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Re: Nightly Public Builds for the PlayStation Core

Posted: Sun Apr 24, 2022 4:28 pm
by Chilli_Vibes
Chris23235 wrote: Sun Apr 24, 2022 4:01 pm
Chilli_Vibes wrote: Sun Apr 24, 2022 3:45 pm Just tried this for the first time, really impressed. And, on a CRT, the PS1 looks so much better than running a software emulator with shaders.
One question, would it be possible, in the future, to browse a directory for games ? I would like to keep directories of shmups, platformers, rpg, racing, etc.... At the moment, it seems you can only have one game in each folder, and that folder has to be named the same as the file.
Just put the folders with the games in subfolders calles "shmups", "rpg", etc,
Ahh, didn't think of that. Thanks.

Re: Nightly Public Builds for the PlayStation Core

Posted: Sat Apr 30, 2022 11:23 am
by Asteld
Is dual SDRAM still an option in the latest cores? Is it the SPU Ram option in the video&audio menu?

If yes, when that option is greyed out does that mean that my dual ram is not working?

Re: Nightly Public Builds for the PlayStation Core

Posted: Sat Apr 30, 2022 2:21 pm
by FPGAzumSpass
Yes, this is the option for dual sdram.

It's greyed out if the switch on mister to use dual sdram is not set. (there are 4 big switches in the middle of the board, the one closest to hdmi must be on)

Re: Nightly Public Builds for the PlayStation Core

Posted: Sat Apr 30, 2022 3:04 pm
by Xbytez
Just setup your DE10-Nano switches as show below.

psx-core-mister-dual-sdram-swithch-setting.jpg
psx-core-mister-dual-sdram-swithch-setting.jpg (84.65 KiB) Viewed 7143 times

Re: Nightly Public Builds for the PlayStation Core

Posted: Sun May 01, 2022 7:25 pm
by Jegriva
What is the difference between "Dual Shock" and "DS Analog Forced"?

Re: Nightly Public Builds for the PlayStation Core

Posted: Sun May 01, 2022 9:43 pm
by Caldor
Has anyone tested the rumble support? Anyone know how to get it working and what controllers it might support? And what games to test with?

I have been testing with Medievil, I remember that having rumble.

Re: Nightly Public Builds for the PlayStation Core

Posted: Sun May 01, 2022 10:03 pm
by LamerDeluxe
You have to set the controller to dual shock in the core menu. Also remember some games had the shock effects turned off by default.

To turn on the analog mode press L3+R3+up or down on the d-pad. Analog forced got removed already, it forced analog mode on always, but that could cause trouble.

I've been comparing the dual shock effect to my PSOne and for a lot of games it works well. Some racing games, like Gran Turismo, Colin McRae Rally 1/2 and Jarret & Labonte stock car racing, have the shock effect going constantly, which doesn't match the behavior on the PSOne.

Re: Nightly Public Builds for the PlayStation Core

Posted: Mon May 02, 2022 5:50 am
by Caldor
Yeah, I already tried Dualshock mode. I have been using my 8Bitdo SN30 Pro+. Pretty sure it should have rumble? I have tested with Medievil because I know it had rumble support, but does not seem to work with it.

Re: Nightly Public Builds for the PlayStation Core

Posted: Mon May 02, 2022 7:47 pm
by vanfanel
I have an 8Bitdo SN30 Pro (not plus), and I can't get Ape Escape to work right.

I have tried setting input1 mode to DualShock on the core OSD, and then pushed L3+R3+up (also tried L3+R3+down) but only one axis on the left analog stick seems to be working. Using latest nightly build.

So, is there any detail I may be missing, please?

Re: Nightly Public Builds for the PlayStation Core

Posted: Tue May 03, 2022 4:50 am
by FPGAzumSpass
did you map the axis on mister main before starting the core?

Re: Nightly Public Builds for the PlayStation Core

Posted: Tue May 03, 2022 9:43 pm
by vanfanel
FPGAzumSpass wrote: Tue May 03, 2022 4:50 am did you map the axis on mister main before starting the core?
That was the problem. I seem to be pretty stupid sometimes :lol:

Thanks!!!

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 6:45 am
by Caldor
vanfanel wrote: Tue May 03, 2022 9:43 pm
FPGAzumSpass wrote: Tue May 03, 2022 4:50 am did you map the axis on mister main before starting the core?
That was the problem. I seem to be pretty stupid sometimes :lol:

Thanks!!!
Have you gotten rumble working for anything?

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 7:17 am
by PQR
I've tested PSX_unstable_20220429_14b864.rbf with a Dualshock 4 controller connected via USB.

Metal Gear Solid has a handy vibration test function in the Options and these are my experiences:
1. Rumble works when input 1 is set to "Dualshock" in OSD (digital controls).
2. Rumble does not work when input 1 is set to "DS Forced Analog" in OSD.
3. Rumble does not work when input 1 is set to "Dualshock" in OSD after pressing L3+R3+up (analog controls).
4. Following the above, when I switch back to digital controls via L3+R3+down then rumble does not work as well.

Let me know if you want me to test things further!

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 7:50 am
by breiztiger
but last unstable is from yesterday

and 20220502 has rumble related change

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 10:15 am
by PQR
Good to know. Will check.

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 1:42 pm
by vanfanel
Caldor wrote: Wed May 04, 2022 6:45 am
vanfanel wrote: Tue May 03, 2022 9:43 pm
FPGAzumSpass wrote: Tue May 03, 2022 4:50 am did you map the axis on mister main before starting the core?
That was the problem. I seem to be pretty stupid sometimes :lol:

Thanks!!!
Have you gotten rumble working for anything?
No, I don't feel any vibration on Metal Gear test or Ape Escape.
I have configured input1 as DualShock on the OSD. Analog features work perfect!

So, it seems no rumbre for now on our 8bitdos? Maybe it's something on the Linux side of things...

Also, can you point me to information regarding how to get one different Memory Card for each game?
I have "Automount Memory Card 1" set to "NO", so I guess that should create a different .SAV for each game? Or maybe I am wrong?

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 1:55 pm
by Atohmdiy
Am i alone to have trembling picture with direct video ? This sync problem appear somewhere in April.

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 7:52 pm
by PQR
Alright. Just ran the same tests on PSX_unstable_20220503_16cd40.rbf with a Dualshock 4 controller connected via USB.

Using vibration test function in the Options of Metal Gear Solid, these are my experiences:
1. Rumble works when input 1 is set to "Dualshock" in OSD (digital controls).
2. Rumble does not work when input 1 is set to "Dualshock" in OSD after pressing L3+R3+up (analog controls).
3. Following the above, when I switch back to digital controls via L3+R3+down then rumble does work again.

Apparently rumble does not seem to work together with analog controls yet.

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 9:26 pm
by Dacaskos
Does anyone manage to make the analog work as it should (like in Descent, for example, it supports both the original analog flight stick and the earlier Dualshock model which didn't have rumble but it had the analog driver on it)?

I can't make it work. The controller won't respond to any input while analog or wheel analog is selected.

Re: Nightly Public Builds for the PlayStation Core

Posted: Wed May 04, 2022 11:30 pm
by FoxbatStargazer
Using dualshock setting and a DS4 via USB, I can't get soul reaver to recognize analog input, even when analog mode is selected via mouse click. Contra PQR I do get a rumble shake when turning on vibration in soul reaver's in-game options menu, even in analog mode.

I did configure the analog sticks in the Menu core, but I noticed when defining buttons in PSX, it never asks you to move the sticks.

Re: Nightly Public Builds for the PlayStation Core

Posted: Thu May 05, 2022 4:12 am
by FPGAzumSpass
Yes, sticks are only configured in main, not in the core.

DS4 is proven to work with analog, but i'm not sure what the problem is in your case, sorry :(

Re: Nightly Public Builds for the PlayStation Core

Posted: Thu May 05, 2022 10:22 am
by Alkadian
Rumble is working fine on my side. It is absolutely brilliant!!
I have tested Driver and Medievil with a DS4 which I have picked up just yesterday.

Thanks @FPGAzumSpass!

Re: Nightly Public Builds for the PlayStation Core

Posted: Thu May 05, 2022 11:57 pm
by FoxbatStargazer
Alright I just didn't have the DS4 configured correctly in the menu core somehow. Dual sticks and rumble all working together in Ape Escape and others.

Re: Nightly Public Builds for the PlayStation Core

Posted: Fri May 06, 2022 9:32 am
by Caldor
Awesome, I will try with a PS4 controller and see if it works for me :)

Re: Nightly Public Builds for the PlayStation Core

Posted: Fri May 06, 2022 10:43 am
by PQR
I managed to get rumble and analog controls working with a DS4 as well. :)

Using the clickable touch pad on the DS4 controller to switch between digital and analog controls is a lot easier. Using L3+R3+up/down works too but only if you don't press the direction keys too long.

A big thank you to the PSX core developers. This is truly awesome!

Re: Nightly Public Builds for the PlayStation Core

Posted: Fri May 06, 2022 11:12 am
by AtomicShroom
I’ve been toying with the core and I noticed that the scanline filter remains applied even when the game outputs a 480i resolution, which makes no sense since interlaced content, by definition, doesn’t have static scanlines.

Am I missing something or can something be done for mister to turn off scanline filters when 480i modes are used by games?

Re: Nightly Public Builds for the PlayStation Core

Posted: Fri May 06, 2022 12:15 pm
by Asteld
Xbytez wrote: Sat Apr 30, 2022 3:04 pm Just setup your DE10-Nano switches as show below.
Thanks for this.

Are there known issues with using 32MB 2.2 XS SDRAM for the second module? I definitely have the right configuration, but the SPU RAM option in the PSX core is still grayed out.

..is there any (other) way to test whether dual SDRAM is working?

Re: Nightly Public Builds for the PlayStation Core

Posted: Fri May 06, 2022 12:26 pm
by RascalUK
Is anybody having any issues with the last three nightly builds - none work for me, the Bios doesn't load. Works fine up until the first build from 2nd May, after that I just get ED and a black screen.

I'm running off an external HDD for my PSX library, not the SD card.... any ideas? Have I missed something?

Re: Nightly Public Builds for the PlayStation Core

Posted: Fri May 06, 2022 2:11 pm
by hooxxx
RascalUK wrote: Fri May 06, 2022 12:26 pm Is anybody having any issues with the last three nightly builds - none work for me, the Bios doesn't load. Works fine up until the first build from 2nd May, after that I just get ED and a black screen.

I'm running off an external HDD for my PSX library, not the SD card.... any ideas? Have I missed something?
bios file for every region is now required (if you play pal or jap games)
boot.rom for us
boot1.rom for jap
boot2.rom for pal

Re: Nightly Public Builds for the PlayStation Core

Posted: Fri May 06, 2022 2:26 pm
by RascalUK
Ah right cool thanks. I’ll add them in :)