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but in the q subchannel there is a track number, an index number and even absolute/relative timestamps, so the audio cd player can use that for synchronisation while playing cd audio). That extra informations ("subchannel data") are usually used on audio tracks, to give informations about the current head position (unlike a data track, an audio track needs all bytes in a cd sector for the audio data, so there is no space left for sync infos or error correction infos. Now below is a detailed text, written by Pete Bernert (author of the famous Pete plugins collection), which gives you about any detail you might know (even some which rather belong into the documentation directory), so I just pasted it in here :įirst let me try to explain in an easy way what "subchannels" are for: Beside the "real data" in a cd sector, there are also a few extra informations for each sector. The new option just needs to be activated in ePSXe v1.5.1 and you're settled. This is mostly interresting for NTSC J (japan) and PAL (europe, asia) users, as these versions of the game often come with such a copy protection (the most popular example would be Final Fantasy 9 here).
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If you can't get the rumble feature to work correctly, make sure to take a look at the Troubleshooting section of this help file.įirst off, let's clearify what the heck we are talking about here : Sub channel reading basicly allows you to get around many protections without getting a PPF file to patch the emulator. On your right handed side, you'll now see three options to configure : The type of your rumble controller (ePSXe comes with built in Burutter support for example), and the force with which the motors are supposed to rumble. For further infos, refer to the plugins readme.Ībout Dual Shock : One of the features ePSXe offers is Dual shock emulation, converted over to what PC users know as Force Feedback ! To take advantage of this feature, you'll either need a PC joystick supporting Force feedback, or one of these neat PSX to PC converters, which come with rumble support.Ĭonfiguration : In order to configure the rumble feature, you'll have to go to the Game Pad menu, and open the controller you want to rumble.
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You can usually activate these with the 'Del' key. Most GPU plugins also are able to display the currently selected slot on their "on the fly" menues. 5 slots are available)į3 = Load the game from the selected slot Just use the following keys :į2 = Switch one slot higher (max. Of course you don't have to use ePSXe's menu all the time (see: The GUI ), ePSXe has some shortcuts which make it easier to manage your states. Advantages are obvious, as you can save before a difficult place so you won't have to replay lots of stuff just to get back to that point.Ī save state usually has a size between 1 and 3 MB (and that's already compressed!) depending on the stuff which has been in memory when you saved and, of course, the game itself. Starting with version 1.5.0, you'll need to run ePSXe using the -ssv0 option if you want ePSXe to create save states in the old format - otherwise you won't need this option.Ī save state is an exact copy of the memory ePSXe uses (and therefor the PSX would use), which allows you to save your exact position in the game - unlike memory cards, which only allow you to save when the programmers actually want you to.
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While an improovement has been made for version 1.4.0 (savestate pic support), the format didn't change. Save States: Starting with version 1.2.0, ePSXe has save state support. Version of the game was released in 2005 for the PlayStation 2 as Part of Tekken 5's Arcade History mode.The PlayStation version is considered by some as one of the greatest games of its genre.
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Takken 3 is the third installment in the Popular Tekken fighting game was released on Arcades in March 1997,and for the PlayStation in mid 1998.A simplified"arcade"