#Sony PlayStation
1 messages ยท Page 21 of 1
hell yeah, though, Its so great to talk to you guys
no ban!
I said I was sorry for letting Robby know he wasn't up to contributing ๐
lol youโre so mean
I APPOLOGIZED!
in seriousness though, its really wild to be able to talk to you guys
Itโs a pleasure speaking with you too, honestly
if you told 8 year old me that I'd be talking to you guys I wouldn't believe it
any other gamedevs on this discord?
probably
you're practically a celebrity to me robby
who's also a designer
thanks, Robby ๐
it's really cool knowing people involved in making my favorite hobby
Youโre a celebrity to me too, I mean if you didnโt buy any games we worked on we wouldnโt have jobs!
I just pirate your stuff
I did not realize it was possible to type faster than you think. but here we are
actually though, is battlefront your only nds game?
granted I didn't buy that game I think I found it on the side of a road, but I didn't pirate
Open mouth, insert foot
batty you can't just jump in and blah blah
I see.
give me a minute
that game was still appropriately obtained
Sugar is a drug we should all perhaps use less of.
oh damn! I know how I got that game!
came from our friend nick
came with my SNES 3ds!
Sugar isn't a drug
its really not. has drug like properties because we've refined it
but its a nutrient
we need sugar to live
games are drugs
maybe philisophically speaking
but I'd make the same argument about games as sugar
Roadside games are the best drugs
mentally we're social creatures
games refined some of those social characteristics
stories are extremely important to us as humans
current gaming is about stories, pong was competition, which is also a very social concept
but even before pong, the first game was a story, space war
even though it was a competitive game, there was a story behind the game
even chess, had a human element to the game...
humans have a need to apply larger concerns to a smaller playing field... to kind of compartmentalize our feelings into something we can fundamentally understand and control...
batty... write that down, that may be the smartest thing I ever say.
Mmhm
thanks ๐
14 minutes left for the USA PSX library to copy to my SD card!
do we know if theres any problematic games on the psx core?
Dave Mirra Freestyle BMX is like the only one left
yeah I read about that
made my day reading that you are literally the "ideas guy"
love to see it
he uses up all his good ideas at work!
does psx core support zip files or just bin/cue and chd?
ok, just checking before I start a mass zip-to-chd process
So I was looking at file sizes for PSX isos and I noticed multi disc games don't have a ton of data on each disc. Like it seems like they could get the amount of discs compressed, or does it have something to do with the organization of the data
Most multidisc games just contain FMVs across the other discs that could not fit on 1 disc
For example FF7 actually contains the whole game on 1 disc so if you access the debug room you can actually fight Safer Sephiroth on disc 1, you can swap to another disc and get a random FMV play at a different point in the game etc etc
I'm personally a fan of those games that have two discs, one containing the game and the other being bonus content like concept art and interviews.
Thank you
Most PS1 games could fit on an N64 cartridge but Sony forced developers to inflate the size of their games to fool gamers into thinking cd roms were necessary. Weird but true!
that might have been the case at the beginning
but those hi-res textures and multiple assets like music/models etc took up a lot
and made the PSX superior
however when it came to gameply they were right on
it was all a conspiracy!
there exist some version of games where assets have been cut out and the disc is only 10-50mbyte in size then
probably music and fmvs cut out, but i don't know, have never tried them
A version of FF7 in 10-50mbyte?? ๐ฎ
Music sure takes very little space as it's entirely realtime-synth based.
Well, sample, based. MOD-like with effects.
not sure for FF7 that exists, but e.g. THPS fits in 30Mbyte
LOL I had no idea. I hate it when my outlandish jokes have some inkling of truth lol.
Yeah, they're used to be a practice of cutting file sizes down when it was hard to download several hundred MBs per game by removing audio and fmvs. Some games will work like that, it's a pretty awful way to play but you could.
I would assume the devs would just not worry about space when programming. . Just fill it up cuz you have the spqce
I know from my ripping days some games were like 30MB
But 9 times out of 10... a lot of the space was usually just cd audio
Track 1.. 22MB...
Tracks 2-10 90MB each
I went from being a clown to learning something new. I love this discord!
You're still a clown
Iโm loved! 
this definitely exists. i played it on my pc 20 years ago when i could only use limewire with dialup
Do you think some tech savvy person at Nintendo saw all of this and shouted at the top of their lungs โwe donโt need cd roms!โ
i don't think about nintendo at all
Mario Sunshine is best Sega game
@wizzo hope its not too off topic because its still somehow playstation related. i found out that for the PS4 and PS5 Controller its possible to check the percentage of the Battery Charge with a linux console command. found a working script for the Mister. Would it be possible to add that to your Remote Control Script? Seeing the percentage of my Controllers Battery would be awesome ๐
does it only work for Sony controllers?
as far as i know yes because they reveal the info in their linux driver
yes! good idea. it's funny i wrote a separate script for that ages ago and forgot
it's different controller to controller
I like the idea ๐๐ป
The linux install on MiSTer is extremely bare bones, would that need anything to be installed?
i got it from the series x controllers too with a different method
i don't have any other controllers to test
#controllers message
I found this yesterday and it works for me with the ps5 controllers
I think the idea is smart, would be nice to have it work for controllers behind Sony
Iโd assume 8BitDo is likely the most popular choice followed by Sony followed by god knows what else lol
sony comes first. because they're a great company, not because of what controllers i own
mario sunshine was great
Be nice, Robby
my childhood is at stake
I was agreeing with him!
Thatโs the โIโm about to argue but realized they were rightโ meme
:)
never played it.. IS great? or just 'was great'
Still the best mario
i missed out on the entire Gamecube generation of nintendo.. but I love me some Mario. ill make sure to give it a playthrough
That would be Super Mario Bros 3
Super Mario World for me.
i really like sunshine
Good game. Probably my second or third favorite
its the first one where i really felt like i got the controls down to the point where i could just make mario fly practically
does the PSX core use m3us to switch between multiple CHD (or whatever other format) discs used by a game?
or how does it handle disc switching?
Place all the discs in one folder, swap discs using the menu.
Youโre welcome!
I assume you mean for the core
Thanks batty
Not sure if this is known I could not find anything about it in the bug tracker. In Crash Bandicoot 2 (USA) sometimes i get an error when the game tries to read the memory card when I go to the save area after finishing a level. Good thing, after going back and to the save trigger again it always worked again and I could save.
I am guess it's nothing special but I normally don't have memory card problems with the core. I guess I'll create a github issue with a working savestate so the bug is known even if it's a very minor thing
is this using a memory card with SNAC or a save file?
because there is a known issue with some third party memory cards and crash bandicoot 1, but might not be relevant, and the core was modified to resolve that before.
That's a good point. I'm using a save file I don't use SNAC at all
I also played through crash bandicoot 1 on the core and never had a read error before.
wide crash
I am have no idea why my screenshots on the psx core are stretched. I play with crop so it looks like 5x. All other cores I tried make normal screenshots but for the psx then Screenshots are stretched ๐
lol thatโs odd
It's past midnight, I'll try to create a savestate tomorrow so we can try if other people also get this memory card problem. But it's really not a big deal because it works on the second try. Guess it's just good to document it.
its because its the framebuffer before any aspect ratio correction/scaling
and crash is 512x240
is that completly random or has it any pattern? E.g. could you create a savestate before the save point and it always happens or is it still random?
i will check again today but i think i have a savestate right before it happens and at least yesterday it happened every time at that save state
If you have a moment please send a save
im on it
SS 2 is right in front of the Save Portal, when you load that state you just have to press the UP-Button to trigger the save menu
here i always get the memory card read error. when i then go away and go there again to trigger it a second time it always works and i can save the game
the SS 3 is a few seconds bevore that situation where im still in the level i played
and SS4 is one level later where the Error still happens when i try to save. after playing the level after this state it somehow started working again without problems
SNOW BIZ and AIR-CRASH were the Levels. After playing one of them i recognized im having this Error, before and afterwards it never happened to me. Not sure if it could be somehow be related to these levels
thanks!
great that it's reproducible. I will not have time currently to look after it, but it would be great if you could create a github issue with the savestate. First is enough if it's 100% reproducible with that
Thank you!
wow, a real bug! hardly ever see those anymore ๐
We haven't tested it yet, not sure if it's a bug ๐
i will create a github Issue tonight!
Im glad i could find something that Robert finds interesting ๐
In my Job i also have to test Software and my Boss always tells me i have a unusal talent for finding bugs no other person finds. So there are weeks where i have to Test more than I program stuff myself ๐ I cant explain how i do it but it seems like i really have a talent for this
@quick gyro thanks for being so diligent in your testing and for finding an issue. Itโs awesome to see!
ah, i just got lucky to find something that could lead to make the core more perfect ๐
Bug magnets! Fully aware of those kind of people! 
Issue is submitted!
https://github.com/MiSTer-devel/PSX_MiSTer/issues/258
thank you!
No news about the bug with gran turismo replays?
Workaround exists
use psx2xcpu core and forget about that bug
there is no chance at the moment to fix it
you may have noticed the core Author is somewhat busy
the cause is unknown , there is a workaround , there is no point in wasting more time on it
Hi friends! Hope everyone's doing well. Quick question regarding Lunar:SSSC on the PSX MiSTer core (awesome job btw - used it last year when i streamed Resident Evil, worked great!). I'm just setting up the scene in OBS and noticed the game runs in 352X224 (that's what the MiSTer screen is reporting) and noticed there's several settings like 'Fixed HBlank", "Fixed VBlank" and "Scale" which alters the image variously. Are there recommended settings here in the Video & Audio settings area to get the game to look as close as possible, aspect ratio wise, to how it would have show up on a CRT? Thanks in advance! ๐ 
I keep thinking to ask that question too, I might have even asked before and forgot lol
fixed vblank+fixed hblank + crop to ~224 should be very close to CRT output and should prevent all the issues of screen shake sync loss or flickering pixels on the screen edge. Only drawback: some games that use less height will have small black borders and on games using 240pixel height you miss some parts, but they would mostly not be available on a common crt
this just showed up on my feed lol https://www.youtube.com/watch?v=DznijKnNQoU
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Gotcha, thanks! Appreciate ya and all you do - and I see n64 is coming along amazingly. ๐
So I am looking into playing the PSX Arkanoid games with a USB spinner potentially, the original game apparently supports the Namco Vaus clone controller. I see the options that might work are Analog/Negcon/Wheel Negcon/Wheel Analog/Mouse/Analog Joystick.
Has anyone tried doing this before with the core, and if so what did you get working?
spinners gte mapped to the Mouse Axis I thought
Ah thats helpful, thank you
Ill just need to figure out how those 2 Arkanoid games use the Namco spinner I think
It might just be an analog stick or mouse implementation of some kind
Does this apply to most games?
depends on your preferences. I play without fixed vblank and crop, because i want the full height in any case and no black borders. But if you only want a 99% solution and not touch it anymore, it's the better choise
i don't mind setting up everything for a game if i play it 5 hours+ and save the settings
Ah sorry I was unclear. I mean if your goal is to play every game as it most likely looked on a CRT
I guess all consoles available on MiSTer were designed with a CRT in mind ๐
but I understand people preferring a more software emulator kind of experience, yet with minimal input lag
this is how I play
Iโm at the upside down castle
Could be wider.
Iโm a true gamer
ยกON๊ต ฦฮโฑฏH ๊ตOโ
No, thatโs a sixteen by nine television
I SAID WIDER! ๐ซ
no the castle is upside down, itโs a normal part for the game
I canโt, I asked my dad about it and he said Iโm not allowed
Game shark codes donโt work
Castlevania Symphony of the Night - Richter - First Boss - Dracula HARD (NO UNO RUN) FULL HD 720p
Voice of Dracula: https://twitter.com/Goatee_Gaming
And at 50Hz?
Q: is there any reason the video drops out over hdmi when you get hit by a weapon in wipeout xl? It only happens for a second and itโs not the monitor as the video stat window pops up in the top left corner.
A: Fixed Hblank as well as Fixed Vblank can help delivering correct aspect rations and keeping the screen in sync with e.g. shaking animations.
Cheers will try to find the right setting ๐
Try using the fixed vblank option ๐
Over hdmi there is a problem with the "shaking" effect
It has no place on a crt
#1046940919607345272 message some useful info
If you still have any doubts then always ask. Here someone will always help ๐
I want as close to Original Hardware as possible. The core delivers that (a few problematic games aside).
I do all my PlayStation / PSX gaming using Robert's core now.
Speaking of settings, what was the setting to use to crop off the flickering garbage from Formula 1 Championship Edition (F1 '97 in europe) ?
Oof, not familiar with that title. Would Robert's earlier suggestion help with that?
this one in particular
#1046940919607345272 message
It's that discussion ? ๐
Oh this?
Yeah that's it Vertical Cropping.
I wonder if this switch in crash bandicoot 2 is supposed to look like wire frame
What level is that ?
99% sure thats normal, means you need to hit a switch somewhere to fill it in
It's hard to read these name, I will make a screen shot of the portal
if you need comparison use DuckStation and run the game
I'll try to find the level in a YT Video
its an accurate SW emu
That is normal. Basically objects that are not active are depicted as a wireframe. You can see this for the Death Route platform after you die once for example.
just checked a random long play and there it looks different ๐ฎ
Oh yes that will be it
The game has some blocks and it seems some platforms that are wire frame until they are unlocked
Kind of like in super Mario world on the SNES
https://youtube.com/watch?v=Va9D9ahF3DI&si=qfp0Qxyx8kpzSZ9k
Here at timestamp 1:10:00 is the level with the platform
Played by: Spazbo4
Crash Bandicoot 2 100%
This is my favorite Crash Bandicoot Game I would have to say.
This is actually my first time beating the game 100% without cheating so I am pretty proud of myself right now. -
Disclaimer: Most videos by World of Longplays use SaveStates!
Okay so it was false alarm then ๐
Any ideas why Vertical Crop would be greyed out?
Ah because it only enables with Fixed VBLANK set to on
it would be better if it would autoenable fixed vblank, but then it cannot really disable it if you remove crop again, so i never did it
hmm, when i think about it, it could just overwrite the fixed blank without telling the user
only in the core, not in the OSD
That would be cool because I can't get a setting which doesn't crop too much off of the Screen in F1 Championship Edition and of course it has the effect of Zooming In to the game.
i'm not sure what you mean...you need crop that is between the available settings? that would be something completly different
Yes essentially one that is inbetween or some kind of zoom setting (if that is even possible)? I mean as a work around I use the Zoom feature on my TV to remove the flickering garbage at the bottom of the display.
You can force mister to use your "mouse" spinner as a mister spinner. Mister will also emulate a paddle. And paddle is supported on the psx core if you select NEGCON.
When in the core and with the game running, move the spinner or paddle from side to side and it will be detected.
Thank you, thats helpful. You're the controller guru for sure. I just need to see what the 2 Arkanoid games on PSX want to use for their spinner interface wise. Like if its based on an analog stick or what.
I play Arkanoid R 2000 in negcon mode.
BTW a mouse spinner might be a good usage for psx tempest!
Ooh
Thats a port from the Jaguar one right
Here are my designs for a spinner or potentiometer based paddle controller.
The strain releifs i used were sourced as below from ebay.
Cell Phone Charger Strain Relief Cord Boot Wire Sleeve 8x5mm 20pcs
For the spinner i used was also from ebay and listed as a 600 p/r encoder like shown in the pictures.
The Potentiometer and 9pin cable was wired ...
wizzo said this would be a good spinner for what I wanted
Looks like a good one!
It uses Sorg's code, so it will have good integration with mister.
I like the vaus configuration, so this seems ideal for me. Looking forward to having one
I did a mod to Sorg's code to make the spinner also act like a mouse, to play Tempest and also use it on a PC with MAME
Yeap ๐
Interesting project
Is there a way to play these gun con games on the core with a wii mote? It works on the nes core with duck hunting but in die hard trilogy I can't get it to work
Hold on I got it maybe
I got it working with the justifier option but strangely the mouse pointer does not align with the point where the shots go to
Step by step. In some games I found a gun calibration in the game options 
Sadly no calibrate option in die hard trilogy 1 which was my favorite
F10 is think is calibration, maybe read up on it and try that
Are you sure that this calibration is working for a Wii mote? I can do anything in there and it feels like nothing I do, also when I try silly things, changes anything
not sure never tried wii motes
Tried to get my g29 wheel working with gran turismo 2 but it won't give me analog options for the pedals
Seems like this was a very early in game. Not even a gun con works with it without a rom hack.
So far no solution with a wii mote sadly for games that don't have recalibration functions included.
Thanks for telling me about the F10 calibrate function though. I'll check if I can do something with it. Maybe I just do something wrong
I did that. The problem is, the dot of the crosshair that is drawn to the screen is not on the position where the shot goes to when I press the fire button.
The sensor bar is running on a wii where I calibrated it for my room. So it's really as good as it can be. Just the crosshair points to the wrong spot always
Coolest thing would be if there was a X and y offset for each core to just let the crosshair be drawn to the area wherever the shot would really hit.
Im not even sure where the problem lies here. But I'm pretty sure it's not my calibration because that makes no sense. When the crosshair points to the wrong spot the problem is for example also there if I plug a mouse in
I'll try with a mouse tomorrow
@quick gyro try the guncon patched version in guncon mode
On the nes core it's perfect as far as I can tell. The master system core is a tiny bit too far on the left and the psx core is far on the left for this game. My guess is that it's maybe a per game thing?
iirc there's a problem with justifier
But can I use a wii mote in guncon Mode? I thought I only can use justifier with it?
the 'controller' toggle in the core just spoofs whatever device you're using to be whatever you choose
Ah now I see thanks. I'll try the patch tomorrow. Here is past midnight already. Die hard trilogy was the first game I tried with the wii mote and sure no guncon support ๐ so I'll try with the patch tomorrow
there's GC patches for every PS1 justifier game except Area 51
Oh cool, I'll check them out!
I tried Elemental Gearbolt quick and even without in game calibration it works much better in guncon Mode compared to justifier. So it's looking good ๐
definitely recommend getting a guncon
even if not playing on CRT, Guncon3 is a big step above Wiimote
it sounds like gun4ir is really good for LCD users too
I used a wiimote for a while as a gun and it was meh
okay, so guncon3 and figure out how to make my steering wheel work ๐
https://www.cathoderayblog.com/racing-wheels-on-mister-fpga-setup-guide-dec-2022/ this may be helpful
Dec 26, 2022 Update: A MiSTer core update just dropped which says it integrates the atrac17 patch into the main MiSTer core. This means you do not need to manually enable the patch as I describe below, it should already be enabled after an update_all. From what I can tell in the patch notes, the rest of the article should still be relevant. I am...
I ran through that once
the analog pedals didn't take for gran turismo 2
and I had to turn the wheel a ridiculous amount to register also
I'll give it another go when I have some gumption
What exactly does the Mister do when you enable the fast forward function? I get a black screen when I do it over analogue video on the PSX core but it works fine with the GBA core so I assume it changes the refresh rate when using VGA out?
It time travels
Yes, correct, refresh rate is changed
It's disable for crt
And you need vsync 0 for hdmi
Refresh rate in fastforward mode is up to 96Hz
I have the Puchi Carat spinner for PSX and use it for Arkanoid Returns & R 2000, but I couldn't honestly say what the console is doing with it or calling it. You can set the range of motion manually in-game, though, if that helps identify anything
maybe @bright yacht knows something about it ๐
About?
There's recent about racing wheels, guncons and paddles ๐
Puchi Carat spinner haha
@twilit wolf
Ah, I've only used it on original hardware I'm afraid! I'll see if I can connect it via snac this week. I was just talking crap on the off chance that the latter detail might ring a bell to someone
It willwork with snac ๐
Makes sense if it's just recognised as a negcon or jogcon
Where can I fetch the latest dual sdram build of psx core?
#test-builds message
Does this have the latest framework features?
for dual sdram ?
updated framework (Add S-Video/CVBS encoder by Mike Simone)
its only for single
Ok thanks ๐
๐
Sweet โฅ๏ธ
Those ps classic usb controllers are pretty good, I have one too
I'm back from another journey to make my psx core like my wii mote ๐ with the guncon Rom hacks I got it working but I have a new problem that I don't understand. When I move out of the screen to any side but to the right, the cursor will move position and will not be aligned with the wii mote until I move it out on the right side of the screen. Tried with the point blank games also and I tried calibration with F10. It's still cool but I not 100 % happy ๐
WhatsApp strange, it happens in justifier mode too and I'm sure yesterday it did not happen
What im a bit confused about. I have a wide-screen TV. So can it be that I have to calibrate acting like I have a 4:3 screen because that's what the psx output is, or should I calibrate to the edges of the 16:9 TV I really have?
Those are even better paired with the 8bitdo diy bluetooth kit. Those are my daily drivers for PS1
I haven't updated the PSX core for like a year, where can I find a link to the latest DualSDRam .rbf?
Could only find the single ram / standard build
Yeah, PS1 Classic controller is amazing.
I use it for the SNES core as well, it's like an ergonomic version of the snes controller, with no lag and no need ot deal with SNAC, etc.
#test-builds message
Thanks.
I'm kind of UI clumzy, trying to get a way to search for these myself, but for example, putting this in the search box
from: fpgazumspass in: #test-builds PSX
doesn't get that build, most recent one it finds is from January.
How did you find this build?
Just know , the last test core was from march ๐
sorry, mistake, dual sdram , not 2x, well that is only in testbuilds i guess
no one really uses it
how can you do that if not even I use it myself ๐
just joking, all fine, but i never felt is was worth a second official release
the Situation is funny you could just rename the singe ram build to Dual and nobody would realize it, but you would make people sad if you removed it ^^
exactly it doesn't make sense for second official release, I just have two de10 nano one has dualsdram and I tell myself that it makes sense ๐
well, it's been very helpful for testing while the core was in development. Without that it would have been a real pain at times
It reminds me a bit of that scene from the movie Spinal Tap where the Guitarist shows the guy why he plays Marshall AMPs, because on this AMP the Volume does not go from 1 to 10, it goes to 11 ^^
I just did it for PSX core
these days more and more cores need it, but 2 years ago (yes the psx core is getting old) it was making people go crazy ๐
I wouldn't even last a day knowing that there is a test version for dual , and I can't check it out
haha, when ridge racer was working and most could not try it because of single ram ๐
when we got the core on which Ridge Racer ran I was as happy as a child who had just bought a Playstation
I couldn't miss it ๐
great times
i bought dual ram for the psx core but as long as its not packaged in update_all im just too lazy to get the dual ram build. i also thought it is old by now compared to the stable one
there are some things in gerneral missing infrastructure wise. would be cool if people with single or dual ram could mark this in the updater and then just get the right release for their system. Or what really buffled me was that the memtest does not work for the second ram. not sure if nobody took the time to update it but afaik only one ram will be checked when its started.
but has nothing to do with the psx core so ill stop ๐
different hardware is not easy for the project to maintain
especially if you need to build and test both. For me it's still a miracle how compatible everything is, given how many people work on it and how old some cores are getting
by accident i started a GBA core from 2019 and didn't realized because it still works, despite so many updates to main/framework
but i agree: as soon as we have official cores that have true advantage with dual sdram, some setting in the updater would be useful
I just found that birdybro made a unofficiel build for a dual ram memtest, but his message sounds like it could damage hardware if its used in a single ram build?
https://github.com/MiSTer-devel/MemTest_MiSTer/issues/13
maybe thats what holds this back
i would be afraid to use it after this message ๐
be brave
that's why there is a dip switch dedicated to dual sdram usage: prevent analog board users from issues
not sure if the dip switch is checked in birdys core, but usually that is part of the framework
thats good to know! but i guess i still wait for a stable release at some point when dual ram gets the dominant setup because we have cores that only work with it ๐
@tropic stratus will PSX core ever get the 5x crop option?
if you turn on fixed vlank+fixed hblank and crop to 224, that's kind of it I think
what dp says, but you need to pick the 216 crop option
or you can use 1440p as resolution, don't crop and get 6x ๐
So I could just set an option in the ini to output 1440p and that will for all intents and purposes be a 6x scale for all PSX games?
Give it a shot
Please let me just say again @tropic stratus thank you so much for all your amazing work.
if you want forced 6x, use fixed vblank(no crop) in the core additionally, otherwise games using e.g. 228 pixel height would not make it perfect 6x anymore
I'm a total noob so some of this is a lot over my head but I think I get it. As I understand it not all PSX games ran at a simple 240p so for those games which didn't enable fixed vblank. Out of interest, anyplace which chronicles which PSX games ran at which resolutions?
of course not all the games are there , but I was once looking for something similar and came across this
I finally tried playing Ridge Racer Type 4 with my JoGcon. Yes, there's force feedback and auto-centering etc., which is all cool. The force feedback is strong so it really jerks the little wheel around even if you push against it. But actual gameplay wise I prefer my NeGcon 100%. Is there anyone who actually prefers racing with the JoGcon? It seems like a total gimmick to me. Always has, even back in the day.
my current favorite method is just a dualsense with controller 1 set to jogcon
in the in-game settings, I just make sure it's set to 135ยฐ twist for really smooth turning
love how the vehicle seems to lean into the turn. which I never noticed as a kid playing with a dpad
I like Jogcon better than NeGcon, especially for drift style
why isn't there a Poscon
Rainfurrest?
Oh
is there any PS1 game that's playable purely with shape buttons with no need to press 2 at the same time?
I got the dance summit 2001 controller
All of the kid's controller games
Olaf Olaffson intentionally drones on about stuff no one cares about and then asks Steve Race to come up to the stage for a brief presentation. What follows is one of countless epic moments in PlayStation history.
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The JogCon is woeful. I did a review on my YouTube channel years ago when trying to use it with Ridge Racer Type 4 and the Ridge Racer Turbo Demo. The Force Feedback is very strong but the Jogwheel keeps providing so much resistance you can't move it... other times it provides so much slip that you turn it too much.
NeGCon is better once you get used to twisting the controller.
RIP Volition. Everyone play through a level or two of Descent in their honor... https://www.volitiongames.com/news/farewell/
the last real 'news' post on their site was in June, titled, "Here's to another 30 years"
I know, right... and the big, shiny "Apply" button is just sitting there, laughing.
It's sad in a poetic way.
Felt like it was an eventuality after the Saints Row reboot. Sucks to see. Red Faction was so amazing.
damn, can't say I played anything new from them in a while but yeah, fond memories of their stuff from the 00s
Descent was one of my favorite games growing up. And I very much loved SRIV. 'Restructuring' is always a little more sad than just straight up failure.
Another great one.
True. Jogcon isn't great. NeGCon was a better controller. Funnily another 3rd party made a clone of Jogcon that kind of works better than Negcon mode of Jogcon
With regards to guncon1/2, which one feels better on CRT? or are they effectively the same?
i like the gcon2 a little better
its comfier in the hand, it has a handy button on the bottom of the grip for reloading and such
I like Guncons but man all the guns hate my CRT
also modelled after the blade runner gun
like upper left corner is invisible to them
have you tried cranking the contast? that helps some guns track my screen better
mainly dreamcast ones i've had issues with though, guncons are all pretty solid
occurs on Saturn, PS2
the extreme screen edges/corners are always a bit wonky in any case
dreamcast is a struggle to get calibrated for me too
and yeah sometimes you just don't get a corner
you'll notice games generally avoid putting stuff there
I find GC2 works pretty well for my TV at least, gets much closer to perfect
I don't have a GC1 to try unfortunately
GC1 might have a hair less latency by not being USB?
yeah I bet, I think the Reflex adaptor may also offer a low latency mode for GC1 via USB iirc
so you could also use that with other non-PSX cores if you had that
otherwise GC2 via USB is really nice for that
we really have an absolute embaressment of lightgun options lol
I mean modern only has 4
Wiimote, border one, gc3 and gun4ir
With wiimote being the only widely available one
thats a lot!
but then also if you have a CRT you have a whole other pile of options
also you can use a mouse
it needs a bunch of processing by the ps3 to get from wand to screen coordinate though
Yeah, sonik i think made initial drivers for win
plus it looked SILLY
it also needed a webcam
it could of stood to look like less of a sex toy
the general idea/tech kinda lives on in vr controllers
i'm kinda surprised nobodies made like, just a VR lightgun emulator
lol
although a lot of VR games are already very lightgun esque anyway, it'd still be neat to be able to play like HOTD2 in there
Then Sega tried to make switch motes into a light gun
and failed so badly
which sucks since it might make them cancel hotd2
the actual pointing and stuff is pretty good in those games
the plastic crappy shell things they made were not
i actually played them the other day coincidentally
yeah, too bad SEGA didn't put move support on PS4
also the wiimote trigger is very bad for a lightgun tbh
didn't it work in like one game? dreams?
like I get tired by 2nd level of hotd2
I'm not sure, probably vr games
oh turns out SEGA added move support eventually on HOTD
i actually really liked pointer controls, especially the move ones
killzone3 was like, absolutely incredible with them
was that the one with the weird shaped controller?
move?
oh, that was some other thing i didn't have
i think that came out later for psvr games
this is the one i'm talking about
yup, it was for a ps4 sony game
the wii ones were great
PS3 got a port with I think both games
fancy, I just use my Wii as a gamecube, while my gamecube as a GBA
yeah i'm curious how enhanced that is because the framerate on wii is a problem
nothing really spectacular outside HD and using the navigation controller iirc
the ps2 one is really interesting you actually can move around freely
its not on rails
ah that is interesting although I'm generally too pansy for normal RE games
since I hate awful controls
its pretty awkward ngl
you're either controlling it with the guncon2 dpad, or like holding half a ps2 controller in your other hand
still, unique!
RE4 on wii with the IR pointer is amazing - way easier seeing as you can be too fast and accurate, but still fun
yeah, it does kinda break the game but in an awesome way
in vr its just stupid, you can dual wield any guns you want, use the knife and a gun at the same time etc
incredibly fun
RE4 VR has dual pistols which I loved the idea although, leon never does that
dual anything
time to mod leon into Lara croft
although, like in real life... that only really works until you have to reload
and you can't pump the action on a shotgun one handed... sadly, i tried
you can also throw the knife and it just respawns on your shoulder
its really good, they just totally leaned into all the fun possibilities
also you can dodge attacks by just... dodging the attacks, in real life
Yeah, fun game
it's one of those games that I kept ignoring when I was at the store
er, yeah but there's a patch people recommend, the US version has kinda jacked difficulty
wow, reverse nintendo change
I've been meaning to replay game with patch, only played it when it was originally out
there's one dev whose famous for it, and people have patched all their games at this point i think lol
like one translation house
haha
the translation house was called working designs and all the patches are called unworked designs or something
it's always fucking Working Desings lol
as soon as I saw "US version has jacked difficulty"
Working Designs was such an odd localization house. Random awkward references in the 'translations', weirding difficulty
huh and today I learned about "Gaijinworks" which is what the president of Working Designs created after closing up WD
which is exactly the sort of cringe name I'd expect out of that guy
Victor Ireland is .... definitely a personality.
is that even a real name
Sounds the real name of Captain Gaelic
No one likes Victor Ireland is what Iโve learned
Everyone likes Victor Ireland*
*comment translated from the original Japanese by Working Designs Gaijinworks
They made one character in that game talk like a surfer dude. WD also had the bright idea of putting the ending animation at the beginning of the game.
wut
amazing, always super cool when a translation group tries to mess with the creative intent of the original work
Suikoden II freezes for me after battle about 5% of the time โ makes it almost unplayable. Iโve turned off all unsafe settings. Any ideas?
SD
Yeah itโs from the GitHub. Only started happening about 8 hours in.
Thanks, will try ๐
i don't it could be the bios at this point
As far as I know several people here have played Suikoden II and had no such problems.
yeah, it's one of the most popular games
so it's most likely user error or a failing ram (if ever)
it will be good to check bin/cue as suggested by @hot marsh
I havenโt had problems with any other games on PSX or other cores, so itโs weird
Haha as in the iso site?
I have finished it with the core with no issues at all. Actually there was an issue related to audio, but after some research it turned out to also happen on real hardware
ah yes , i remember ๐
I didn't like the Jogcon either when I first tried it with Ridge Racer Type 4. I struggled so much with steering that I actually ended up going backwards.
However, after trying it again another day, I ended up doing a lot better than with a NeGcon. There's just a learning curve to deal with.
I can now reproduce it 100%. It happens whenever Riou uses โShining Lightโ spell during battle. It will always freeze at the end of combat. Maybe someone can be bothered testing with a save state?
Sure , please share a savestate
This should be at the start of a random battle. On Riou's turn, choose "Rune > Shining Light". At the end of the battle, it should freeze (unless it's something on my side)
I tried re-downloading the bin/cue and same thing
Ok thanks
do you use cheats ?
yea settings in core may matter
everything works fine
no freeze
latest core 20230503 , default settings
tried 10 times
Love the repro attempts 
I can't go to sleep unless I check that something is working
fortunately there are no bug reports
haha
try another source and see if that helps. make sure turbo is off, no cd speed increases etc. all unstable options at default
scratch that, i went back and read. mb
can test ram and see if thats an issue. or.. wonder if it does anything different on 2x core
not really a fix but it might give a bit more insight to the actual cause
hell yeah JogCon is pretty awesome once you get a feel for it. I also play exclusively with the overhand/dial style instead of the two-thumb method. killer on ridge racer 5 for PS2 also
the force feedback is surprisingly robust for the tiny wheel. thrustmaster sells a wheel controller like that for Forza horizon 5 now and it costs $200 without proper force feedback. only has self-centering
Have a checksum of the files you're using that we can compare to? I assume you're using bin+cue? I reckon most of us use verified redump rips. I can check against mine if you want to see if maybe that's the issue?
@coral meadow Yeah, like Kuba, I got the same result. Everything worked fine. I did another random battle after this and used it again. No problems.
Tried it on a dual ram build with dual ram PSX as well. No problems. And also did a number of repeats (5 or so each setup).
Same, I checked on dual and single
Get-FileHash '.\Suikoden II (USA).bin' -Algorithm MD5 | Format-List
Algorithm : MD5
Hash : D0E75F47E4B2451339A5F13AD821CA5D
Path : Suikoden II (USA)\Suikoden II (USA).bin
Get-FileHash '.\Suikoden II (USA).cue' -Algorithm MD5 | Format-List
Algorithm : MD5
Hash : D311F7E37394A33002E6081E978038BC
Path : Suikoden II (USA)\Suikoden II (USA).cue
Hope this helps you @coral meadow . You can use the same commands in powershell on your files to compare.
Thanks so much for all your analysis. Pretty sure all my settings are default. Tested RAM for a couple of hours last night and it seems fine (145mhz). Using a fresh download of redump bin/cue. All unsafe options off. Iโll try the checksum.
Is there any chance itโs a hardware fault with my Mister? Or a worn out SD card?
Anything is possible. I was having a huge problem when I first got my MiSTer with stability and it turned out there was a tiny fleck of solder that had bridged two pins on a chip. The server couldn't figure it out...it made no sense. But after going over it with a scope, I saw the bridge. I think it flecked off of a cheap USB hub (that's why I only buy from authorized sellers now).
I don't know what Kuba is doing for game storage, but I'm using CIFS for disc games. So the SD card isn't in the equation for me apart from loading the core.
@vestal thicket I get the same MD5 hashes on my files. I tested again this morning with error overlay, it produces E2 error (CPU exception). Does that help at all?
Also noting the error only occured ~70% of the time, I did it about 20-30 times tweaking different settings. No settings seemed to affect the frequency of the error occuring.
Wow, I definitely wouldnโt have been able to pinpoint that! Iโve been pretty lucky with my Mister so Iโm scratching my head over this one
How long have you had your mister install? I had some odd behaviors in several cores and a fresh wipe and load with the latest cleared all the weird oddities up. It was a few years old install at that time.
About 1.5 years. Might be time for a clean install. Some progress:
- deleted all PSX cfg files. Still freezes
BUT I used a clean Mister_ini from the GitHub and left everything default, and it seems to be resolved.
What could there be in the ini that would cause an E2 error in the core? Note that it happens via analog and HDMI output, so unlikely to be scaling settings
shrug no idea. I even did the ini to default and had all sorts of problems still. Fresh install fixed several weird things like audio dropouts and weird video issues on several cores. Never figured out what caused it exactly but the clean install worked.
Did you have some extreme resolution set up like 1920x1440? Otherwise i cannot imagine how that would have a influence. E2 is a CPU exception, usually only if either a bug in the core, SDRAM issue or wrong data coming from CD. As it works for everyone else, i would think the core is fine. Try to enable CD slow overlay and see if you get it. If that is also not coming....
Anyone play alundra unworking mod? Got an e2 on my way to first quest
Not sure if bad patch or what
I checked one Mister with an ssd disk and the other with an sd card , in both cases there were no errors.
it worked fine for me
Is there any reason why the psx core doesnt have scandoubler fx ? HQ2x
Its on the saturn core
isnt that different from the video menu in game
no, not really
Forgive my ignorance, but when enabling in game menu the pixels smooth out
yeah, but it's still scandoubling
Yep
which is problematic as per robert's reply in that issue
please read his reply
how does saturn solve the issue of interlaced and different resolution? does it have fixed pixel clock rates?
I have no idea. I only noticed it was an option on the core.
Have you tested the saturn core?
no, but i also have no good method to test scandoubler
you can just enable it even on an lcd, it just feeds the scaler the line doubled res then. but you can at least see if it is completely broken
also I think saturn just doesn't bother with it for interlaced modes
wire scandoubler = ~INTERLACE & (|scale | forced_scandoubler);
I'm not sure how good/bad that experience is on a CRT tho
where can i read up on getting multi-disc games to work?
i wanna feel something, so i figured id want to play MGS
put all the bin/cue into one directory for 1 game
every game is in its own directory
yes like that
every multidisc game in its own folder
and its best practice to put the single disc games in their own folder
awesom! thanks!1
if you dont the PSX will reboot when you go to choose the next disc unless you do further arcane things
this is the easy way
yes, it looked horrible when i did that with the psx core(using 1080p output via hdmi), that's why i removed the scandoubler completly from top level. maybe i did something wrong
it will tend to be pretty bad because the scaler is getting 480p, so its doing like 2.5x up to 1080p
doesn't mean anythings wrong with it though
it was more like a sawtooth where each line would be offset to the previous one
oh, with interlaced input?
depending on the resolution (pixel clock rate) it was getting less or more severe
no, also 240p input
psx uses different pixel clock for e.g. 320pixel wide, 512 or 640
if people just want a basic linedoubler would it be possible to add one to psx core - but not the whole scandoubler?
scandoubler has hq2x and all that in it
i always explained that for me with the comment in the scandoubler module that says that pixel clock must be multiple of 4, while psx uses different ones
then again its not hard to configure the video scaler to do this
i was just searching for the comment in the scandoubler and it seems it has changed
today it says:
"use such odd comparison to place ce_x4 evenly if master clock isn't multiple of 4."
or i just remembered it wrong
ah found it:
"input CLK_VIDEO, // should be multiple by (ce_pix*4)"
no idea, maybe it's worth to give it a try again
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got a save related question, probably been answered before but finding it difficult to search through this thread. Seems like most games save normally and is reflected in the saves PSX folder whenever I manually save in the games' menu, but other games (like castlevania SOTN) are supposed to save when I enter the save zones, and it does seem to have a save file until I turn off or reset the mister which is when the save is wiped, ofc during this time the save file isn't in the saves PSX folder, but seems to be reading the save file from somewhere until the mister is turned off. Would like to know how to have a permanent save file on such games, any help is appreciated, thanks :)
It writes the save to disk when you open the OSD.
Sorg doesnโt like writing to sdcard all the time because he doesnโt trust sdcards and I donโt blame him
while he doesn't trust sd cards, there's also the issue of not being aware the thing is mid-write and powering off your mister
makes sense, but If I wanted to manually do that is there a way? Seems like games that do it off a menu manually just save to the SDcard and I'd prefer that
since there is no graceful shutdown
Donโt some NES games use the sram as working ram too so itโd constantly be writing and reading from sdcard because it wouldnโt know when it was โsavingโ?
I have it that way I believe, SOTN doesn't appear when I do save, unless im supposed to wait a ridiculous amount of time then that's understandable
there is even a hint in the OSD. So save ingame, then open OSD and look for the first line. If it says "Memcard Status: saved" you can turn off the mister
make sure to have automount on when booting the game next time
im pretty certain it did say that the memcard status was saved, and auto mount is on
but whenever i refresh the files in the saves folder, its not there for that particular game
and ofc on reboot the file is gone
im checking the save folder over ftp, other games will show a file there when i refresh
i have no idea how that is possible. If the linux part wouldn't take the data, the core would busy waiting for ever and hang up
ill boot up my mister now and try it, game hasn't saved ever for me, specifically SOTN
please deactivate autosave before and look if it says "Memcard Status: not saved" after saving ingame
if yes, do manually Save Memory cards
this must create a file on the sdcard
named like the folder you have your game in
maybe you have multiple games in that folder or the folder has odd characters in it's name?
so save to sdcard set to manual?
nice, that seems to have made it create a file
wonder why thats the case
i set it back to auto, ill attempt playing til the first save point and see if works movin forward
odd, autosave should do nothing else like manual + pressing the save option everytime you open the osd
yeah makes sense, weird it behaves that way. I've used this core for a few months now and never bothered playing SOTN due to this issue (I've tried on auto save around 10-15 times) and despiute the OSD saying its saved it doesnt appear to make a file lol
I'll manually save from now on if I run into this issue in any other games
SOTN was played up and down by several people, so if there was such a problem, i probably would have gotten plenty of messages ๐
"other games (like castlevania SOTN) are supposed to save when I enter the save zones" what do you mean by this?
in SOTN you have to interact with the coffin thing and then press save to actually save
yeah thats what i mean
I do save and it tells me the game is saved, but no file is made in the folder at least
cool sorry i was scrolled up hadn't read the whole conversation
yeah i can imagine ๐
its probably had more hours testing than any other game honestly
yeah i mean this thing probably happens on my setup for some reason, but since the manual option is there I can just use that if it runs into the same issue, which i doubt cus i ran a ton of other games that never had this thing come up
when you save the game in SOTN, before you open the OSD , does the USR LED glow on your mister?
i think its usually yellow and the leftmost led
it indicates an outstanding save
i have a diff build than normal, but yeah i do see a red LED on mine whenever i interact with the SD card or save
it should light up when you save in game, and stay lit until you open the OSD and it commits to the sd card, then remain unlit until you save again in game
the auto save is workin now after the file was made, ill delete it and run like usual to see if it doesnt make a file like before, will make a little clip of it to show
Settings used
It be the same, only when I make it manual it saves ๐
Hmm yeah I played SOTN with auto save. All I did was open the OSD after saving in-game, waited for the โMemcard status: savedโ message and it always worked
yeah thats how it always worked for me in any other game, just save and open the OSD, it will say "saving" then get done and a permanent file is made
actually typically the file is made on startup of the game prior to saving too i think, but whatever can live with this
jus happy I can play now with a minor 5 sec adjustment 
yeah, glad you found a solution, but itโs definitely strange that you even have to do that
I'll just (word I cant remember cus english isn't my first language) it up to be because of my mister being on an ITX board rather than official. mb actin a lil weird idk 
Chalk is the word ๐ญ
I unconditionally wired scandoubler/hq2x into the core and it seems...ok? as long as fixed hblank is enabled. it's complete garbage without it
although not 100% sure I'm even using that module correctly
does it work for 480i?
also not testing with a CRT, just hdmi+scaler
it 'works', but I see the video input as 960i which I bet will not work real crt
actually i think it does?
yeah, it works on my 480p capable arcade monitor
although 960i is....rough
very flickery, headache inducing
it's possible the monitor doesn't like it. one of those weiya chassis swaps to get 480p out of arcade tubes
it might also just be that its too sharp
usually interlaced signals fed into tv's have a flicker filter applied, and then the crt is slightly defocused so the vertical bobbing isn't so obvious
I'm sure my 'across the room' vga cable into gender changer not helping things either
saturn has it wired up so that the scandoubler isn't active if the video is interlaced
i likely removed it when fixed hblank wasn't even in yet
if you have a testbuild, it would be great to have it in the test build channel and if people like it we could add it to the core
obviously my 'switch between menus in ffvii and chrono cross' is not an extensive test, so who knows what fun lurks in the weirdness of psx video modes.
I'll put something together. it's just hardcoded on right now so gotta do the status bits etc
just looked it up: fixed hblanks was done by Kitrinx in march 2022, the video mixer was long commented out by then
we could just use it when scandoubler is on, so users don't run into issues
thank you for giving it a try!
oh can you tie the two settings together so when scandoubler is on it auto-enabled fixed hblanks?
yes that is easy to do. We can gray out the hblank option then or just enable it in background and don't tell the user...i'm not sure anyone uses "fixed hblank off" at all. The only real purpose is if you have a 4:3 screen via HDMI
The iPad screen that is popular with MiSTer users is 4:3 HDMI
Is fixed hblank off preferable in that case?
(I mean in general, scandoubler aside)
fixed hblank on will give you some additional room left and right of the real image to work with, e.g. in case of shake. So if you have a 4:3 screen, you will get black borders with it on
On 16:9 screens you will never notice it
while testing N64 games, I remembered that I had a lot of fun with Nuclear Strike on PSX
while playing the PSX version, I noticed strange black pixels on the water in various places
At first I thought it probably looked like this, but after seeing the inside of the volcano I knew that something was definitely not ok
Core:
Psx:
Core:
Psx:
tested with default settings , core 20230503 , bios 7502 on core and on psx
game version PAL
if anyone could confirm this, I would be grateful
can you take a save state and send through?
this is the first stage , you can see those black pixels on the water when you start the mission
to the volcano just fly a few seconds to the right
save is made on a volcano
I tried with turbo , slow gpu, cd speed etc, no change
ofc verifed redump ๐
Soviet Strike looks good
same game engine
same issue here
thanks for confirming !
the NTSC version also has this issue
Yep can confirm all on default settings on 20230503 core. @ivory verge raise it as an issue on the github.
Also some weird yellow pixels in the water
interesting. are they static at the position like in the texture or does it depend on the perspective?
if it's static in the texture, maybe try to reload the level with GPU slowdown
would be interesting to investigate, but i feel i have no time to get distracted currently ๐
ah good, so not the texture but the rendering process
thanks for the github entry
I just wanted to say , that the PSX version is better than the N64 ๐
even with black pixels ๐
wow, that's hard ๐ฆ
don't hit me haha
why, performance?
fair ๐
I just wanted to say that @ivory verge has had a lot to drink and forgot about the glory of the N64

@ivory verge had a couple of Cuba Libres ๐ธ
I appreciate the N64 very much , there are so some cool games
I only drank 2 coffees ๐
I love Mario, Donkey Kong, StarFox etc but well there were no games like Metal gear solid, Vagrant Story, Final Fantasy , Air Combat, Alundra , Klonoa, Tekken , Soul Blade , Gran Turismo ....
I had the SNES before the PSX
I never felt that I was missing a console from N hehe
I then had Game Cube , Wii
man Residet Evil Remake and Zero!!!!
I was destroyed hehe
I'm having a lot of fun with Switch now
> 
Winback > Metal Gear Solid
Hybrid Heaven > Vagrant Story
Quest 64 > Final Fantasy
Aero Fighters Assault > Air Combat
Castlevania > Alundra
Goemonโs Great Adventure > Klonoa
Flying Dragon > Tekken
Mace: The Dark Age > Soul Blade
World Driver Championship > Gran Turismo
checkmate
Symphony of the Night..... checkmate ๐
Legacy of Darkness, Uno reversoooooo
blehhhh
|| all the games I mentioned are decent to good but they donโt compare to their PS1 counterparts ||
|| except Quest 64 is better than Final Fantasy ||
Quest... better than FF.... Robby lay off the crack bro

Alundra is one of my favourite games on the console and I was gutted to discover the 'unworking' version as I was 75% of the way through my first replay in a decade ๐ฆ
Though tbf apart from rewriting one character as a surfer bum they were fairly restrained here
Surfer ? ๐
Yeah, Bonaire. Apparently in the Japanese version his lines are pretty dry, but in the US/EU version he's all "bodacious babes" this and "tubular" that
Just because Vic Ireland thought he looked the type
I talked some crap about the game on another forum a while ago:
The writing is a cut above most of its contemporaries', with a localisation that largely ditches the usual Working Designs-isms in terms of its sense of humour (although there's still a weed joke in there IIRC), and allows the unusually poignant and sombre stories of its characters to exist on their own terms. It also isn't structured like a Zelda game, never railroading you to the next major objective or dungeon but encouraging your inquisitiveness and desire to poke around. It has a compact map that's incredibly satisfying to navigate and piece together, and which you're never led by the nose through in a gamey manner. Every location has a strong sense of place and history, and there's a rewarding sense of adventure in simply finding and existing in them; the areas aren't just places you traverse to get from one point to the next. The road between each area is always meaningfully obstructed, too, forcing you to engage with the geography and think laterally about how to reach your next goal.```
I had to walk away from this post for an hour and forgot what where I was going with it, so excuse these poorly-linked points, but please play Alundra```
I'm a huge Nintendo fan, love me some Sega, but this will go down as the all time greatest boss move of any event. He had a huge speach all ready, then just walked up and delivered that. Coudn't be cooler unless he was walking away from an explosion.
Yeah people really donโt understand how absolutely pivotal that moment was. Sony was an up and comer with zero credibility. Actually negative credibility in some circles considering their dreadful 16-bit games as Sony Imagesoft.
That E3 it was all hype for the Saturn and people were expecting SEGA to come in and crush it since the N64 was going to be a no show. SEGA started off strong, with a cool lineup, a $400 price tag (which was expected), and absolutely blew the doors off with a surprise launch. History has proven that both of those were costly mistakes but at the time it was hugely positive.
Literally by saying $299, Sony took over E3 and their lineup cemented it. I canโt stress enough that changed the entire course of that generation.
Admit it, you just made all that up
I'm 299% sure.
Masters of Teras Kasi > *
I know it was a few days ago, but for your light gun + CRT issue.
I was having the same problem years ago. Dreamcast, OG Xbox, GC1 and 2 all not working well with my CRTs.
Turns out it was my flouresent tube lights on the roof (flickering at 100hz or whatever).
Swapped them for LEDs and all the light guns work perfectly now.
Might be something to check if you have them too.
Interesting info! This ight solve some of the lightgun problems
hope it helps somebody.
PSX + GC1 via SNAC works perfectly in Point Blank for me
All my lights are leds, but maybe i will try experimenting
You might have to crank up the display brightness too
Yeah will try that once i get my new xbox guns
Although, silent scope is worse iirc where it needs full brightness to be playable
Silent scope on consoles are not really made to be used with a lightgun
the XBox one is
Have you seen the silent scope rifle for xbox @bright yacht ? its wild
The game even flashes the screen when you pull the trigger?
ok, so the gun has every button of an xbox controller, and breaks down into these 2 modes
SIlent scope rifle mode, and pump shotgun mode for HoTD3
For me it looks like the gun tries to overcome how the game works. Its not like the game was made to be used with it
the scope is just an empty tube, but at the base of it is an IR sensor
so when you put your eye up to it, it triggers the 'Zoom' mode
The game must not have darker areas for it to constantly work
Couple of super soakers
Is this lighting graphical error a known bug for RE2: DualShock? (Notice the rectangle around Leon)
@slate stratus we had this with barcode scanners at work
Fluorescent tube lights are a bane. Always my first question if someone is having any kind of wireless connectivity issues.
This is not a bug, someone has already reported it here, we have verified it
Thanks, sorry. It doesnโt occur on my PS1 so I assumed it was a bug.
You can verify this, but you must use the same monitor, without any filters etc,
Do the same on Mister please with same angle view and contrast , no filters, no scanlines, no shadowmask
it's not that I don't believe you that there is an issue there , I just wanted to see a comparison under the same conditions to see how big the difference is
I'll check today how it looks on crt psx vs mister
No worries. Here's a direct capture from MiSTer
thank You!
for me clearly something is wrong
it's worth adding it here and uploading these two photos with a description
if you can find a moment
Render 24 bit might introduce artifacting in some games.
It did for me in a samurai game.
I toggled that on/off
To a lamen, it just seems to adjust the gamma ever so slightly in scene
and filters ?
maybe create a save state, then anyone can verify immediately, right?
True, but in some games in does cause problems. Soul of the Samurai's intro has huge red blocks in it with it enabled. In the clouds. (you've toggled it off, though, so not for this issue...just saying it can be more than just gamma shifting in some games)
texture filter is set to all polygon but changing to dithered, etc. seems to have no affect
ok thanks
Oh, filter 2D detect...
That was the issue for me.
Not 24 bit, I'm sorry.
Filter 2D detect on
No other settings impacted it, just 2D detect.
yes,I had the same thing
These boxes only seem to be present under the fluorescent lights
and the shadows on leons face change as he passes through it
so I'm guessing its not a surface level visual bug with filtering or anything like that
@spare topaz Do you have a save state by chance? I'd love to play around with it.
Or is it pretty early in game?
never played soul of the samuarai, looks interesting
it's like 2 minutes into the game but I can grab it
It's fun! Not an A+ but certainly worth a play.
I like such unexplained cases hehe
Thanks!
its fairly insignificant but its one of those things that once I noticed it I could never unsee it
and then it just becomes immersion breaking
unfortunately I'm at work and can't test anything ๐ฆ
it is good to catch such things, there is always a chance , that it can be fixed
I finished the regular version of RE2 and didn't notice it
maybe only the dualshock version has this problem ?
But it would be very strange overall....
if you find a moment check out the regular version of RE2
Yeah, I can see what you mean. It's pretty eye catching.
Every filter off, still shows up.
present with claire as well
such a photo we also saw in January this year, then we came to the conclusion , that this is how it should be
However, as it turns out , it was a wrong assumption ๐
I'm curious about the regular version of RE2 if it's the same
I think someone strongly asserted it was present on original hardware
I could capture the composite out through the tink5x but I can't imagine it having any different result from the ps1digital output
Well, I was curious if the bug is present in duckstation cause I recall Robert having mentioned it during development.
same ๐
Not my capture but yeah, YouTube upload from 1 year ago
hi res, texture filtered PS1 images are simultaneously awesome and cursed
I definitely prefer the ones without filtering ๐
they should be illegal
agreed ๐
coming from someone who used 2xsai in zsnes as a kid ๐
Well, I was going to try it on original hardware, but my OSSC gave out tonight ๐ฆ So I could play it but I couldn't capture it if I did. (that HDCP crap on PS3 is so annoying...none of my splitters filter it).
I always used only scanlines if needed
"original" hardware.... phat PS3 60GB, so not really original. But close.
@spare topaz thanks for github entry !
No problem! Screenshots and save state should all be attached. I don't have quick access to the non dualshock version, but I can check it in the morning.
Expected Result: https://cdn.discordapp.com/attachments/1046940919607345272/1148491306734194787/IMG_0305.png
Captured on original PS1 hardware
I don't know why I can't open this picture on github
The rest open without a problem
opens fine for me on desktop firefox at least
I deleted those discord links and actually uploaded the images to the post
figured if he could take the time to make the core and look at the issue, I could at least not be lazy and upload the actual images to the issue lol
also appears in the latest version of duckstation
I'll check out the regular version of RE2 soon
same
only now these areas seem darker than the rest
i remember stenzek talking about the mdec rounding being not fully correct in all cases, but its not understood as far as i know. could be what happens here
the core basically produces the same math as duckstation, even with the implementation being completly different
isn't it strange how it only happens in that one area of the screen? and that its a square
I finished RE2 (PAL) several times and didn't even notice it, probably due to different contrast , scanlines etc.
yeah i remember when this came up before, its easy to hide it when you have a bunch of video processing going on
are the re2 backgrounds loaded in tiles or as one big image i wonder?
mdec works on square areas, yes.
as the calculation is kind of sequential for all pixels in the tile, such an effect could influence all of it
I started to play Re2 (psx core ), to check if there is a problem with bright squares in other places, and as for now it turns out that the problem is only in this location
there are more such places in this location
it is exactly on the other side too
Sorry to keep going on about this, but it's interesting ๐
This is also why I have had my doubts about Duckstation for a long time. A lot of guess work and hacky type stuff appears to have been done to "Make this work".
I get that using it as a point of reference is pretty helpful etc.
Personally. I don't think that's absolutely fair to call it hacky and guess work based on a single glitch
Also I don't know how helpful this is but I tested in Duckstation where the square showed up
And Mednafen, where it did not.
Mednafen
Nice !
Donโt forget Duckstation will be using the hardware renderer by default, in itโs software renderer you could see a different result. TBH Iโm not surprised Mednafen displays it correctly, still the best out there on the software side of things imho.
I can check again in duckstation but I'm pretty sure it's still there in software mode
Yep still there in software mode
...
INTERESTING
Thanks for checking
no no I noticed something more interesting
In duckstation the square is slightly green
In Mednafen, the WHOLE image has the green tint
what if, in the case of mednafen/duckstation the situation is reverse
the green square is actually the correct
way of presenting it
I don't know about the Mister PSX core however
In older DuckStation the square was brighter
Yeah ๐
the only possible reasoning I see is that section of the image and map has 3D elements in a non standard position (boards on the windows)
so maybe its caused by interaction of the two
idk
maybe rendering the two interacting with each other is causing the issue
I'm going to go through the whole game again, see if this is going to happen somewhere else
just for fun ๐
I tend to play the HD mod for RE2 for Dolphin or the Dreamcast version so it will be interesting to do a PS1 run of the game
Dreamcast if I recall has a health bar on the VMU
err I didn't base that on a single glitch?
software/hardware renderer shouldn't have any influence on it, as the backgrounds fall out of the MDEC which is, as far as i know, in every emulator still always cpu emulated
What I actually said is I have had my doubts about DuckStation for some time.... how does that = me relating it to 1 glitch....? If you are going to quote someone, quote them properly perhaps?
You could always present your other reasons ๐คทโโ๏ธ
to really get it correct, it would require to have random data feed into mdec and compare the results, then develop a software model that can do the same, run on hardware against the real mdec and refine it over and over again until it matches for hours. Then that math is fully known and it can be implemented. My estimate for doing that would be 3-6 months
with such minimal differences i don't see any shortcut. Mednafens solutions doesn't seem fully correct either
experience tells me to half your time estimates ๐
oh, i need to adjust them in future ๐