#Sony PlayStation
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yep same here, menu will come up fine too but nothing else, I figured it was due to trying the latest unstable mister main for the hdr, are you using that too?
I'm using whatever test build one was before the latest alien fix, haven't tried the latest to see if it persists yet
Made a mgl for the 2x psx core so it has its own settings and folder to have it separate and only use games that benefit from it.
Now to figure out which games benefit from it.
Recommend doing symlinks to keep the save and savestate folders the same if you care about that consistency. Also the games folder too.
If I do that it will only be for saves not the games folder. The point of me doing it is to have games that I've found actually benefit from it appear for that core.
Ah I see, yeah that makes sense, I did something similar.
I did a symlink of the new PSX core to the original games directory to make checking games easier, no need to explore directories. Since I use MGL files to launch all the games in my library I basically have a "favorites" folder of all the games that work great and also sym link those game mgl files.
I don't actually launch the cores anymore lol
I think what you're doing is super smart. No need to browse a giant library of games to find the ones you want that you know work well!
Well I've initially copied all my games to the other folder. Will delete them as I test..like blaster master froze on loading a new game so it out
Oh damn that sucks it froze, I like that game!
Well still works on the main core
So far my favorite use is using the core with European games with uncapped framerates. No more 10% slower speed for me! The forced 60hz is a great hack but it speeds up the game so finally we have like a "proper" way to get better fps.
Granada works pretty well with the core for example
Yeah most pal 60 hacks just force the game to run faster than normal
Quake 2 seems to work well..
Sotn works pretty good but looks like it sticks pretty close to 60fps without 2x
how do i create a symlink in mister?
what font are you using btw?
can you also share the mgl file
I'm interested
its called Misc_Dragon_Warrior
its basically the font used in the NES Dragon Warrior game
I put the core in another folder i named "special" to keep the core from showing up twice but you can change it to whatever you want.
you can change the setname to whatever you want as well..but whatever you change it to will be the folder you put the games in and also what gamesaves,savestates and settings are saved under
you know anything about creating symlinks in mister?
I believe it's possible if done from the command line or SSH on the MiSTer.... symlinks are just files the operating system handles
So it's able to do it on the fat32 partition
see?
FAT32 can't naturally support it on Windows (Windows symlinks are filesystem dependent I believe), but linux symlinks aren't filesystem dependent
it's just a file pointing to the new location, and Linux picks up on that and treats it as the targeted folder instead, inheriting the child permissions
I figured it out..for some reason it was saying the folder didnt exist...but it worked when i typed the folder name as all lowercase
now my psx ans psx2x access thesame saves
linux is case sensitive with file paths
Well, the more correct statement is NT is not
Pretty much everything else is case-sensitive
at least these days
you can have a MiSTer and mister folder in the same location on linux filesystems (not FAT32)
but Linux still needs the paths to say the correct case
But with FAT32 I think there are checks for exceptions with the MiSTer binary and its implementations
But manual command line is where it matters
Like the MiSTer allows atari2600 and ATARI2600 and any deviation, but I think it does that at a software level
yeah i know i use linux on everything..but it wouldnt work when i typed it exactly the way the folder was named..maybe a limitation of fat32?
dunno..but its working..that's what matters to me..lol
yeah nevermind it seems that the filesystem may be mounted case-insensitive on the MiSTer. Both work for me
at least for /media/fat
unless the driver automatically mounts it that way (I actually don't really know... going by educated guesses here. I haven't used Linux as a daily driver for like 15 years)
I mainly use Linux command line on servers nowadays
Haven't touched fat32 with one for like 10 years xD
I'm running fedora linux on the laptop i'm using right now
while i was at it i made my gameboy and super gameboy access the same saves
even tho i use linux everyday symlinks arent something i typically use.
gotcha
Well, if you can send me that PSX 2X mgl file some time I'd appreciate it ^^
If not that's fine
thanks a lot!
I put the core in another folder i named "special" to keep the core from showing up twice but you can change it to whatever you want.
you can change the setname to whatever you want as well..but whatever you change it to will be the folder you put the games in and also what gamesaves,savestates and settings are saved under
didn't know it was this simple lol
me either til i started messing around with it.
media/fat/
neat so then special won't show up
nice
and now names.txt supports mgl files ๐
you can use mgl to split off any core just give it a different setname and it will have its own game folder and settings
how did you get it to name it as Sony PlayStation 2X CPU? Is that automatic?
Or did you have to change up names.txt
i changed name.txt
PSX2X: Sony PlayStation 2X CPU
yeah I'm looking at names.txt and it looks like it has weird line splits
add that line
Not sure why that is
if you edit it yourself you might want to turns names.txt off in the update all else it will remove the changes when the names.txt gets updated.
alright
is the psx2x channel gone?
So, I was messing around in Crash Bandicoot 2. I was playing on level 21, "Piston it away", and was able to try the... Um, I'm not sure as I never done one before... The platform with the skull and crossbones on it. I got to an are with a glass cover, and got shoved into a nitro by a shield basher scientist dude, and this happened...
I don't think so... I was just there.
strange cannot find it
Wow... That glitch is reproducible.
could this be a game bug?
Da frick? I was JUST there...
found it, sorry. I was thinking it's in mister cores, but it's in game-and-core-related
Dunno. But in the skull and crossbones bonus part of level 21, let the scientist push you into the nitro with an Aku Aku equipped.
unfortunatly that's not something you can easily try and reproduce on a emulator or hw
Not without cheating to get to the stage.
@tropic stratus Is the PSX2X core supposed to fail to boot if I have a symlinked windows boot.rom in the network share from my PC?
Lol
It softlocked the MiSTer it seems
not sure if it happens on regular PSX core too
seems that junctions are safe.... not windows symlinks
the sbi.zip was also symlinked. Not sure if that had anything to do with it
could be, not sure how the access on HPS side works
It's possibly a permission issue. They are created with admin permissions. Not sure.
Is it about the flickering?
No, Crash is stuck.
I made a savestate to test. I should post it.
This will be hard to verify without checking on real Playstation
Maybe someone can bust out their dex drive...
These... Should work?
The per game memcard, and a savestate.
Even if you can't easily verify on real hardware, it's still amusing.
Thereโs loads of ways to get a save file onto real hardware
I can probably check that when Iโm back home - couple of days
Yep, just take the death route in level 21 "Piston it away" (It's a platform with a skull and crossbones on it. You must reach the platform without losing a life, or it becomes inaccessible.) Make sure you have at least one Aku Aku. On the route, there is an area behind glass, with nitro crates. There is a scientist here that will shield bash you into one. Let him do so. Profit.
Anyone have a recommendation for a fun racing game that works with the widescreen hack?
Gran Turismo 1/2, Wipeout 2097/3
I had much fun with Colin McRae rally 2 but it's important to play the PAL version because they somehow managed to ruin the port of the game to ntsc. Non PAL runs around 10 % slower
I haven't heard of this before. Are there any other titles where this is the case?
I think some of the Wipeout games have more polished PAL versions.
I often check tcrf.net for some games they Point out regional differences
Thanks, I'll give them a shot
I appreciate how you've set up your names.txt
i'd never be able to find some systems with the brands
then again, megaduck doesnt need an entry much less a brand
also "Nintendo Super NES" makes my eye twitch ๐
nintendo super nintendo entertainment system
I have a memcard pro and could test this if I owned the game xD
Sounds like it's time to get an xStation too ๐
I beat the n-sane trilogy recently
great remakes
I'd say they have surpassed the original material (very rare for remaster/remakes) but I can't stay the same thing for the Crash Team Racing remake although it was very good
I get what you are saying and yeah makes sense. But the only reason I use the brand names is for organization it keeps all the Nintendo cores right there together in the list and all the Sega cores together in the list.
Thatโs what I have mine named, you donโt? I make sure the name fully scrolls before loading to make sure Iโm using the right code.
no, mine is named SNES, because I know how the alphabet works and what SNES is
system name is a far more intuitive way to sort than brand name and statically speaking, no different in time-to-seek for any given system
the only reason you'd sort by brand name would be if you knew you wanted to play a certain brand and didn't know what the name of their systems were
Do me a favor and just fuck off..I don't agree but you don't have to be degrading or insulting
that's not insulting
why are you insulted by that?
furthermore why are you so rude
that's just an outright hostile statement because you feel so strongly that brand names are essential in a space limited user interface?
It's a preference and you are saying everything short of just calling me a dumbass for having it
no, that's your own feelings about yourself when faced with an otherwise pretty objective statement. How you sort a list is and present information is a thing that can be made objectively more or less intuitive and efficient
people actually sit down and put thought, coversation, and analysis into these things when designing applications and UI's
Merry Christmas everyone ๐
Letโs play some great games! Iโm playing Dragon Quest VII and Iโm loving it! โค๏ธ
do you have your dragon quest games listed under the "dragon quest" brand or under "rpg's"? and which do you prefer?
this is just funny a hell. it has to be said.
imagine the chaos and uproar we could create if we combined forces on reddit.
who wants chaos and uproar
you don't want to watch the world burn?
Under Enix, duh
the opposite, I want to see the world get better
ok yeah uh.. yeah.. no, that's not happening.
i will insult you by taking my last of of my super nintendo system entertainment and placing them in their own category called "second super half library"
honestly, who cares how someone names and sorts their core list
let people do it how they want to
i've added the dkc trilogy and all the donkey kong games in a "monkey" folder
but monkey island isn't really about monkeys so that goes in the "forest games" folder
also amidar?
does tarzan go into the monkey folder or the forest games folder
forest
oh and dont forget to put ape escape in the monkey folder
he monke
I've been playing alien resurrection because the bug got me intrigued
and man is the game so ahead of its time
apparently it is somehow based on the quake 2 engine which I directly recognized since as I love that game so much
I'm pretty sure you've seen the funny review by now, huh?
yea lol
It has happened to me some times, too: core always loads, and I can always enter the core menu, but sometimes the games themselves only show a gray screen until I change the core or reload the same core.
It happens VERY rarely, but it does.
yup
Please stop arguing ! Itโs like watching my parents fight!
Respect to everyone
I think I'll just avoid talking for a while, lots of hostility lately
Thatโs alphabet-ist. Discriminatory against those of us who donโt know how the alphabet works.
Oh Iโm joking, trying to diffuse the situation through absurdist humor
Sorry! Was just being goofy.
I wish I didnt commit myself to the parasite eve postgame...
Iโm pretty sure thatโs what Square Enix said to themselves halfway through the development of 3rd Birthday.
pfff
lol
That Choro Q Wonderful game is rad. I liked Road Trip so I can see how that game evolved from this first one,
Really benefits from the #1052672192900501534 core.
Please, which core build were you using?
@hazy glade
The Crash Bandicoot 2's bug you reported seems to be related to the use of save states.
Using the memory card save you provided, I could not reproduce it from a cold boot. And I tried many times in a row.
Then I created my own save state near the death route crossbones platform and restored it, after using that save state I could reproduce it time and time again.
And I did it using both the December 16th and the December 24th unstable builds.
Most of the time I was able to create save states that didn't manifest the bug upon restore; but a few times the creation of the save state seems to create a buggy restoring point, from where you'll always be able to reproduce the issue, even if you die and the game reloads from the nearest checkpoint.
So I don't think it's a regression related to a specific fix, but a bug/limitation of the save state feature.
Depending on where/when you generate your save state, once you restore from it the game will manifest that bug. But from a cold start and without resorting to the save state feature, I was unable to reproduce it.
FYI: @tropic stratus
gonna have to try this room on the double speed core to see the difference. I know tomb raider is a fairly early game and probably not that well optimized but this room really taxes the system.
Having a gator swimming around drops an additional FPS to 8. fun stuff
I was using the latest stable version, dated 22.12.21. I had actually encountered the issue, and then floundered around for a bit, before it finally killed me. I then went back there, and did a savestate before trying again.
thanks @crisp shale Haven't seen a savestate related bug in a while and now such a crazy one...I can try to compare things if you could provide a savestate that is "buggy" and one that is not, ideally both taken at the exact same position
the bug doesn't have to be triggered in the savestate, i would just run both against each other for 2-3 frames in simulation and see if there is any difference in CPU execution that could explain it or difference in ram content
@hazy glade so you also loaded a savestate before the bug triggered the first time?
I had posted a savestate a little way back, that places crash before the buggy area.
I had encountered the bug, and then I returned to the warp room, as that was my only option. I then got back to that point, and made a savestate so I could test. The first time it happened I had not used any savestates.
so that is different to what barone found...maybe it's just random then and has nothing to do with savestates?
I thought it was just an anomaly, and decided to share it with you guys ๐. I didn't realize I may (or may not) have found a core issue.
The weird part is that with one specific savestate I can always reproduce it and without I couldn't after dozens of tries.
I'll share the savestates later today.
I think the Aku Aku count may be at play here.
'Cause I noticed some inconsistence once I respawned to a checkpoint.
I hadn't an Aku Aku when I passed there, but once I respawned I had one.
Something doesn't seem right about that, hehe.
And as the result of the push against the nitro crate will be death animation or iframes depending on the Aku Aku inventory, I suspect its attributes aren't being properly restored in memory for some reason.
Just a conjecture, of course.
A cheat to force infinite Aku Aku after loading a problematic save state could verify that.
Another question: which controller setting were you using? Dual Shock?
I... Think so? The core specifies either digital or analogue upon starting a game, I'm guessing it is dualshock.
Lemme check
Yes, I'm using dualshock
Yeah... While I was checking my controller type, I decided to try getting it to happen again, and... I can't.
That memory card save I post, if I remember correctly. Is after I finished the level, where as I did the savestate before.
had a minor issue in armored core project phantasma where some of the polygons on the back of my mech would turn solid white after a while. I think this happened after moving around in the water for a bit in the arena.
Please share savestate
Savestates or it didnโt happen 
It seems to me that the same will be on the real hw, but I do not know where to look ๐
Just a random question, but why doesn't the PS1 core have a "Scandoubler Fx" option like the other cores?
the complexity of the psx's video signal and multiple resolutions as well as interlaced video make it nearly impossible to support that feature
Okay just was curious
I agree interlaced is non go..multiple resolutions doesn't matter i think
im just repeating what robert has stated several times
Every progressive 15khz resolution can be scandoubled
I can say that with the mister's existing scandoubler modules, the resolution does in fact matter
if that was the only issue maybe you could modify it to be more tolerant of that, but off course there's more
I suspect it's also just a use of resources that would be difficult to spare in this core
At this point, framework isn't prepared for scandouble cores with interlaced resolutions
psx changes it's pixel clock which is what the scandoubler is sensitive to
it basically needs a 4x the pixel clock
psx uses 5 different pixel clocks that are not integer divisions of a master clock
ok, this is a more solid response xD
sorry that I generalized the pixel clock changes with resolution changes, as they are the same in psx
There's 3% room left in the core, so scandoubler is not really going to work out.. The core is maxed out besides bugfixes
maybe when core isn't updated anymore..
psx looks fantastic on a pc crt, worth it
๐ค glad you didn't go through with that
it's not like the scaler adds that much lag
considering what it would take to hack in scandoubler support, the scaler seems elegant here
hmm.. I don't have a retrotink5x yet, but I wonder what it would be like to use analog video from MiSTer via YPbPr on it. I guess you would need to change the settings with each core
I never used the scan doubler, but maybe it's better to use a system specifically designed for handling video signals
This is psx core on bvm a20 and a diamond crt
Photo does not do it justice..i will upload some video on youtube
bvm with vga and diamond with hdmi on vga adapter with @120hz for 31khz
I discovered a small bug with the psx core SNAX, when using a USB controller on player 1, and SNAC port 2 on player 2, then whatever is connected on port 2 isn't detected anymore by the game. It works perfectly well with both SNAC port active, or port 1 alone (with a usb controller for player 2), just not with port 2 alone.
which build did you try? see if that's fixed in an unstable build after 11/28
ah right, I haven't tried the unstable. my bad
think it's fixed, noticed something like that when I tried gun in port 2 only.
might be a game specific bug too, since I of course tried port 2 by itself before
@still palm you were right, it's fixed with the unstable, thanks! ๐
Just a quick update showing the latency of the gun4ir vs native guncon1 on the PS1 core.
https://www.youtube.com/watch?v=sE9FgECUapY
A quick video to show the side by side latency between the original Guncon 1, connected to the MiSTer FPGA through SNAC for native PS1 support, and a USB GUN4IR modded Guncon 1.
Both are tested the same game, on the same guncon calibration screen (connected as player 1 and 2), with the same core settings.
The GUN4IR is flashed with the firmware...
it's awesome to be able to use both native guncon and other techs at the same time
Thatโs awesome, thanks for sharing!
Just playing Colin McRae 2.0 on the core for my first time tonight- and what a treat! Works so well with wheel & pedals and the PAL version integer scales so nicely to 1080p. The game looks and plays wonderfully on MiSTer!
Gotta admit this is my first time using a PAL game with the core- is there anything I should know about specific options? Should fixed h-blank be disabled? Does the PAL 60hz hack increase game speed? I noticed the framerate goes from 24-25fps to 29-30fps.
im trying to record footage and test for speed differences but i'm not nearly consistent enough at driving in the game yet haha. maybe i can find a segment that starts with a long straight-away..
RobotronX works perfectly with the 2xCPU and it makes the game way more playable and fun. The original hardware drops to nearly 15fps regularly and it affects input response and your ability to react quickly to enemies.
WIth 2x CPU its pretty close to 30fps all the time and its a much better expereince
developers of this game were pretty bold to make all the enemies fully 3D models and try to spawn so many of them in a fast moving action game.
The game would have lost a lot of its graphical appeal but if the enemies were 2D sprites it would run much better and not really be missing anything
That game came out before the dual analog right so it uses face buttons for firing?
yes which isnt ideal but it works ok
I imagine I could always do a temporary map to the analog sticks when playing the game,
you can only fire in 8 directions so you're not limited by the layout at least
I only played the N64 version, I remember being amazed I could play it with two n64 controllers lol
you can use two controllers in psx too.. but its just two d-pads. the layout options are there at least
oh shit that rocks, I didn't know!
tomb raider 1 seems faster with the 2x core, both in speed and framerate. Ive been playing through it on the normal core and i think everything is moving faster
Yeah some games do run faster with higher fps
I was playing Thrasher Skate & Destroy earlier today and the game kept crashing. Can anyone else confirn this?
It happens in single player mode after bailing once or twice.
Yes, it's known
does it crash less if you disable rumble? like set the pad to just plain digital?
idk if rumbling puts much strain on the hps but i'm guessing it happens when you bail?
I use digital pad, no change
At least in Dave Mirra
It's very random
Sometimes it happens very quickly, several times in a row, sometimes once in a while, it cannot be reproduced easily
i think its different from game to game if the 60hz hack increases the game speed but when i tried with the colin mcrae 2.0 PAL version for me it felt much faster than it should run ๐
i played with a gamepad and on the advanced championchip i had to give up when the winter races came. from there on you have to manually tune the car and practice a lot to drive on snow and ice and i gave up after hours of losing the same race again and again ๐
Thanks! I hadn't played the PlayStation version until now, and the game in general for a couple decades
What's also a cool detail of the PAL version is that only in the PAL version the guy that tells you what turn comes next is the voice of the real co pilot that Colin McRae had at the the time
Oh man, this must have been introduced during some update because it used to work fine but cannot remember if it was during beta or around the first release.
After 25 years, KernelEquinox on discord discovered that the developers of castlevania SotN left in a debug code to destroy this bridge by pressing โฒ on a controller plugged into player 2! Huge 20ish second timesave for psx and randomizer speedruns
785
266
lmao
Does anyone use one of the low profile 512gb usb stick with their mister? Ones like the PNY or the Sandisk ultrafit? Iโd like to get my PSX games off my sd card and was wonder how well they functioned.
they're probably fine. They tend to run warm, but I doubt that will be an issue here.
the usb on mister is fairly slow so there's not going to be a ton of high speed transfers or anything
my 512GB SSD drive attached to my Wii gets pretty hot despite only being powered though the Wii USB port and itโs definitely not breaking any transfer speed records
Iโm guessing a game will take longer to load if it drive is nearly full? (Not longer to load in game but for the core to load the file)
I plan on just dumping ~450gb of psx games onto it.
just curious, If i make save states for games are they stored for each individual game?
yep 4 slots per game
eg
/savestates/PSX/Dino Crisis 2 (USA)_1.ss
/savestates/PSX/Dino Crisis 2 (USA)_2.ss
PSX is currently busted for me, regardless of version, and it puzzles me
I get "ED" instantly
Savestates load and then hang immediately
usually means your bios files are missing iirc
I figured it out
SNAC was causing it
Not sure why
Nope it was not that, it worked for a bit but then it broke
Have you tried just deleting the core and running update again to redownload it? It don't happen often but every once in a while I get a bad download that corrupts the files and makes it do wired stuff and not work right.
That too
I think the bios thing is correct
I reorganized my squashfs image, and it did not have the bios
However, when I unmount it, and it reverts back to the original PSX folder, stuff works
Yep, that was it
Thanks @abstract drift
yes, just like the bug states: release version 20221023 is fine, next is not. I tried to reproduce but didn't got it once....if you want to play it, you can use the old build. If you want it fixed: try every unstable build between both releases (i think it was 25 -> 5 builds to test with binary search) and i might can guess the issue with knowing which change it was.
but maybe not ๐ฆ
Well, one fix for a game can mean a fix for many games sometimes so when I have time I'll look into it./
:D
if you really want to tackle it, i can give you a list of builds which would be even worth trying
(i think the main question is if 2022 11 05 is still working and 2022 11 06 is broken)
I hear so many radio ads about this it must be very common
๐คฃ
Sure. I would mainly be running the game until I come across the build that starts causing the issue.
maybe just try if this build is broken:
#unstable-nightlies message
and if it is, check if this is still working:
#unstable-nightlies message
The latest build has an issue with games/bios not loading once a game is selected. reset does not fix it, and it just shows a black screen with no video output. its possible that the swap from NTSC bios when the core is loading to PAL bios with the game loads is the culprit, but it occurs on a fresh boot for the core 1/10 times at least when i tried with Colin McRae Rally 2.0 (Europe v1.0)
audio is still playing when this occurs though. all options in the core are at default, besides "sync 480i to hdmi" which is turned on. input for player 1 is set to Wheel-NegCon
latest release/official build, single sdram
evening - been dealing with another core ๐ thought I would drop by in PSX
happy new year in advance!
@meager parrot could you maybe find out which commit does start this? Or any reproducible way to trigger it? I cannot seem to get it, neither with reloading the core, nor with switching between ntsc and pal
i did not have fastboot enabled, if that may help. with how infrequently it happens, this will take a while to track down by testing older builds
had this happen too, and do not play pal games so not a pal bios thing, noticed it on the build before the alien fix
the turbo fix from 09 12?
or 16 12?
maybe it's more related to a main update that came in the last weeks? i can't see how the recent changes could trigger it
i believe I was on the 16 12 and I do have the latest unstable main which I figured was the issue but another user said they weren't on the unstable main
i think the most recent change that could have influence could be the black screen option from 04 12
if the issue happens, could you try to turn off this new option? (black transitions)
if that is the fix, will it correct it as it's happening, cause it is really really random
if that's the reason, the black screen should go away instantly
i mean, it makes sense that a faulty detection could trigger endless black screen transitions
does it also happen for you when loading a game or already when loading/booting the core?
loading a game, just got it to trigger twice though I am using turbo high and 24 bit dithering, but they worked for a long time without issue, I kept rebooting and going back into the core, one time the screen was white another black and toggoling the setting did not help, you hear the bios and the game starting but I did notice in testing with SotN that the music did not play in the menu but sfx still worked in addition to no image, I can turn off the turbo and other options if you think it affecting the tests, and this is with the 16 12 build
very strange...would need a way to trigger it
i'm currently reloading the core and loading a cd and didn't got any strange effects
are you also using "sync 480i to hdmi" ?
yes
can you test if creating a savestate with the issue present will make it persist?
1 sec
making it and instantly reloading the state brought the music back but still no video
please try loading the state after reloading the core
if it's still broken, i need this state ๐
not broken after restore sadly
so the core is still working in background and framework/scaler makes the image disappear ๐ฆ
core is working without cd audio though, menu still comes up fine
at least in my case
missing cd audio could be some HPS interaction not working
only happens when the video stops working just to make that clear
which could also explain the black image for some cases
I also got it with a white screen as well
which vsync adjust/vscale settings do you use?
i'm still on mister main from 220719, so i should update and test again
vscale 0 vsync 2
ah, i meant to mention before, i was using vsync_adjust 2 with vscale 0 in the mister.ini and integer scaling selected in the core OSD menu
integer for vertical here too
are using the new mister unstable build?
is there a unstable after the official MiSTer_20221224?
this seems to be the case as audio still comes through and i can hear inputs registering to the game's menu
i am using the latest official release core, single sdram
i wasn't aware of a 24 12, mine is 21 12 but Walrus and the other user I forget there name who was having trouble are both on latest stable so
all the hdr and hdmi color adjustment was added so wouldn't surprise me if some weirdness happened
tried 10 times to reload the core and load a (pal) game, then load a savestate, all worked fine ๐ฆ
i got it twice out of 10 or so times
even that is so rare, you would need like 50 or so boots to be sure some old version is safe working
but i have no clue currently how to find out
maybe some other users can report if they have been using recent versions a lot and did/did not experience issues, so we can make the circle smaller
I don't know if Walrus did but did you add the new hdr and hdmi color settings to your ini when you updated? mine are set to default but still
i have not added anything to the ini
there has be no core related change since 12 04 that could have any influence on such a effect, so either the core isn't used much or there are more requirements to trigger it
given that you and Walrus report 10-20% failure rates, i would assume this would have come up earlier and by more users? So i would guess it's some circumstances not yet clear that trigger it
i was using the psx core quite a bit and had it happen first boot after updating main to the hdr/hdmi color settings unstable build which is now in the stable build as well, which is why I figured it was that, hours and hours of using the core before that across weeks and never had it happen but now can reproduce by rebooting enough times
would adding lines 23 and 135-139 from the new ini be worth it just to rule it out
to rule it out, using a mister main before would probably help
not sure if adding the default values to the ini has any effect
using the previous mister main release and commented out ini i got it to black screen no music on the third reboot, but this time it did it during core load too
I use vsync 1 , all up to date, never happened to me something like this
On my monitor vsync 2 doesn't work very well, I stayed with 1 and that's how I've had it set up for months
i can test that, before I do just to check i've been doing reboots and not cold reboots, that should be fine right?
to change vsync mode? think you need a cold reboot
or reload the config file through the osd
no i mean for testing this black screen issue, making sure I'm testing things out correctly, not sure what might keep in ram or whatever doing reboot vs cold reboot
if you're changing ini settings, cold reboot is best
if its just core settings soft reboot should be enough
ini is reloaded every time a core is started
but it may still have influence, not sure
mister.ini ?
yes, you can change settings there via network access, then reload the core and they will take effect
oh interesting i didn't know that
right, not been changing the ini, rather I've been using reboot to cycle till the issue recurs
I never had such issues with bios not loading with the core ever
However I encountered such behavior with the cps2 arcade core when playing street fighter games where the vram would be randomly corrupted on boot up even on cold boot. Only fix I have is to wait a bit on the mister menu before booting the core...
Nobody seem to have ever reproduced it... but I could and two separate mister setups. Hoopefully here someone will
brought myself back up to current versions and tested again and haven't been able to replicate it now, 30-40 reboots and that's still with vsync=2
@tropic stratus sounds like the same issue I was having. Loading a game via mgl with the latest build had the exact same effect as Walrus was describing
I had to revert to the latest PSX stable to get the core working again via mgl launch
I remember the launch of PlayStation as if it was yesterday, buying newspapers , collecting demo disks, the joy of completing the King's Field game haha, long conversations with buddies about games, a magical time ๐
@serene nebula sorry i don't get that. mgl was not working with unstable build but works with latest stable? what is latest for you 12 21?
Yup 12-21! Honestly not sure if mgl launching is even related but it does trigger the black screen issue for me.
I primarily launch games on the PSX core using mgl which is how I first noticed it. When I launch the test core first and load games within it, itโs worked fine for me.
do you have anything reproducible that i can reconstruct here?
Sure, let me see if I can get a guaranteed repro!
I have dual ram btw, a second 32mb stick. Just adding that incase itโs related.
Going to be using this build - #test-builds message
if you find anything, please upload the mgl and i will try it
That had a 5/5 repro rate for me.
I had issues loading other EU/JP mgl files but that one would never load, always a black screen (I waited about 20s to confirm it was stuck).
I am also using CHDs
had to modify it to use bin/cue here and the path, but it works fine with the 12 24 testbuild
Hmmmm, could CHD loading be an issue?
will change the path to the one chd i have ๐
I can try bin/cue on my end
works fine with my croc chd
how perplexing!
maybe there is some race condition where the bios is not downloaded until the game is started?
pal bios is downloaded at the end (us, jp is before)
could ram timings affect that?
i'm not even sure this process can be interrupted in HPS
do you see the download progress bar when loading the core?
nope, but I did see the bios switch prompt
once I'm done adding the bin/cue I'll continue to retest using Chaos Break.
but in your case, the game just doesn't work at all i guess?
or do you also get only black screen, but audio works?
yeah, just stays black. No Audio. I cannot load any game after that. I need to reboot to main menu and relaunch core.
ok, it's a different issue then...but still strange why it happens
Ah ok, I'm sorry for conflating the two then.
don't worry, was worth a try
Yeah bin/cue had no discernable difference. Curiously my issue seems specific to launching via mgl but when launching the core first then loading a game all is fine. Similar to Walrus I get a black screen and game loading refuses to work after, but unlike Walrus I get no audio. Just doing a quick recap there.
Thank you very much @tropic stratus ! Not a blocker on my end, the latest 12-21 works fine with mgls on my specific setup.
Ouch
Heh, who in this channel wasn't a kid in 94/95? ๐
94 rulez
that's when the PSX came out in Japan
But yeah I have some great memories of that year
Look what my awesome friend sent me! Time to play racing games with PSX and SNAX.
Donโt ask me about the t-shirts, Iโm not ready to talk about the t-shirts.
Wow youโre an international pizza athlete
So tell me about the T Shirts
The question now is would he have ask if you hadn't said anything..lol
Colin McRae Rally 2.0 (Europe v1.0) with the T300RS Wheel/Pedals on the PS1 core:
https://youtu.be/rwonb7c_Iqw
Real Rally Roots 2000! This is simply a great racing game for PS1, perhaps the best. 1st time playing through Championship mode, after trying rally mode. This was tough! I was delighted to find it works perfectly with the Thrustmaster T300RS wheel on MiSTer- configuration information below if you want to try yourself. This wheel has hardware rad...
Best racing game on PS1, I'd say. Never would have imagine Codemasters topped Sony at their own game, but the handling, physics and general challenge are just so well done here, considering the limitations of the console.
Oh man, playing these games with an analog steering wheel IS GREAT!
Haha I was just playing that right now with my steering wheel! Also real nice touch with the gloves. Very classy. 
Still didn't exist by then
heheh thanks. keeps the wheel clean and easier friction for rally stuff where you're constantly counter-steering.
I got a old madcatz mc2 for playstation that I don't even know if it still works..don't have a snac adapter yet to try it tho.
Thing I'm most worried about tho is the db9 type port that the peddles plug into is a bit rusty.
Almost spit my beer when I just read that line in Dragon Warrior VII ๐
Why... Yes!
After finishing replayong Snatcher (and while I'm waiting for Saturn to replay policenauts), I think I shall replay MGS!
T300 works now! Awesome!
Poff poff !
Check video description for config notes for the T300 and a link to a forum thread where i compiled setup info, settings for individual games, and also pre-configured maps for specific games.
But yeah, works very well ๐
Was playing Adventures Of Little Ralph on my Stream today, and someone was telling me that the Audio was clipping/bugging out, is that a known issue with the game?
Was that an issue with the stream or capture card? Is the original game like that?
I donโt recall anyone bringing that up before.
i have no idea, its the only game that acted that way.
i played Gunners Heaven on the same stream and it wasnt doing that at all
im certain its an issue with the game itself on the Core
Did you hear the audio clip or bug out on your end?
no i didnt. which was odd
it was coming out fine on my CRT
wait....im reviewing my past broadcast now, im hearing it on both games
Itโs why I immediately jumped to stream issue. Too many variables in place. However if you can repro it and provide a save state that would be of immense help.
Could be a hardware issue on your end?
its so weird because its the first time i ever heard it doing that
Could be a software quirk or something?
I didnโt play too much of Adventure of Little Ralph or Gunnera Heaven but I never ran into audio clipping myself. But I donโt stream and I only play through HDMI.
Guuners Heaven works fine here , no audio issues
Is PS1 on PSTV considered native. Iโm read conflicting opinions if itโs emulation or native due to the chipset
it is definitely an emulator
complete with cool bugs, I had FF7 glitch out pretty spectacularly a couple times while playing on Vita a while back
Was it an emulation in PSP? I could have sworn Sony claimed it was shared hardware
4 votes and 10 comments so far on Reddit
Just curious as I know there are some here with real answers. Happy New Year everyone!!!
PS1 on PSP is emulation. Lol.
yeah 100% ๐
yeah not sure if you missed it but that thread is talking about PSP on Vita
It's still emulation.
Adrenaline just runs PSP cfw in vita's official PSP compatibility layer.
Vita supports PSP natively. Adrenaline just unlocks it to run full fw.
It was originally intended for PSP go supported apps but it was capable of full PSP support apparently to my knowledge.
Just didn't have the PSP disc slot haha
pretty much, although yeah the PS1 emulation on Vita was mostly fine and by extension on PSP, but yeah definitely not perfect
and definitely not native
So they had PSP fw locked down officially with official firmware but hack efforts unlocked it to run full PSP cfw.
Enabling iso support
Among other things you can do with PSP cfw.
Vita is quite a nice device to have. Big quality library of games spanning two handheld generations and three console generations (PS1 + a lot of PS3/PS2 ports)
the oled screen on the original models is quite nice too
Plus tons of homebrew emulators.
And the ability to unlock framerate and/or resolution with overclocking (with genuinely relative ease and safety)
The vita had a lot of thermal overhead. They kept that thing quite cool at stock
The kernel plugin to do it adds a lot of safety measures so you can be sure you're not causing damage.
didn't it run at some laughably low clock speed at stock, like 300mhz or something?
Yeah
It was dynamic I believe depending on the application
But it was really low.
The security keys being found blew the console wide open for software modifications beyond anything I've ever seen for a console.
And sadly with no failsafe in the hardware design there was nothing they could do
Another PSP-level security flop. (Even worse tbh. They couldn't block hackers with updates)
Immediately lost support from publishers for fear of piracy
I feel like the expense and relative niche-ness of it didn't help, plus their weird desire to push western-style games (who bought that thing for a mobile version of uncharted, as fun as it ended up being?)
also the memory card situation, now that I think about it
that's what I mean, I'm not sure why they bothered with the western games at all, it was never going to be big elsewhere...
Mobile devices were way more prominent at the time... And having a cell-enabled game console was WAY more practical there than the US
It was just sad they felt it would take on here. The issue is Japan is a lot simpler to engage the cellular market.. the US has a lot more competition with that than Japan from what I understand.
Cell services here use unhealthy competition to prevent devices from working from network to network as well as the other.
It was an impossible market to permeate.
And att was pretty much a bad name for mobile service at the time.
I really wish someone was still in the handheld game. Switch, SteamDeck and all the clone devices just donโt count
Thank you all for the clarification ๐
Console developers have lost interest in low-profile handhelds probably because we have phones for that I imagine.... and other low-profile android handhelds....
I understand that point of view with one exception. Since they are content on having the phone option, why donโt they exploit it?
Phone gaming market has a large share today.... The Switch kind of shifted the market
I honestly would much rather play my AAA on the go
Switch was cool for the first year, but itโs a pitiful excuse of a device by todays standards. We canโt rely on Nintendo bringing cutting edge.
but they are? Nintendo has started to develop unique games for it. Sony has remote play support for mobile devices. Square has done it for well over a decade and a half.
Lots of games release in Japan exclusively too. Far more than you probably realize
Even Capcom releases mobile Mega Man games on Mobile still
Some exclusive new games
But I have yet to see them make a full fledged game like with Vita/3DS
I meant a decade. Whoops
Have you looked at some of the Square games on mobile
a number of them even a decade ago were console quality
and a lot of exclusives
I know what you are saying, but itโs honestly not the same
I'm not talking ports either
idk mate
I want a library and steady stream of games. There is not one game like uncharted was on vita in the mobile realm. That was 10+ years ago. ๐ฅด
Nintendo will never drop a real Mario game outside of their hardware. Sony could have done little big planet or anything by this time. I just think they use the phone excuse as a silly excuse. Nintendo proved that with the switch.
I know.. that was cool
I also know we canโt change things. Itโs just a shame they gave up on a pocketable and fully dedicated ecosystem. Also, piracy canโt be their excuse as mobile security is more or less wide open on android
I would like a DE10 in the Vita. Can you do that for us? ๐
Dead Space Remake Graphics MOD Android Gameplay
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That was cool.. but then EA bailed
but we had some interesting console-level shooters. they were rare, but they were there... the issue is there weren't any "Controller" support at a native level... so developers were forced to develop with the screen buttons in mind
That's mainly what held complex input setup games like shooters back
Feral makes some decent ports but they canโt do it all alone
Square is in the game as you indicated
Square Enix is a Japanese video game development and publishing company formed from the merger on April 1, 2003 of video game developer Square and publisher Enix. The company is best known for its role-playing video game franchises, which include the Final Fantasy series, the Dragon Quest series, and the action-RPG Kingdom Hearts series. Of its ...
Monster Hunter Rise was on everything, except mobile. This is what Iโm referring to
Square's been doing native Android games since 2010. And Chaos Rings was console-level at the time for Android
2010
Like I know it can be done, but if mobile is such the salvation for them, why do they just ignore it?
Their first Android release.
Square Enix is a Japanese video game development and publishing company formed from the merger on April 1, 2003 of video game developer Square and publisher Enix. The company is best known for its role-playing video game franchises, which include the Final Fantasy series, the Dragon Quest series, and the action-RPG Kingdom Hearts series. Of its ...
But they don't... lol
they have 7-8 games a year at least for iOS and Android
a number of them big projects
People in America just don't like mobile games being console-level as much lol
Okay. Square is good then.
Whereโs Capcom and the others?
The iPad Pro has PLENTY of power for AA games. ๐ฅด
Mobile games blehh.
Monster Hunter Stories released on Android/iOS this year...
There's a huge following for the Stories side games
You know what I mean Nerd ๐ค I want to share the optimism but itโs just not the same
let's be real, it's a combination of business model and controls right? Most mobile games are F2P and crammed full of MTX, and the touch screen is not really suitable for many genres of games
you're either into those kind of genres and you don't mind the controls or MTX, or you're not I guess
My point is, yes they may not be near the exact same level, but technically handheld consoles like the Switch are more powerful than most Android Phones can output today. Coupled with the fact that, like PC, the extra operating system layer and variety of hardware adds more complexity to optimizing the games to run well on the platform
not Square's for the most part lol
A lot of their releases are single player one-time-purchases on mobile
some are even multiplayer
Mobile phones still can't run a lot of things well because there's security risks for Google and Apple to allow more intricate access to functions that developers would need to have more freedom with the hardware
ehh, you have full access to Vulkan and Metal
yeah mobile hardware is passively cooled and will throttle aggressively, and the OS can be pretty aggresive with memory limits, but you can still do a lot
even taking throttling into account the Switch is a lot weaker than your average phone, especially the high end ones
the CPU is particularly tragic, the clock speed is not there. And the memory bandwidth is just not there, even in docked mode
...I probably shouldn't say to much lol
something something NDAs
even if this is all public knowledge by now
You're assuming this based on specs. The Switch can give all its resources to a game. Android/iOS has to run everything in the background with equal priority
Severely limits its capabilities for the average phone. And most people do not have a flagship
The Operating system on mobile has far more overhead than a handheld gaming console
Also a lot of the processing of mobile phones are dedicated to efficiency and AI cores rather than the GPU cores
it's true Android phones in the wild are pretty bad, but trust me the high end ones have enough oomph to overcome those downsides we discussed, especially compared to the increasingly old switch hardware
not enough to run anything the switch can, or even wii u
Lol
Exzap developer of the Wii U emulator can confirm that statement haha
phones are not as powerful for games as you think. Their processing is utilized for other things
And the hardware is designed more with applications in mind than games
I guess I'm in a little bit of a bubble here in that the stuff I develop has a strict cut off point in terms of hardware age/feature set
I'm ah keenly aware lol
consoles are always the same hardware. You can optimize for the specific hardware. with mobile and PC, the large variety of hardware means you have to optimize on a more general scale.... reducing performance across the board since you're relying on more generic functions than hardware-specific functions. Plus they have to develop a game with a larger amount of audience in mind. You can't just develop an Android game for flagship phones only. It won't sell enough to make a profit. They have to support average and mid to even mid-low tier phones sometimes depending on the project. On top of that, you have VASTLY more operating system overhead using up the resources while the game is running. Most consoles shut down a lot of exterior processes when you launch a game, or separate the resources to give the game more dedicated performance.
You can't be a game developer on mobile and expect people want their text messages or emails or calls or antivirus or backup software or any other background app they have running to be closed automatically.
And with recent mobile Operating Systems, you literally can't close them because apps are more isolated than with older Android versions from the early 2010's
Itโs the driver bugs that are the real killer on android now that I think about it, donโt get me started on thoseโฆ
I Think this is less true in the last 4 years with more and more low-latency AR needs translating into much-reduced input latency, sensor noise, and general Time To Photon
@hidden prism Sorry I couldn't take that seriously enough xD
Ok, the animations on some of those spells are interesting. I never bothered looking at all of her artes on the Strike side. I like Holy Lance more than Ray tbh. She has a lot of buff spells, as to be expected of a healer. Her mystic artes are also easily accessible, which is nice. (Note, I did them in reverse order because Sacred Light one shot...
watch from time linked xD
I think I need to stop getting offtopic in PSX channel
we are so far off the rails lol, but it's all fun
There I segway'd
don't ask me why I had this among the images on my machine. I've had it for well over a decade and I have no idea why
other than it's hilarious
something on topic - I finally finished Klonoa on the PSX core today. Had been playing it on and off for the last few months now, but it was really fun and seemed to work perfectly (I haven't played it on real hardware, but nothing looked or sounded obviously wrong atleast)
I have plans to complete Grandia , but from what I read this game is very long ๐
Most JRPGs are.
It's been said that the Saturn version is superior. Perhaps it is worth waiting.
it's not a problem , I just have less time now than 25 years ago ๐
I've been meaning to play Chrono Cross for ages now, but yeah, I always find starting a massive jrpg intimidating
From what I recall, Chrono Cross does not have grinding. The level-ups happen when a boss is defeated.
I've been playing Mega Man Battle Network 3 Randomizer and Spyro Ripto's Rage off and on
Never played Spyro growing up
Never had a PS1 and didn't really have many PS1 games for my PS2
Yes, I never had one either.
The only PS1 game I fondly remember having and playing really is Mega Man Legends 2
I was more into the N64 and SNES during that era
I mostly played PS1-era JRPGs on my PS2, so once I really get into this core, I think I will try Spyro or Crash. Platformers and collect-a-thons just weren't on my radar back then.
Spyro is solid on PS1
Avoid it for Crash
Play the N-Sane trilogy for that one
The controls are legitimately so bad that it makes the games unplayable
They heavily improved them in the remake
even die-hard fans say play the remake for crash
I heard that more precision is needed for the jumps or something in the remakes.
The first game had such floaty controls it was legitimately unfair
I had a great time playing Crash at the time, I did not even think about the fact that the control is bad ๐
that's what I thought too until I played them vs playing the 1st game on the PS1 back to back. I couldn't get far without wanting to rip my sockets out on the PS1
It was a night and day improvement
They made it playable in the remake
Crash essentially floats forward when you stop on the PS1, instead of stopping on a dime. This actually makes the game easier
he also lags inputs quite a bit
early levels it's not too much of an issue. but later levels will be so aggravating. it's the hardest game in the trilogy
no joke
so yeah, speaking from experience there. play the remake for crash. Spyro was much better of a start for PS1 and I've been enjoying those on the MiSTer core
I do happen to have the remakes on PC, so I will check them out eventually.
I am stubborn about experiencing the original version of things first though.
Here's a question then: Have you tried the Spyro Reignited trilogy?
It isn't, it's only partial emulation the instructions are translated using hardware. There are undocumented special purposes instructions which make the allegrex r4000 behave like the ps1 cpu. The GPU is emulated on the ME however.
The allegrex r4000 hardware is present in Kermit (the Vita SOC), so it's mostly hardware and not emulation. ME and GU are "emulated" (ME libraries are handled on ARM using HLE and GU calls are translated to run on the vita GPU)
it's still not 100% hardware though, thus emulated which is what I was getting at. I was not aware of the CPU behavior though
In fact 99.9% of ps1 games run on psp hardware without any issue whatsoever because the cpu isn't emulated.
I am aware. I didn't mean to imply it wasn't hardware for PSP on Vita with "compatibility layer". I use poor terminology sometimes
Apologies
And I put 99.9% loosely because I am not aware of any compatability issues in any game whatsoever
Unlike what you'd witness on the ps1 emulator on ps3 for instance
They even fixed the very tiny portion of ps1 games that didn't run on pre deckard (SPC) PS2
the cd block is emulated btw, obviously
24 votes and 81 comments so far on Reddit
It has a handful of titles that do not work or have to be patched first. Some are kind of obvious due to accessories being needed, but there are others without such need
Yeah that's all on vita though
Oh was PSP MIPS? I thought it was ARM for some reason
The ME bits on vita don't run the same way they do as on psp
JA the game makes me sad
Because there is no ME on vita
(Can't say the name here apparently xD)
GPU calls are also different
Though compatibility should remain high, given the mips cpu is still there
It's mips
In some ways I wish MIPS had caught on more. From developers' claims I had heard it had more potential than ARM, but sadly by the time it rolled out too many developers were already familiar with ARM... so they stuck with ARM
This is all statements of people I've talked with, which I cannot claim to confirm, obviously....
To be fair, if you don't own a mister a hacked pstv is a pretty good alternative for ps1 over hdmi, even if compatibility isn't 100% per se. But neither is the MiSTer core, strictly speaking. If you want 100% you need a ps1 with ps1digital
Even that isn't full proof. Given the fact that there are 2 different GPU hw revisions on ps1
Though I think the MiSTer core is as close to full compatibility as it gets
To be honest all the PS1 emulation implementations that Sony has done haven't had too rough of a release. A number of games do work on PS2 and PS3, and the ports to PSP were playable
Honestly these days unless you are writing a very low level library itโs not going to make much difference as a developer. Thereโs some funny stuff you can run into with memory ordering in high level code on ARM vs x64 but for most itโs not going to make a difference
I see.
Even on real ps1 hardware there are quirks introduced by copy or import protection mechanisms like libcrypt or mechacon protections in games like soul reaver or wipeout3 which will the north American versions will not run properly on consoles with scee mechacon (on purpose)
To give context, the people I got the information from were a small leftover team of devs working on the GCW-Zero: a very forward thinking MIPS-based platform from the early 2010's.... which sadly lost its main developer to the competition because they were overworked on an architecture with vastly less support in the emulator scene
You can even copy the behavior if you set region to europe/pal on mister while running those games
Try running a track using the us Wipeout3 while the system region is set to europe. It'll crash as soon as you cross the start line
lol
US Soul reaver has random checks for the mechacon region too
At least you didn't accidentally include a joke character that wasn't intended to be in the game's code at all.. until the developer realized it was accidentally left in when the game went gold
They especially check for the "E" in scee (rather than to make sure games match scea) because most DTL units actually use the scei string in mechacon
This also means the protections never trigger on japanese mechacon
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With the announcement of CTR Crash Team Racing Nitro Fueled, Did You Know Gaming looks at some some secrets, history and Easter eggs from CTR! This video covers everything from when the game wasn'...
I know. Still funny tho
we played it here before christmas, was a nice game. Short enough to complete it over one week with 1 hour per day and one of few games in 2d jump/run with a story that i was satisfied with
i still like the wonderswan klonoa more, the puzzle like gameplay without heavy secrets you cannot find without walkthrough made it much more interesting to do 100%
๐
Crash Team Racing is a transcending game
its mechanics have never been matched by any other karting game (not even its own remake on the ps4), besides Super Mario Kart on SNES maybe
As someone who had a psp....
nah..
Ignoring the issue of missing buttons, there are some games that were problematic when played on the psp.
which ones?
other than the obvious copy protection stuff and the ones that require specific accessories
Check out the two GBA sequels if you havenโt already!
i tried the first, but skipped it after the first few levels...not sure why, but i didn't felt the need to play it further
maybe the reason was that the GBA has so many other games you can enjoy, while wonderswan has not ๐
Haha maybe! Also tangent but have you given Tomba on PSX a shot? Itโs not a puzzle platformer like Klonoa but it does have puzzles and quests. Itโs a fun game to play with kids.
i tried the first level of tomba 2 for so long while that strange bug was still in, i cannot see this game anymore
the artstyle is just not my cup of tee. Even without the bug, it still looks like a mess
Ah right the exploding polygons LOL
Yeah I can see that, I think the first one might be a bit better visually (2D sprites) so maybe that one is ok for you?
i think tomba 1 was completly different?
Itโs similar in overall gameplay style. Number 2 is just fully polygonal and filled with a ton of side quests and more complex platforming. I like both but the first one is more appealing, easier to get into.
yes, this one has aged better. I really like early 3D, but for games with 2D perspective it's rarely of use
Is it recommended to keep VRR off when using the PSX core? This in on an LG C1. Thanks.
Tomba 2 is one of my fav PSX games
The platforming precision is a little rough though
But all the secrets in the game and such, insane
I was really excited to see the speedrun on AGDQ, but then........ Chibi kinda ruined it
Infamous speedrun
penguin_yay_one
speedrunning is often packed with weirdos like that
I used to speedrun on scene under a different nickname, couldn't hold the community
the cringest part was when someone asked me for an autograph lmao
Yeah that is pretty cringe but you should be flattered!
nothing to be proud of or flattered of unless you are among the bests in such a niche hobby
Well, just trying to be nice. I love the speed run mentality, itโs amazing for QA on games. They tear through environments to find any and all methods to break progression or shortcut areas.
Itโs really fun to see a speed runner rip a level apart and then pick and choose what to fix.
I reject this framing completely. People should be proud of improving at something they have a goal of improving at regardless of whether or not they are among the best. You gotta start somewhere.
Sorry dude - you were just so good that one run I had to ask!
I love some people on the TAS community - but damn there are some who channel their severe OCD in their runs and get too obsessed with it
DwangoAC however will never be cringe
Yeah, same, if you can't be proud of progress then I feel it's really easy to fall down the pit of "I'm never good enough". Some pride is necessary to keep going
Being too proud though.. that's often how people stop improving
I use it with the PS1 core
LG CX
I have a C1. What does VRR on do?
It doesnโt change anything about the hdmi signal other than saying it is VRR. Some TV treat VRR differently than non-VRR. For example I can get a picture on some odd ball frame rates arcades with MiSTer set to VRR.
There is a chance your TV will be more accepting of the PSXโs frame rate/resolution changes with VRR but I didnโt notice a big change with my TV
Thank you for the explanation, @jovial jay
I wish I remembered how to play Tony Hawk.
with a controller badumtssss
@tropic stratus I suspect the issue with black screen at times while sound and input are still working, has to do with linux or specifically the scaler perhaps. I encountered the same thing multiple times in the Amiga core tonight while streaming, and the behavior was exactly the same. PSX and Amiga cores have in common very heavy usage % of the FPGA, so I feel this is a likely scenario.
it must be connected to some kind of setting, it has never happened to me
I use core daily
I never had any black screens with the amiga core and i had some pretty long sessions! Not with the ps1 core either though i am still mainly just sampling games a few mins vs longer sessions.
Same never happened to me
While it doesn't solve the problem, it's still good to hear that it's likely not a core bug then
Itโs related to resolution changes and some TVs not liking it. I think this is an old known issue?
different issue, video itself is still displayed menu, scanlines, shadowmasks but not game/software video
Indeed. I can confirm the display is fine because the osd shows, and when I test these it's through two HDMI displays simultaneously and both exhibit the same behavior. Both displays handle odd frequencies and pal/ntsc very well.
Length of session does not effect it.
Seems related to cores that use ddr3
Perhaps that old ddr3 unclean-switch controller bug showing it's head again
Could that be related to my mgl issue? Loading PS1 games via mgl with latest unstable gives me a black screen and the core refuses to load games. However loading the core first the games works just fine.
the bonus features of the ps1 mister core outweighs the og hardware
I dunno what that is but it's probably somehow the PSX code from main not recognising that it should be serving the core when loaded with a MGL
Welp no black screen on the amiga. Played 10 matches of โswosโ i actually thought it happened when i saved my season. Screen did go black a few secs. But well apart from a whdload warning (stacks low) everything seemed to work. I do play on crt via an io board. Is the issue even present in that scenario?
Iโve never seen a black screen on a CRT via analog IO board, only on HDMI
The translators and hackers have been busy this year, so why don't we check in a see what new English fan translations dropped for the PlayStation/PS1/PSX in 2022! (Also, there are some from 2021 because they weren't included in the last video.)
PS1 Fan Translations (2022 Update) | Sean Seanson
Merch - https://seanseanson.redbubble.com/
Patreo...
this core really is a gift that keeps on giving
Ah, it's not new, nevermind
Neat, I managed to build my 4k version without any timing warnings
Maybe I'll have less pixel errors
I did a whole bunch of tweaking to the fitter and synthesis settings
....it looks messed up
Neat, used a different seed and the pixel errors are gone
When I had them they looked like stuck pixels and there would be 20 or so of them
They'd show up in the unscaled image
It was related to HDMI PLL being slightly off
But that is not the case now
Compiling did take 41 minutes
94%...
I dunno what the number is without my scaler changes
hmm seem to have hit another bug
Parasite Eve 2, freezes on a white screen after a boss' death cutscene
Ill try again tomorrow, maybe update mister fully
Please share a savestate, thanks
Careful may be a bit loud
as the boss hates dying alot
Goes right from cutscene to freeze
can confirm, CD goes to endless loop for some reason. fastseek or 1x cd speed will get you through this section
will take a look
ah thank ill try fastseek
you can just activate it for 1-2 seconds on the white screen
odd it does it though huh
I checked a playthrough on youtube with the mister, seemed fine
could be the game depending on some CD timing that is not correct
glad to have found it though
the game does issue a CD pause command while the CD drive is currently seeking and starting to read afterwards
this is what the core currently does in this case:
or in short: nothing
funny that i haven't run into that before
but you must praise squares CD code...it really tries to resolve this problem with endless retries instead of just hanging up like most other games
should be fixed in new testbuild
Thanks ! ๐
the unstable nightlies bot is not fully working? the last build from 31/12 is missing, but it's on the unstable github...let's see if the new one will make it
works fine ๐
yes works again, very good ๐
quick someone retest all other cd bugs everywhere ๐
We'll get right on that .๐
would be surprised if any other open bug is also influenced by this
but the good thing is that this seems to be a really rare case, so there should hopefully be no regression
@tropic stratus figured out my issue with loading EU/JP games through mgl files causing the core to black screen and not play any games.
This issue manifests for me when I have SPU RAM select set to SDRAM2.
I am curious if anyone else with dual ram has run into this problem or if itโs a bug unique to me due to some SDRAM timing oddity.
Is there a list of widescreen-hack friendly games for PS1? Seems like a thing that should exist, but some lazy searching didn't reveal anything obvious...
Not really, but itโs safe to assume any games that are fully polygonal would be friendly.
There are certain exceptions. Crash Bandicoot for example uses aggressive polygonal culling based on the 4:3 view frustum. Itโs pretty much on a per-game basis.
It would be useful to start a list in #1052672192900501534
I can try to help start it ๐
on a related note, is there a way to save widescreen hack on a per game setting basis? Just saved on Einhander, than launched G Darius and it started in widescreen as well, which kind of surprised me
Nah, it's a core setting. There are ways to create "core variants" through mgl files so you could have a Widescreen PlayStation core and a regular PSX core.
Ahh that would be handy, is there a guide/tutorial anywhere for that? Would be nice to have a clear bundle of widescreen games without having to remember them
Here's a tutorial I wrote for someone a few months back - #general-banter message
Sweet, thank you
Happy to help! Please feel free to reach out for anything else.
I heard there was a good change today
Buu has awaken from his eternal slumber ๐
How long did it take to figure out and what was the motivation?
Kuba found out that it's now working in DuckStation and i just looked what the issue was..pretty boring, but hey, if it works, i'll take it
ah, so duckstation is still in development
Stenzek hide this change pretty well, but i still found it
did it fix different things in duckstation?
the commit text for duckstation is "RegTest: Port to new host abstractions"
haha
obviously he just added this tiny change to some other commit and didn't add a commit text for it
almost sounds like a non intented fix
well, i will not complain at all, as this has helped me a ton. Would have never found this with debugging. The issue already happens when the FMV before ends, not the time Buu stops movement
so there were two ACKs given messing up all the loading
would they have been queued?
the game issues two softresets, but expects the second one to be just ignored, because it asks too fast after the first
likely this happens: the CD controller executes the first and will drop the second in the process of ... well... resetting
this would be very hard to confirm with a test, because of checking together with a reset is not nice, you loose all state
in any case: if the second reset command issueing also delivers a answer, the game might be confused and thinks that's the answer of the completed reset command(which still takes much longer) and starts doing stuff the CD controller isn't ready to receive
(not sure if that's easy to understand without knowing the cd controller, but at least i tried to describe it ๐ )
understandable in its concepts
I am glad that this issue is no longer there , it did not give me peace of mind ๐คฃ
though it did generate some kind of hope/expectation with every release
this was the bug that was probably with us from almost the very beginning
if I remember correctly
yes
I added to my personal list on 7th february 2022
not quiet the beginning, but early enough
yeah ๐
8 fights vs cpu in and no problems (as expected I guess)
thanks, i only tested until main menu ๐
Will start that once I finish Dragon Warrior VII (maybe within 10 years? ๐ )
Save Grandia for the Saturn core
nah , psx version is ok ๐
I have a Saturn , I know that the version for it is better, but I do not want to take it all out and plug it in ๐คฃ
Iโm thinking that since PSX has such a huge library, that I would play some games on Saturn. Just to give that core some love too ๐. I to have a Saturn and will wait for the core
I wonder why the PSX version doesn't have building shadows, no big deal but yes hehe
Just play it twice. Thatโs what Iโm gonna do.
play CD1 on psx now and CD2 on saturn ๐
I also have it on Switch lol. Waiting for BasketSnake comments praising the graphics of Grandia ๐
Lol you beat me to it, the 25 years part ๐คฃ๐คฃ
Iโve only been waiting 15!
I hear DW7 is a really long game
I need to get more into it but I get stuck at the beginning and not sure what to do.
Arenโt all the DQ games after 6 all like 100+ hrs?
DW7 was around 90 hours for me, not including the post game stuff
I love the game, but it's long and it feels long
I played the 3DS version, but I couldn't finish it, I'll be honest , I got bored
Those shards are a PITA to find yeah
It's probably like FF9..it fun once the game opens up if you can bare to get through the opening.
wow
is there like an "issues left" scoreboard?
17 open issues but not all of them very issue-y
that's really impressive
thank you, i did my best to bring the project there to have time for something new. With alien and DBZ now also gone, some of the more critical things are also gone
How about our Friend Virtual Pool 3 with its Audio issues?
yes๐
Did Dave say a bad word?
haha, all good, don't worry
i somehow have a hard time to motivate myself to put much work into things that give so few reward
Anyone else run into this issue?
i can try it tomorrow, still have the mgl file from you
Until someone mentions Captain commando ๐
Captain Commando mehh , who cares hehe
just boot the CPS2 one instead

Itโs a CPS1 game!!
same difference lol
where is it? where's my baby?
what happened to you? When i see your name, i usually think of elmo burning, but now i only see this...i'm slightly disappointed!
i went full weeb
He trolled so hard he trolled himself
TrollSnake ? ๐
FairySnake
I sense a power vacuum, I will make my move
'Sanke'. Has a nice ring to it actually.
Sanki ๐
Even better
Anyone has the 240p test suite flickering on the psx core ? Only happens on main menu, not on sub menus or any other screen.
I'm not using this build of the 240p test suite on real hardware tho
Yeah, it's normal
On the mister or on real hardware ๐ค ?
The build I'm using on my xstation doesn't show this behavior
I.e. this is what happens from what I remember, but I don't know if this is normal ๐
This topic has already been mentioned here many times, but I was not interested in the subject, maybe someone knows something more
#psx-chat message
As far as I can see it works ok with real controllers with snac
It works fine with a ps5 controller
The main menu is just flickering
I don't really care since the test themselves work without any issue
psx core GPU performance is faster than real psx, because we use completly different memory and the 240p suite depends on the timing, because the drawlist is updated while it still draws
I see
Thanks for the explanation
Flickers on main menu and then stops once I enter a submenu
yeah same here
its weird 240p test suite is so sensitive
at least its only the menu, all the actual test patterns render fine
it was discussed here already it seems https://www.reddit.com/r/MiSTerFPGA/comments/uo4ll4/psx_core_does_the_opening_menu_of_the_psx_port_of/
there is nothing to discuss about it, i already researched it. The CPU issues the rendering command but doesn't wait until they are finished to update the display list
commercial games usually don't have this problem, they just have multiple display list, unless you hit a game where some developer wanted to be smart
i cannot fix this properly unless we add a sgram addon board, to mister, which will never happen
a potential successor board could put the 1mbyte of vram internal into the FPGA and have accurate timing for VRAM
i made a whole video on this topic:
Technical details and benchmark comparisons of the GPU.
Patreon: https://www.patreon.com/FPGAzumSpass
Twitter profile: https://twitter.com/AzumFpg
it's THE major shortcoming of PSX in mister. Thankfully i haven't yet found a game where this is really a issue
I see. Thanks for explaining
Striker 1945 ๐
striker 1945 has some issue with the mdec, fetching 16(?) pixels less than it should leading to an offset in the data copied from mdec to vram
So jumping on what Dave was talking about is our only real major issue the Virtual Pool 3 issue?
oh really? well, maybe it's a timing effect with striker, but i doubt it as i also see it exactly the same in my emulator even when running with "duckstation-timings"
i didn't research striker deeper, as i wasn't able to find a clear point of where it starts to happen
depends on what you call major. If it was SOTN and not virtual pool 3, i would say yes, it's major
currently i think dave mirra is the most critical
Hehehe
Ohhh yeah this broke again didn't it :S
yes, probably it was never fixed, just random timing change made it not appear
Yeah sounds about right, it is good to hear that Buu has awoken though ๐
@empty yacht now the next test is UB27 code ๐
Looks like here , black stripe
With snac two ports enabled
intresting. Does it improve when turbo is on?
hmm, i have no idea, but this seems different to the FMV problem
maybe i take a look tomorrow
Yes , I just saw this stripe during the fmv , that's why I linked it
No big deal tbh
turbo shifts up the line
ok ๐
but it seems to really keep the 2 framebuffers unsynced to drawing forever when the first FMV starts to run while snac is on
maybe the game does measure it's own reference point based on the mdec draw speed or something like this
but it could also indeed be some GPU timing effect ๐
strange that it happens the same time the jumping fmv bug happens, it's very likely somehow related
another interesting mystery ๐
even more mystery: if you create a savestate on title screen with the issue present and load it back, it's still there. If you reboot the core and load the savestate, it's gone
so the FMV must trigger something in the core that is persistent over a soft reset, but not saved in a savestate
Sounds really odd
which also means, i cannot research it with savestates, only via signaltap ๐
But that is also a hint
If it's not saved in a savestate you can exclude everything involved with them
the jumping FMV bug however is kept in the savestate, only the black bar is not...
I wouldn't know where to start, I recently tried to read the core a bit more but I don't quite get it yet
Good luck though
i don't think i will do it now. this can easily cost me several days without any reasonable result
Fair enough
Nah, I don't think it's worth it
If it's not in the savestate, then it's not in the core ๐
Scaler related maybe? ๐ค
there are parts that are not saved in the savestate, as the core makes sure they are "idle" when the core is paused for savestate. Maybe some part is not. As it's a buggy part, that somehow makes sense
could be the video output runs into a bug. This would explain why the game updated a framebuffer while it is currently drawn to the screen. The video output status isn't really saved to savestate, only the current "beam position"
but the video output is one of the worst things to debug with signaltap(some microseconds), as signaltap can only capture a very short time and video output is very slow(>16 ms per frame)