I would like a linux version too. It's all a work in progress, and I'm just one guy, but hopefully with the new AI agentic coding technologies I can get more work done on my project quicker and get things closer to where i would like them to be.
Hmm?
Is it even possible to get it to work on the Steam Deck?
It would be nice if you could make a version of them that works on the Steam Deck (and maybe even get them to be added to the Steam Store).
So that way it will be easy to compile it.
Please add that by the next release.
Please implement it or find a way to fix the audio issues by the next update that you release.
Or have you just not implemented it yet?
Thanks for implementing it. Now only the save state needs a unique extension when saving it and then only show the files with that extension when loading a save state.
Bluesky is now available for anyone to join without an invite code. It is located at https://bsky.app/.
Bluesky is now available for anyone to join without an invite code.
Hmm?
Or fix it so that it is saved properly.
I wonder why it is only happening to that one game.
I wonder why.
It is actually only happening for one game. That game is Ar Tonelico: Melody of Elemia.
It is actually only happening for one game. That game is Atelier Iris: Eternal Mana.
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Thanks for adding it in the new version.
I guess not.
After confirming the changed time, it is being reset to the default. Maybe you can have the date and time be set to the ones set in the OS.
After confirming the changed time, it is being reset to the default.
subject I didn't notice this issue in an earlier version. I can see that they are both formatted and the PS2 settings are being saved to the first PS2 memory card.
bump
Is my fix not useful?
Now it is not giving me any more errors but it's having a slight graphical glitch when using hardware rendering under HPS1x64 and playing a game and it is not using the GPU all the time (according to GPU-Z) in both HPS1x64 and HPS2x64.
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Another guy is having issues with Vulkan. I think switching back to OpenGL is better in the long run.
The fix still hasn't been implemented into HPS2x64.
When using a device with integrated AMD Radeon Graphics, selecting hardware as the video renderer results in the output being black with no speed up when it comes to the PS2 emulator.
I am trying to get a fix offered to you. You can see my attempt at https://github.com/IGCIT/Intel-GPU-Community-Issue-Tracker-IGCIT/issues/273.
I want to be able to use hardware acceleration via Vulkan when running HPS2x64 so I can see if games run full speed with it or not.
I want to be able to use hardware acceleration via Vulkan when running HPS2x64 so I can see if games run full speed with it or not.io0
It's not hard to do it.
I hope it is fixed soon.
I wonder why it is different on the same device.
Thanks for the further details. That's good to hear that the ps1-gpu compute shader works on hardware gpus other than mine (I use AMD integrated graphics). I didn't know Intel uses a subgroup size of 32, which means they have 8 subgroups at 256 shader invocations. I'll keep all this in mind while working on the ps2-gpu compute shader. If anyone else wants to help by posting their data too, and whether it works or not for ps1 or ps2 for them, it would be helpful and I can give credit under special...
The values shown under Available Devices are different. Here's what HPS1x64 reports: available devices: Intel(R) Iris(R) Xe Graphics devicetype:1 apiVersion:4206829 maxComputeSharedMemorySize:32768 maxComputeWorkGroupCount:00000000026FF074 maxComputeWorkGroupInvocations:1024 maxComputeWorkGroupSize:00000000026FF084 maxDescriptorSetStorageBuffers:1800 subgroupSize: 32 Here's what HPS2x64 reports: available devices: Intel(R) Iris(R) Xe Graphics devicetype:1 apiVersion:4030ed maxComputeSharedMemorySize:8000...
It would be nice if both emulators supported CHD images by using the library available at https://github.com/rtissera/libchdr.
"There could be several reasons why Vulkan is unable to create the compute pipelines in a particular application or emulator. Some common reasons are: Invalid shader code: The compute shader code may be invalid or contain errors, preventing Vulkan from successfully compiling or linking the shader code into a pipeline. Incorrect pipeline configuration: The pipeline configuration may be incorrect, such as specifying incompatible shader stages, invalid or unsupported pipeline states, or incorrect memory...
Maybe it could be made to be asynchronous.
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Maybe you could move this over to Github.
CHD support would be better.
Well?
I am wanting to see if the audio is being emulated properly.
Well?
The audio is out of sync when playing SNK vs Capcom: SVC CHAOS in HPS2x64.
It is causing the game's video output to be covered with black boxes, etc. Here's a screenshot of the issue.
Just when using hps2x64. It doesn't happen in hps1x64.
I think you might've messed up something in the PS2 emulator when it comes to Vulkan.
Is this only for hps2x64, per the issue you were having with the -3 vkresult error? Or is this also for hps1x64?
Thanks for the bug report. Thanks for letting me know the ps1 version works for you. Haven't seen a -3 error before. Maybe try closing other programs like IE/MSEdge (also from task manager).
It is missing its icons, etc.
The following is shown in the console: VULKAN: INFO: loading and creating compute shader. VULKAN: INFO: creating layouts. VULKAN ERROR: Problem creating compute pipelines. vkres=-3 ERROR: PS2: GPU: Unable to setup vulkan. GPU hardware rendering disabled. Yet HPS1x64 has working GPU Acceleration.
It can be found at https://groups.google.com/g/hpsx64 .
It can be found at https://groups.google.com/g/hpsx64.
It was fixed by the change in https://github.com/Zero3K/hpsx64/commit/dca7989c6a3d2861008b76df2063887a03bba508 .
It was fixed by the change in https://github.com/Zero3K/hpsx64/commit/dca7989c6a3d2861008b76df2063887a03bba508.
Actually, it's not being played at full speed.
I have fixed it. The commit with the fix is at https://github.com/Zero3K/hpsx64/commit/dca7989c6a3d2861008b76df2063887a03bba508 .
I have fixed it. The commit with the fix is at https://github.com/Zero3K/hpsx64/commit/dca7989c6a3d2861008b76df2063887a03bba508.
I saw it via Process Hacker. I looked at the Handles tab of the process' properties.
I compiled using the Debug configuration. It happens for both of them. The .hcfg has already been made earlier and it still crashes.
But, if you're intentionally trying to compile for the "Debug" configuration (this is important information that you didn't include, otherwise I don't know what you're talking about), then you will get this error when trying to configure the joystick. Just copy the "hps1x64.hcfg" or "hps2x64.hcfg" file (you didn't specify whether this was for hps1 or hps2, but use the corresponding hcfg file) that gets generated by the Release configuration exe or the included binary executable into the folder where...
If you're going to compile from source, make sure to follow the instructions and use the sln file and set it to "Release" configuration. The binary has also been compiled and included for you. Once you change the settings or fail to follow the instructions you're on your own.
It's been in development long enough.
subject The error message which is shown is "vector iterators incompatible".
It is still happening in the latest version.
It would be nice if you did that so more people would add to it.
I noticed that wdmaud.drv is active all the time when the BIOS is running in HPS1x64 but not when it is running in HPS2x64.
How do I do that?
The ntsc/pal timing fix didn't completely fix the audio.
Thanks for adding it.
Masnuva Haque (from Upwork.com) made them be able to do that. The commit can be found at https://github.com/Zero3K/hpsx64/commit/f4e91bd68189f79a7f4a00f93e1f7b51ae13db3f.
That or try doing what is mentioned in https://stackoverflow.com/questions/44020619/queryperformancecounter-on-multi-core-processor-under-windows-10-behaves-erratic.
It should fix the audio issues that I have been experiencing.
It would be nice if that were done so it is easier to play games.
The page for it is at https://scan.coverity.com/projects/zero3k-hpsx64.
I get a message in the console output which mentions AddressSanitizer failing to mprotect a range of bytes with an error code of 87.
It's too bad you won't stay in the Discord Server so that way it will be an official one. Also, I might have one or two people who can fix the audio issue and implement the ease-of-use things.
This issue is no longer occurring since it is now possible to compile them using Visual Studio 2019 and up.
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They are using a hardcoded value for the location to the included source code when they should be using $(SolutionDir)].
Thanks for fixing the issue in the new version.
Thanks for fixing the issue in the new version.
I was able to get it to save to and load from its .hcfg by uncommenting the code and then fixing it to use the proper names of the parts that were being changed. The commit can be found at https://github.com/Zero3K/hpsx64/commit/df30f82d5185f01ef5b21054492399ade65e6cae