#Sony PlayStation
1 messages · Page 4 of 1
That's what I'm using
Also most games/cores are centered but a few psx ones aren't
Although i don't seem to notice it come up often
The core should be properly centered. From there, it’s up to the game.
Yeah so that must mean those games would be off center on a real PSX, too
Yeah likely
my consoles connected to three different crt tvs give the same thing via rgb
But I wondered if the core could have options to correct it nonetheless. I guess the only real scenario where it would be useful is if the game completely lacks screen position options
Since there isn't really a way to save options like that on a per game basis
Only some arcade cores as far as I know at the moment have these options
Yeah that's what made me wonder about it
Everything is doable, but I don't know how much resources and time it would take
Yeah makes sense
I bought an rgb positioner
Nice to see the list I build several years ago being helpful for the discussion here. I don't have any association with that site anymore though.
Regarding the rotation request, I think there are a few things to consider here, especially for people like me who use CRTs 99% of the time for gaming:
-
The options provided by the games/collections aren't enough at times. Most games with TATE support are rotated 90 degrees IIRC, so most people will set up their TATE CRTs that way.
-
Some games, though, have TATE support only at 270 degrees and that's probably why some folks requested such rotating features in other cores: it's impractical to rotate the CRT itself from one game to another.
Furthermore, it screws up the magnetic balance/adjustment of the CRT more often than not, so you usually want to place it in a certain orientation, fix any potential image issues, and don't move it anymore. -
PSX can run games at a wide variety of resolutions and, depending on how your monitor/TV process that specific signal for that game, the image can be a bit bigger or a bit off-center or whatever.
Not all of its supported resolutions use the same PAR either, so there's that too.
With that said, I don't think anyone should feel obligated to add features related to this stuff, but it would be nice to have them if someone is willing to do so and it's something feasible to be done.
So how did you deal with PS1 games in tate mode back then
That's an incorrect premise.
Ok cool, are they literally output at vertical/tate resolutions?
Ah nice. So the game has built in rotation?
Yeah. Several of the arcade ports do. That's why I was curious.
But the Tate version is oriented horizontally of course.
@crisp shale What I’m getting at, before you made your incorrect assumption, is that a lot of these games already feature tate mode rotation. For the ones that don’t, rotation won’t offer anything. For the ones that do but are rotated the wrong way, how many is that?
I don't think it's a huge number
That’s the real payoff we’re looking at.
Less than 10 I'm sure. Maybe less than 5.
My incorrect assumption?
Sorry, but you had just stated something that doesn't make sense.
I'm trying to address the questions in detail, unlike you who was quickly to dismiss what was being discussed.
again with your incorrect assumption lol
@crisp shale answer my question please, how many tate mode games are rotated the wrong way
Or not the way your CRT is oriented
I'm not sure number is the most important thing for a feature but yeah it doesn't make sense for all those resources for only like 5 games
Exactly
It's really up to what the developer wants to do and I respect that.
But uhhh if someone wants to do it because they like to then awesome!
Exactly!
480p hack was really for a few games
But I want to make sure they’re equipped with the right information first that what they’re doing will only impact X number of games.
And that’s only because someone doesn’t want to rotate their CRT.
But there is more 480i games than Tate games, lol
Yeah not much bang for the buck but in that case there wasn’t an alternative solution. You couldn’t rotate your TV screen to eliminate visual wobbling.
I agree.
I mean I didn’t care lol
But hey nice to have!
I mean I didn’t care about the wobbling, 480p is cool
And honestly some of these shooter arcade ports on psx have arcade cores already
Or will
To your point though, if someone wants to do then awesome
I'm not stressed
It came up in the shooter channel so it got me curious
Especially with Saturn coming up to it had me thinking
I was playing the PSX core for a while last night and it still blows my mind how amazing it is.
One day ill hook my MiSTer up to my PVM or 4K OLED. 😂
I so utterly floored by how wonderful the PSX and other cores work that I haven’t even thought to take it to either of the visual setup improvements (1440p+BFI+VRR or CRT authenticity).
I’ve always wanted to test for myself just how accurate the core is. I mean you can easily find that online but part of me wants to see it for myself. See if I can even tell the difference between my original system and the MiSTer.
this is why we have flip mode anyway
The obvious always eludes me LOL. You’re right as always.
so yes, you have to physically rotate a crt for your tate games, but you can flip it so 270/90 doesn't matter
i think most cores offer the same too right
I was going to boast about that not being a problem on HDMI but I don’t have a rotating arm so it wouldn’t be sincere boasting and I can’t have that.
i just played psx core for the first time on my actual pvm, which i only wheel out occasionally
omg the nostalgia
there's a vid somewhere of a guy who has like a 65" oled on a huge arm so he can tate it
hilarius AND awesome
adding arbitrary rotation and screen tweaking stuff is waste of resources
real psx had and needed neither
considering the complexity of rotating a buffer and the already-difficult aspect ratios it would be an ugly mess
just using up resources that could be used by a broader audience for something else instead
there's not enough memory bandwidth anyway apparently
as oleds become more popular we will have smaller options and so monitors and screens for use on Tate...there must be some smaller oleds on Aliexpress already.
Automatic aspect ratio would be nice
good thing you already have it
yes, the 90/270 degree flip is implemented as it was easy to do and should solve the wrong direction tate case
90° rotate is very different and i will not do it
arbitrary shifting would be possible, but as we don't have it in other 240p cores, i don't think i should add it as special solution for psx now. I only did it for lynx because the was no "standard" centered output. Maybe even that was not needed
I don't think you should do either personally
if people can't find a better way to fix their tate issues they're going to have this problem endlessly on everything
it's just going to become a hodgepodge of inconsistent per-core fixes
it's better if they just get a respectable television setup
if it's not good enough for real systems then there's probably a bigger isue
I thought the use case was probably having a big screen hd tv and not being able to rotate it? I can see the utility of that and had wondered before if it could be done with framework settings, but I agree that adding it to the core probably isn’t worth the time
the only use in this case would be to have the tate image rotated afterwards instead of letting the game doing it, maybe leading to higher base resolution?
rotating the picture is convienient but it's never the best option
Jotego's 240p cores do have it fwiw
by the very nature of the thing it adds lag and will give you a smaller less appealing display
jotego's cores are third party and don't really conform to anything, so they are what they are
he doesn't even use the normal framework
boohoo
Yeah I think the higher vertical resolution is the goal. It’d be like using the Pac-Man core on a big screen tv, you’re getting all the intended pixels vertically instead of the squashed 240p versions some of the psx games have. But yeah having a display you can rotate is preferable for sure
each developer does things they think is important. E.g. you find no core from me without savestates. But that doesn't make that a standard that is everywhere
From what I’ve seen there is little to no standard for any feature across cores considering they were basically all made by a different individual
So it seems silly to hand wave away the fact said feature does exist for a lot of games
there's actually a lot of effort to coordinate features from core to core
if you were a core dev you'd probably be aware of that
Good one you really got me good
well if you want to cajole me about hand waving, you should probably know what you're talking about first
that's a bit pot calling the kettle black, don't you think?
I'm sorry. I was just curious about rotation. Robert answered my question last night. I unleashed chaos.
sorry he just likes to troll when he can
the screen rotation is an old conversation
it's one of those things that comes up pretty regularly
no worries, you are not responsible for that 🙂
And the answer about resources needed and lack of a real net gain make sense
Yes, I’m the one trolling by saying h/v adjustments do exist on 240p cores, not the one suggesting everyone go get a 2k TV to solve the issue
I also believe most of these tate PS1 games will be arcade cores soon enough. Some already are.
I totally get if you don’t want to/feel the need to implement it, I’m just saying it does exist on plenty of 240p cores and has been a very useful feature for me and my use case
it exists on arcade cores that were tate
sure, the h/v adjust exists on some cores, mostly by one developer. But what does that mean? It's only useful for crt tvs that are odd and would have problems with the real consoles. For arcade cores this might be different, they don't have to be compatible with endless amount of tv sets like consoles
not on consoles that weren't
arcade cores weren't made for consumer televisions so they need special handling
that's why they have those features
Even though it’s been shown time and time again that consumer televisions don’t necessarily have matching center points either
It's usually pvms that have the worst default center point, and they usually have adjustments on the front panel.
we made it through the 90's somehow
We can also make it through 2022 with HDMI.
🎣
Jk folks
I would love to be good enough to add standard features to my core ports, unfortunately I'm not as good at this at all to do it currently. Not sure if I can learn it well enough anytime soon. Sorry about my core ports not being consistent with the other ones.
@tropic stratus does the base savestate modules between shared between your cores require tweaks for each core or do they stay the same and the code gets modified outside of them? Might be an argument for putting the savestate module in the sys folder at this point given multiple cores use it.
the savestate handling in the emu module should be 100% the same(if it's not, one hasn't been updated to the latest)
the one in the core itself is changes for every core
Okay, yeah I think putting it in sys would be a good course of action since over 5 cores use it and it would be easier to keep the modules up to date. Just a thought. I think having a parameterized hv adjust module for arcade cores or putting the module inside arcade video itself would be good too to keep things simple. I know Pierco has a parameterized hv adjust module he wrote that seems to work good.
i asked sorg about putting it in the framework long ago when only nes, gb and gba used it and it wasn't general enough at that time....maybe it makes more sense now with 6 cores using it
I wonder if widescreen hack works in tate games
Real PSX didn’t have a scaler at all - wanting to rotate the image for substantial games that supported this is an ordinary thing to want a scaler to do - but again I think we will be in Mike Chi’s hands ultimately
@tropic stratus I have a save state in Grandia that crashes with Turbo set at medium (haven't tried with less or more). Is that interesting for you to debug?
Turbo is Unsafe option
Only reporting issues with default settings makes sense
Nice, congrats 
All that time I spent talking about the memory card issues with ctr, and it's embarrassing how little time I've spent with it since. 😂
Need to try out those nitro kart mods
Unlikely if it's 2D
thanks, unfortunately not even my best time, but still like 2.8s behind world record
i can't find scandouble fx, is there?
Nope
No. If it works without turbo, it's very likely the game just depends on original speed. Low(only improves memory timing by 20%) should be relativly compatible in the range of accuracy popular emulators have, but medium and high also optimize DMA, GTE and the CPu Datacache can give unpredictable amount of speedup (up to 4x speed for some subfunctions), so it's not useful to debug it
@tropic stratus scandouble when core detects non interlaced resolution is posible? pc crt users agree this feature. thx very much for your work!
There will be no scandoubler, i.e. fpgazumspass is not going to do it, maybe someone else will do it in the future
Ok, I was asking to see features for hdmi and the scandouble is in the framework
If you enable the scandoubler in the settings it still doesn't change anything for psx core
scandouble in the framework doesn't work with the core, because of the different pixel clock ratios and resolutions
it would require a new/changed scandoubler that can work with those and also somehow handle 480i at all, otherwise every game booting will have issues, as they all start with the 480i bios...
letting the vga scaler run with 480p output is probably the best way of scandoubling at this point
there was a forum thread about it recently where this worked well
Ok thank you for you explanation, i thought it was simpler with non interlaced outputs (ofc non for 480i resolutions)
I tested this core with 240p120hz (forked main) and image is great, but obviously without bfi
so....would it be possible to add a tate mode?
No, but tater mode is a definite possibility
Do you guys know if the original Ridge Raced is somehow patcheable to disable the 30fps limit? That way, it could be run at 60FPS with the core's turbo mode.
I believe there is a 60fps version, later released by namco
The video is using emulation, but you can see that it's an option in the game's menu, I just don't remember the name.
It was a pack in bonus disc with ridge racer type 4
Ridge Racer on Bonus Disc - Ridge Racer Type-4
For me it's more tech demo, there is only one oponent
If you wanna play a good racing game at near 60 fps try out need for speed III in first person view
"ridge raced" "rodge racer". it's like you people needs more fixin' than the core
If you play the R4 Turbo version make sure to turn on 480p as its interlaced.
Terrible photos but here's some that kind of show you how HDR impacts the picture
Nature of the beast is that I can't properly show it with a photo, and it will always look darker, but you can see it in the skies best
The SDR version looks washed out, it's not the fairest comparison since I have not enabled any gamma correction
But the contrast is quite obvious
I'll definitely leave my CRTs for modern displays once we get 240p to 480i switch with no compromise (no lag due to frame buffer) and minimal lag (retrotink 5x pro already there at 1080p and even 1440p I think), 4K scanlines will be a plus and with HDR I can only imagine it will be as close if not better than CRTs
Well this is HDR on the MiSTer
I can't claim the work entirely, a lot of it comes from wickerwaka's old branch
yes but mister will never do 4K in its current state
But it works just as well
you gotta hold on... just a little longer
Only my MiSTer does 4k ;)
hang on like it's your last gaming session
God I wish someone else reproduced it too already
I can't be the only person in the world with the luckiest HDMI chip
Granted I can only run at 30Hz, but it's quite nice
But it requires a pixel clock of 264MHz, well beyond the rated 165MHz
Some people report not being able to hit 209 for 1440p
Here's a 4K screenshot of Sephiroth fucking dying
What scanline filter settings do you use? I assume they work/look even better in 4kizzle?
that looks too sharp
and unintended
you may want to try to..... tweak your settings
I constantly change but I believe this was
It's one of TrashUncle's
He has one shadow mask that is meant for 9x scale
Due to 4k being like, only a thing on my machine, there are pretty much no native 4k masks
But yeah it all does look nicer in 4k
I took this screenshot with my TV, it's WYSIWYG
To even do this you need to modify the scaler in each core to run at 4k, which does take up a lot of fabric
I did it for SNES and Genesis as well - SNES required me to cut out MSU support
So even if the MiSTer had this super expensive HDMI transceiver, it would not be a free feature
That's why specified "original Ridge Racer". I know about the bonus disc version, but I think it should be possible to uncap FPS on the original game and, using the TURBO option on the PSX core, get 60FPS + all cars.
better?
let me live
@bitter lintel another sotn run?
14x14 isnt much
Imagine an afterlife where the only game on offer is SotN
That would be just fine no?
It's basket's favorite game 😉
i'm on my fifth today
nice, and then Resident Evil ?
of course
This list here (not mine) has a bunch of cheats to uncap the framerate of PSX games:
https://docs.google.com/spreadsheets/d/1BoN2X_tebIfaqTFC_XUYuazPSY_fMrDUE7NI5psw0LE/edit?usp=sharing
It doesn't have the first RR game, but it has Rage Racer.
I think you may actually need more than just a uncap code, though.
For example, the scrolling speed of the track seems to be adjusted to 30 fps in the PSX port, so it would feel sped up and require quicker reactions than the arcade game if you just uncapped the framerate.
Sheet1
Game Name,Region,Disc Serial Number,Code,Notes (Emulator settings, etc.)
007 Racing,US,SLUS-01300,E006ABB0 0003
3006ABB0 0001
Advan Racing,Japan,SLPS-01689,301C4F6A 0000
Or
8017B234 0105 (60fps exact?),Needs testing/cleaned up
Agile Warrior,US,SLUS-00023,300F9764 003C
Akuji the Heartless,...
@crisp shale Oh I see.. it seems to be one of these games where timing & framerate are tied together. Ouch
Ridged racer
Lol @4kizzle
You're forgetting that these "cheats" are designed to be used on an emulator that is not limited by original hardware performance. Most FPS cheats do not work on real hardware for any system because the hardware cannot handle it. Emulators don't have these constraints a lot of times
I personally doubt any of these will achieve 60FPS on original hardware, let alone even boot properly.
The MiSTer tries to mimic the hardware. Most emulators add a compatibility layer to make the games work under PC limitations, and thus can remove some of the limits of original hardware, allowing higher framerates and resolutions through the use of this "layer"
both works
Well, ackchyually, he's asking about it to use with the core's turbo option.
Both that and the 2XCPU core are good fits for those "cheats".
besides the steadier
in many games, are there any games that became easier due to the nicer FPS?
the cheat list is great, but unfortunatly not universal. E.g. the muppet monster adventure cheat works....you get 60fps. But the game runs at double speed
same for colin 2.0
ctr somehow works, but the animation being double speed is really weird. Even the waves in water are double speed
also it crashes when using 2x + turbo, which would be required to even run at 60fps, without turbo it only reaches 45fps average
thps2 works ok, but even with 2x+turbo will drop to 40fps sometimes. not sure if i would prefer the inconsistent fps over stable 30
just in case anyone wants to try them
be sure to leave turbo off until the cheat is working
As long as the physics aren't hard coded to the FPS, fluctuating frame rates won't matter to me 😄
thank you for the reply, the HDMI output is connected to my capture card so i always have that option. I realize now that it also takes up a lot of the screen on CRT so i wouldnt really want to have it enabled anyway. Sorry for the trouble
The sound in Putter Golf got fixed at some point. Hooray!
Virtual pool 3 sound still borked tho.
yes , it;s not easy to fix
Play pool hustler for now
Not sure if this is where I'm supposed to post this. First time posting in the discord. When playing FF1 in Final Fantasy Origins, randomly would get an audio spike when healing. Were it would getting really loud from time to time for one then go back to normal.
and what core ? latest stable? if yes please try unstable
#unstable-nightlies message
would also be great if you have a savestate before it happens, so i can reproduce
On the default settings for the PSX v221119. Was testing how it played to see if it ran similar to the disc. Can try those when I get home from being out of town.
yeah that one is ancient at this time
try the unstable core
don't worry - you can put both in the same directory @empty obsidian
Ideally, you'd have the images in the same folder
For example, the beatmania boot disks and appends would be in the same directory
Yeah, that's how I do it
thank you
Let's hope it works for you 😛
I think the method I use is the "old" method, I think there's a different way, but it hasn't caused me issues so far
what's the new method?
I don't know lol, I just ignored it and kept doing my thing
Hopefully someone documented it
the proper and most right method (imo) is one folder per game, including having all the discs for a single game in one folder.
There's another thing that involves setting a special text file, noreset.txt or somethin in a folder to make the game not reset.
There's also one more thing that I believe these days if you set the lid to open before switching it won't reset
I think the noreset.txt is no longer needed
This is the naming scheme standard for the core I believe
" (Disc #)" at the end of the filename
it's not but it is one of the methods that is available, and it was never needed in the first place since disk switching via folders came first
make sure the cue is edited to point to the new name if you're using .cue/.bin.
You can also place cdbios.bin for a different bios file in the folders to make foreign games boot.
do we really need to rename anything? I haven't had any problems
idk but .cue files have the filenames listed in the file. it's a text file
generally that has to be modified if you rename the bin's
unless MiSTer does some auto-detection magic
only if you rename your bin you must edit the cue, but you don't need to rename anything if you can keep your discs straight.
ah
also with cdbios.bin, you can now just have boot.rom, boot1.rom, and boot2.rom in your games/PSX directory and it'll swap between them for different regions
a lot of stuff fails to read it without the name matching, so I guess that feature was something the MiSTer does specially
boot1.rom => JP BIOS
boot2.rom => EU BIOS```
oh ... dang alright xD
so I can add noreset.txt to the folders of the disk 2 games and they won't reset?
If disks are in the same folder, the core won’t reset when swapping disks.
noreset.txt is useful if you are swapping disks that are not in the same folder. Like if you are using a cheat disk.
for beatmania append, specifically, it really doesn't make sense to have them in the same folder. so I will do that. thank you.
Ok. Had a question about the MSX. Where do I go to ask that?
#1047332497492553799
Is there anything special I need to do to take advantage of dual ram?
use the build in #test-builds and turn on SDRAM2 for SPU RAM Select under Video & Audio settings.
then bask in the completely undetectable difference in audio
oh my gosh, this is a huge boost in audio quality
this did not work.
looking back, I think the noreset.txt needs to be in the folder of the first disc you load
yep, that did it! thank you :)
Is it still necessary that all CHDs are in their own directoy?
With the exception of multidisc games
On my nas I have a directory full of CHDs, and I'm wondering if I need to make a directory for each game
yes, if you want the auto memory card make and mount magic to work right
hmm.. then I'll need to find a linux command to go through each CHD and move it into a directory of its own name :/
or would anyone by any chance have a script for that?
in the directory full of chds, something like this should work ```
/bin/ls *.chd | while read line; do mkdir "${line/.chd/}" && mv "${line}" "${line/.chd/}"; done
I think there might be more robust scripts if you dig around in the #psx-chat archive
#!/bin/bash
echo "--- BIN/CUE to CHD Converter ---"
cpus=8
echo "- Using $cpus CPUs to crunch those bits"
shopt -s globstar
for file in **/*.cue; do
gameName="$(basename "$file" .cue)"
echo "----------------------------------"
echo "- Now Converting '$gameName'"
echo "- Start"
chdman createcd -np $cpus -i "./$file" -o "$gameName.chd"
echo "- End"
done
echo "Move Games To Their Own Directory"
for x in ./*.chd; do
mkdir "${x%.*}"
mv "$x" "${x%.*}"
done``` @oblique frost
I don't have chdman on the nas yet, as I was lucky enough to find an archive with CHD files
I'll try it out, thank you
@rare gyro this script was used 2 fold - when I first started to make the collection (before I probably found the same chd collection 😛 ) and once I had the CHD files to put them in their own folder
I did multi disk files manually
Ah, so perhaps I could just use the second part
It's interesting that there a multiple ways of achieving the same result
linux 🙂
But it's all bash script? Save it as a .sh, give it the right permissions and run it?
I've also got a script for you
It also takes care of grouping disks https://github.com/Natrox/MiSTer_Utils_Natrox/blob/main/scripts/psx_chd_organize.sh
You can run it from the scripts menu, just need to edit the directory variable if you don't use the default
It's meant to be run as you periodically add new games
yeah, looks very nice
There's a red controller too, and presumably blue
Man I'm so tempted to get everything lol
I already have three PS2 , I had to limit purchases, lack of space 😄
I don't have one in Japan
By the way, any recommendations regarding on how to get to HDMI? I've seen dedicated aftermarket cables but dunno if they are any good
last time I hooked a PS2 up to a TV I used component cables into my framemeister out to HDMI
so I guess these days a retrotink? I dunno if we have anything better
You really want to add -c cdzl,cdfl to the chdman command to narrow down the compression to just zlib and flac. Lzma is too slow for the CD speed hacks and barely improves the file size.
my secret is I don't use the cd speed hacks
I'll probably end up connecting my Framemeister then
Bought it
Including the green and red controller
No blue controller but it's still RGB lol
I wanted a PS2 and this one is beautiful
Comes with a month warranty too
Yeah if you want 1080p the two options right now are Retrotink5x or OSSC. There's probably a good number of TVs that'll handle 480p over component just fine though.
The C8 doesn't mind it, at least over HDMI
I'm looking into HDMI converter cables as well (don't really feel like bringing out the Framemeister)
This was my favorite playstation controller for the longest time. Still is, really!
I bought it! I love the color
I ended up ordering the Hyperkin HDMI adapter, it has a 16;9/4:3 hardware switch and the display looks fine
it is what it is at this point 🙂
How much in US dollars ?
30 more or less
It's not gonna be perfect but probably pretty okay
Works on PS1 too
I also ordered a network + SATA adapter (third party) and a fmcb mem card
I'll be using NAS mostly but I'm curious if the HDD experience is good - only ever had USB
The PS2 has a very tempermental output. The only device I know currently that doesn't mangle the signal is the RetroTink 5X
Just a forwarning
It seemed fairly good from the reviews and photos, but I'm aware yeah haha
I used to have component
it outputs very odd 480i and 480p signals that tend to cause most upscalers to have a hard time latching onto the signals properly
expect a very blurred or soft image, is all I can say lol
I've never tried it with any upscaler, last time I used a real PS2 I had a TV with scart and component and all
Dunno it seemed plenty sharp to me from the customer reviews
But we'll see
If it's no good then too bad
If it's good, well maybe others might try
if it's Amazon reviews, not sure what you can expect from them lol
also it's possible they may not even support 480p
Hey everyone. I am always on the lookout forbetter ways to display my pre HD era consoles and to record good looking gameplay off of them. Well, I came across this HDMI cable for the Playstation and Playstation 2 that outputs a 720p video signal and lets you select if you want the video output to be wide screen or full screen. I decided to buy i...
Can't watch atm, I'm on the train
looks very soft but the color is really off.
Color is off?
it's much more saturated than component
I'm not expecting perfection though
Looks okay to me from this photo
Ah well saturation can be tweaked
it doesn't look bad, but it is much softer than the OG signal. Fonts are somewhat mangled sometimes from the feed I'm watching
I can color calibrate too, finally got the proper hardware and software
Ofc it does have some of that sharpening yes
yep confirmed. The adapter cannot display 480p video
so you have to stick with 480i
It outputs 720p
Yeah I know
or be forced to for others with GSM
Even 720i for some
I'm not too bothered, anyway it comes in tomorrow
I'll just try it out
it doesn't look too bad.
latency is another concern though
most of these things add a large hit to the input delay
not sure if that's a concern of yours
gotcha
I can always bust out the Framemeister if I want to
it would probably do a better job to an extent, but I will say that iirc the PS2 just hasn't worked well on any upscaler until the RT5X
it's frustrating as the OSSC I had made it look pretty bad lol. Very blurred
This is why I kept my Framemeister, the OSSC was never a perfect replacement
Don't own a Retrotink sadly
But I do have an OSSC as well yeah
We've come a long way, Framemeister was once the golden standard for HDMI
Obviously when it got discontinued, something else had to replace it
it had its flaws too though
Namely very poor resolution switch handling
If a game swapped between 480i and 240p for menus and gameplay respectively, the Framemeister suffered the most in waiting for the signal to display
Yep, Chrono Cross comes to mind
The OSSC did that better, plus it was lower latency cause it's a doubler rather than a scaler
Testing direct HDMI from the MiSTer PSX core into the RT4K!
So far all good. No problems with the super-wide resolution (yes it automatically rescales to a 4:3 AR🤡)
No drops between 240p/480i with the buffer on. MA deinterlacing works in 480i 👍
480p is a hack ,so not everything works ok, not every game
dead or alive, tekken 3 looks nicer
yes but here it is not possible to do it like on emulators
the signal has to be handled like it is on original hardware. Emulators read the buffer and then convert after the fact. 480p on MiSTer has to hack it so it's technically part of the hardware
try the bios boot screen (the CD player or mem card screen)
not sure if it happens with all resolutions and vsync settings though
only happens at a friends house
I can't reproduce here what happens at a friends house
well both are my misters - but I gave her one to play games
vampier 😄
I'm confused as why this is an issue. Just use HDMI on the MiSTer to get a clean output?
the MiSTer handles the 480i to progressive translation itself
including 1080p, 1440p, and even 720p if you wanted to
yes but then if you use HDMI you won't having combing artifacts
at least I don't
you can use bob deinterlacing which removes the combing issues
combing is with weave deinterlacing, specifically
But honestly I play on my OLED and the combing isn't that noticeable for me even with weave... idk
I generally don't think about it I guess
on MiSTer?
I tried Tekken 3. See what you mean, but 480p hack works fine on it so
¯_(ツ)_/¯
Nothing is likely to change in the core in this regard, and what we have is amazing, core is great 🙂
if someone doesn't want to use core because there are a few games in 480i it's a bit strange 🙂
honestly not sure what there is to complain about yeah. Sounds like you haven't tried it yourself @upper forge I would probably not knock it until you try it lol
the fact the 480p hack even exists when it didn't on the PS1 is pretty awesome. The MiSTer's goal is to reproduce original hardware, not emulate the games as its primary objective
everything that comes after is a bonus
But it does play the games pretty beautifully
yeah, all the rest are great additions 🙂
And honestly, the MiSTer's strongest argument is its low-latency gameplay
You can't get that on an emulator with the emulator overhead, operating system overhead, and GPU overhead
even with 1ms monitor, the best emulator, nothing can fix the GPU overhead or the operating system's latency itself
since we stopped testing games here massively, do not use the original hw at all 🙂
the signal is always interlaced, even in emulators. In 480i, the game only renders the odd/even lines and will give out the opposite in the same frame. Both in the same framebuffer. A emulator can now force the game to render both odd and even in the same frame and copy out the result in zero time at vsync. The core cannot copy in zero time, it has to read out the framebuffer while the new rendering is done. So having true 480p isn't possible. What the hack does is using multiple framebuffers instead of 1, so the new image can be written while the old is read out. BUT: if the game depends on reading contents from the framebuffer or leaves some parts static, this method will not work. That's why it's a hack
Yeah I'm not sure where they thought the PS1 handles 480p natively... are there even any PS1 games that do that?
Dumb question, but is it not possible to track at readback time which "single" framebufffer the game would have expected to read from?
the PS1 doesn't even have YPbPr support for component in its hardware
So it wasn't even really made for use on modern televisions
Nope, not possible
yeah I wondered...
Always the possibility they may have mixed it up for PS2
Saturn can do it, because why wouldn’t it. It’s not usable in practice though.
ps1 cannot give out 480p, it would need completly different timings and clocks, while 480i is more or less the sam as 240p with just some modification
no, we can only readback from the current frame for rendering, e.g. transparent polygons. But there is no chance to know if a readback from vram should be from the current frame, last or the frame 1 minute ago, e.g after leaving a ingame menu
for example ehrgeiz is doing that: it renderes the inventory above the normal ingame view, but only in the center. The ingame view is static and only the inventory is updated. That does not work with the hack. So the hack has a automatic to detect that, switch to 480i when it happens and switches back to 480p when you leave the inventory
i think the arcade only has the fighting game, while i'm only interested in the rpg/quest game 🙂
but the arcade is also 480i:
yes, some have double vram and run the cpu at 50mhz(or 48?), but i have not seen true 480p yet. But 2mbyte vram would make that possible.
ehrgeiz is running on such a machine(namco system 12), but is still only 480i
the full manual is linked here: https://www.arcade-museum.com/game_detail.php?game_id=7694
@tropic stratus that RPG quest mode is seriously fun. While we missed out on getting a localized Tobal 2, at least we got the best version of that team’s rpg quest mode with Ergheiz!
I remember buying it just for the FF7 characters and then forgetting about the rest of the game when I loaded that mode up for the first time, lol.
Oh yeah completely agreed! I only found out about Soul Calibur thanks to the Dreamcast but going back and playing the PS1 port and it’s great fun!
Not a fan of Capcom’s other 3D fighter though, Star Gladiator.
Errrr sorry we’re taking about Namco LOL
Yeah dude I’m all over the place lol
ahhhh
Yeah
the DC version seems like almost a remake too its weird
yeah but that would be strange since soul edge on ps1 has full 3d arenas
and its a gameplay mechanic aswell
yeah maybe
i can see why they decided to just not
the dreamcast version is awesome
Oh right they renamed Edge cause of that copyright troll
Tim Langdell, what a goober
Excellent! thank you so much!
Eff it, recompressing my PSX library lol.
I assume only the PSX core does faster cd loading?
I don't think Sega CD or Turbografx CD have speed hacks but I rarely touch those cores and the few games I play don't exactly have loading issues
The beta Saturn core doesn't have CHD support yet.
There’s a translation hack for tobal 2
Yeah definitely, it's a good one too.
I meant more like back in the day
Word
no it doesn't lol. might want to read up
7-zip is too processor intensive and complex to be used in the field besides computers
It takes too many resources, and CHD files are generally smaller since they're more designed for disc media
IIRC 7-zip also requires a crap ton of RAM to use efficiently
more than the MiSTer can provide
7-zip and chd may use a similar compression algorithm (lzma) for the data ... but it's not 7-zip compression as a whole, it's just the algorithm used for the data compression
and technically chd's can also use zlib instead of lzma for the data. I believe chdman uses lzma though, which works with the MiSTer
The main benefit I believe CHD has over 7-zip is 7-zip cannot save filesize by compressing audio data. CHD can do this by actually compressing the audio data losslessly via transcoding (flac)
ultimately CHD is a much lighter compression in terms of access speed, and is more designed for games. Most disc emulators do not support 7-zip even. It's too slow. The game would have to be loaded entirely into ram, which is not what they're designed to do. old cartridge based consoles don't have this issue because the emulator is designed to load the games into ram by default
Not even Dolphin or PCSX2 support 7-zip.
Real silly question here but what’s the need for zipping roms. Aren’t they minuscule in size?
Well minuscule compared to a cdrom game.
they do save a lot of space if you have large collections of them
32MB GBA games can get as small as like 6-8MB in 7z
the data can often have a lot of compressible stuff in it, null values and the like
compared to disc games they can be generally compressed much smaller compared to their total size
I see, thanks for explaining it
disc games just tend to have a lot more uncompressible data like streamed audio and video
Like a complete collection for a system, that probably takes a ton of space. Especially GBA like you said.
which is what CHD was designed to help with. It can reduce filesize by transcoding the audio... rather than trying to simply compress it as-is
it's still lossless compression, but it can detect lack of audio frequencies, something 7-zip or simple file compression can't do
Ah, I don’t understand the compression algorithm other than being extremely impressed by it, haha.
Simply incredible
basically take a recording of audio that has completely dead silent (no audio at all)
To a computer, if it's raw audio, it's still 100% audio
it's just .... silent
so a wav with nothing in it is still the same size at 1 minute regardless of what's in it, empty or not
7-zip can't tell the difference between silent audio and full audio
CHD can, and will compress the silent frequencies to reduce size. This is called lossless transcoding. Transcoding to a lossless smaller filesize does this by design
The audio that exist isn't lost. But the audio that doesn't exist is compressed.
Lossless.
Mp3 is a transcode but is lossy.... It loses audio during conversion every time. Sorry for the info dump. Spent a lot of time on this subject.
@visual depot always appreciate your knowledge, my friend. Thanks for the great explanation!
I try but I'm not perfect. I get things wrong too xD
Please don't feed my ego xD
Last thing I want tbh
people with really small sd cards
but size isn't everything, it's how you use it
the space that is
sdzfjkl;dsafjklsdafj you beat me to the joke
I waited to see you typing before posting it
LOL, damn you're good
well, after a lifetime of she-said jokes, it's nice to be on top for once
giggity 🤓
rofl
Zipping full sets into a single archive makes transferring them much quicker too
No overhead from thousands of tiny files
Yeah that's how I transfer many files at a time
there's a sort of exodos collection for the commodore 64, and while its full of many tiny games, it takes forever to transfer them if its one at a time
I don't even bother compressing it
anyway I'll unpack it via ssh once its where it needs to be
At least I don't think the cores can do zipception
Ah wow, hadn't thought of any of that. I just thought "small files, why zip?" but there's a ton of benefit. Thanks for explaining it!
It’s when you have small files that there is the most benefit
This is absolutely brilliant! Works like a charm!
I'll have to tweak it to work with Sega CD as well
Thanks for the '-c cdzl,cdfl' tip Doval and Natrox 👍
I like bunnies
I think one of the downsides here would be to spend the effort to support something that may have issues depending on the size of the game file.
Let's say you add 7zip support to the Genesis core. Sonic 1 uses a 4 Mbit ROM, while the recently released Demons of Asteborg uses 128 Mbit. The Ultimate Mortal Kombat Trilogy hack is 100 Mbit.
And you could have even bigger ROMs in the future due to the use of custom mappers.
zip files are treated as folders, so it can be an entire systems romset in a single zip
Aye, it's also useful for multi disk games that share data.
yeah I used individual zip no-intro sets until recently moving to the HTGDB sets which come as one zip
every no-intro set I've ever downloaded has been zip not 7z so never had any issues with either
back to PSX, I don't normally use the higher speed CD settings but think I'll recompress my games using cdzl over my Christmas holiday also 🙂
What a big change log again! Thanks for the core Robert!
@tropic stratus I wanted to thank you for this super trip with PSX core, it was a lot of fun and a lot of testing, we learned a lot about how PlayStation works. Glad , that your next project will be open to us . Happy Christmas and all the best for the new year !
Thank you 🙂
Also thanks for the blog posts. Very interesting stuff 🙂
i also have to thank all of you for the support and the great time we had here. Don't want to miss that, so i hope we can repeat it next year 🙂
So is Alien Resurrection fixed without having to manually trigger IRQ? 😱
nope, We must live with that 🙂
Sure thing, I can live with that! Thanks for everything, Robert! ❤️
can someone tell me more about what black transitions does
also thank you and merry Christmas @tropic stratus -- been an amazing journey watching every step of this core from hype to polished gem. i now consider this the crown jewel of the mister cores. obsessively tracking each update and progress video reminded me of being a kid and having all the hype as NESticle and stuff like ZSNES and MAME slowly improved. the hype of each new update, the renewed joy of old games brought back to life in this new way. thanks so much for using your talent to create this. will be your patreon till im an old man!!
(wait i am a old man lol)
yes
at the end you will find an analysis of the problem
It boggles my mind why it doesn't happen in OG hardware though 🤔
What is the latest stable dual_sdram PSX Core files?
test builds section
And those are stable for sure?
yes
Mister won't blow you up
Ah ok thanks... I’ve never used the files to update I usually just do the script. Is there instructions?
My idiotcy can though
yes we have been analysing this for a long time, for now there is no solution, maybe one day
Many emulator games use various hacks, we don't want that here
oh? he announced another project??
Just reading his latest patreon posts, any hints on Robert's next project?
Alien resurrection problem could probably be fixed by modifying just a bit of the game data to avoid the endless loop. Much easier software fix than hardware/emulation fix
In the case of the psx "accurate" is a moving target. A 1001 and a 9001 don't behave the same in many ways even if the end display is similar
Any evidences of Alien Resurrection screwing up on OG hardware? In case it does, I would say the core shouldn't do anything to fix it (and fix should come by patching the game itself)
game would have never been commercialised if it was impossible to complete on original hardware (and we're not dealing to something as specific as some digimon PAL version soft lock thing on ps1)
just thinkin, the psx core is technically more compatible than a ps2 running psx games because Robert fixed the persona 2 text bug with other compatibility fixes
by far
even official psx stuff is a mess
ps2 has a ton of inconsistencies (compared to a real ps1)
You know, if you don’t think about the alien resurrection bug it’s like it doesn’t even exist.
it’s fixed for me
couldn't care less about that game but from an accuracy standpoint I'm amazed that the core shows this behavior despite being incredibly godlike already
it hides the frame of garbage you sometimes get switching 480i/240p
see if aliens resurrection is fixed? it definitely isn't
yeah there was a different bug fixed and a workaround added for the door one
thats the changelog since the last stable release though, we've had that on nightly builds for a while
7zip makes solid archives which are too slow and unusable even for small files. A file near the end of an archive requires traversing the entire archive in this type of zip.
https://github.com/MiSTer-devel/PSX_MiSTer/issues - here we have all the open and current issues
If any of this is fixed in the future, we will certainly be informed here
that's a pretty acceptable list of issues
im not sure i'd ever bump into one of those naturally
the repeated audio bug in alien was fixed, not the door bug
Gonna be a new PSX video tomorrow with the fun 2X core. Good times
would be great, but it's not. Try to find any info about it....i did and the only things i found is: sometimes happens on real ps1(reports on reddit and youtube) and there was a epsxe plugin that lowers(!) spu accuracy, that fixes the issue, which makes sense as lower accuracy will trigger the irq by chance. Neither duckstation, nor pcsx or mednafen mention alien at any point
Wishing you a happy new year @tropic stratus You've done the world a service in my eyes. The core is an amazing feat 🙂
If someone knows a PSX Dev who likes to debug tell them to debug the game and write a patch 😄
I just buy new game Alien Ressurection for the PS1 but I'm having a glitch when I try to open this door. It just doesn't open.
I went through the first time I tried, but I died and when load my game to try again, the door simply doesn't open now.
I've seen other people with this issue on other doors in the game, but they were all playing it on e...
It's a bug. Can't address them on the core the same way as emulators. They are not designed the same way at all
whenever the resolution changes, the scaler has to adjust for the new resolution and might show garbage for up to 3 frames(when going from 240p to 480i or vice versa). This option will make the screen black instead of showing garbage for these 3 frames. It will make the output more clean but sometimes might be irritating, e.g. when a game switches from a white screen to a blue screen and you get 3 black frames in between. That's why it's still a option
"I just buy new game Alien Ressurection for the PS1 but I'm having a glitch when I try to open this door. It just doesn't open.
I went through the first time I tried, but I died and when load my game to try again, the door simply doesn't open now.
I've seen other people with this issue on other doors in the game, but they were all playing it on emulators, I'm playing it on a real PS1 console, so I can't apply patches or anything to a emulator to fix (cause am not using one).
This is annoying the game wasnt that cheap and I really want to try out this game.
Any help is very appreciated."\
@ivory verge wonder if that's Vaseline on the camera
so it seems it can happen on real hardware?
did anyone ever try if the PAL version has the same bug in the core?
special effects 😛
I have a lot of time now, I will check
do PS3's show the PS1 logo on boot?
if you checked before, it's not worth retrying
writes that it plays on ps1, I have no reason not to believe it
I'd rather believe it than try to argue that he's lying.....
and that is the BIOS lol
someone else in comments states they have the issue in PS2 with POPStarter which is basically running natively on the PS2
it's probably just a software bug with edge case behavior on some silicon
everything seems to point to that
The fact that it happens on a lot of things makes me think it's an issue with the game's design and not the host platform
and a lot of people probably haven't bothered to report it on PS1
lol
If I were @tropic stratus my next update on the PS1 core would be to make Alien Resurrection not work at all. There’s no bug if you can’t load it!
That’ll teach y’all!
speedrunners will never run into it, as it only happens if you die and reload from memcard
exactly
@serene nebula no worries, i made my peace with the game. I invested several days into this bug and it's enough at some point
it's fully playable with the workaround that is required 0-2 times through the game, so i can live with the current state
if anyone has more clues about the root cause, i will for sure look after it, but i will not research myself anymore at this point
Seems to me like it's a memory management issue of the game itself. The timings are just too close and it can sometimes just shift the wrong order
That's what I'm reading from various users encountering the issue
The game was pushing the hardware pretty hard, and it seems a lot of things with IRQ were tight
I'm voting that this is something that can occur in the game personally. I see no reason for anyone reporting an issue like this to take the time to make a video like that to lie about it
what the hell is an unintentional lie lol
Well, again, if it happens on real hardware, so there's nothing to be done at the core then! 🙂
You’re a real hardware
we've already discussed it so many times here, it doesn't work in core and that's it, we have 3000 more games 😄
regardless, Robert said he's done researching the issue and spent several days looking into it. There's a working workaround to fix the problem on the core. I see no reason to try and convince him to revisit it when the game plays fine if you don't die and you can fix the problem if you do.
Honestly considering the fix on emulators was to loosen the SPU IRQ timings, it proves the game's timings are too tight
but you can't do that same kind of fix on a core with an FPGA
since you can't do that on real hardware without changing the hardware
no one is lynching anyone here, the topic is not a foregone conclusion, maybe someday we can get to the cause of this problem 🙂
And @upper forge all your inputs are also welcomed here! 👍
I think they left
Boo 😩
Thanks for all your hard work on this core @tropic stratus, you really went above and beyond.
I don't understand the situation now....
btw I am very much looking forward to the reveal of Robert's new project 😄
💩
oh no. It's the OP. run
PO-OP
Not yet, I think.
There's also these prototypes that I plan to check soon:
https://hiddenpalace.org/Alien_Resurrection_(Aug_8,_2000_prototype)
My personal belief is that they introduced this issue in the game late in the development cycle, maybe some late technical change/"optimization".
'Cause I don't think a similar bug has been reported in their other PS1 games and this was a pretty well-known company with a very good reputation; I tend to assume that they had a decent QA process for PS1 games at that point.
This game had a very troubled development cycle though (especially in terms of design), with lots of major changes upon major changes.
So maybe something went unnoticed in the last few weeks; maybe an update in the engine that would require a full regression wasn't fully checked due to how much they had already spent on the whole project.
I will check the protos that have the troubled doors and will report back here.
'Cause I don't think a similar bug has been reported in their other PS1 games
This sounds interesting.
Well yeah, I'm playing on a PS1 and, unfortunately, I just have one affected save. :/
Actually, some days ago I started a new game to check if I could get different results. Surprisingly the door opened and I managed to complete the level. That means that this glitch triggers only if you do something specific first, I wonder what exactly though.
@tropic stratus if the new core you're going to work on needs testing we'll be there 😄
I canceled my patreon - I'll resume when I can (I quit all creators support for the time being)
We will be ready to start the test the new core 😃
I can't decided if they are cyclists/star wars fans or nerds larping as cycling star wars fans
i finally understand how you can test so many cores so fast 🙂
I have an army 🙂
Standing by
https://www.youtube.com/watch?v=7g77WN6obk4 Alderaan is the core @tropic stratus tossed at us 😄
Now that we left the alien topic behind how about guessing what great core will come next 😅
3DO 😎
CDi
Wii
unpossible! (not a spelling mistake... it's just unpossible)
I have no idea about cdi and 3do hope it will be a core with many great games though 😎
@quick gyro I was indeed referencing Ralph
I would guess it's not a CD based core. Too much headache! 😂
if I remember FPGAZumSpass' word correct he won't be putting a lot of time in something only a few users will actually enjoy.
looking at his history of his really great cores GBA/PSX I believe his next core might be a bit of lesser popularity (although those are basically at the top of the chain on what the MiSTer is capable off of desirable cores)
now combine this with cores we don't have
it probably won't be an arcade core
The Virtual Boy is a 32-bit tabletop video game console developed and designed by Nintendo, first released in Japan on July 21, 1995 and later in North America on August 14 of the same year. The following lists contains all of the games released for the Virtual Boy.
Originally unveiled at Nintendo's Shoshinkai Show in Japan on November 15, 1994 ...
22 games doesn't sound like much though
so there is only 1 conclusion to make here: CDi/3DO or the tamagotchi core
TI-84+?
I’ve been doing some grassroots virtual boy support these past few weeks.
It’s a fun challenge considering the hardware and there’s some pretty impressive visual support that could be added to simulate the 3D. Seems like a fun project with some nice payoff.
I’m not even gonna speculate bruhh!
Was the TI-84+ more used than the TI-83+? The 83 seemed to be the standard for high schools in Puerto Rico.
yeah I think you and I are too busy in #1052672192900501534 lol
so good!
Depends on what class. For some types of math the ti-84 is needed since it added certain functions. But it's also better to have the top line for faster gaming 🤣
I had the ti-84 silver edition.
They later had a color edition but it didn't see much development in the homebrew scene because it locked things down pretty hard
Just got a new batch of games for testing
I have high hopes for tiny tank
And test drive 6
I would to see someday a ossc/emulator core, i know isn't a core itself, but for crt users it would be a giant step for these only emulated systems
I mean, just buy a pi for emulators. The MiSTer isn't really designed for emulation
The De10-Nano's CPU is far less powerful than normal Pi's
FPGA's can't really be used to house emulators or modern CPU's
If Mister do OSSC, output, etc. no latency at all
not the one in the De10-nano anyway
OSSC is a different device. I think you're confused
It doesn't have stuff from OSSC in the FPGA
the scaler in the mister is already better than an ossc
Yeah, maybe..i just say Mister for inputs, outputs, etc. And a fork of mame with only emulating part
I mean, the MiSTer is doing a better job than mame for the games it runs. They're copying the original boards
And it has way more features
Super A'can or Cassio Loopy
Ofc..but Mister can't do all systems
no but it's a community project. Anyone is welcome to port a game to a core.
didn't someone already port mame to the arm cores anyway
Mame is only a example, can be dreamcast emulator, etc.
its not really even a port just compile it
I mean, yeah but it probably won't run well
its dumb but it exists
even third gen software emulators dont run well on de10
sixth gen has no video hardware to use even
MiSTer will never be able to handle anything past PS1.. even N64 is impossible
The SOC in the DE-10 nano is nowhere near fast enough to run a Dreamcast emulator
With projects like Groovymame, we have mame on a crt, but we have to deal with the OS, gpu cards, etc
if the SOC was about 10x more powerful it might be cool to do like, some emulators and feed them into the nice fpga scaler i guess
The rpi4 doesn't run Dreamcast at full speed and it's like a monster compared to the de10-nano 's SoC and it has a GPU on top of it
but it kind of defeats the purpose. Software emulation introduces latency, and has its own issues
you really need an actual proper pc for 6th gen and later to do well
custom video hardware for the PC (possibly using FPGA) is what's needed for things like Groomymame
like i prefer the mister frontend to retroarch so if it somehow could be a frontend for software emulators too i'd do it. but the SOC is way too weak to be useful
steam deck and pc-like consoles like recent xboxes seem to do well
The MiSTer has little to no latency BECAUSE it doesn't use software emulation
You lose that when you go that route
Exactly, probably with MiSTer is possible
fpga's main draw is efficiency
you can get a high amount of accuracy without having very powerful hardware
you can't without a new project. The De10-Nano can't be modified to have this added
psx for instance, can't run super accurately on a pc because they just aren't powerful enough
it can get close enough, but mister can do it at a much lower level with more accuracy and a lot less power
I don't understand...we only need ethernet to comunicate pc to MiSTer, right?
no lol
take a rpi4 and feed it into a rt5x and you have basically what your talking about here
it's not the right thing, MiSTer has very limited about of GPIO
i don't want a rpi4, thx
you need direct I/O. There is no interface on the board that can handle that bandwidth.
the rpi4 is only fast enough to run a limited subset of modern MAME
it's definitely not hte right thing for MAME
For 480p no much bandwith is needed
it's never about bandwidth and always about latency
They were saying to have a custom FPGA designed as a PCI-e card for PC.... but it's really not going to help because Windows and other operating systems add their own lag. The MiSTer's operating system is detached from the FPGA-side, allowing the hardware to interface directly with the output. You can't change a PC to do that, nor can you update the MiSTer to be able to do software emulation without ruining the low latency benefits (because then the FPGA isn't used for direct output)
The FPGA is not a processor
These Pi 4 users love to trash MiSTer users. I find it very interesting that they omit the ease of use with MiSTer in their stance when comparing it at cost level.
it's more like a virtual board for hardware that can be programmed in
I don't think Sergi was trashing us
that's a bit harsh
I for one will pay for stability and accuracy
It all comes down to a misunderstanding of what a FPGA is really
not everyone knows. I don't fault them for that
I wasn’t putting it in the context of Sergi
I think the plan was to use an embedded linux distro, there's no way this is going to happen using Windows
Ah
maybe not the best time to share it then. It probably is pretty offensive lol
this has been talked about quite a bit, but no one has actually started this project
to my knowledge
My bad. Did not realize this conversation was specific to a certain comment.
you're good. Might want to read first XD
I’m going back to see what was said just popped in and did not review back far enough to actually see.
what a wild ride catching up with this channel 😄
There were some good HB ports for VB as well
it takes a lot of time, and the other issue is this would very much require to design a board that goes against modern PC hardware design. Modern CPU's are infinitely more complex than what hobbyists typically deal with. No small team can really stand to work on something that insane easily
Ntm modern CPU's are not really documented publicly, like these old chips in retro game consoles
which is kind of paramount to projects like this
even a pentium is too complex for a hobbyist I hear.
yeah the later x86 chips really got extra complex for someone to understand at a hardware level
I think I remember reading that someone once did write a pentium in HDL, but it was an in house project at Intel
especially when entering the x86_64
it's not easy to hire someone either as people that understand it make a lot of money
even 486 is extraordinarily complex compared to most of mister
the difference between the budget processors like 68000 and an x86 chip was huge
x86 has boxed itself into a corner by making itself so complex
yeah, so a processor of this era would be lightyears of a stretch
they were just expensive high powered processors
I'd expect that if you understand microprocessor design, Intel and AMD and Nvidia DON'T want you working outside the company
Because they want to make sure you're working for them and don't leak shit
ARM et al, but still it's work that needs large teams of people
not many really know this stuff and work independently
I'd expect almost no-one really
and specialized tools
the realistic line for fpga stuff if 5th/6th gen
a pentium probably could work but writing one is not easy
not sure if it would work on mister's hardware
I bet they have some kind of secret society among those qualified to work these kinds of jobs 🤣
after this point the systems and chips get exponentially more dense and complex, so the labor to write them becomes extraordinary
to clarify you mean og 5th/6th.. not intel's core 2 duo and later
lol
just don't want people getting the wrong idea
but I mean, how hard is it to just make a vm for a core 2
i3-5200 is not a reality xD
I think at a point you have to say "why should I use an fpga for this?"
at some point maybe one would have to leverage some kind of AI or automaton to develop such complex cores
it starts to lack sense
use the right tools for the right jobs
fpga is good because it can do older systems accurately and have low latency with low power
later systems benefit a lot from software and modern hardware
I hope I haven't offended anyone, indeed my idea is based on using MiSTer as a kind of external gpu without latency + linux pc (baremetal)
pc in particular you can just make VM's and things
what do you gain from fpga from later things
they were all complex, wrapped, and frame buffered
it's an interesting concept, but it's outside the scope of the MiSTer project.
yeah, i know isn't a core itself
I would be interested in following it if someone starts such a project
you can just use a scaler for that
yeah, the retrotink5x is about the price of a MiSTer kit, and anyway you would want a separate device for that
Idea is not to use anything from the OS for input/output
With a scaler you have the same problem..gpu frame buffers, etc.
I'm pretty sure retrotink5x is fpga based
I'm talking about emulation without video
I was not offended. It’s the usual case for me to point out MiSTer benefits as opposed to RP4. Did not take the time to look at the previous context of the conversation. 👍
emulation depends of libs, sdl, vulkan etc. latency problems, etc.
I really can't add to the conversation, and, well, this isn't the right channel for it
haha, i think a lot of cores out there..is only one more idea
Anyway, it was probably I who asked if Robert announced a new project already.. Perhaps because I misunderstood someone. He probably would have mentioned it on Patreon first.
I am sure that what he does will be to everyone's liking.
new project will be announced in 2-3 months
According to Patreon
Wow! Exciting times! What will it be, what will it be...? 😄
We don't now 😁
by that time he'll probably have a research oriented software emulator
I'd wish it to be Jaguar, a new 386/486, 3DO or his own take on Saturn
Just speculating here!
There isn't much more that has a big reward of games for the effort
hmm, I can think of one, but I'm not going to jinx it
Aww, come on, say it 😄
video and emulation are intrinsically linked
Sorry I can't 😅
a software emulator regulates itself based on frames, typically, and outputs a texture to render
Yeah! Do it man! Pull the trigger! Grab the snake! Roll the boulder!
why would you want Robert to make saturn while sergey is actively working on it?
that's a weird thing to want
Yeah Robert didn't start the PSX until he heard that no one will be doing it
which later turned out to be untrue, but still this is a better outcome
Oh, good question. You are right, wouldn't be a good thing to do.
Now that I think of it... I hope Sergey is alright. Things are hairy over there.
@rare gyro CDI...? 😄
On one hand, he's not near the frontlines, so his town won't be targeted for any attack.. on the other hand, there's no telling who's occupying his town and what kind of people they are. so... 🙏
Pornographic Mahjong
serious question why are so many people interested in this alien bug?
for fun 😉
fair enough, its an interesting mystery
is there a massive alien resurrection community hanging out somewhere though?
thats fascinating stuff btw Barone
I will say frankly that I have never been a fan of this game, but this is an interesting case
seems like every time we discuss it to death, fresh people arrive to discuss it further 😄
If you figure it out it unlocks a secret treasure hidden by the Freemasons
i keep saying we need to track down the original devs and get them to explain themselves
are they on twitter or something
I honestly came late to the party. When I began to use the PSX core, the bug had already been reported for quite some time.
I briefly worked as a tester many years ago, and I playtested a few games before, but mostly Mega Drive-related; homebrew/indie projects.
If there is a mysterious bug, I usually have an itch to try and find what's going on or a more complete picture of the situation.
And I'm an Alien fan, I like the first two movies and most of the games.
Alien Resurrection wasn't a big commercial success at the time but it's usually well regarded in retro gaming communities nowadays, due to the pioneerism of its control scheme in the context of console FPS and its good graphics.
I think it's because the tweet went out saying Alien Resurrection was among the games with fixes, when it was the sound bug and not the door bug
Just want to clarify. Nobody is mad at you. 🙂 The idea is neat. I'd love CRT support for modern emulators. The issue really is that it would require something else to do it. MiSTer's implementation has no code or structure that would work with a PC. That would require something completely different. It's not impossible if someone develops a different project entirely for it, and I'd love to see that kind of PC feature happen myself. But yeah, the MiSTer boards itself will not enable that to be possible unfortunately.
that's not to say that, while it can't prevent latency, someone could develop a way to output an entire 480p screen and do some kind of interlaced conversion output. Yes, it's rudimentary, but maybe it could produce a like-effect with the right design and fullscreen 480p emulators
would need a brand new device for that, I know.... but it's an idea
it kind of is
I mean, technically the RT5X can take a 720p output and downconvert it to work on a CRT
emualtors dont run in real time
it would be nearly impossible to make them do so
they run fast and dump their video into a buffer or texture
Yeah I'm not saying from the emulator perspective
I mean just the video signal
so not really native
that's why I said "rudimentary"
then whatever renders them has to wait for the next refresh cycle to swap buffers or you get tearing
yeah....
so things like mister's 10 lines of latency get kind of hard
or even regulating the speed of producing frames
it's probably impossible on any modern gpu really
its kind of like 21st century beam-racing
i don't think any modern gpu driver has a mode where you just shovel pixels out the hdmi port and pinky swear to deliver them on time
now that I think about it, this might be what Sergi missed. The RT5X and OSSC have one major difference compared to the MiSTer... video input. They have pushed all their resources to convert signals produced by OTHER devices, leaving much more room to do such... The MiSTer has to scale AND generate the games, and the games are all generated at their native resolution. The RT5X has the advantage of taking in a higher resolution, and it enables you to downconvert to 240p.... the MiSTer can't downconvert signals. It never has to
mister can downconvert, people do it to run pc (like ao486) games on 15khz crts sometimes
I wish there was an open-source video capture card project
Something to kill the AVermedia hegemony
Guess I didn't realize that was the same thing xD
but I think it's a lot less involved than 720p -> 240p
At least I'd expect so
Also wait that's an option? I need to know how to do this :3
it doesn't look very good
i think there's a big thread about it on the mister forum if you want to try it though
yeah
My roommate has what I believe to be a PC CRT monitor downstairs
I'm not sure what kind but it might be 31kHz
Try some PS1 on it
VGA only
anything with a vga connector is 31khz generally
neat
I watched some people try out CRTs for modern gaming recently, saying they were pretty pleasantly surprised by how nice it is
oh you meant my CRT?
I play PS1 on it all the time xD
PS2 even
and I just got my Wii fixed
they all look phenomenal
the motion clarity of even the most basic-ass 1990s pc crt still destroys everything on the market today
it kind of broke my brain when i finally went back to one
I haven't probably seen one in person since I was like 5
lol
would have been 1994 or 1995
like at a high refresh rate, they look ridiculous
trying to figure out where I'd put the damn thing lol
but even at 60hz like most mister stuff its remarkable
but I think I have an idea. but I need a small stand to do it... .hmmm
anything particular to know about VGA cables?
dont overtighten the little screws
no, sometimes you can end up unscrewing the bolt from the thing your connecting to
ohshit lol
like if you screw in too tight, then it sort of bonds and when you unscrew ... yeah
Not to be comic book guy, but with run ahead capabilities, that trades input+compute+display latency for just input+display latency. With USB fast polling at 1khz, then it’s the analog to USB latency internal to the controller. I’m not saying it’s utopian, or cycle-level accuracy and CRT quality/timing isn’t important, but it’s not quite as reduced (in my mind) as you were making out
i'm not particularly starry eyed about run ahead. I understand how it works and I guess it's better than nothing, but I am way too much of a purist to say it's a great solution. In addition, you have audio to deal with. Most emulators will try to resample it and shift the pitch to match the slightly incorrect framerates, and you add typically 100ms of latency to it there as well.
if you're outputting to a crt at least, running in real time does become pretty important
otherwise you're just adding a buffer's worth of lag
Going off topic potentially but my only concern with MiSTer is that cores seem like they are "Done" but there are still some outstanding issues which affect how accurate the Core is at representing the system in question. Like a couple of the Genesis / MegaDrive issues I reported some time ago and a few Master System ones.
That aside, its one of the best things I have bought Retro Gaming Wise in a long time.
neither the SMS or Genesis core really has an 'owner' per se, so it's whoever gets to the bugs when they want to. Genesis is in a particularly odd state since sergey has been working on redoing a lot of it between his writing the saturn core
sms sort of suffers from a lack of developer enthusiasm
Its a shame really that is the case with the SMS. Its a great system 🙂
to each their own, there is a thread for the core though
in the open-cores-forum channel
I did put some comments on the SMS core to try and bring that back on topic
#1050060531458908193
there’s no reason one couldn’t generate the waveform in the run ahead and cross-fade pretty seamlessly, but I agree that it’s not perfect. Just that it’s important to be accurate when making statements about competing approaches/techniques 🙂 we are in a different universe with emulation in the last 5 years versus Nesticle, VGB, and MAME in 1996
you can't because it runs at the wrong speed
you're beholden to the speed of the video hardware not the system
otherwise you get tearing
… except in VRR displays down to ~45hz
There are people in that community that care about the same accuracy things and are doing good work all the time.
yes, you can do more with those if they cooperate
at the end of the day you have a lot to deal with
even if it's alsa or the windows audio subsystem
yup. Making MIDI work across Linux and Windows in FreeSCI in 1999, and later in ScummVM , required a lot of trial and error
as much as emulation in some corners has improved, I have been consistently dissapointed by how much it hasn't in many respects
the best emulators of a lot of systems still aren't very good imho
a few of the most major systems are improving
being accurate in statements about competing approaches is important for folks that are less technical, so they don’t get incorrect ideas are hard versus soft limits
I think I was very accurate
what is a current limitation versus what is physical limitation until the end of time
ok.
I think it's understood i'm not talking about the state of technology in 2150 if that's what you mean
Ok.
You probably mean real-time video capture, but with an appropriate DAQ you can at least decode CVBS with cvbs-decode (an offshoot of vhs-decode which is a fork/enhancement of ld-decode).
"appropriate DAQ" is a little tough because CVBS is baseband so most SDR gear is out, but a modified Domesday Duplicator or CX23883 card have been used
Yes that's what I'm hoping for! We know hes not into arcades and I think that besides Saturn the most popular systems with many games have cores already. So the virtual boy is maybe the most famous unsuccessful console / handheld
wow, that is really a deep research. It's still hard to draw a conclusion from that: is it a bug in the core or not? It's great that we have plenty of workarounds now. we would probably need the same level of test on a real console with original game(not ODE)?
in any case, thank you very much!
Yeah I just finished reading it. Wish the original guy would have stuck around to see it was indeed a game bug lol
I have several psx and ps2. Might test the game out with a disc and see what happens on a few different models. This is such a interesting bug