode.
The user will have control over input, but the movie will still be in memory.
Any savestate load will resume the movie.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 2:45
What steps will reproduce the problem?
1. Load lua script that sends commands
2. will reset on certain commands
3. eg ta.triangle or ta.left
What is the expected output? What do you see instead?
Should input the button and game should react accordingly
Game freezes for less than a second and resets
What version of the product are you using? On what operating system?
SVN 726
Windows 7 X64
Please provide any additional information below.
Please see attached script for what i am using its parsing commands from IRC to
the emulator.
The script i am using is the one im using for all my other RR emulators with no
problem. So i know its not a problem with the script
Original issue reported on code.google.com by [email protected]
on 24 Feb 2014 at 11:09
Attachments:
Ctrl+O hotkey is given to two functions:
Open CD (choose iso) and Open CD lid
It should just be one.
Original issue reported on code.google.com by [email protected]
on 17 Feb 2011 at 11:04
What steps will reproduce the problem?
1. Starting a new game
What is the expected output? What do you see instead?
You see a book that is being opened by magic and then you see the text ''Harry
Potter's first year at school of Witchcraft and Wizardry was very eventfull
indeed.'' And it keeps
What version of the product are you using? On what operating system?
psxjinv2.0.2
Please provide any additional information below.
I would love if this problem can be fixed because I really want to make a TAS
from this game.
Original issue reported on code.google.com by [email protected]
on 2 Nov 2014 at 2:32
Opening CD lid doesn't do anything
(in ff7 it should stop enemies from attacking, etc)
Original issue reported on code.google.com by [email protected]
on 17 Feb 2011 at 11:08
What steps will reproduce the problem?
1. Any point in the game where an AI controlled unit should take an action
What is the expected output? What do you see instead?
The AI should take control of the units instead of waiting forever
What version of the product are you using? On what operating system?
2.0.2 on Windows 7 64-bit
Original issue reported on code.google.com by [email protected]
on 24 Sep 2011 at 1:17
What steps will reproduce the problem?
1. Tools--->Cheat Editor
2. Entered Cheat Codes but only allows to enter limited digits
3. Started the game with cheats enable but not even a single cheat is working
What is the expected output? What do you see instead?
Started the game with cheats enable and nothing is working not even a single
one.
What version of the product are you using? On what operating system?
PSXjin SVN r575. Windows 7 x64
Please provide any additional information below.
Cheat System is not working. It needs more digits for the Cheat Address
(hex)[needs full 8-digits to enter] and New Value (dex or hex)[need full 4
digits to enter] in order for the cheat system to work properly.
Currently Cheat Address (only allows 6 or 7-digits, not enough for it to work
properly, it must be 8) and New Value (only allows 2 or 3 digits, also not
enough for it to work properly, it must be 4)
Action Replay Code, Gameshark, and Gamebuster all have cheat address thats full
8-digit and new value full for digits. For Example (Cheat Address)80000000:0000
(New Value)
Original issue reported on code.google.com by [email protected]
on 4 Feb 2011 at 10:43
What steps will reproduce the problem?
1. Mapping PSX/2 Controller on the plugin
2. Launch the game
What is the expected output? What do you see instead?
- The controller doesn't work on the emulator
What version of the product are you using? On what operating system?
- PSXjin 2.0.2 svn 726 on Windows 7 sp1 x64
Please provide any additional information below.
- I test on 2 convertors and it's the same problem
Original issue reported on code.google.com by [email protected]
on 12 May 2014 at 3:21
What steps will reproduce the problem?
1. open psxjin
2. open ramwatch
3. 1/2 of the screen is covered by the ramwatch window
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
2.0.2 windows 7 64-bit
Please provide any additional information below.
enhancement
Original issue reported on code.google.com by [email protected]
on 4 Mar 2012 at 10:10
This would be best accomplished by first merging together all the scattered
save/load config functions (there is one in main, gpu, and spu, and many
functions that save & load config items). There needs to be single unified
functions. The ini is loaded once on startup, and saved once on exit. Then
those functions should be hooked up to menu items so the user can manually do
it whenever they wish.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 3:01
1. Selecting a codec from the VFW codec selection means the emulator will crash
upon close
2. Colors seem messed up on avi captures, but they work fine when uploaded to
youtube
3. The selected codec fails to be used it seems. It seems to write everything
as uncompressed frames.
4. Moving the window while the avi is capturing, interesting things happen to
the avi
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 3:18
You can play the game normally, though. I am using the first official release
of psxjin on Windows XP Home Edition 2002 Service Pack 2. Everything else seems
fine.
Original issue reported on code.google.com by [email protected]
on 28 Feb 2011 at 7:19
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