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Which games Play actually capable of running? #27
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I don't have an exhaustive compatibility list, but here's some of the games I'm personally testing: Capcom vs SNK 2, Marvel vs Capcom 2, Gradius V, Castlevania: Curse of Darkness, Dynasty Warriors 2 and 5, Samurai Warriors 2, Final Fantasy X, Half Life, Grandia 2, Baldur's Gate Dark Alliance, Dark Cloud, Space Harrier, Guilty Gear XX Accent Core Plus, DBZ Infinite World All of those games boot, most of them are playable to some extent and only a few of them are 100% playable. I'm actively working on getting the compatibility higher, so I really hope that list will get bigger very soon. |
@jpd002 Thank you for answer, I will test some of the games and report if there are even more playable games! |
@jpd002, would you like lists of games tested from people (or individual issue reports)? |
@SonofUgly Like which? I tested a few fan favorites and popular titles and they could go to title screen at least. Most of the "high tier" PS2 games can't work on this emulator at all yet, but a fairly good amount of well known games do show something at the very least. I haven't tried FFXII/FFX-2 but FFX does work pretty well, and I think Metal Gear Solid 2 almost shows something from a 2014 Windows build I tested with, but not sure now. |
Guess I'll just post what I've tried.
Dark Cloud 2 [SCUS-97213] - Intro
Dragon Quest VIII: Journey of the Cursed King [SLUS-21207] - Nothing
Final Fantasy X [SLUS-20312] - Menu
Final Fantasy XII [SLUS-20963] - Nothing
ICO [SCES-50760] - Nothing
Jak and Daxter [SCUS-97124] - Nothing
Kingdom Hearts Final Mix [SLPS-25198] - Nothing
Kingdom Hearts II Final Mix [SLPM-66675] - Menu
King's Field IV: Ancient City [SLUS-20318] - Intro
Metal Gear Solid 3: Subsistence [SLUS-21359] - Nothing
Monster Hunter 2 [SLPM-66280] - Nothing
Okami [SLUS-21115] - Nothing
Ratchet and Clank [SCUS-97199] - Nothing
Ratchet and Clank 2: Going Commando [SCUS-97268] - Nothing
Ratchet and Clank 3: Up Your Arsenal [SCUS-97353] - Nothing
Shadow of the Colossus [SCUS-97472] - Nothing
Shadow Tower: Abyss [SLPS-25217] - Nothing
Shinobi [SLPS-25026] - Nothing
Twisted Metal: Black [PBPX-95506] - Nothing
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Why would the build from yesterday not take FFX in-game, when the 2011 build on http://purei.org can even show something after pressing new game (though it won't really take you completely in-game though)? And I am pretty sure that even in builds much older than March 2015, you could get in-game too. That sounds like there's been regression that hasn't been tested to be stable. |
Thanks for the report, @SonofUgly ! I'm also surprised about FFX crashing when selecting "New Game". I have just tested it on the latest build I've got and it seems to be working fine. I will try testing with different conditions to see if I can reproduce the problem. Besides that, I know I can get a new game started in KH, but I can't go really far at the moment. The emulator crashes right after this. This ain't the Final Mix version, so I will have to see why it's not working with that version. I haven't tested most of the other games, so I will have to get them to see what's wrong with them. |
I tried simple 2d Arcana Heart 2 game and it's 4-10 fps when it asks about memory card, but after logos it's just black screen with 30 fps. After 1-2 minute it's going in main menu 5-15 fps, animations looks nice and everything is present. Sprites are animated fully too, so no problems with 2d I guess. Game is stuck on last screen, I'm pressing everything but nothing works, even though game is still running. The only problem I noticed that there are no sound at all and screen is shaking slowly, don't know why. I don't have powerful PC maybe it will be 60 fps if someone will test it on nice pc |
@jpd002 - Turns out the problem with FFX is only on the 32bit version (it also crashes if you don't skip the intro scene before the main menu). It works fine on the 64bit version. Though I guess it brings up a question, is there any reason to support 32bit nowadays? |
@SonofUgly Hmmm ... that's not exactly true. I have the 32-bit version and the FFX intro works but it's EXTREMELY SLOW. It is from a 2013 build and the 32-bit both goes in-game and the intro scene works just fine. I'll post a video/pics and show it as well when I get the chance. |
Tried a 32-bit 2015 build and it works fine too (not the one you linked, but one a few months before it): The intro works too, but I forgot to take a screenshot of it. Maybe the 32-bit JIT has issues in some versions? I don't know ... started a new game several hours ago and everything seems fine so far. Or like @mantlebreath said, maybe it's regression. |
@716Girl Thanks for testing the game! The frame rate is a bit scary though... that game might need some specific speed hacks. I don't have the game, but I'll see what I can do. @SonofUgly Thanks for the additional details on the crash. I've reproduced it on my side and there's indeed a problem with the x86-32 code generator, but nothing major, I'll have that fixed pretty soon. As for the reasons to why I'm keeping 32-bits builds, it's mostly because I still want the emulator to be compatible with Windows XP (I know there's a 64-bits WinXP, but it was not as popular as the 32-bits version). |
@jpd002 The emu is not compatible with XP though; from all the builds I have tried on XP, none will start. Vista and 7 work, but no XP. I think only the 2011 builds on your site work with XP. |
@jpd002 Okay! Btw is there any debugger or something? |
@716Girl Yes, there's a debugger, but it's not included in release builds because I want to make sure there no overhead of having a debugger in the build. Would release builds with debugger included be something you'd like to have? |
I can confirm the issue with 32bits builds, I just downloaded the x64 build and now FFX works properly. This is the first I've run something on this emu and I have to say I'm quite impressed by your progress Jean. I'm glad somebody's taking another shot at ps2 emulation as pcsx2 development seems stuck essentially due to Gsdx being unreadable/unmaintanable Hope you don't quit and some knowledgeable people join the project. Who knows there might be former pcsx2 coders willing to start from scratch. |
@xiaomita Is that with a fresh new game start or loading a memory card save in the Al Bhed Ship? Because with 32-bit I can't start a new game in FFX either, trying multiple recent builds; 64-bit yes. |
The problem with the 32-bits version should be fixed in the latest weekly build (2015-03-29). It's not possible to start a new game from scratch in FFX right now because of problem with SPU emulation. SPU emulation wasn't enabled in the 2011 build and that's why it works in that version. I've identified the problem and I'm working on fix. It's possible to import saves to see more of the game, but battles are a bit unstable at the moment (I'm also working on that). |
Why don't we throw up a compatibility list on to a GitHub Wiki? I would be interested in contributing to that. 😃 |
@vgturtle127 I created one and I hope it's not too bad, but anyone can easily correct/add games and test them, and it will keep a formalized list and keep track of the progress of Play!'s compatibility: https://github.com/jpd002/Play-/wiki/Compatible-games Feedback would be nice, and I can understand if @jpd002 doesn't like it/doesn't want it. I am just trying to help. I tested all of those games listed between various builds, all recent, and used the latest build for some too. Since I only have Windows, the list is only pertaining to Windows compatibility, but it can be arranged for Mac and Android too if necessary, but I don't have OS X and Android only does homebrew.... |
Cool dude! I think that looks good so far. I will start recording my results. 😄 "Android only does homebrew" What? lol I don't know what you mean by that? |
@vgturtle127 I meant that the Android port of this emulator can run only homebrew so a compatibility list might be no good yet. Mac has a working build as Windows that may or may not run commercial games, so I wondered if the list should cater to OS X too and not just be too "Windows-centric," you know? And yeah, I made up a simple format with 5 possibilities that goes basically from "somewhat playable" to "nothing," but it can be better refined to include "fully playable," but that would be harder/longer to test. |
@xiaomita Nice work! Would you mind if I added columns for "emulator version" (ie.: 2015-03-29) and "game id" (ie.: SLUS 20312)? I don't think compatibility on OSX differs too much from Windows since most of the code running is the same. So, I don't think it would be worthwhile making a separate section for OSX. But once the Android port gets to an interesting point, I think making a separate part for that platform will be interesting. |
@jpd002 When you dont have copy of the game, we can see what;s the problem in debugger and send it to you. |
@jpd002 Sure, but I think @716Girl already did something like that from my checking (and added more games too). I'm probably going to get a Hackintosh going soon & test games on varying OS X versions. |
I have a MacBook Pro without a dedicated GPU (see specs here: http://www.everymac.com/systems/apple/macbook_pro/specs/macbook-pro-core-i5-2.4-13-late-2013-retina-display-specs.html )
I'll update this comment in a couple of hours. |
Is there a way to display some information on the OSX build like current FPS rate? Debugger/Console? |
Not unless there are command line parameters I am not aware of. At least on OSX... |
@716Girl Thanks! |
I think that first fully playable game may be Metal Slug 6 SLPS 256.74;1. My PC is a bit slow, but if anybody wants to go through can confirm. I see no graphical glitches during first or second level. |
@gambrio Yeah, it works on Windows 8.1 32-bit and 64-bit! 😀 |
I've fixed the SPU problems that were preventing FFX from proceeding at various points in the intro. The save state trick isn't required anymore. Lots of sound problems were also fixed, I'm now considering enabling sound by default. This will be in next weekly. |
Awesome work. Any idea about the graphical glitches in FFX, as seen here: |
@seadil I'll take a look at those, must be a bug in the way region wrapping is handled. |
9286718 fixed a lot of the graphical glitches. There's still a problem happening when a menu is brought up though. It's in the latest weekly build (2015-06-14) if you wanna take a look at it. |
@jpd002 Nice work! |
I didn't expect these to work but I guess I had to try...😝 This was tested on the latest Android version. TOCA Race Driver 2 - Black screens Support for these games in the future would be very very much appreciated. Love your work man finally someone is making a PS2 emulator for Android. |
Unfortunately there are still issues with FFX on the bridge ... the infamous "bridge issue." Just to give Play! a shot I started a new game of FFX and everything was going okay (albeit sound laggy and about 20-40 FPS), but it still crashes for me on the bridge when that Sinspawn creature is right about to shoot off the little guys before Tidus and Auron battle. It happened on the 64-bit version on Windows 7 and it happens right after the FMV is shown with Tidus and Auron on the bridge ... tried it with sound on & off. I decided to save a state (luckily) right before the issue occurs, so maybe it would be of use to devs: |
@HerPizzaFace Sorry, I don't want to download an executable from a site I don't know about. Could you post the state file on another upload site please? |
@jpd002 Sorry, that site has two links: one seems to be an ad and the one underneath is a plain zip. Here's the same zipped file with all the state info at another site: http://www.filedropper.com/slus203121st0 |
@HerPizzaFace Thanks for the state file. What happens on my side when I load the file, is Tidus and Auron just standing around looking at the building that's about to get hit. Is that what happens on your side too or are you getting a crash at that moment? |
@jpd002 Thanks for evaluating. It crashes when the Sinspawn (Sinspawn Ammes to be exact) is shown up above (an FMV should occur which fires off the little guys ... it never gets to that part, saying, "Play! has encountered a problem and needs to close."). But there seems to be an issue on my side ... after re-trying the save state, it appears to be stuck in a weird glitch where Tidus morphs into Auron's body and just stays that way, and I am unable to try it again and proceed to the point where it crashes. Were you able to reach the part where Sinspawn Ammes is shown or does it stay stuck there with Tidus and Auron's bodies morphed? After that scene, it is supposed to show either Sinspawn next or another FMV, but either method aside, the crashing point for me was right when Sinspawn Ammes was shown. Here's a video showing the exact moment of where it crashes for me: https://youtu.be/6TznnlH5YSk?t=14s Right when that "smash" sound occurs and the camera pans in to Sinspawn, the program gets stuck. |
@HerPizzaFace Yeah, I was able to get past that part. I've just uploaded a new weekly build (http://purei.org/downloads/play/weekly/) and also uploaded their respective PDBs to help us figure out the problem. Could you send me a dump file of the process when it's crashed? (instructions here: https://support.microsoft.com/en-us/kb/931673) I'll be able to see where the emulator crashed using the PDB files I've just uploaded. If you have Visual Studio and can show me the crash location in the debugger, that's good too. |
@jpd002 I don't think I can manage to do what you're asking unless you be more specific. Do you want me to download the PDB file? And then what do I do with it? I understand the dump file bit when the program crashes, I think, but not too sure on the PDB or Visual Studio part (the debugger needs Visual Studio?). I guess I'll just send the dump when I try again, but not too sure on the other stuff. |
@HerPizzaFace Well, if you don't have Visual Studio, don't worry about the PDB (Program Database). Once you send me the crash dump, I'll be able to use the both the PDB and crash dump on my end to see where the emulator is crashing. |
@jpd002 It's a pretty large file, but here it is: http://www.filedropper.com/play |
@HerPizzaFace Thanks for the dump and screen shots. I've looked at the dump and noticed that MSVCR120.DLL was located in the same folder as the emulator's executable. I don't know if you copied that file manually in that folder, but this might cause the problem you're encountering since the version of the DLL isn't good (screen shot shows version 12.0.21005 while latest version is 12.0.30501). I've changed the installer to make it install the VC++ 2013 redistributable package (which contains the proper MSVCR120.DLL file) automatically and uploaded a new build (http://purei.org/downloads/play/weekly/Play-20150624-64.exe). Could you try the following to see if that's the cause of the problem?
Thanks! |
@jpd002 Did exactly what you said and it still crashes at the exact same place. I didn't manually copy any files either. I downloaded Play! and just ran FFX; didn't alter any files. Checked installed programs and the VC++ x64 2013 is there and has the right version (12.0.30501). The weird part is that I checked System32 for MSVCR120.DLL and it still shows the outdated version. Could this be the issue? That it keeps trying to use the outdated extension? I see no 12.0.30501 file. Where the heck am I supposed to get the 12.0.30501 version if VC ++ installer didn't even update it? |
@HerPizzaFace Thanks for the feedback. On my side, I've also got MSVCR120.DLL in But since you're still getting the crash, the problem is somewhere else. I'll keep looking and tell you once I find something. |
Maybe if I give more info it'll help: CPU: i3-4160 (AVX 2.0, SSE4.1/4.2, MMX, SSE3, SSE2, SSSE3, FMA, MMX, SSE). GPU: Intel HD 4400 (although I'm pretty sure the GPU isn't the issue). I thought maybe the CPU features would be relevant since there were issues with them elsewhere. |
@HerPizzaFace Thanks for the info, I'll create a separate issue so that we can have all the information about this problem in one place. |
@jpd002 By the way, how are you gonna improve framerate? What actually requires emulator to run fast even on low end pc? |
@716Girl Well, in the case of FF12, half of the frame time spend is in executing VU subroutines, so that would probably be a good place to start. The quality of the generated code can probably be improved a lot. There's also a couple of tweaks I'd like to do in the HLE code to improve speed (interrupt handling is quite dirty as it is right now). |
This issue should be closed and everyone should be redirected to the new compatibility list on: |
Indeed! Thanks for spotting this! |
I have seen screenshots of FFX and Atelier Iris, what else?
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