This is a general issue these days, not limited to Wiistation.
Take a look at most of the decomps that we had in the last few years. Before getting the games to run 100% with clean code, people start adding tons of features that make it impossible to properly debug and fix anything.
It also...
WiiStation Ver 3.2:
SPU: Correction for overflow of 16 digit numbers.
psxbios: implement yet more memcard details.
Fixes Formula 1 freezing at first loading screen.
Update to latest libCHDr.
To avoid errors where CHD games occupy too much memory, move Lightrec's 4M Buffer to MEM2 memory...
I don't think we should worry about subchannel data in CHD's, because chdman does not support MSD/MDF or CCD/IMG/SUB or SBI files. These are the main formats that have subchannel data. Even if you try to convert a game with BIN/CUE/SBI, the SBI file will get ignored by chdman.
Having said that...
If I'm not mistaken, FLAC is even lighter than Zstandard and deflate (zlib) as it can be decoded on many DAP's with hardware even more restricted than the Wii.
Do the crashes also happen with uncompressed bin/cue?
CHDs using only zlib and FLAC were already faster than the ones using LZMA. The real issue was and is LZMA compression. zlib is fine.
Here's an example:
chdman - MAME Compressed Hunks of Data (CHD) manager 0.262 (mame0262)
Input file: Akumajou Dracula X - Gekka no Yasoukyoku (Japan) (Rev 2)...
Taking a glance at popstation_md code (https://github.com/moparisthebest/popstation/blob/master/popstation_md/main.c), it seems that PBP uses zlib's deflate algorithm, so its maximum compression should be similar to what chdman uses when you create a CHD with only deflate.
Just out of curiosity, what advantage is there in running PAL games in NTSC when there's a NTSC version of the same game?
I can understand it when the game was only released in Europe.
That's quite interesting, I've never heard of it before. Too bad it hasn't been updated in a long time, but you can create a regular CHD with it that uses lossyWAV (FLAC) + LZMA and then use the latest CHDMAN to convert it to FLAC + Zstd with the "copy" command.
Wiistation v3.0 was released.
https://github.com/xjsxjs197/WiiSXRX_2022/releases
Ver 3.0:
240p/Lightgun/Mouse/Multitap support.
CHD v1-v5 compressed format support.
Add Force ntsc mode.
Rewritten PCM decoding logic using the paired single instruction,
There is a slight increase in corresponding...
https://github.com/emukidid/cleanrip/releases/tag/2.2.0
What's Changed
Enable NTFS support on GameCube and SD cards by @Extrems in #97
Built with latest libNTFS
2.1.2 had broken NTFS support, please use this version instead.
No, but, on the Wii, CHDs using Zstandard will read faster and use less CPU/memory than the ones using LZMA.
Still, uncompressed bin+cue should be used when trying to debug any issues with the emulator.
Hi @Pk11 @RocketRobz, how feasible would it be to import GM9i's file management into pkmn-chest? I described my use case in Github issue #79 but there doesn't seem to be much activity over there.
Has anyone fully played FF 7, 8, 9 or Lunar series (US NTSC) on any of these emulators? I'm planning to play them but I don't want to start if there are game-breaking bugs.
I think it's always important to test games using BIN/CUE to rule out any issues related to the format. The emulator has a lot to improve as you can see by the many issues being reported here, so the format the game is in shouldn't be a high priority for the devs, IMO.