Untamed Arms
Posted on 2013-03-12 22:00:53
So, I've been busy working on various projects including my emulator and I recently got Wild Arms: Alter Code F to run. I ran into lots of problems as always, but I finally got it to work without any patches.


Screenshot #000238 Screenshot #000239 Screenshot #000240
Screenshot #000241 Screenshot #000242 Screenshot #000243


As you can see, the title screen is working perfectly, but that's the easy part.

If we leave the title screen running for a while, it's going to change to an introduction movie, as seen in the second screen shot. I did my best to make movie playback more stable, but it's still problematic. I removed all the threading stuff that was present in my IPU emulation module and made it a bit more error resilient by trapping VLC and bit-stream errors. I also enabled SPU emulation and fixed some problems with what I think is the "streaming mode" because the movie playback engine in the game is trying to keep up with the SPU somehow and requires proper feedback from it. I also improved the movie decoding speed by forcing DMA transfers to the IPU to always execute when the input FIFO is not completely full. The end result is something that kinda works, but still suffers from corrupted macroblocks and other random hiccups. But I don't need to disable movie playback with a patch to go further in the game, which is a good thing.

Before getting to the point of the third screen shot, I had to fix a problem with the instruction cache not being flushed properly. I forced it to be flushed when a recompiled area is being loaded with data directly from the IOP CDVDFSV module. I don't know why, but a lot of games seem to enjoy loading code overlays...

The rest of the screen shots are from actual in-game action. Looks kinda crappy for now, probably because of incorrect flag handling on the VU, but my next goal is to see how I can fix that without breaking other games.