#Sony PlayStation
1 messages Ā· Page 33 of 1
I had THPS2 also, surprisingly good n played it a heap
not gonna say it was as good as ps1 tho š
It's right up there with "we put Doom on the SNES" kind of ports for me
You probably shouldn't have, it's not the best way to play this, but it's impressive that you did.
Like the Witcher 3 on Switch.
I also liked Jet Set Radio GBA lol
Done by the same team and same engine as Tony Hawk
isometric everything, max payne
tron?
I miss the days of ports being different enough that it was a new experience.
or are the greeks at it again?
lol oops
yeah they were full on demakes
Yeah Tron
As much as I appreciate parity from a PC user perspective, it was kind of fun comparing and contrasting different versions of games
Yeah same,
And wild seeing games that had no business on certain platforms being pushed because a game or a license was just that popular.
Itās the same game you like but itās different and portable, which is sweet
"no, we getting Doom on SNES"
SNES was the first system I owned with Doom, didnt get a PC till years later
Finding out the other day that there was a Street Fighter Alpha 2 release on SNES in Japan is wild.
It came out in the US too! What a cool port.
A SNES game with loading! I have it too - didn't have a Playstation yet
Wasnāt that VV?
Played a lot with me friends. Great game
It was a bad implementation of some audio features. There are patched versions that donāt have the pause before the fights (on original hardware)
I'll try to make a PWM build for the 2x core, What slacks should I be aiming for?
Can someone tell me if this little drop out on the PS logo is normal? It is really bugging me!
Try turning off the black transitions option, or turn on fixed vblank
Ah yes! that looks more normal now. Thank you š
I ran 20 builds and took the best which has only 500ps on the critical 67mhz clock and all other timings pass.
But if you have anything below 1ns it should be fine.
Please make sure you have no hold time violations, only small setup time.
hi psx2xcpu needs dual sram? thanks
Nope, no cores need dual sdram (aside from an abandoned wip jaguar core)
Thanks, so having dual sram doesn't bring any benefit? Thanks
None whatsoever.
Thanks šš»š
What about bragging rights?
True I forgot that. 
It's always about the bragging rights. Which is why I randomly drop photos of my perfect Gex collection.
bruh please post, I want to see
Nooooo! Besides, you have that which I covet: Gex longboi psx
Itās not rare, is it?
I don't think so, I just can't bring myself to actually spend money on it
I'm only willing to take the joke so far. $10 is a bridge I can't cross.
oh... the sequels... uh...
Oh wow, I even have the little foam insert lol
These two are in the room with me... RIGHT NOW
omg thatās so cool
I think it is!!
Don't mind us. Just two beefy dudes hugging about video games and geckos.
Go back to your PSX business.
The 3DO version!
That is a perfect collection!
PC and small boi PSX are in storage.
I added PSX 2x (turbo) Core with PWM to the thread (just run update_all if you already added the PWM lines to downloader.ini) https://misterfpga.org/viewtopic.php?t=7565
Just saying hi so this thread shows up in my threads list
Im trying to get the retrocastle psx snac to work with my pocketstation and mister pi.
It does not see the PS/memory card. Ive got the snac set on Port 2 and the memory card option set to real.
Do I need to do something else?
Do you have the card in the 2nd port? I'm not sure all games check port 2 for cards. bios might show it.
I have the card in the second port and was looking from the bios
I tried it in the first port as well
I tested for continutity from the memory card reader -> snac port on the retrocastle.
Tested from retro snac port -> mister pi snac port.
No issues that I found
I dont have a ps1 to plug the PS and see if its good unfortunately.
Im debating ordering a psx mem card reader to usb from aliexpress now
do controllers and regular memory cards work for you?
I dont have either of those to check either
no ps2 controllers?
I have a ps4 controller over bluetooth.
Do i need to get a multitap to make this work?
Im very unprepared for this level of retro gaming apparently š
not sure multitap would help much. people just use those to get a MC port, but you already have them on the retrocastle snac. It should work like you have it as port 2 if game supports writing the save to port 2.
testing port 1 will be harder for you since you don't have a controller to be in port 1 at the same time. I think you could only go into the psx bios MC manager and put the pocketstation in port 1
and if it's empty it probably won't show anything
Yeah, I didnt see the memory cards refresh though, so I dont think it saw it
I ordered the usb psx mem card reader from ali, it should be here in a few days. Ill test the pocketstation with that and see if it can read/write to it
maybe check the power pins with a multimeter. Retrocastle snac board has 2 usb plugs, not sure if both need plugged into something
you are plugging the blue one into the blue user port on mister?
Yes, the other was a passthrough usb. I removed it
I did test for dc voltage on slot 2, i should probably figure out what voltages are supposed to be on the memcard pins
Had 1.6v on several pins and like .2-.1v on the rest
should be 3v3 as main vcc and 7.6v on one pin, all the data pins will read 3.3v
that's the controller, so it will be mirrored on your port
Ill test the controller port in a few hours
fwiw, I haven't done it with a pocketstation but I can confirm the retrocastle mem card readers work with regular PS1 mem cards
one of the few bits of mister peripherals i haven't snagged yet
Yeah im not getting any of those voltages⦠ill reach out to retrocastle and see if I need to do something if i remove the passthrough usb
could see if you're getting 5v on user port without retrocastle board connected
only the 1 vcc pin will be 5v there, the other io pins will probably be 3v3
Yeah, one pin is grounded, 1 is 5v others are 3.3v
Am I supposed to have a pin to ground, or is that my culprit?
that sounds right. on the voltage test you would want one probe on gnd, if that's what you mean
one showed zero voltage when I was doing the voltage test. One of the probes was on ground for every pin I tested to get the voltage.
I did a continuity check for that pin that showed zero voltage and it has continuity with ground
sounds like it was gnd on the usb. 1 of the 9 pins is gnd there
Okay, so snac port is working. Ill see what retrocastle says
might be able to check snac board at voltage regulator and see if you have 5v going in and 3v3 coming out. test without any MC in
I posted this in #help, but didn't get any responses. Yesterday I ran update_all.sh when tweaking a few things in my installation. When I booted up the PSX core, I got lots of crackling. I tested multiple games, but the crackling persisted. When I switched to a different core, the crackling went away. I checked the build date on the code and it was 20240922, so it looks like the PSX core I was using was very recently updated, or at least rebuilt. Is there something about audio that changed that I can tweak in the menu to resolve the crackling? Is there somewhere to find old builds of the PSX core?
Try lowering the volume for the core
Duh... thanks!
I'll try this out too.
Oh, now I see why I missed this before. I assumed that it'd be under the regular "releases" section on Github, but this is checked into the repository itself.
so the new version is available on update all? the main change being the MDEC backgrounds and better colors on old I/O boards?
just the mdec thing, pwm wasn't merged afaik
Retrocastle got back to me, if you remove the usb passthrough you need to connect the 5v line between the snac and passthrough. If I had messaged them and told then I didnt want the passthrough they would have probably kept the trace on the board between them. So I just need to reconnect the 5v lines and my snac should start working again
sounds like a pretty easy fix, it will probably work then. thanks for the followup
Yeah, going to connect a wire tonight after work and will let the chat know
Turning down the volume did not fix my issue, but going back to the old build did. Any idea what changed? Did a bug get introduced?
Thanks for this incredible build! Just one issue : I am using update_all to get this build but when the script access your repository, it creates for this build a folder called āTurboā and not ā_Turboā so I canāt use the turbo build unless I rename the āTurboā folder. When the folder is renamed, Update _all creates a new āTurboā folder.
Ps: sorry about my english
Issue: Retrocastle psx snac has two usb ports one for snac and other for usb passthrough/power. I removed the passthrough and it stopped working correctly. The LED on the small black board did not light up when connected to the SNAC port.
Solution: inform retrocastle when you buy the thing you want the passthrough usb removed or connect the 5v pins from the snac and usb together with a wire. Picture included of the wire fix (22 awg used). 20-28awg is suggested spec for USB 5v lines. I put the wire through the through holes and then soldered the wire from the other side of the board and trimmed off the ends.
It's hard to talk about introducing a bug, you are the only person who reports such a problem for now. For me, the latest core works perfectly.
There were also no changes when it came to audio.
Thanks for the heads up, I renamed the Turbo folder to _Turbo, sorry about that.
Is there a changelog somewhere? The commit on Github just says "new release." I'm also curious, how do you get audio output? It could be a problem with just the analog audio.
- MDEC: Add rounding to 15bit output. Adjust YUV-RGB coefficients , and - add support for using a paddle as negcon steering axis
audio is intact
unfortunately, the sound through the analog output I have not checked
i use only hdmi
What mister setup do you use?
so the 9/22 build is giving you trouble but the 4/18 build isn't? maybe test the other psx builds between them, there was a few commits. get them here to narrow down where you problem began. https://discord.com/channels/647909397477195803/807613978154762252
yeah , please check this one #unstable-nightlies message
and then #unstable-nightlies message
maybe the error is related to update sys
Mister Pi Mega pack
ok
I'll try some of the unstable builds
people have a problem with games on N64 + Mister Pi , soon it will turn out that with the PSX also have problems..... ( I hope not š )
please test the two cores I posted above
Yeah, exactly my concern. I wanted to see if this was clone-related
I posted this in the MiSTer Pi thread, but the IO Board is louder: #1287682359658807317 message
I had to turn down the global volume one notch
fwiw i have a mister with a damaged IO header and among the many weird things it does making the PSX core audio crunchy is one of them
Already had it turned down
I have tried all those builds and only 20240922 had the crackling. Can anyone with a DE10 test the analog audio out on the latest build? There should be a very clear crackling that sounds off initially during the Sony Entertainment logo screen and more prominently during the PlayStation logo screen (this persists into MGS for me too, where it may be even more prominent).
I will try analog out
no crackling for me with taki stack over 3.5mm on the 9/22 build
So you have a taki build, but you have crackling if you don't turn down the global volume, correct? I could test with a different speaker. Maybe it's not a non-Mister issue.
correct - I had a MiSTer with an older analog IO board from MiSTer Addons running at the same time as the Taki stack. I simultaneously reset the games in the systems to sync them. I actively switched the MiSTer's 3.5mm plugs into an external speaker and the Taki board was noticeably louder. Reducing the Global Volume by one made them match up and the Taki board was not crackling any longer
OK, maybe I should retest the new core with a lower volume then. Maybe I had reduced core volume and not global volume.
I was getting crackling across all cores on higher pitched sound effects. Lowering the Global Volume fixed them all
Hmm, that is not what I was seeing. I was only getting crackling on PSX, not N64 or anything. Crackling only showed up on the new core.
So maybe my issue is board specific, or it's my speaker/aux cable.
possibly - the Taki board was noticeably louder in my case, but I had the luxury of a side-by-side comparison
I never played it on GBA. I played it on GBC like a real OG.
Damn dat Natsume drip
Lol
I did play downhill jam on GBA
I also played this one Harlem Globetrotters game as well
In what way did it stop working? I only ask because I removed mine apparently with no issue. Although I donāt use memory cards or pocket station on mineā¦
Memory card was not recognized, no correct voltages on the board
There is a trace that is removed by the seller if you dont ask them to remove the passthrough usb.
I removed it by myself and because the passthrough usb provides power to the board, you need to restore the removed trace if your not using the passthrough usb
Ohh no Iāve been using it for months without that wire mod. I guess Iāll add one lol
For the PSX core on HDMI should you always enable "Render 24 bit" ?
it's an enhancement that mostly is there to be able to disable dithering. Some games will show flickering with it as the lower bits were not meant to be shown
if you dislike dithering, try it. If you want original, turn it off
Ok, I prefer to have dithering on so will not enable 24 bit. Thanks
Real experience, that's what I like 
same, and on CRT. PS1 looks garbage on HDMI displays for 480i content. But I brought it over to some friends that dont have CRT so have to relearn the settings
Im running it hdmi, if anyone wants to share good settings for that I appreciate it
So Iām looking at mine and Iām just seeing 2 through holes where your wire is. What are soldering the two points to?
The through holes
So I have to scrape it?
On mine those through holes are the trace for the 5v pins
Um, I put a wire through the through holes and soldered it in
Iām just wondering what the solder will actually stick to
The inside the of the through hole I assume
Oh okay as long as it works
I donāt use the men cards but I probably should do it for the voltage
Again, mine had the trace between the two through holes removed.
If its working, then I dont know why you would do this.
I removed the passthrough USBs myself, I did not have retrocastle do it
Well I removed mine too
Thatās why Iām looking to do this
Iāll study your pic first to make sure there are no differences
But they should be the same
I soldered from the other side of the board from the picture, once the wires were in place, I trimmed them down.
Iād have asked him to remove it if I knew that was an option
The little black board by the removed usb should light up if its getting power from the snac
The trace enables or disables that?
enables it, that board changes the voltage up to 7-8v for rumble I believe
This is starting to make some sense
takes in 5v power
Because I noticed sometimes rumble wouldnāt work right
Or it would shut the board off
I thought it was the board touching my aluminum case lol
Delivering rumble through a ps1 extension cord would be a challenge for it
Also I used 22awg wire as thats what I had on hand. USB specs call for 20-28awg for 5v wire from what I could find online
and its also over a much longer distance
Im tempted to find someone to come up with a 3d printed shell for the snac... I was also worried about this happening
I would love that, butttt that adds to the weight
Butts add weight yes
I donāt have to worry about that, I sell propane
Bobbieās in there playing a Cdi core with no sound, I tell you whaht Peggy that boi aināt right
Yeah, but you can get the shell to support itself since it will basically be able to rest on the surface your mister is on with just a little length or adjustable legs added to it
or you could get fancy and have the shell have some inserts at the height of the usb hub to insert into the usb ports there
Im picturing like a florida house hanging off the side of the mister now lol
Flood ready
Just a basic scanline filter is all you need IMO
Ill try it later, thank you
Oh and maybe the texture filter (although I use it regardless of output) I like to set it to 50% on all polygons
There are presets that Iāve tuned that you might like or use as a starting point. The one for PS1/N64/Saturn is called ā5th Genā
you're 5th gen
The presets are amazing!
Sorry if this has already been asked, but I am going to grab the psx redump set. Is there a way to batch convert them to CHD with chdman?
i use for /r %%i in (*.cue) do chdman createcd -i "%%i" -o "%%~pi%%~ni.chd" -f -c cdzs,cdfl -hs 9792
will compress any bin/cue games that are present in subfolders. put the latest chdman.exe in same folder as the batch file
uses Zstandard for CD-ROM data and FLAC for compression, with a smaller hunksize for faster decompression than the default options
(should be able to use faster CD speeds still)
Does anyone know what the steps would be for applying the English translation ROM hack Policenauts to a bin/cue? The instructions for the patch are for an ISO, which I don't have. It'd also be nice if they were linux-friendly instructions.
holy .iso psx image. 
my set has each game zipped individually, so i just extract em which gives me each game in its own folder
run the above to compress, then another line to delete all the bin/cue files from subfolders
So there's a page on romhacking.net for that patch, and it lists the md5 sums. they match the BIN files in PSX redump. so you can just use those
and there's a linux gui xdelta patcher here: https://github.com/marco-calautti/DeltaPatcher
depending on what distro you're using you might just be able to install it; it is on flathub
Can the core unpack zips? Is there a space savings going to chd?
ok, because the redump set is zipped. I will unzip and convert then
Did I see there was something that will autmagically put roms in folders like US/Japan/Europe/Hacks/Translations/etc?
easy enough to search for (USA) and move all to a folder
yeah, that was my backup plan
The HTGDB sets are structured that way
thatās why I like them. but I donāt think they have a complete PSX set. I have a mostly complete 1g1r chd set - but I want to be complete
cant recall seeing a script to reorganize the redump set in that way, I suppose something like clrmamepro if you're feeling brave š
no noā¦not that brave
I just manually combined two separate 1g1r sets I found for PSX and did the organization manually 
it uhā¦took me a while 
after I converted to CHD and cut out some japanese stuff I canāt play anyways, I think I got it down to <2TB
I also went overkill and got a 4TB SSD
wow, how much did that set you back? $500 nowadays?
nooo it was less than half that lemme see
??? is that some off-brand or a major player?
Wow. Those have gotten cheap. US rt?
it must have been on sale cause now the same drive is $320?!
The Latest 870 Evo Has Indisputable Performance, Reliability And Compatibility Built Upon Samsung'S Pioneering Technology. Performance May Vary Based On SsdāS Firmware Version And System Hardware & Configuration. Sequential Write Performance Measurements Are Based On Intelligent Turbowrite Techno...
yeah, Iām in the US
Thx. I was thinking about an ext.ssd but just for convenience.
probably faster than the internal SD
dunno
a friend who Iām setting up a MiSTer Pi for got one of these : https://a.co/d/cANrk6W
With the SanDisk Portable SSD featuring up to 800MB/s read speeds you can store your content and memories on a fast drive that fits seamlessly into your mobile lifestyle. Up to two-meter drop protection plus a tough rubber hook for securing the drive give you the peace of mind to take it with you...
it seems to work just fine
significantly cheaper, but only 2TB
convenient, heck of a lot faster to add games to when connected directly to a computer
no faster than microsd when connected to MiSTer tho
yeah after I saw the Sandisk drive Iām tempted to get one. Itās nice and smol too
if you really want multiple TB of roms and stuff for mister just run it off a nas
that much data isn't really safe on any single disk anyway
i have that exact 870 EVO 4TB, had to RMA it 6 months or so ago
apparently that model had a fairly high failure rate, they sent me a newie with no fuss tho
yeah maybe one dayā¦I just donāt like having to rely on a network connection
was using internally in PC not MiSTer
@lilac scaffold ah dang interestingā¦itās been ok for me forā¦almost a year now knocks on wood
i think it was mostly on early made ones, 2021/2022
ah interesting
I did order in October 2023
and it was also $100 cheaper then than it is right now sooo maybe I need to check the serial number or something 
eh should be fine, crystaldiskinfo will show you the uncorrectable error count
oh yeah i was meaning to run that
I tried to do samsung magician, but via the sata to usb adapter it was going to take for-ev-er so i cancelled the test
I probably need to see if I can plug it in direct sata to my mobo
i did run a couple other tests via samsung magician that came back fineā¦just not the super long full test
crystaldiskinfo is just reading health data from the controller so should show really quick
yeah iām gonna look at that
actually I might have done it but i canāt remember for sure
I've started the legend of dragoon. It's a really fun rpg so far, though I'm not convinced by the timed inputs it demands.
I donāt suppose CHDman can do zip files? Unpacking 10,000 images seemsā¦time consuming
I tried this namDHC app which said it could do zips, but it reported that it couldnāt find anything in the zips to convert (after I unzipped one it was like āoh shit, here is the cue file!ā)
@lilac scaffold this is what I use for my batch conversions lol.
doesn't include the alternative compression stuff like yours
SET chdman="G:\..chdman\chdman.exe"
SET src_path="%CD%\cue"
SET dst_path="%CD%\chd"
REM Execution
IF NOT EXIST %dst_path% (
MKDIR %dst_path%
)
FOR /R "%src_path%\" %%i IN ("*.cue") do (
ECHO "%%i"
MKDIR "%dst_path%\%%~ni"
%chdman% createcd -i "%%i" -o "%dst_path%\%%~ni\%%~ni.chd"
)
I also have echo on just didn't copy that part to paste here
yeah, I think I need to unzip these
so go go gadget nas
put them all in one folder. what could possibly go wrong
You do know when you unzip you can unzip each to it's own folder right?
yes, I am actually doing that
Your CPU is gonna be a good space heater, compressing whole sets š
she's doing ok
man, sorting redump sets is a pain
How many psx titles?
it downloaded 10720 zips
I can't do the math but is that basically all games?
I hope :/
Thatās a lot of storage space
all the USA stuff should say (USA) in the title
so just do a file search/filter for (USA) and drag them all out into their own folder.
JP for Japan, EU for Europe and the rest can be sifted through manually perhaps.
I think itās super cool that you can swing the entire PS1 library but thereās gonna be a ton of junk lol.
Thatās how I roll too but thereās something fun about randomly loading up a game and trying to figure it out.
tell me that again after you've gone and tried to play the Batman Forever game
I have a completionism problem. I have a really solid 1g1r set right now. But my brain worms are like āyeah, but what if you had every PXM demo disk?ā
Are you going to play them? Genuine question, it would be neat to know which demos discs are worth checking out.
I super enjoyed PS1 demo discs back in the day
my bad, not Forever. I meant Batman and Robin for PS1
Batman Forever is the side scroller beat em up arcade game
Batman and Robin is the garbage one
Robby, we are mister owners. Do we play video games?
Iām actually 120 staring Mario64 again
right now I am playing a bit of MC on a server with my brother, and I also play Forza Horizon 4 with my friend.
waiting for BO6 to drop
then we play Zombies
I remember doing the first CHD compressions back then on the PS1 set.
10 days and nights straight on the server.
Now, it should take 16-17H max.
CHD is so cool, itās the reason why I can roll with a 512GB sd card lol
The PS2 set was even more massive and complex to work with.
Something like a full month dedicated server, running 99% CPU on a 6-disk array, done 7-8 years ago with the set available at that time.
This is why I would recommend curating the sets instead of taking the whole thing. A majority of games are going to be stuff you aren't going to play anyway.
Yeah but what if he does
I want to hear about his experience with Cricket Party 2K1
The brain worms get what the brain worms want
I've added a note referencing a 'dirty' hack done on DuckStation yesterday concerning the Captain Commando issue.
Something that I've talked with Stenzek 3 years ago and the core have the same issue on the first boss battle.
I don't curate sets because that takes effort. I'd rather just have everything including the crap because then whenever someone recommends a game or even 'holy shit this game is terrible'...I have it
(although I delete all EU versions because who cares)
For all WipEout and Colin McRae Rally games ?
As those games were developed with PAL devkits and ported to NTSC afterwards with less features.
Colin McRae rally is so good
Codemasters and Psygnosis used to do that.
Colin McRae Rally runs too fast in NTSC, but Colin McRae Rally 2.0 appears to have absolutely no tweaking done to it for NTSC hardware. The presentation is vertically stretched and the game exhibits a lot of slowdown.
Definitely do not trash the PAL versions of these games.
Hey welcome back
There isn't one afaik. It's a constant moving target for the aspect ratio, it's game dependent.
Square pixels isn't how anything was displayed on original displays
The psx core has the most complex aspect ratio handling of any core already.
It's usually best to enable fixed blanks at least.
I wonder why there's a square pixel option for things like the RetroTINK 4K where Wobbling Pixels has a profile just for that for the PS1 and other consoles
Anyone else getting stuttering audio and video from PSX core using YpBpr with the new Mister Pi?
I know there was some work done on an unstable core to fix some timing issues for miater pi, maybe ram related I think, so dont quote me. Have a look in the unstable channel.
Sorry check the test build channel.
that was n64
Because there are people who want things "perfectly" displayed on fixed pixel displays. Even if it's not "correct". I don't get it.
Software emulators have warped that perspective.
Dang kids.
I think I managed to find a bug in the core
100% repeatable, just not consistently so. Occurs maybe 1/6 attempts but I can repeat it
Specifically that switch
Does that bug occur on real hardware?
all that + turn on the error overlay
No cheats, no changes to settings
Here I am repeating the error
Iāll post my save state 1 sec
The core is at a point where, if possible, needs to be compared against real hardware.
this should be tested on real hardware yeah
Youād be surprised by the amount of bugs people find that are issues with the game itself.
yeah can you get the closest memory-card save too and post your memory card file, then people can try on real hardware
no worries give me a second
My oddworld save state and my PSX memory card
let me know how you go, im curious
the glitch does not ALWAYS occur, but it will occur fairly frequently on that switch. I have had no other issues with the game.
I also checked the different versions (this one being the v1.0) and the only difference with the v1.2 is that there is some slight changes to game speed and a demo for Oddworld 2
will turn on the error overlay
No error it would seem
I donāt know anything about whatās happening behind the scenes, but do any of the turbo options help at all?
Have no played with that at all
It might be worth giving them a try, since you have a close save state š
you need to be compared to real hardware
I tried to reproduce this error 57 times, from my side the game works correctly every time
I can get to 100 , but I don't think it will make a difference
@mellow geyser Are you on a de10nano or a clone board?
ok i tried 77 times , no change
latest core 20240922
I can go on like this forever š
i'm not sure why i watched the whole 46 seconds, but thank you š
Should've cut it to make a perfect loop lol
Haven't met anyone in person who has played this game.
I'm sure others have played it... but no one wants to admit it. š
I cannot imagine this game beig a guilty pleasure for anyone unless they avoid obscure games on purpose š
Because someone probably asked for it and the tink4k has a ton of bram available because it doesn't have a whole MiSTer framework and a whole psx core built into it.
I will shred you at Slap Happy
Game owns
Oh shit, I don't have combos down like that haha
i legit play it with my friends a good bit lol
Most of my friends only wanna play the "defaults" like 3S, CvS2, or USFIV.
Have you tried out Touki Denshou Angel Eyes yet?
Taki Clone board, Iāll get some more footage later (to show it occurring repeatedly) and try it out on turbo and on emulator
I wonder if it's another ram thing. @cold sparrow do you have Oddworld for the PSX core (I'd test it but I have the mister addons ram in atm)?
which one
first one
oh okay, uhh
here is the save #1046940919607345272 message
it's ok if you don't
I was just thinking of folks with ram issues and taki boards to see if it's related
no pressure š
i've got a US set local so i'll give it a go
I did it about 10 times. Same result every time
O! So it occurs on OG hardware?
no that's on my MiSTer Pi
oh no more mister pi issues
At Samās club now will check when I get home
i only have rev 2
maybe if i raise the sdram module up by a few mm it'll work /s
Uh oh
Can you guys stop breaking everything?
Oh god another pi situation??
Can you bring your MiSTer to Samās Club and check there?
didn't help š
So does this pass on good ram?
When I get home, Iāll check if I have the rev 1 version in the archives somewhere
time to preemptively generate an RBF with the clock shift
rename the name of savestate , should work with all revisions
Itās a bit early for the clocks to change
yeah isn't that in November?
Have you tried testing if it fails on Mind Goblin too?
Mind Goblin Mondays
I'm not seeing any recent PSX Test Builds.
See the message immediately after the one you replied to š
Ah. So unsolved at the present time?
Yeah, but itās only just been reproduced to be fair
Not many people using CRTs with component input?
Oh, sorry, I meant the Abe bug. Canāt comment on the issue you were having. Not sure anyone else has had that. The post that responded to your original message got the cores confused
My bad!
But given that the MiSTER Pi users are a small proportion of the user base, and those again that are using CRTs via component will be smaller too, it might take a while for everything to come to light
Ah well. Still got the regular mister which is working just fine.
I'll give it a try
It's strange. The HDMI connected display is running fine. It's just the CRT.
And only with PSX. I haven't tried any other CD-Based consoles though.
@humble vortex All good here. Using the stable 24.09.22 core
maybe try deleting your PSX config file and start fresh?
here's my .ini
is there a specific version of oddworld I should be using
Rev 1 is what folks are using. But it may not matter
assuming that save state needs to match the rom name tho?
I also uploaded the memory card and save file, so worst case scenario you might just need to transition a few screens. Itās a puzzle game, so it might not be obvious as to how if you not familiar with the game.
I guess not. You can rename it
Thatās good, lever worked without crashing
Repeat the save state to see if you can get it to trigger?
Ooo! Look at that!
@chilly kraken you know what you need to do...
just dont ever put your systems back together
I donāt know why I bother keeping them in cases to be honest
Did you use rev 1 or rev 2?
The plain one with no rev
The set Iāve been using has one with no rev number. I figured that might match his 1.0 the closest
So funny thing. This worked the first time and I was killed by bees. But then it froze after I died. Restore the save state and tried again
Mister addons ram
So is this unique to the Mister Pi? Regardless of RAM? Does not occur in the DE10-Nano?
Yeah it worked for me the first time lol
I really fucking hope it freezes there
Ok good
Seems like something else is the culprit. Could be the save. Could be the core (although it worked for others). Could just be fucking computers, man
Solar rays
Is Venus in retrograde
well THERE'S your problem!!! you shouldn't do THAT to computers!!!
Does god have a GitHub I can escalate this issue to?
Just tried using these settings, then deleted the .rbf and config files. Ran update/all. Still getting slowdown and audio crackling and stuttering with PSX to CRT.
Could my RAM be faulty or something?
With the HDMI port being fine, it might be the Analog IO board. Do you have an HDMI to VGA adapter to test direct video (in the .ini) to the CRT, without using the analog io board's video?
I do. I'll go dig it out.
I tested the savestate on my de10-nano and can consistently freeze the game when pulling the lever. However if I loaded the save file and played a bit to get to that point, pulling the lever does not freeze the game. Perhaps you can try the savestate I've made just before pulling that lever.
Also, I'm getting weird crackling sounds in the latest stable psx rbf but not in the last unstable or previous stable build.
@mellow geyser ^^
Hmmm!
I was able to make it past that point by reloading the save, but I do think itās interesting itās a repeatable bug. Iāll see if itās maybe just that save state
Yeah apologies I got muddled up. Not a good day.
I wanted to try and play to that point but I'm failing to make the first jump after the save 
Yeah, itās not you, jumping in this game is extremely finicky and tends to sometimes drop your input near ledges. Moments that require precision platforming are horrible.
Try this guide, might also be your approaching the puzzle wrong.
The save location is referred to as āScrabaniaā in the guide. around where the start of a paragraph says ākeep moving right until you reach an elevatorā is where the save respawns you.
http://www.gamechronicles.com/guides/oddworld/oddtext.htm#secrets
Thanks, I'll try again later. I was sort of making it but Abe was going into the hanging pose and dropping. The Slig in the background doesn't help either š
Oddworld was a particularly difficult game even when it came out in 1997, you being thrown smack bang half way through the game with no knowledge of the previously taught mechanics in an area that Iād consider a 6/10 difficulty to solve.
Youāre in for one hell of a brutal learning curve.
Oh I had Exodus back in 2000 or so so I'm a little familiar
Itās just that particular save state, dying and reapproaching the lever fixed it
Dunno why, once I died I was unable to replicate it
glad to see that it may have just been a borked save state and not an actual bug š¤
We got a new one!
Across clean save loads and multiple save states, the ending of Oddworld is fraught with dangers and game freezing bugs!
Savestate please
The save file to load from the PSX.sav is called "boardroom" I have 3 others Oddworld saves in that memory card.
same for me, white screen
one thing to consider is that if we think there may be some sdram related issue on the mister pi with the psx core, it also means the save states a user gives you to recreate it are potentially invalid
what do i press after falling?
is it only misterpi users coming in here and getting this behavior?
(ignoring save state reproductions on de10s)
From the save state
Yes, savestate is "broken"
the question is if savestates are broken in this game for some reason or the mister pi is the issue. I guess @mellow geyser would have to make it there without savestates and cheats š
if i'm really bored the next days, i might build some eye measuring psx cores with shifted ram clock, just to see where we are
Happy to test on a DE10 if you get round to it and itās helpful for me to do so
try this
yeah š
I'm afraid we'll be inundated with a wave of false reports of errors caused by hardware other than de10 nano
not that I have anything against testing games, but we did it for hundreds of hours
ideally someone smarter than us can produce a memory test core that exercises these issues so the process is much easier
I guess that modified one helped, but I'm not sure the ideal test is just 'lower memory clock'
I wonder if save states on other cores will be affected
abes oddysee has a level select cheat iirc
the old school, know a combinatino of buttons to push kind of cheat
At the main menu, hold R1 and pressDown, Right, Left, Right, Square, Circle, Square, Triangle,Circle, Square, Right, Left.```
it's not that "the error is that save states are broken". it's that if there's an issue reading/writing to sdram (like n64) then that error can propogate into the save state
resetting the core and loading a memory card save should let you kind of clear out a savestate thats become wonky
and it might not be a single read/write that causes the crash, etc. so your save state is polluted with a bad value
OR it could just be that the reads to create the save state are the thing that triggers the sdram error. hard to say
i often wonder with savestates like, even asside from any issue with the state itself most games were probably never tested to be run continuously for 20+ hours
That's right, and that's what I did
savestate recorded on de10 nano works fine
for now, verifying errors only makes sense from the saves on the mem card
I think memory card saves are always going to be the most reliable because they were kind of designed into the game to store a minimal amount of information
yes, true
Save states are nice to have, and useful when itās hard to get close to an area which exhibits a bug, but they feel slightly more temperamental since I guess theyāre storing the whole state of memory etc
Too many variables
But Iām not an expert by any means
cores with save state support GBA, GameBoy , NES, PSX, WonderSwan, Atari Lynx
Did Robert handle save state support in all of those cores?
hmm. i'm getting used to the final bit now. i made a save state before the 3 bombs you have to turn off, loaded that back up and was able to finish the game. still trying to make it directly from the save though
Equally, getting memory just right enough to cause a bug might also be a challenge from a traditional save š
was a bug of the takis board found?
yes. I think the only other core with savestates is the pokemon mini. Seems not many devs are interested in savestates
Well, I appreciate the work you did to add them š
of course the savestate implementation might not be complete and there could be some issue with them. But in this case it looks more like the hardware
Itās been working fine for a long period so Iām sure youāre right
loaded a savestate that I made again and it didn't crash with the ending. is this worth testing on a de10?
On one hand, I feel bad that all these new boards are causing folks to go back and look at "settled" code. On the other hand, it's so nice having more folks in the community
i saw the glitch, but didnt understand if that only happens on takis clone or de10nano
i mean, the n64 core sdram change is extremly simple, everyone could do it and try if it helps
Simple for you, a wizard. Us normies have trouble with basic addition
for now it appears that the problem is with the clone
you only need copy paste. I could prepare the base change and someone could build all the cores. As it's 30 minutes per psx core, i have very little motivation to build 10-20 of them
i wouldn't mind if the pc would do it alone, but you need to modify it slightly (change the sdram shift) after every build
Did I understand correctly above that even the CD/game loading intro screen of the PSX showed those dithering lines on the original console? I cannot remember them but that doesn't mean anything. And they disappear when turning on 24bit support in the MiSTer settings which is a bit revisionist?
in case anyone wants to build the shifted ram cores:
- check out the psx core from github
- replace the sdram.sv, PSX.sv and pll_0002.v files
- use quartus 17.0 (prefered 17.0.2)
- open the project
- enlarge the hierachy tree (if not available, build the core 1 time)
- double click pll:pll
- in the window opening, change the phase shift from 180 to whatever (0..359)
- click on finish and in the new window exit when it is finished
- click on the blue arrow to build
- wait for 5 seconds ... sorry 30 minutes or more
- go to output_files/psx.rbf and rename it to have the correct name like the example I uploaded
- test if games work for 1 minute. If they fail -> nonworking, if they work -> working. There is no need to test longer, we only need to know complete failures or maybe works
- change the shift value in the pll:pll again and repeat
- best to search the non-working borders with binary search with halfing the distance each time, e.g. 180° works -> try 90° -> doesn't work -> try 135° -> and so on
no change with Nezara's save states. kuba's and my own work fine. with this shifted core and the current stable
this savestate (Nezara) will always behave like this
no point in testing it
its a save state from a corrupted state so is worthless
If other users canāt reproduce the issue and the save state is corrupted itās not a valid bug.
Bugs have to be producible by other people to ensure it can be reliably caused. Because of the micro differences in hardware, anything can cause issues. Especially in an open source project like this using hardware not meant for this.
I create the save state after experiencing the freeze for the first time to double check itās not a one off.
In my original comment I did specify that it was occurring after loading in from a clean save file.
It's doubtful the save state is corrupt before the freeze occurs. Seems valid to me. I wouldn't consider it worthless...
the problem is if the issue is certain sdram read/write patterns returning bad data, and the savestate read is one of those patterns
Like @velvet basin I was eventually able to get a run where the freeze did NOT occur. it was late when I encountered the issue , will do some more testing when I get home from work today.
although to be honest I dont' remember if the actual state has to pull data directly from sdram
Just did two runs from the save file without any issue.
Could it be that using a save state at ANY time causes instability? So even when loading from a save file, that instability remains until a reset?
I don't suppose you tried loading the savestates me and kuba shared?
No, only have a brief minute, Iāll look at it when I get home from work today
just tested analog audio with PSX finally and it seems I may have gotten lucky šā¦Parasite Eve sounds alright!
well actually Iām hopefully in the majority and most people were ok in that regard
Hope someone steps up and does the builds for the sdram shift thing Robert mentioned above, so he doesn't have to do it
I believe speed did one #1046940919607345272 message
This solved the issue I had with audio and video stuttering using PSX via VGA-Component.
With Mister Pi.
Oh boyā¦
Interesting...
considering your hdmi output was fine
I'm playing Castlevania: SOTN right now on both JVC D-Series and LaserBear Display. Running great.
I also did shifted cores for 0, 120, 280 and 350. Over hdmi all but 0 and 350 seemed to work okay with my mister pi
yeah, I did 0, 90, 270 and 0 failed, 90 didn't
and everything over 90 seems ok (real de10)
I'll share these here anyway. I'll do some more after work later today
Wait, does shifted core fix the audio crackling in MiSTer Pi?
anything is possible
i'm surprised the area where they work is so large. I would have expected it to be smaller than with n64
Would be worth trying. Ive seen a few people report audio crackling with the mister pi.
Some people apparently just lowered the audio in mister. But apparently for others it didn't fix.
anyway: if 90 and 270 both work, there is no point in shifting the sample point
although interesting/weird data point is that one person saying the shift240 version fixed audio/video issues via analog/component on their misterpi
very strange, if at all it's different timing for some other component, but i don't see how the sdram can cause this
vram and spu ram are both in ddr3
so not even that fits
could be some meta instability thing and that was a lucky build for them?
I was testing for 3 hours last night. Not a single audio or video stutter.
i would more assume that the stutter came from "pause when cd slow"
Probably not the same crackle issue other uses are reporting with MiSTer Pi, so potentially unrelated yeah
@hollow delta @tribal mist does this give you audio crackles on Parasite Eve intro scene?
i'll give it a test
Did you get crackles before?
I will give it a try soon. My crackling was not limited to a specfic game though, just FYI. I would get it as soon as the bootup logo.
i've never tested Parasite Eve
i didn't notice any audio issues via hdmi but i'll plug some headphones into the 3.5mm
Parasite Eve was very evident for me on the crackles using a MiSTer Pi, unfortunately
i dont have that one
no i didn't hear any crackling
https://youtu.be/lzw47ceiabs?t=46 there are footstep noises, if I were to report anything that sounded anything like crackling
Might not be related but I am experiencing crackling audio on a de10-nano mister with the latest stable build. Played around last night and found out that it only happens when I set the vga_mode in mister ini to ypbpr. Changing it to rgb removes the crackling. I can consistently reproduce it as well. Very strange.
Try this build - #1046940919607345272 message
No crackling during bootup or the MGS title screen with this. So this doesn't exhibit the issues I was having with the latest PSX release
I will try this soon as well and report back
@burnt furnace could please test this with Parasite Eve and see if you get audio crackle on the Mister Pi?
Holy cow, I've just tested that build and I get NO audio crackles on Parasite Eve intro via analog audio output on a MiSTer Pi megapack! 
@solar fable š
Now I'm wondering why does that change affect the analog audio output on this core? š¤
Is the framework version of this test build the same as in the official release of the core?
same
where does that happen? HDMI? optical? 3.5mm?
3.5mm. Optical and HDMI never had issues
@tropic stratus this is the issue that has been fixed by the shifted version #1287682359658807317 message

@manic citrus was right about preemptive RAM shift
if hdmi never had any issues, it's not a sdram shift issue anyway. Maybe some audio out timing. Don't know anything about the 3.5mm out, never used it
Yeah, it is poo poo so it is better to use dac
Iām using one that Jotego recommended a while back. Never had issues with it.
I previously reported about my de10-nano mister also getting the crackling audio under ypbpr. The crackling occurs when my mister has the newer v9.2 i/o board (from Legacy Pixel) installed. So I decided to test by swapping the i/o board back to the older v6.1 I still have. The crackling does not occur with the v6.1 i/o board. Since all mister pi users have the v9.2 i/o board as well, could this be related to their issues?
I'm using the 3.5mm output for both i/o boards.
Super cheap! Thanks! https://a.co/d/if2pQml
PROZOR Digital to Analog Audio Converter converts coaxial or toslink digital PCM audio signals to analog L/R RCA and 3.5mm Jack audio. It also can be used for PS3, XBox, Blue-ray player, HD DVD, etc. which have no RCA(L/R) outputs or 3.5mm Jack output. Features: Converts coaxial or toslink digita...
This build fixes the crackling sounds on my v9.2 i/o board setup as well. Thanks Robby.
Yeah itās good. Had it for a long time and forgotten about it. Runs like a king
Happy to hear!
No more crackling for me, too! I ended up with a cheap DAC but this is still amazing work
Will this end up being pushed to update_all eventually or?
I think not until @tropic stratus figureās whatās going on
Gotcha, I'm still catching up on all the chat messages about this, lol
Which might never happen if this ends up to be metastability in the framework
Someone needs to ship some of these flakey units to the devs
I think assuming the sdram shift cleared up audio issues is premature. It may be the current release build isn't as stable by sheer luck. Is this core one of those 'compile it 50 times until you get good results' one?
no, psx core mostly fulfills timing closure or is very close
last release has it fulfilled for sure
if sound over hdmi works, the core is fine and it's related to some other framework stuff
and no, this cannot be pushed, as there is no change
Someone tell sorg the framework is borked 
isn't it fully working on the de10-nano?
I don't have an io board on my de10 to test
There are crackling reports even for the de10 nano with the new IO board
Only on PSX core? Please provide some more information. I'm installing the new v9.2 board with the AV module this weekend and can test it then.
I keep seeing multiple variations of audio issues. Some Mister Pi users got incorrect caps on their IO board, causing "muffled audio." The solution is already found for them.
One user has crackling with Parasite Eve (but maybe more).
I had crackling as soon as the boot screen, but it become more pronounced when I boot up basically any game (see #1287682359658807317 message). This only happened for me with the september release of the PSX core and no other cores.
And there may be one other variation of this problem.
Do these crackles happen only via the 3.5mm audio output or also via the optical output?
No one has reported issues via optical or HDMI
Ok. I will check in on it and report back if I can find anything.
I have issues via optical, but that seems to be in all cores. Ordered a new DAC today to do further testing
Muffled sound?
I think wrong caps causing muffled sound could affect optical as well
Yeah? It's...crunchier...like you blew out some speakers and the paper is flapping. It's not crackling like in jud's video. it just sounds like it's missing sound/crunching it
Make sure you set the DAC clock source to the optical input. This is something I overlooked for a while which caused regular clicking noises.
yeah, I already have an email (and sent pics) to taki
yeah, I don't think it's the dac because it takes optical from my pc fine (its a astro mixamp). I bought that dac that toya linked above to test on there
just to be certain
So far I have experienced crackling sounds only on the megacd and psx core with the v9.2 board on my de10-nano through the 3.5mm output.
Megadrive, 32x, n64, turbografx16, neo geo, saturn, cps arcade cores does not exhibit this issue.
Switching back to v6.1 board has resolved all crackling sound issue with the two cores.
Hmmm gotta test megacd core here
been playing a lot of survival horror. the only thing I wish sometimes is an option for usb controllers that says dpad is doubled to analog stick when in analog mode
but I've also been using snac so I have no right to complain lol
When you put the controller mode to "digital" the dpad is mirrored to the stick.
AH cool thank you
6.1 master race! 
šØ CODE VIOLATION šØ
@chilly kraken You have violated rule #295 -
taking longer than 1 hour to extract a file
is the dual ram core still being worked on?
Not really. It adds very few benefits over the regular core
Oh shit the cops
Excited to play all these bangers
itās essentially zero benefit at this point
There is no reason to work on a dualsdram version. It was useful during the development of the core and they were only test versions. There is no difference between the dualsdram and single sdram versions that can be seen or heard.
If someone claims to hear differences then they must be a machine. T-800 or RoboCop š
#1046940919607345272 message - here is the latest test version
meh I was just curious, I tested it a long time ago and then recently was going through my cores and noticed it there
sounds like it's time to do some house cleaning because I still have the old jaguar core on there too heh
Donāt worry, we will soon realize that we have strayed to far from the light, and someone will pick up the jaguar core again!
In this game you get to build your own custom FPGA board
Finally, the MARS FPGA will become real.
The PSX was truly the best system
It was truly a system
PSX is number 1 for me
saaame
aah so that's SUPERSEGA's dev tools!
FYI I only have two PSX SNAC adapters left in my shop. I don't have any plans on restocking and, as far as I know, not many sellers have the memory card capability included with these adapters.
https://crankypizza.etsy.com
@dim tree @tribal mist Did y'all try this one: #1046940919607345272 message
I tried the 240 core and didn't have any sound issues.
Ahh ok, sorry, I should have scrolled up
Getting Closer
You madman
are you extracting with a potato or something?
I'm extracting the entire redump set
10000 odd games
give it a little space
she's doing the best she can
the problem was I was getting all sorts of weird collisions doing it via command line
like it would unzip everything and then insist there were dupes (there were not)
There's a few options out there that could potentially be faster than 7zip but I just use 7zip because it's fast enough.
7zip is god tier
Hello! I've got a quick question to this channel: The turbo core variant of the PSX core, or the "PSX2X" core as I've heard some people call it, is titled "DualSDRAM", correct? I wanna make sure that I'm downloading the right file for the turbo core before I install it on my DE-10.
Thank you!
any core labeled as "DualSDRAM" is specifically built to be used with MiSTer kit setups that have two RAM cards and don't use an Analog I/O board for analog output because the second RAM plugs into where the Analog I/O board plugs into on the DE10
Also there's really no benefit to using dual SDRAM builds.
My kit came with a dual SDRAM setup. I've heard before in recent times that dual RAM is pretty much unneeded across the board at this point due to all the cores being pretty well optimized at using only one, but I got a kit with a dual setup anyway as a means of future-proofing my DE-10 just on the off chance that this could change in the future for whatever reason. I also got my DE-10 early this year, and I think that was the time where the Saturn core at the very least was still ultilizing dualSDRAM for several games, if I remember right. This was before all the recent updates to it optimized it to the point to where it only needed one stick of RAM too. But at the time I wanted to make sure I definitely had what I needed for Saturn emulation if nothing else.
But yeah, I just wanted to be doubly sure that I was downloading the right RBF file but I had a sneaking suspicion that the DualSDRAM builds might not have been the turbo core I was looking for. So I appreciate being pointed in the right direction.
Anyone own a pachislot controller? Worth it?
Dual sdram is just for development, no officially released builds will use it.
Well, Akchually If you want to be really picky, the dual SDRAM version of the PSX core technically does benefit. IIRC when the audio buffer gets full there will be 100ns less audio latency on the dual SDRAM version. That's not a typo, by the way. 100 nanoseconds. In other words, you'll never notice a difference.
noooo you had the perfect opportunity to use 
we've stopped well akchually'ing people about the audio stuff with dual sdram. all it does is convince people they need dual
So I need dual ram after all?
You need it so you can feel narcissistic that you embraced the future instead of being a filthy CRT believer.
Oh I'm a 100% scaler boy with my rt4k already, no filthy tube men here, no sir. š«”
tubes kill
now the hidden insight: using audio with single sdram does occupy the ddr3, therefore making the gpu slightly slower (about 10%). As the GPU in the core is too fast compared to a real psx, you might actually get a more accurate core with single sdram, depending on you liking video or audio accuracy more š (in the end this is all pointless as 99% of psx games are bound by the CPU speed, but now you got something to talk about!)
But the main reason i never use dual sdram to play games: no one else does, so i might run into some situation others don't get and I really don't want that kind of differences
"And now you know... the rest of the story. Good day."
Guess that second stick of SDRAM will just keep the other company just for the hell of it. Oh well 
A benefit is a benefit even if I'm unlikely to notice it, IMO. Who knows, maybe that 100ns of less audio latency might make me notice enemies sneaking on me JUST in the nick of time for me to do a 180, only to get my dumb arse attacked anyway. ONE extra move that I might otherwise not be able to pull off with my ninja reflexes.
Ooooor, maybe it might somehow benefit me whenever I wanna play around with sound test menus. IDK.
Lmao, it's not "unlikely to be noticed", it's unnoticeable unless you're a computer. For reference, a nanosecond is one billionth of a second, so 100ns is one 10 millionth of a second. Or in frames roughly 0.000006 frames.
I was just about to type the same thing.
Guys, cāmon. This is same argument that people canāt see more than 30fps. Some of us can tell the difference.
in case of these audio samples it's more like "i can clearly see it's 10000 fps, not 9999!"
Well, that is wrong, because the sample is not lost, it's just the sample timing is late. So like: "Yes both are 10000fps, but one frame was a little bit late!"
I know you're messing around, but in seriousness, your reaction to an audio cue and subsequent input would come out 1 frame faster in 1/166667 of cases. Ie when you would have missed a frame by 100ns otherwise, assuming an equal distribution of inputs across a frame usually. And reminder, this isn't a constant 100ns of audio latency, it only happens when the audio buffer is full, so it's actually far less frequently than that. And this is, again, only for reacting to audio cues, video does not have this delay.
@tropic stratus hey, hows the game development work going?
#1096015979055697940 message
Is wasnt regarding psx or n64. I was asking about his own game dev stuff.
yes, that question came up yesterday and i answered at the point where this link directs to š
Whoops apologies @mortal oracle
Ah that's a shame. Nothing ventured nothing gained as they say.
Maybe you'r'e missing your old friend Mister.
Is the screen going completely black for a moment during explosions in āFighting Forceā a known issue?
Yes , game uses "shaking effect" , solution:
"Fixed Hblank as well as Fixed Vblank can help delivering correct aspect rations and keeping the screen in sync with e.g. shaking animations."
Thanks!
Holy shit, I decided to play fighting force too and came here for same exact reason
Is there a reason āfixed hblankā is on by default in the core but āfixed vblankā is not?
yes. fixed hblank is not an issue with common 16:9 screens, but fixed vblank will result in black bars and smaller image for many games, while only few have issues with screen shake
to allow screen shake, some black area around the image must be there to shake into
Interesting. Thanks!
Is there a way to disable pop up screens for things like "dualshock enabled" "us region" "jp region" every time I boot up a game?
maybe. but also, how else would you know that stuff is loading and initializing properly?
the game would run
that popup also lets me know it's switching controller modes with a shortcut key without opening the OSD so I can quick switch between digital, analog, and dualshock and know which one it is
would that popup be something in the core or on the MiSTer main?

Check in the .ini
you can disable some of them, like the controller mapping popup, but you can't globally disable all messages
some of them come from the core
Where would I be able to disable controller mapping popup? and is there a way to shorten the popup?
controller mapping is in the ini
controller_info
0 disables, it, otherwise the value is the number of seconds it displays
thanks
I do have a use for fixed vblank, and that is to enable vertical crop (224/270) as some games show artifacts in the overscan area (Tobal 1, Tekken 1). As they are static I do not want my oleds to burn in.
From memory the cropping is also useful if you have integer scaling enabled and go between PAL and NTSC, where you can end up with postage size startup screens or similar - but I canāt remember off the top of my head how that happened or what it was on
I tend to crop by default and then remove it if it looks like something is missing, which has rarely been an issue. Oftentimes some of the cropped areas would be covered by overscan anyway
Another fun reason to use vblank is the likes of the phantom menace intro where the screen transitions from cutscene to gameplay by removing black bars for a cinematic effect. vblank on keeps the effect and transition intact
Fond memories of that game. Awful movie. Great games š
Intro dialogue stuck in my brain from repeating testing on the core š¤£
Plus a decent replay back in the day
I appreciate your sacrifice!
I tried to test it today but unfortunately I do not get any audio at all using the 3.5mm audio output. Do I need to run update all after switching to the new v9.2 board?
Any plans on adding a composite filter like what the Genesis and MegaDrive core have? or is turning off dithering and enabling 24 bit a better option?
I greatly prefer the composite blending on the MegaDrive/Genesis core. Looks simply perfect.
The nature and intent of dithering on the two platforms is different.
Different patterns
On the sega, the dither pattern is static and scrolls across the screen
On the PSX, the pattern changes every frame due to 3D rotation, light sources, etc
Just got it. Too tired to test
I did not have to make any configuration changes after switching from 6.1 to 9.2 board to get audio out of 3.5mm on my setup.
I will test again this weekend. I had the optical audio connected at the same time, can it output to both at the same time?
I ended up doing some testing on this after more people reported audio issues with PSX and 24-bit analog.
Not sure what to make from it, but this is what I have:
DE10 + Alliance SDRAM or MiSTER Pi SDRAM + AV 9.2 with analog audio out and PSX = bad audio
MiSTER Pi + Alliance SDRAM or MiSTER Pi SDRAM + AV 9.2 with analog audio out and PSX = bad audio
DE10 + Alliance SDRAM or MiSTER Pi SDRAM + AV 9.2 with analog audio out and PSX 240 shift = great audio
MiSTER Pi + Alliance SDRAM or MiSTER Pi SDRAM + AV 9.2 with analog audio out and PSX 240 shift = great audio
All of the capacitors are correct on the AV board.
There are no issues for any combination of the above with HDMI audio
The problem is the 240 core will eventually error out on the DE10 with E2 and 00 as FPS
the ram clock shift has no influence on the analog audio, there is probably something in the analog audio path that is either unconstrained or otherwise unstable
someone would have to investigate
for vga on CRT what are the best dithering options? should they all be on, or only Dither 24 bit for VGA? i noticed a lot of noise and movement in the fog in silent hill 1 with regular "render 24 bit" on but not as much with jus the VGA option on
I posted about a year ago about that with noise in the game, and was told then standard dithering needed to be on for there not to be issues, but on my newer Analog Pro, though, I have no issues with Dither Off+Render 24.
This makes me think it might just be something weird with the 18bit output without standard PS1 dithering, but I have no proof (I am not a technical man).
If you have an older IO board, you could always try one of the PWM cores with 24+dither off settings to see if you get similar results to my newer IO.
my original post is here if you want to compare and see the response #1046940919607345272 message
i posted later that turning off a couple of settings helped, but that was really only the case for a short bit
PSX core = best core 
You only need to enable 24 bit dithering If you have old analog board with 18bit output. If you have newer board with 24bit output you don't need to enable this option at all. Also if you have old board my actual recommendation is to use modified core with Pulse Width Modulation (PWM) enabled. This is the best option for 18bit i/o boards. Dither 24 bit should also be disabled when using this core. Link to forum post about this core https://misterfpga.org/viewtopic.php?f=28&p=82238
i wonder if its possible to grey out some options when there's a 24bit ioboard attached
Awesome thank you I will check it out and update my system
I have the old board so that's why I was curious to try these newer options
Does the PSX core have mouse support?
Yes
I answered that whole riding a bullet train in Japan going 200kmh
This is the level of service I bring
Itās very fast
that's one of the best things about this core. š
I could finally revisit The Neverhood and Broken Sword thanks to the mouse support
Iām more curious if RetroShooter works on Mister, iv been told in the past it does not, but if a core has mouse support then in theoryā¦.should work.
I just have my RetroShooter hooked up to my actual cabinet atm so i need to to some retrofitting
@mellow geyser i have no idea what RetroShooter is š¦
ah a new light gun
i have no idea. Never looked into it :E
Yeah, been meaning to test it, will post results for now I get to it
Itās probably the most affordable light gun option for most people, Sinden and Gun4IR are 2-3x more expensive.
Cheaper also means a little less accurate, its about as good as a Wii motion+
that's still crazy expensive
i haven't tested out any of the gun games on the core. Wonder if they support mouse the same way as the Saturn core
sindens are the same price per-gun more or less but you can buy one
mouse support on Virtua Cop 2 = ftw
the basic sinden is $117 idk why i keep seeing people say its expensive
Would you be willing to add 90-degree and 270-degree options under Rotate for use with Namco Museum? Currently, it just includes a screen flip.
That would also require you to zoom and crop the image on the TV side of things
Whyās that?
Iām talking about the option in the 6 Namco Museum games on PS1 where you can have the original arcade graphics displayed vertically like the original monitor:
It would be useful to have an option to rotate the screen for those.
does the built in rotate in the game clip the playfield or something?
Yeah - itās lower resolution than the original game otherwise, so that often comes with compromises when youāre not using the rotated mode.
In some cases, like PAC-Man, they actually replace the sprites and text with lower-quality versions. In others, they just crop the screen and move the HUD text to a sidebar.
Yeah, playing those games in TATE mode is always best
You also get vertical scanlines.
The first Namco Museum game on the Switch offered a TATE mode, which was really cool for Galaga ā88. But, that Pac-Man collection that came out a year or two ago doesnāt have one.
Hereās a comparison on Pac-Man so you can get an idea of the difference with this release between the horizontal and vertical modes.
Horizontal:
Vertical:
You can change between the two in the gameās settings by pressing the Triangle button on the attract screens.
I think there are some psx shooters with tate mode too, like raiden
Yep, looks like Raiden DX and The Raiden Project on the PS1 also support Tate mode, alongside quite a few others.
According to this page, there are 21 titles on the console which support a tate mode:
"Tate Mode" is a display mode for games to be rotated clockwise (most common) or counterclockwise to be played on a TV or monitor rotated in the opposite direction. This is a feature of many original arcade games and this feature is present in many arcade ports and a handful of newer games. It is pronounced "tah-tey" from the Japanese word for v...
if I remember right that psx video flip is actually implemented in the gpu. rotate requires a module that writes into a ddr3 buffer and thus requires a bit more work in the core to support (since the core also accesses ddr3)
I played through Valkyrie no Densetsu using that mode on the PS1 core. I remember wishing there were a rotate option since I was playing on a CRT while recording and had to flip the HDMI recording around in post for the video: https://youtu.be/S9IRXUenmMw?si=qyH8xTkpB8besuar
1440p/60! This is the English version of the arcade original for Valkyrie, released in 1997 only on PS1 in the great Namco Museum Vol.5 collection. 1cc with stock PCB dip settings & my highest score yet. Game played in TATE orientation on a CRT with HDMI video manually rotated via ffmpeg. Awesome to finally take some time to learn this o...
Hey there! I'm in the middle of a silent hill playthrough rn on Mister
I'm wondering if anyone has had the same issue as me, my game keeps crashing to black after the church fmv plays
Do you have a DE10nano or a MisterPi?
DE10nano
I am not at home, but can take a look when Iām home. Might be helpful to post your save file here
I was running it on a few months old version, running update_all rn to see if there's any changes first
I'll post save files later if still stuck
sounds good
best to test with latest core version, non-turbo core, no '(unsafe)' options enabled
ie higher CD speeds etc
also best to not use the unstable nightlies version
the psx core specifically has to be compiled like 10 times and whoever does the release picks the one with the least issues in testing before updating the release, typically
Update - was still crashing after update_all, but disabling widescreen hack fixed it
Hi all, first post apologies if its the wrong place.
Im new to mister and have been loving the playstation core, but im getting a weird issue with both my DS4 pad and my xbox1 pad bluetooth and wired.
Seems worse with my DS4 however the issue persists.
Ive tried with fast polling enabled and disabled.
Issue example 1: When playing Tomb Raider 1, both PAL and NTSC, I get about 2 seconds into the first level and my controller "disconnects" - I can still get to the mister menu but cant im softlocked out the game. This seems to be repeatable and happens across both controllers, both versions of the game both bluetooth and wired.
Issue example 2: THPS2
When playing it seems to at random switch between analog and digital pads and will phantomly push up and left on my pad. If I mess around a bit it will stop doing this but always start again. Both pads, wired and bluetooth.
issue example 3:
In Racing Lagoon - similair issue to the above, my xbox pads seems to perform fine here but DS4 is prone to it. Wired and bluetooth.
Sadly this issue seems worse than when I first got it, but I do remember having controller issues since day 1.
This is the Taki Udon clone, if that makes any difference.
A google and a chat gpt session returned nothing I could see and I cant see any relevant issues on the github - anyone know where to start debugging the issue? I fully expect this is a me thing.
I can't really help but I will say that I've played THPS2 recently for an hour or so with a DS4 without issue. Also the Taki Udon clone
TR1 PAL works fine too + ds4
What do you have connected to the mister? What are your resolution settings?
4k lg - according to the menu 1920x1080
Just saw theres a Mistr-Pi group - ill head over there as well
where can I find those PSX cores with the shifted clock values? I am trying to help a friend with a QMTech board and was curious to have them try it
I don't really expect a difference, but they're having some weird issues where my working bios files don't work for them
#1046940919607345272 message there's the 240
thank you!
Make sure your PSU has enough power (5v 3a minimum) and not too many devices are plugged into the the USB hub to affect the controllers. Recently ran into a controller input issue due to using an older keyboard that drew too much power.
interesting, checking now!
Using my macbook charger instead and unfortunately the same issue - thanks for chiming in.
Interested if anyone has seen anything like this before - maybe ive assembled it poorly?
No problem, we're all happy to help! Does it behave like that on the main MiSTer menu when you first boot up with no cores loaded? Mine would do this on certain controllers, until I unplugged my wired keyboard and mouse combo that was causing issues. I couldn't even map them properly.
Also, are you powering with the USB-C cable that came with your MiSTer Pi? Some have reported that the cable may not be the best.
Right now with nothing loaded its working fine, however I have noticed some interesting issues when trying to re-map the controllers where sometimes it basically just doesnt want to pick up any of the inputs - so interesting thought.
It always worked in the menu however, its just that sometimes remapping doesnt work, as if it just doesnt register the new inputs. Or certain buttons of those inputs. Its always as if I mashed the controlled and spammed it with inputs I could get through the remapping.
I am using that cable. currently, prior to that I was using a usb c charger rated at 5v 2a (which I thought was the correct spec, maybe I messed up)
Yeah that's not enough power. I'd say try a different USB-C cable and charger rated for at least 5v 3a. A newer phone charger, or a Nintendo Switch or Steam Deck charger should work
Perfect, I have a switch in the attic ill dig up, will give it a try tomorrow and report back. Thanks.
that does sound like power issues fwiw
Sweet, thanks yall.
5v2a is kind of the bare minimum - a keyboard with LEDs, wifi/bluetooth dongles, controllers trying to charge can easily tip it over
In the interim - I tried a new cable, beefy one, the one I use to charge my macbook from monitor, plugged into my macbook charger and into the mister - same issue - do we still think power?
heres an example of it not picking up the mapping - sorry for the spam yall, I promise ill pay it forward one day haha
Possibly - not sure what the power rating is on that mac charger, or if there's something in it made specifically for mac stuff. Anything else plugged in, or try a different port? I know the two rear ports on the usb hub, under the hdmi port, are for power only
Mac charger is beefy! Tried basically all the ports. Nothing else plugged in. Going to the get the switch PSU and re-format my SD card and start from scratch today š
SCAC adapter arrived - worked perfectly with that!
Super Connective Adapter Concoction
haha snac!
better than Super Connector Adaptor Technology
Brought to you by the mind who invented the blood punch
Sorry, SNAC PACK or bust.
I played a couple hours of Fear Effect (US) chd and the game crashed twice. Both times, it crashed when I was just about to save in-game, and the crash was just an endless hang. It was not deterministic/reproducible. Has anyone experienced this?
Is there anything I can do in the OSD when it crashes again to make it keep going?
probably not but turning on the error overlay could show some useful error code
also try making a savestate right before you go to use the save, so a) you can recover if it fails b) might be able to produce a reliable repro
Also might be interesting if you have any non-default options enabled in the core.
@tropic stratus , the last wish for the PSX core would be a TATE mode for the vertical STGs. After that it is 100% perfect. For those who cannot rotate their LCD TVs. I would love to play Strikers 1945 II in full vertical res š
it's probably difficult as usually arcade cores accomplish this by putting the framebuffer in ddr3, but this core already uses ddr3 and it's very tight in terms of resources already
yeah, the flip in this core is baked into the implementation of the psx gpu. rotate requires ddr3 buffer. although the scaler already writes to ddr3 so I'm not sure it adds any extra bandwidth to do it. although I've never really looked into how the framework arbitrates between 'sysmem' ddr3 and core ddr3
I guess it is. The Saturn core would have even more arcade ports for vertical STGs. But screenflipping is still missing for Saturn ATM which means that I cannot even rotate the screen since my small LCD rotates just cw. So the PSX core is better for me just for the flip alone. I always thought that TATE would just involve switching the X axis and the Y axis but I was obviously very wrong.
you're thinking too high level. imagine the video being rendered into a screen sized region one horizontal line at a time (well don't imagine, it is). to flip that you have to take each line as it comes in and write it "vertically" into that same region. but because the hardware drives displays one horizontal line at a time, it has to wait for the entire region to be rendered before it can even start scanning out the image
Thanks, Zakk! Great explanation
Are there any games that don't have the rotate inside the game itself?
The main issue with rotating in the core is the changed resolution and/or screen space.
The video out for the PSX is complicated enough with all those different horizontal sizes. If this would be flipped to height and the core would have to generate video timings for all these vertical sizes, it would be SO much work, i will not touch it
I think the problem many people have is the in game rotate options often compromise something. like lower res graphics, playfield reduction etc.
I guess in some cases it probably looks worse than the mister scaler rotate
well "scaler"
like ignoring the whole ddr3 thing, I wonder if you could just run it through the video rotate module with timings as is and it would work ok for those games.
on a related note screenshots of rotated cores are...not good
Everyone loves a good Shoo Ting Game
if the video rotate module needs ddr3 (sorry i never used it), then it would need a mux before it and may mess up psx gpu/spu timing
yeah it does. it has to write into a ddr3 buffer to rotate the video. and yes, core already sensitive to that timing which is why I always tell people not to get their hopes up too much š
DDR3 is pretty good, has that butterfly song
If you only want to rotate 240p content the rt4k actually has an option to rotate 90° in both directions.
Only works up to 360p though according to the wiki, not 480i.
couldn't the scaler rotate anything you want during one of the buffer copies it's already doing anyway
(not in vsync 2 mode but any-other)
I was going to ask how challenging a vertical shift might be in the vertical crop modes (like the 5x shift in some of the other cores) - would this also be a lot of work?
(Not asking you to do it. Iād try and do it myself (once I learn how :D), but if you think itās insanely complicated then I wouldnāt bother).
not really. As Zakk pointed out, the scaler fetches a horizontal line with a line length burst, because that is how the data is stored in DDR3. To get a column instead, would require 240 single accesses to different addresses instead, which is much slower and the scaler is not made for that
the best chance is to reorder when writing into the ddr3 already
vertical shift is very easy, you would just fetch from a future line instead of the current one.
Just add a number here: https://github.com/MiSTer-devel/PSX_MiSTer/blob/main/rtl/gpu_videoout.vhd#L303
there is already a DisplayOffsetY which covers some odd situations where settings lead to strange behavior on a crt
if you instead set a fixed DisplayOffsetY of e.g. 12 when this 5x mode is on, this might already be enough
I do wonder if the scaler could just do the same operation the video rotate module does, but just using the scaler internal buffer instead. obviously it would need to be in triple buffer mode. right now rotate writes into a separate triple buffer and just tells the scaler to read from that set of buffers. scaler still writes 'normal' video to its own. I assume there is something I'm missing about the entire architecture that makes that a bad idea
Thank you. Perhaps I can use that as a simple change to learn š
I don't see why it should not be possible. The scaler is storing the data stream that is also output via VGA to ddr3 to read it later anyway, so it could store it rotated.
We already know that for writing bursts are not really required to keep the data rate high and the source stream has a low data rate anyway with 240p or so.
The big task here is to understand the scaler well enough and change it so that the data is written to a different address.
And you might want to adjust the scaling factors and such things by pretending the source resolution is different...isn't some of that even send to HPS and calculated there?
please do that, it should be very straight forward if you look at any of the other settings already routed into the module from the top level. Copy and paste will solve 90% š
Have you ever managed to get this to work? Tried a couple different arcade cores and it looks like itās going to work for a min and then it just goes back to horizontal with ācheck sample rate!ā
Didn't know your an rt4k bro as well. Yes I tried it with silent hill on psx. It worked for the 240p content but snapped back in the 480i main menu. That was with dv1 enabled via hdmi.
Haha, yeah normally Iām more a tube man, but while Iām currently trying to repair mine Iām giving the scaler a go. Can confirm it works fine for 240p PSX, must be something about the arcade cores Iāve tried and their funny refresh rates
You can check what the rt4k sees with the info button on the bottom right of the dpad on the remote
Looks like a ecg line
you look like an ecg line
Not yet, but I'm working on it.
small steps
Bro finally got the recognition he deserved
waits for someone else to discuss the game so I know what the reference is
Knack
Long time no see, since the first E3
such a good game (astrobot, not knack)
Only played knack
why, Polygon Man of course!
is the t-rex from the t-rex demo in astro bot
T-Rex is the final boss fight in Astro's Play Room on the PS5
it's free if you haven't played it yet (and also very good)
Itās the first time Iāve seen that š
He was also in PlayStation All-Stars Battle Royale!
I'm playing silent hill 1 for the first time for Halloween, and the way ||they let you 9mm the fuck out of those children in the elementary|| makes it really have that American flair like no other game
Oof
Oh I thought those were little demons
They are... manifestations
Should post this in #controllers if you're actually looking for an answer to that
I donāt think I have access to that channel

Either that or just get the peripherals role
Such brats! š
Polygon Man ripped off Knack
Did you know that Mark Cerny was inspired to write Knack after hearing the Patsy Cline hit song 'I fall to pieces'?
Mark Cerny is like the Forrest Gump of video gaming
Except brilliant rather than mentally handicapped
