Search found 382 matches

by FPGAzumSpass
Thu Mar 30, 2023 4:02 pm
Forum: Input Devices
Topic: Nintendo 64 Switch controller support?
Replies: 7
Views: 2758

Re: Nintendo 64 Switch controller support?

Just realized it's already sold out and only available for double price :(

by FPGAzumSpass
Thu Mar 30, 2023 2:21 pm
Forum: Input Devices
Topic: Nintendo 64 Switch controller support?
Replies: 7
Views: 2758

Re: Nintendo 64 Switch controller support?

It has a USB-C, can that be used to connect it like with a PS5 pad or only for loading?

I have a third party USB N64 controller i use for 3D platformers on the PSX, but the quality is bad, especially the dpad which has ghost pressed of up and down when you press right,
so i would be more than happy to switch to a better quality one.

by FPGAzumSpass
Fri Mar 24, 2023 8:07 pm
Forum: Other Console Cores
Topic: Bandai WonderSwan Core Released
Replies: 87
Views: 73635

Re: Bandai WonderSwan Core Released

If the game is rotated, the buttons rotate, too, so you may have to use different buttons.

by FPGAzumSpass
Fri Mar 24, 2023 5:03 am
Forum: General Discussions
Topic: So Robert Peip (FPGAzumSpass) Is Working on a New Core...
Replies: 185
Views: 33478

Re: So Robert Peip (FPGAzumSpass) Is Working on a New Core...

I had a thought the other day about ao486. Rather than try to exactly replicate a real CPU (which I know ao486 does not), would it be possible to rip and replace the CPU that is in ao486 with a newly designed super efficient one that works well using the MiSTer's timing contraints and capabilities, etc.? In other words, design a new old-school 386...
by FPGAzumSpass
Tue Mar 21, 2023 4:22 pm
Forum: Development for MiSTer
Topic: Developing Core for Panasonic 3DO
Replies: 15
Views: 9606

Re: Developing Core for Panasonic 3DO

3DO is often requested, so there is a large crowd of people who would appreciate that. Some hints from my side, as someone who also writes a software emulator every time before the FPGA core: Grab SoC board with CPU and FPGA available Get open source emulator, which is proven to be working Build it for the given board Replace sub systems with IP co...
by FPGAzumSpass
Sun Mar 19, 2023 5:32 am
Forum: SNES (Super Nintendo Entertainment System)
Topic: Save State Support
Replies: 23
Views: 21638

Re: Save State Support

Yes, lack of developers working on it is the main thing holding it back. Just look at the situation now: it's not even one main dev per system, but several systems per dev. Srg320 did SNES, MegaCD and now Saturn, so it's hard to spend extra time for the older systems. I know that by myself, some of the first cores (e.g. GBA) could really need a lar...
by FPGAzumSpass
Sun Mar 12, 2023 5:49 am
Forum: Sony PlayStation (PSX)
Topic: Final Fantasy VII Cutscene Glitches
Replies: 25
Views: 14674

Re: Final Fantasy VII Cutscene Glitches

Sorry, i don't know why it happened. It could be the savestate got corrupted or there was a bug leading to the corrupt mdec state and it carry on if the game never boots fresh. Hard to guess what the reason really was...all i can say is that i asked in discord and several people reported that it worked without issues for them when they played it, l...
by FPGAzumSpass
Sat Mar 11, 2023 11:37 am
Forum: Sony PlayStation (PSX)
Topic: Final Fantasy VII Cutscene Glitches
Replies: 25
Views: 14674

Re: Final Fantasy VII Cutscene Glitches

Cannot find any version where this worked, but then somebody must have seen it before? Maybe the savestate is already broken?

edit: the MDEC decompression tables in the savestate are corrupt. Do you may have a savegame(memcard) near that situation?

by FPGAzumSpass
Tue Mar 07, 2023 7:11 pm
Forum: Sony PlayStation (PSX)
Topic: Where is the psx core save data / save states directory ?
Replies: 3
Views: 2924

Re: Where is the psx core save data / save states directory ?

saves(memcards) are in saves/PSX if you used automount
savestates are in savestates/PSX

by FPGAzumSpass
Mon Mar 06, 2023 7:04 pm
Forum: Sony PlayStation (PSX)
Topic: One Button on the Gamepad Is Missing!
Replies: 4
Views: 2569

Re: One Button on the Gamepad Is Missing!

In the OSD there are different methods for the mode switch:

  • L3+R3+Up/Dn
  • L1+L2+R1+R2+Up/Dn
  • Mouseclick (e.g. ps4/ps5 pad touchpad)

You can still map it to a button, but you don't have to.

by FPGAzumSpass
Sun Mar 05, 2023 7:51 pm
Forum: Sony PlayStation (PSX)
Topic: PSX Core Stuck at Memory Card Screen
Replies: 9
Views: 4951

Re: PSX Core Stuck at Memory Card Screen

Very likely your .cue file just is wrong. Compare it with the redump and you will find the issue. Many emulators spend a lot of effort to support all kind of weird formats there, we don't. You might call it finicky, but in the end the core needs just the bare bones: pure data sectors from the tracks, it cannot be more basic. However, if your dump d...
by FPGAzumSpass
Sat Feb 25, 2023 6:44 am
Forum: Sony PlayStation (PSX)
Topic: Shadow Tower Freezes After Being Final Bosses First Form
Replies: 9
Views: 2829

Re: Shadow Tower Freezes After Being Final Bosses First Form

No worries, i can imagine that something is there, not sure what yet, if it's the image, some setting or a real bug in the core
However, if we cannot reproduce it, it's hard to do anything.

For you it might be easy to beat that boss, but i can barely beat one of the spiders at the beginning of the game :(

by FPGAzumSpass
Fri Feb 24, 2023 4:49 pm
Forum: Sony PlayStation (PSX)
Topic: Shadow Tower Freezes After Being Final Bosses First Form
Replies: 9
Views: 2829

Re: Shadow Tower Freezes After Being Final Bosses First Form

Please create a savestate BEFORE it is crashed(ideally 5-10 seconds before issue), so it can be loaded.

Also:

  • CD is redump verified?
  • no cheats used?
  • no turbo/2X core used?
  • no romhacks/translation?
by FPGAzumSpass
Tue Feb 21, 2023 4:20 pm
Forum: Sony PlayStation (PSX)
Topic: Nightly Public Builds for the PlayStation Core
Replies: 278
Views: 131634

Re: Nightly Public Builds for the PlayStation Core

Several people in the mister discord tried to reproduce with a CRT, using rgb or composite, no one could see it. Not sure where the issue is, but if you want to resolve it, i recommend to join the mister discord psx channel. There are often people around who will help with live debugging of the issue edit: just to report back for those that also hi...
by FPGAzumSpass
Mon Feb 20, 2023 7:56 pm
Forum: Sony PlayStation (PSX)
Topic: Nightly Public Builds for the PlayStation Core
Replies: 278
Views: 131634

Re: Nightly Public Builds for the PlayStation Core

When taking screenshot using a keyboard, it doesnt show any of this red part. But taking pictures with my smartphone, that's how I see CG in psx games, also wipeout 3 the same red thingy blocks also appears. So the issue is after the color generation from the core... Could be related to the FMV being 24bit, but the analog IO board can only do 18bi...
by FPGAzumSpass
Mon Feb 20, 2023 2:51 pm
Forum: Sony PlayStation (PSX)
Topic: Nightly Public Builds for the PlayStation Core
Replies: 278
Views: 131634

Re: Nightly Public Builds for the PlayStation Core

I haven't heard of anything like this and the game was often played now, so i guess this would have been reported.

You probably need to take a picture or at least describe this better.

by FPGAzumSpass
Mon Feb 20, 2023 5:28 am
Forum: Sony PlayStation (PSX)
Topic: Nightly Public Builds for the PlayStation Core
Replies: 278
Views: 131634

Re: Nightly Public Builds for the PlayStation Core

you can report issues here: https://github.com/MiSTer-devel/PSX_MiSTer/issues But i also see them if you post here :) edit: it's fixed now, so you don't have to create a github issue :D You can check out the newest testbuild in the MiSTer discord or wait for the unstable build to appear. In case somebody is interested what the issue was: The SPU in...
by FPGAzumSpass
Sat Feb 18, 2023 3:52 pm
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 784
Views: 4012532

Re: MiSTer updates and changelog

PSX : new features: - add option to use virtual memcard or real memcard when using snac (by blue1) - add support for using a paddle as negcon steering axis and spinner for mouse games affected by fixes: - Turbo Prop Racing - KKND - All Star Tennis 99 - Love&Destroy - all Code Monkeys video-puzzle games, e.g. Animal Football, Dalmatians, Dinosa...
by FPGAzumSpass
Mon Feb 13, 2023 6:20 pm
Forum: General Discussions
Topic: So Robert Peip (FPGAzumSpass) Is Working on a New Core...
Replies: 185
Views: 33478

Re: So Robert Peip (FPGAzumSpass) Is Working on a New Core...

Sorry, than we just talked about different things. DS needs more memory than is available in the DE10-Nano FPGA, mostly for 2D and 3D rendering so to make it work this Memory has to be outside (sdram, ddr3). The bandwidth could be enough, but the latency is higher. To compensate, the memory would have to be read in bursts, e.g. with rendering the 2...
by FPGAzumSpass
Sat Feb 11, 2023 6:05 am
Forum: General Discussions
Topic: So Robert Peip (FPGAzumSpass) Is Working on a New Core...
Replies: 185
Views: 33478

Re: So Robert Peip (FPGAzumSpass) Is Working on a New Core...

I don't like the 100% perfect or nothing standpoint, especially for newer systems, because it means we would not have any "more modern" system on the DE10-Nano hardware. Some MiSTer cores have some shortcomings below the surface already and i would say they are not critical for 99% of the games and users. E.g: GBA uses a trick in that it ...
by FPGAzumSpass
Fri Feb 10, 2023 2:37 pm
Forum: General Discussions
Topic: So Robert Peip (FPGAzumSpass) Is Working on a New Core...
Replies: 185
Views: 33478

Re: So Robert Peip (FPGAzumSpass) Is Working on a New Core...

Most "2D" DS titles use the 3D engine to show more sprites or even just use it as additional 5th background layer. Only very few titles don't use 3D at all. Easily < 10% DS on MiSTer would only work in a "inaccurate" way as the memory doesn't fit in the FPGA. Maybe it's good enough with best effort drawing and dual sdram...no id...
by FPGAzumSpass
Tue Feb 07, 2023 5:22 pm
Forum: General Discussions
Topic: So Robert Peip (FPGAzumSpass) Is Working on a New Core...
Replies: 185
Views: 33478

Re: So Robert Peip (FPGAzumSpass) Is Working on a New Core...

Wow, a lot of discussion on that already.

I just wanted to tell you that i don't keep it private just for fun, but because i want to present at least something, so the disaster of the DS doesn't repeat, where some games where already running and i still had to give up. "The burnt child fears the fire".

by FPGAzumSpass
Sun Jan 29, 2023 6:01 pm
Forum: Sony PlayStation (PSX)
Topic: Community Pom english patch weird behavior
Replies: 2
Views: 1365

Re: Community Pom english patch weird behavior

You probably use a bin/cue with only one bin file?
If yes: This function is currently broken. There is a WIP fix from Zakk, but i'm not sure about the status. Otherwise your bin/cue must have one bin file for each CD track to work properly. Or you can use CHD.

by FPGAzumSpass
Fri Jan 27, 2023 5:52 am
Forum: Other Console Cores
Topic: Bandai WonderSwan Core Released
Replies: 87
Views: 73635

Re: Bandai WonderSwan Core Released

I must say that i never tried the mgl files...

In any case: both BIOS files should be in both folders. Or you just use the normal wonderswan for both color and noncolor games....

by FPGAzumSpass
Mon Jan 23, 2023 12:24 pm
Forum: Sony PlayStation (PSX)
Topic: Syphon Filter 3 - PAL version "glitchy" dither pattern
Replies: 4
Views: 1270

Re: Syphon Filter 3 - PAL version "glitchy" dither pattern

yes, probably not very visible on a CRT.

The reason why they likely put it to 255 and not 256 is the color lookup table you see in the last line (blue to yellow)
There is no space to do 2x256 height with this line and maybe making the framebuffer smaller was the "easy fix" and they didn't think about the issue it causes.

by FPGAzumSpass
Sun Jan 22, 2023 7:17 am
Forum: Sony PlayStation (PSX)
Topic: Syphon Filter 3 - PAL version "glitchy" dither pattern
Replies: 4
Views: 1270

Re: Syphon Filter 3 - PAL version "glitchy" dither pattern

The dither pattern is fixed for each x/y position on the screen, so the pattern itself is impossible to change. This pattern has a size of 4x4 pixels and repeats itself. The game does use 2 framebuffers to render the image and shows them alternating. These framebuffer start at x=0, y=0 for the first and x=0, y=255 for the second. Due to this y = 25...
by FPGAzumSpass
Wed Jan 18, 2023 9:10 am
Forum: Sony PlayStation (PSX)
Topic: Deinterlacing on PSX Core?
Replies: 15
Views: 5356

Re: Deinterlacing on PSX Core?

Some games like this racing game use a squashed resolution to be able to fit 2 framebuffers in VRAM to run at 30fps in interlaced mode(15 full images per second only). The current Bob implementation cannot handle that, neither can the 480p hack. To support such weird cases on HDMI with better than weave, you need a very wide range general purpose d...
by FPGAzumSpass
Tue Jan 17, 2023 6:08 pm
Forum: Sony PlayStation (PSX)
Topic: Nightly Public Builds for the PlayStation Core
Replies: 278
Views: 131634

Re: Nightly Public Builds for the PlayStation Core

Good network connection is likely lower latency than USB.

Atleast we had several reports about HDD with USB not working great, but i have a very good experience even with NAS with 5400rpm HDDs connected over 100mbit cable.

by FPGAzumSpass
Tue Jan 17, 2023 6:04 pm
Forum: Sony PlayStation (PSX)
Topic: Deinterlacing on PSX Core?
Replies: 15
Views: 5356

Re: Deinterlacing on PSX Core?

You cannot force 480p for all elements, unless you can copy in (near) zero time, like emulators can. That's why the 480p hack is a hack: it doesn't work on static elements, only on elements that are rendered with each frame. Also it doesn't work for some games where our GPU power isn't enough. True 480p would require one additional GPU renderer or ...
by FPGAzumSpass
Sat Jan 14, 2023 9:01 am
Forum: MiSTer Updates & Changelog
Topic: MiSTer updates and changelog
Replies: 784
Views: 4012532

Re: MiSTer updates and changelog

PSX : new features: - add pop'n controller type (special version of digital controller) general fixes: - fix popping sounds when CD audio track change - fastboot will now only have effect when a CD is inserted, so booting into bios options is still possible - SNAC: add delay, fixes issues with certain MCs. games affected by fixes: - Alien Resurrec...