#Sony PlayStation
1 messages · Page 37 of 1
castlevania too, i think?
Not sure how accurate this is, but maybe worth a look?
https://docs.google.com/spreadsheets/d/1UgysgrgqbiIlyHIiwCxVoWMu1bwgO2OBlDO1ORpsi78/edit?gid=0#gid=0
I recall FF being 480i for it's menus 
yeah
it probably gets wider for the sake of reading text or something
ff7 also plays music that continues throughout that transition unbroken
so the slightest blip you'll hear it
jumping flash looks promising for testing
unless what you're looking for is vertical res changes
Yeah ff7 world map <-> menu switch is basically 224p and 240p back and forth I think if memory serves me right.
Metal gear solid should switches for the codec screen too
I think vagrant story switches when you go to the menu. I know Valkyrie profile switches when you go to the menu
Ff8 also had two different progressive modes, in game and menu I believe.
Isn't the Silent Hill menu also really thin in width, I remember emulators cropped it weirdly for a hot minute
Silent hill menu is 480i though.
Point blank seems to change resolution between level select and the stages themselves. Drops out on HDMI without triple buffer
How can I get cheats to work with multi-disc games, FF9's cheats appear for disc1, but not disc2
I’m not sure about the interlaced/progressive thing but it is neat watching the gun crosshairs change shape like five times before you reach gameplay 😅
PSX loads cheats based on the disc ID, there only seems to be a /cheats/PSX/SLUS-01251.zip not SLUS-01295.zip
http://redump.org/disc/73/
http://redump.org/disc/74/
You could probably copy and rename it to match the second disc, or symlink
What's symlink?
https://mister-devel.github.io/MkDocs_MiSTer/cores/features/cheats/?#how-to-use-cheats-with-cd-rom-images
looks like you can copy the zip into the same folder as the bin+cue or chd also
Oh, seems like I'd need to do that with every multi disc game I play then. That's unfortunate
symbolic link
like a shortcut to the original file, instead of a copy of it
new name/path, but just a reference to the source file
Im not sure how to set that up
for FF9 i'd try copying the zip file for disc one and renaming it to match disc 2
if it works then cool, but yeah not ideal if theres many games with the same situation
My issue is that I need to do that for every disc :/
cheater
Mainly just overworld cheats, sometimes I wanna walk without getting into a battle every 5s
Or revisit old towns/dungeons for treasures I missed, without being forced to battle low level enemies
if it works for disc 2 i'd guess it'll work for 3 and 4, just a cpl more copies of the zip
give it a shot ¯_(ツ)_/¯
I'm gonna try and set it up rn, just saved my game and restarted the mister
Koudelka is another game I love, but when doing item cleanups through each disc, it gets hella tedious dealing with random encounters when trying to back track. It can be time consuming
I can't seem to find the cheat file for FF9, hmm
You don't have /cheats/PSX/SLUS-01251.zip ?
nvm, was looking at the wrong region
That's for US release
I found it
Yeah, its not working unfortunately
Renamed it to the discID of disc2, placed it in the folder where my ff9 discs are stored and it still won't enable
Try having it in /cheats/PSX/ like the original one maybe
Yeah, that worked. Thanks
Sweet 🙂
Damn, working with Misterfpga is cumbersome, I hate it lmao
Ok, now onto disc 3 and 4. Just need to get the gameID for those two
Can always switch to a raspberry pi with batocera 🤪
You may be able to have a single zip file named to match the folder the discs are within
Honestly, I'll take whatever is simpler at this point. I'm becoming too time limited and losing interest in the hobby, in regards to tinkering that is. I just wanna be able to play
That's a complete guess, unsure if the core looks for disc filename or uses the parent folder name like it does for saves
When it's matching on filename not game id that is
Hmm, I'll mess around either that for a bit and see what I can figure out
Simplest solution is skipping the cheats 😇
Yes, that's true for some people but not me.
The cheat I use is just for overworld and map encounters to save time, since I'm time limited when playing these games. I'm loving FF9, but man, these random encounters are rough
Excessive random encounters is one sure fire way for me to lose interest in an rpg
Yeah, I agree. Honestly, I also didn't grow up with this era of RPGS as I was too young, so its also something I'm not used too. Same way I didn't grow up with arcades and quarter eating machines. I generally don't enjoy using cheats, but I really do have limited time sometimes, and if I can save a little time, I don't mind doing so. Other than the overworld map and when I backtrack, I've been loving FF9
Gave up on Lunar because of it. Although I read they fixed it in a later port
Backtracking to slash every bush and blade of grass in Link’s Awakening is the worst slog I ever did
It's funny, I've been holding off of Lunar silver story because of the same thing
I agree, lmao
Shining Force CD was excellent, you just go from battle to battle
Grandia's random encouter rate wasn't too bad, although the game is about 60 hours long, but I loved it all the way through
Edit: Actually, Grandia had the enemies visible on the overworld map I believe, its been awhile since I've played. Koudelka isn't too bad, but can be a slog when backtracking
I've come to realize I like 20-40 hour rpgs the most, occasionally 50-60 but I don't think I'll ever play Fire emblem three houses or persona 5 ever again lmao, it was too long
Been tempted to buy three houses but I might check out some of the earlier titles in the series first
The 3DS fire emblem games are really good, not too long either at around 35-50 hours
@devout jolt I see you have a arcade stick as your PFP, are you really into arcade stick modding by any chance? I have a Quanba drone that has a Sanwa stick and buttons, I placed them in years ago, but I think it's time to upgrade the springs, its kinda loose now 😅
I haven’t really done much of it, but I did build a fightstick a while back using the 34yo Happ stick in the photo 🤠
NICE!!! That's really cool, I wouldn't mind building my own custom fight stick someday
Or a hit box, either one would be fine for me
just curious does anyone have a snac with memory card and a memcard pro/pro2?
@somber steppe I see you have a memcard pro... Happen to have a psx snac with memcard slot?
No sorry.
Rip
I used the memcard pro with xstation before I got mister.
im kinda wanting to get a memcard pro and i see theres a bios patch to enable gameid passing but curious how that works out on a mister
the modified bios boots just fine on mister but whether or not its actually doing what it needs to for the memcard pro i have no idea
my memcard pro2 is still stuck in "awaiting flight" since jan 9
unfortunately my snac only has controller ports
PS2 controllers work perfectly fine for PSX core with snac right?
I might be interested in getting some ocean blue controllers to use with my SuperStation when I eventually get it later this year.
Hi, I have Snax64 with SD2PSX which is similar enough. If you're using multitap, last I tested page switching may not work due to not enough power available from the USB port. The solution to this would be to provide the 5v separately to the card, so it doesn't overpull from USB.
Hmm I was wondering for testing with a bios that patches for passing gameID
Bios boots on mister just fine but no idea if it actually passes gameID to the MCP
And I don't have a MCP or snac that has a memcard port lol
Sorry, I'm not too sure. I only know of the voltage limitations, which would probably affect GameID, as it needs to switch the card, which doing so causes the card to crash.
Third party ps1 cards with page switches also have the same issue when manually switching pages
I use a OEM multitap into PSX snax cable, which then goes into Snax64
@minor spruce Which bios are you referring too when you're mentioning GameID being patched in?
I've seen the MCP working on mister but not with gameID
Just kinda curious if with the bios patch if the MCPs gameID function actually works
if you have a snac with memcard and the mcp would you be willing to check?
Nice thanks
Lemme know how it goes (no idea what your time zone is lol)
It's really good. I need to finish it
I should play it more too, only launched it pretty much, very cool work though!
Can use focus energy for that sweet badge boost glitch 🙂
Aye, somebody read the description. 😅 makes me really happy.
I read and downloaded and booted it 🤣 Just need more time to play
Btw there is a 1.2v I never uploaded since rhdn is dead. It's just some minor adjustments to be in line with stadium and to integrate mew a bit more naturally.
DM me if you want to play that version.
We all want to play it 🥺
Dunno if it's ok to post the patch file itself and I don't want to get the mister discord in trouble.
That's fair, unless a mod says different. Shame about them. Wonder where the place to share would be these days
As mentioned, I'll dm the patch if someone is interested. It's basically just level adjustments to the few pokemon you could get as a reward in stadium so they match that and a guy mentioning mew. It's not a big thing. So if you're on 1.1 (or 1.0, since 1.1 was really just the og version) you're also good.
Is it the original memcard pro or the revision with the non-fpga chip?
The original releases pull over the voltage that the user io port can provide natively. So you would have to get a snac adapter that's externally powered.
try uploading your patch to banana something or other
since that other site doesn't take submissions anymore
Does it need an account?
I think so yes. I don't think you can just be creating and posting shit anon
supposedly another site called Romhack Plaza is looking to take on hosting hacks in place of romhacking
Vimm's Lair has added a ROM Hacking section to his site now as well.
GameBanana is where I would get mods for BotW though lol.
but that plaza place seems decent. they have a link right on the top of the site for an online patcher and whatnot
kinda sad that RHDN basically stopped submission hosting iirc
can post news but no longer adding to the romhack db if you will
ive heard of romhack.ing but yea no idea what people use these days
just to be sure make sure you are sharing a patch not the actual modified rom itself lol
The Plaza site is just Romhacks org rebranded so I would say they are the next best thing
i think the thing that sucks the most is say i update my patch, unless you know to look at the github the RHDN one will always be outdated lol
Yeah I'm actually quite annoyed that you need to make a login for all these sites and when you upload it's on every site anyway since they just lift it from the first.
could post your asm edits on github..... open source it if you will and make the patch a release
whether its ips/xdelta/whatever
another benefit is you can then make a site for it too thanks to github pages
I don't want all the work of posting it. 😦 that's why it took me like 2 years to release it in the first place. And like literally a month after I put it on rhdn the site dies. FML.
@solar fable quick question:
with the way your SuperStation is set up, with the composite output port on the side, does that mean all I have to do is plug the composite sync connector of a GunCon into it for things to work?
or perhaps I should just get a GunCon2
still would need to know if using the composite output on the system would work or not. (I would like to assume it would, but need to know for certain)
Seems like SD2PSX also has the same issue as changing pages on the card causes a crash. I've even countered this issue with third party cards from back in the day too, particularly the Nyko card with the page button
The original PS1 port technically provided 7.5v
But I believe the user io only does either 3.3 or 5. I can't remember.
Most accessories didn't use that much... But the gen1 memcard pro's fpga had to.
Someone makes an $80 PS1 snac adapter using official PS1 connectors
And it's externally powered
Yeah, I was actually wondering how to make that myself. I have a few spare PS1 controller boards I can use
PSX SNAC makes Playstation controller/memory card to be used on MiSTer FPGA. Features : Compatible with MiSTer FPGA (only works with PSX core) Two controller, memory card slot Two RCA connector for GUNCON 1 7.5V/1A DC adapter for more powerful vibration (EU/JP/US) USB3 male to male cable (30cm) Beautiful 3D printed h
I believe they're here but I can't remember who
I may buy one, just so I can see how it works and build my own LOL. Was hoping they were in this server too 😅
MCP001, so it's the original version. But I'm only using it with xstation anyway. And I'm hardly ever using the xstation anymore.
I have a second composite port on the side, but it was added in the version after the one shown. It's to the side of TOSLINK.
I don't believe a PSX SNAC composite port can be used for video output
ok cool, so the one I Pre-Ordered will have it then yeah? I ordered the second batch slated for Q4
Yes
I wasn't referring to the snac composite port unless the one in the pictures is only for snac and it's intended to be a normal composite output?
it was next to red and white audio ports

That port is a real composite port
But I don't think it can be used for SNAC
It should because the original controller would use that port, but I don't know.
hmmm. perhaps worth testing then when I get it lol.
In any case, there is a con port to the side of TOSLINK
also I distinctly remember the site having pictures of the unit with the side panels taken off showing the plugs, but now I don't see them 😂 am I going crazy with mandella effect or what?
It was added in the version after the one shown
I don't mean that, I mean just pictures that show the actual ports rather than this
I could've sworn there was pics that showed those covers removed
This is 1.0
We are on 1.1
but maybe I'm just imagining things. or perhaps you shared them on Twitter or something and that's where I saw them
guess you are referring to this
Yes, that's 1.0
yeah I found them again. they were there on the landing page, I just had to hit the little arrow to scroll images lol

1.1 wasn't ready when I needed to make pictures.
1.1 has that and the female dock connector
I get that. I was just like "I could've sworn I saw some pics that showed the composite output though" lol
btw, I was thinking about how it doesn't have a user port and thought about how it's possible you could've used a switch of some kind to physically switch connections between the SNAX and say the USB port on the front so that only one is connected at any given moment and that way you could have a user port still.
was this something you ever thought about and decided against or did it not cross your mind?
I got the idea about it from the fact that I have this little 4 port USB hub that has these spring loaded buttons on top each port to enable or disable the port and thought "couldn't something like this be done in this situation as well?" @solar fable
The problem is feature creep. I threw everything and the kitchen sink at the PVM motherboard. I limited this one to what would be needed by a general audience
I get that. may not be able to use SNAC for other cores, but could still use something like the reflex adapt on the front USB port to get nearly the same thing
will be interesting to see the PVM one when you do get to it... still interested in seeing that
though i take it portable is next after SSOne?
Yes, you can travel with it. It's self-contained with a power source and screen.
what's this PVM we talk about? like an actual PVM with MiSTer built in or something?
Oled with a mister built in
Batch 3 wen
this has been shared before, but still
first of all, is this real?
second, is there room to implement it or it's the 24bit depth option?
24 bit option is in the core already
and yeah, I assume it's real. @mystic flare posted it
get yourself a very early Japanese PS1, and you’ll see it
Good, I was wondering about that option for a while
early model only has 5 bits per color for shading and blending, newer has 8 bits but only 5 bit for storage. 24 bit option in the core has 8 bits for shading+blending+storage
without 24bit option, the core behaves like the newer model.
There would be space to implement the older one as option but .... no 🤣
I adore having an option to replicate non-destructive hardware faults
I would vouch for replicating this blur on SNES core too
Blurry video output from most SNES consoles has long been the most disappointing thing about the system when it comes to RGB gaming and upscaling. A pair of new mods for "2CHIP" systems now offers an alternative that can provide results close to 1CHIP systems in sharpness! Let's see how our modded console fares on CRTs and various upscalers, fro...
It's an effect of the analogue circuitry. The core outputs color at pixel clock rate, while this effect is continuous.. Find a bad DAC and you'll get the effect for free. 🙂
If using the scaler (or an external one) you can get kinda close with a blurry horizontal filter
iirc its also on very early NA/EU PS1s too?
same ones that have said audio menu exploit?
they are exquisitely rare, and i’m yet to even lay eyes on a pal PU-7. i’ve handled a looot of them back when i was fixing them up with ode’s and hdmi mods
i think i have one...
though i only used it for audio exploit to dump the bios lol
PU-7 also has FMV issues right?
Cause I know mine has FMV issues
yea just checked
its a PU-7
Are there any upsides to this even outside of audio menu exploit lol
With this revelation I am going nuts over the color banding
My PS1 is in SCPH-5000s but MGS1 got plenty of color bands on textures baked in to annoy me
Question, I have the Digital IO board and use HDMI out. Would there be any issues if I enable render 24 bit?
nope
the render is internal to PS1, it's not related to HDMI output
it's also enabled by default what the hell, am I having onset alzheimers?
I always forget I have an option to mangle artistic vision too
It is not enabled by default for me, I even reset my settings back to default just to test, and yeah it's disabled
Yep, it’s not the default
Generally default = original hardware
Has anyone brought up the topic of alternating scanlines on Mister? Or would that be out of the scope for what the mister is capable of. Similar to CRT simulate on the retrotink 5x
its been discussed a fair bit, nobodies tried it yet
Who's the best person to bring this upto? Maybe we can convince them it's worth the effort to implement
i'm not sure really, the main scaler developer isn't around much anymore
is there a reason why rumble doesn't work on DualShock 4 when I enable analogue mode? (pad is "DualShock")
it started working after reset with analog turned on..
Are you setting it to on before or after you load the game?
after
Try enabling it, then loading a game
the full chain of events is: I turn on MiSTer > turn on DS4 already paired and preconfigured > launch PSX core > launch MGS > go to Options > test motors (Weak/Strong options) > turn on analog (L3+R3+Up) > the motors stop working > turn off analog (L3+R3+Down) > the motors start working
And after that turning on analog and resetting works out
I use DS4 instead of DS1 through SNAC because it has a very weak faint rumble and I need to record Psycho Mantis' shenanigans for a friend who's playing MGS1 right now for the first time on PC
Why are you using it through Snac and not USB?
no, I've connected DS4 through BT
Ok, I misread your message then. Still an odd issue though, I use a Dualshock 4 V2 model, and rumble works fine both on Bluetooth and via USB
What Bluetooth dongle do you use?
I'm currently using a ASUS Bluetooth adapter, but I do own this same Bluetooth donlge
I've played MGS1 to completion on the most recently released core, Analog mode automatically enabled itself and rumble strength was just as strong as my controllers via snac. Maybe try through USB?
the rumble is good enough through BT but yeah
rumble on DS1 through SNAC is pathetically faint but maybe it's because of my 5v2a PSU
I'm currently playing FF9 rn, but in a few minutes I can swap back to my 5v 2a PSU and test vibration strength. I'm sure the amount of stuff you have connected plays a part too, I only have a Bluetooth dongle and Dualshock 4 via usb
I use the Meanwell PSU that's reccomended
oh, well, I also have wi-fi and usb hdd plugged in, and 2.4ghz keyboard dongle...
Yeah, you'd definitely benefit from a stronger PSU
@tame quartz is the author of the MiSTer scaler
Okay, I might be dumb
how am I supposed to fight Psycho Mantis the right way on MiSTer with bluetooth gamepads
no matter what I did I could not reassign single controller to player 2
luckily SNAC works
You can fail 3 times and then the colonel will call
yeah but I have to idea how to plug a single bluetooth controller into "port 2"
I guess it works fine if you got a second one already connected
if you turn off pad one in the OSD then your controller shouldlike shift over to port 2
Didn't work
hmmm
maybe we never applied that to the psx core
if you turn off pad one, and then grab a second, real pad, then that should work\
or on snac you can physically change ports
yeah, I tried it again, single DualShock 4 paired through bluetooth
not a big deal, really, but kinda funny
one of the best games of my life
https://github.com/MiSTer-devel/PSX_MiSTer/issues/270
Say, speaking of Metal Gear Solid, has anyone worked out how to fix the Codec Reverb issue yet?
good example of a psx game were bob deinterlacing is superior to weave?
In dead or alive the gameplay is in 480i. So there are a lot of weave artifacts going around.
tekken3 generally, anything high motion
The Tobal games. Ehrgeiz. Any of the 480i fighters like the ones listed above.
The tl;dr
Bob for anything in motion, Weave for static images.
No fucking way lmao
A friend has a gruesome obsession with the fighting game mini game of this lmao
Nice, one of the best 2D platformers for the PSX.
oh damn, this finally got an english translation! i knew it had gotten translated to other languages in the past so i guess it was just a matter of time
Has anyone heard of this game “Final Fantasy VII”? I tried playing it on the MiSTer core and it seems pretty good
too emo
first I hear , is it some kind of racing game?
…
how do you feel about breeding giant chickens?
I never thought about it 🤯
well if you want to form an opinion on it, this is the game for that
@ruby ermine is taking his FF7 hobby into real life
I saw that. That's dedication to the artform
Like 15 years ago, we had a group in my town to fight against an stupid australian mining enterprise that wanted to establish an uranium mine nearby. We did some things I won't talk about here, and in the end the awful mine was never opened.
We called our group "Avalanche".
Yeah. It’s a bit like road rash but you have a massive sword
How can it be final when it's number 7?
its a threat every time
i keep hoping it'll be THE Final Fantasy every time... but they keep making a NEW one
so frustrating
Is that why they make them progressively worse since 10 so people stop buying them and they can stop making them?
you might be onto something
there are some real freaks for 11 too 🙂
hey now, 16 was great. probably my favorite remix of the ff je ne sais quoi. Story was mid, but the world was awesome
fun battle system too
i was going to say the latest one looks potentially playable but hadn't looked into it
Progressively doesn't mean that 12 is bad, only worse than what came before. And 14 is basically wow.
Please tell me more about your action focused battles mechanics in my turn based rpg series.
i never got on with wow but i enjoyed playing through 14 for the story
that part of it feels distinct
You must evolve or die
The best Final Fantasy games are 4, 10, Lost Odyssey, and 16 imo
i remember lost odyssey being good but not why lol
it was just ffx's battle system with a oppressively sad story
didn't it have some story mechanic with like, letters? that were just VO basically
but intensely well written
i should replay that on an emulator, it was a bit scrappy technically
I should really play through 6. I feel like 6 has the same problem as 7 as that, for folks who haven't played it, it will never live up to what you've been told about it.
also the opening was one of the best cgi to gameplay blends i'd ever seen at the time
6 was the only Final Fantasy i've finished 🙂
possibly for me it'll never be topped, was the first time i'd seen that trick
yeah, lost odyssey was special. I'm not sure it would be good now, but it is one of my favorite 360 games for sure
FF5 ||killed off a player character but basically immediately replaced him with someone with all his abilities so it didn't matter. unlike 7 where Aerith is just Dead dead and no one else can use her equipment||
i'm in the same situation as you with 6 i think, never played it back in the day and its just kind of a chore to play 😦
maybe i should just hack/cheat it up and blast through the story
But folks should check out 16. Good writing, non-irritating main character, fantastic world. Folks were talking about how it's Final Fantasy Game of Thrones or whatever, but I think that's only because they say fuck and it has underboob in it
I wish they would get off the fucking crystals though
is that one set in the crystal-chronicles-verse?
they all are now
15 was
14 is
13 was(?)
it's fucking crystals all the way down for whatever reason
I'm preeeety sure there were crystals in it. I got to the last disc and gave up
that's the secret, they're all scifi, the first game ||has your party time travel||
FF4 ||you go to the moon|| FF6 ||characters have mechanical walkers|| the sci fi influence was always there
Don't forget the ||sci fi tower filled with robots you ascend for the wind crystal|| in ff1
Every channel becomes #1312772542091497472 if you try hard enough 
Best channel on the server. 🫡
Is parrapa the rapper impossible? I have no lag at all and every other game plays well. Maybe i am old and suck at it
Ignore the video prompts and just listen to the music. It’s possible but can take a few attempts
Will try
try playing the game with the lowest audio latency possible as well, like via the analog/optical audio out or your tv/monitor's speakers/headphone port
don't feel bad, it's famously janky
i actually find that following the video prompts is what you want to do on the first game weirdly enough, lammy doesn't suffer from this issue fortunately
strangely enough this issue also applied to jung rhythm, even if that game feels like its more falling apart than parappa 1
it actually plays just as well just keeping that same "follow the prompts" logic in mind
but let's leave further discussion of that one more on saturn chat lol
In the rain or in the snow
Did you check the toilets on the left?
Did you check the toilets on the right?
The biggest tip I have is that you need to freestyle rap along with following the prompts
Did you che che che check the toilets on the le le le le left
It sounds like bullshit I made up but it's real
i should burn that CD
I thought that was only after finishing it once, or something like that?
You gotta believe you’ll finish it
Stupid Parappa yet addictive is stupid game. No way around it. I played it somewhat successfully back in like 1997/98, and now I seem to be playing it better, but it's a broken game: I initially though it was me, but it's the game. It's simply badly implemented: It's not you, it's not the lag, it's not the core. It's the stupid game.
Try Enix's Bust A Groove for a rythm game that registers input correctly and with a working logic. Parappa is just fu**d.
i will try that one
I don't even believe that the game expects you to freestyle, nooooo, it's WAY worse than that: by free-steeling, you accidentally do the inputs when the game expects you to do them, and it kinda works.
But it's a workaround, so to say
Agh, how I love and hate Parappa at the same time... stupid nice game
Check out Vib Ribbon too, EU version has an NTSC patch so you can play in English and at 60hz
Oh man now I have to play Parappa...
Parappa rocks but yeah the timing is weird
The sequel fixed that
Not Um Jammer, Pa Rappa 2 on PS2
The sequel is that pink dog thing on PS2, Lamer Jammy or something, right?
Ahh
PS2, good luck with that thing from the future, no FPGAs yet for that
If you want to play a super ghetto but funny Bust A Groove clone then check out Dance! Dance! Dance!
i am writing down all this stuff !
Also a DDR styled that plays like Pa Rappa - Superstar Dance Club #1 Hits
it’s super bargain bin
Didn't know that one 😮
It’s from Konami too and came out in ‘98, so by that time they knew how to make a good quality and well presented music rhythm game.
I really learned to dance with Bust A Move, and I DID execute some of the moves on the disco back in the 2000's and had a moderate success with girls. Not kidding, my life is that ridiculous.
But it came out that way anyways lmao. It has Cossack and Rockabilly dancers so it redeems itself.
Ok last one, Pop’n Music games on PS1 are fun, especially if you have the controller.
Ah yes! I had forgotten about those!! But sadly I don't have that controller...
I think it plays just fine with a regular controller, so you’re covered.
when will the latest unstable be pushed to stable? Is work still happening in the core?
Didn't know the core was still in development?
Could've sworn it's been finished for like a year now
Aside from stuff like the PWM builds
yeah i'm pretty sure everything on unstable is on stable too at this point
last major change was the mdec fixes
There was an unstable fix for some game in January. Can’t remember which. there is still an unstable that isn’t live
#unstable-nightlies message
yes motor toon
Was there a PR and was it merged?
Did anybody else experience graphical issues when you let the attract mode loop? I get like a hall of mirrors effect. Im using the pre patched copy from rgt.
im not good with computers
Get off the damn internet so i can make a telephone call!!!
Mom are you still using the phone? All my friends are on msn right now!
pork chop sandwiches
If folks have tested the fix, we could poke Robert about merging it
I noticed a flickering gfx bug in Ghost in the Shell (USA) during the green part of any mission briefing:
I am pretty sure that strip on the right shouldn't be there (circled in red)
Try crop options
Fixed Hblank as well as Fixed Vblank can help delivering correct aspect rations and keeping the screen in sync with e.g. shaking animations. Both also offer crop options for games that depend on CRT viewports to hide artifacts at the edge of the image.
Horizontal Crop fixed it, thanks!
That happens on real hardware.
The core is that accurate lol
Wow
Love Bust a Move (Groove).
That's because it's the best one!
What game is this?
I just did a reverse image search and found out. it's a fighting game
also considered a platformer at times too which is weird
after watching a video of it, it's not a fighting game at all but just a platformer
that's the adventures of little ralph right?
and these scenes appear to be only for conversation/dialogue moments and in game graphics look way more blah
It’s Little Ralph yeah
yeah the boss fights are a weird fighting game type dealie
The one on one fighting scenes are for a couple of the boss fights, the rest of the game is a hack and slash platformer
That boss also jumps around the screen with a rocket flame coming out of his literal butthole
All I know is my unstable version has a later date than the stable. I thought it was the resident evil color issue but maybe it was Motor toon.
@tropic stratus are you going to push the unstable to stable release?
Yes, everyone please test the fixes.
I've been running that core and haven't seen anything unusual but I'm not the best tester.
Yeah, I also got this when letting the attract mode play out. Quite trippy! No idea if it happens on real hardware though,
The fixes are already pushed, there is just no release yet. As I don't know the timing status of these builds I cannot just push them, sorry
From what I understand, it's more about whether you release a stable version 🙂
Unfortunatly it's not just one build as people expect the 2x core as well and then some tests.
Don't have time this weekend, but maybe next
Let me know if there is something specific I can test as I'm always happy to help, if it does help.
Possibly a dumb question, but would it be possible to convert a music CD to an iso or bin/cue file and use the PSX core as a music player?
Yep, audio CDs can be converted to CHD as well
You can use the bios audio player in all CD cores, as well as use them with Vib-Ribbon and the like
That sounds too good to be true. So you're telling me the mister can be a virtual CD player essentially?
ISO or bin+cue is the default format when ripping a full copy of any CD. It's just the virtual digital equivalent of a physical disc
Only thing that matters is whether or not the contents contained in said disc are understandable to the hardware you put the disc in.
And in the case of the PS1 an audio CD is understandable to it
That's crazy.
Why shouldn't I just convert my entire CD collection to whatever format works and move it to my mister sd card
the DAC should be more than good enough I suppose
An “iso” is generally a single track ISO 9660 file system, so in that sense an “iso” never contains CD audio.. but yeah, rip to cue+bin or cue+wav and then optionally compress to CHD
I keep a bunch of audio CD rips in /games/(Audio CD)/ to have them reasonably easily accessible from all cores. You’ll probably want to put an empty file named noreset.txt there as well
Sure, you can do this if you want. Assuming that you want to have all of your discs in a digital format to then use the mister as a way of playing them because you don't have a physical CD playing machine of some kind that you can use, or you would prefer to have the larger files compared to slightly more compressed mp3s or something.
Or perhaps you just want to use the visualizer on the PSX core on your TV or something for nostalgia reasons while you play the music CDs
Hate it when I find a new thing I want do at 2 AM
Don't the mister a/v boards also have spdif output? You could output audio to your own DAC too...
The same port should be both an analog and optical audio output port
Great, gotta buy a mini toslink cable now
Hi there, trying to get my XBox One controller to work with the PS1 core but it won't register up inputs
what might be the conflict? checked with the SNES core, works fine
like, the up input on the xbox dpad
Haven't touched my mister in a while, but I had this issue once with the Saturn core. It should be creating controller config files, I think somewhere in the core's folder. You could try deleting those from the SD card and trying again.
wow I think it's working
Yeah I tried mapping the controls a few times, which created a few config files, and I guess there was some conflict somehow.
thx for the tip, I'll remember that for next time
I really like the idea of using the MiSTer as a jukebox. It’s hilarious but functional at the same time.
I tried winamp on the mister under win95 and the mister had an aunerism
Didn't the Saturn also have CD support? I haven't tried using the Saturn core to play music CDs yet lol
I've only used the PSX core because I wanted to use the visualizers
Yeah you can play music CDs on it too.
PS1 visualizers or listening to music in your space ship. It is a tough choice.
I think the visualizer is better lol
So uh, also I'm having some really abysmal slowdown in Parasite Eve 2
with default settings
Also the last time I ran the B Scenarios in RE2, it loaded the A Scenario items and softlocked the game
Sorry; it loaded my B Scenarios from the A Scenario Start, softlocking the game because I couldn't lower the ladder to get to the correct B-Scenario start
there's problems with this core I think that need to be addresse
d
Like, are these known problems? I've had corruption with Parasite Eve 2, I've had corruption with RE2, I've had corruption with FF8. Am I using bad dumps or something? I used a collection of redump isos converted into CHD
If you can give us a save state, we can test
@chilly kraken thank you, I will send
what's the current dev state of the core right now? I know fpgazumspass has moved on
Yeah just attach them here. If you can give us more info about where you’re seeing it, that would help
It’s done, for all intents and purposes. That’s why it’s odd you’re seeing slowdown
And if we can reproduce it, Robert may be able to look at it
If you come to my stream right now, I'll show you. It's on a very difficult game mode, a cutscene that triggers at the end of the fight
I have to get the kids bathed and down. But if you record it, I can take a look later tonight
I'll do my best to make a savestate for you, it's difficult to count HP
but I'll also have to replicate the same problems I'm facing in RE2 and FF8
it's highly possible that all the dumps I have are simply bad
but it's way too coincidental that none of the games I have work correctly
Are the games on your sd card?
Nah. That should be fine
Yeah technically. But those images are 600mb. Unless your SD card is busted, speed probably isnt the issue.
What kind of power supply? 5v2a?
Should be 5V2A, yes. I'm using uh, fuck, what's it called
It was one of the MiSTer consolizer kits, Bob sold it to me a while back
one moment, I have a savestate you can use, you just need to keep pressing R1 to beat the boss
I can probably manage that
It says disc2 on the save
yeah then load Disc 2 I guess? I actually have no idea where Disc 1 ends and Disc 2 begins because there's event data overlap between both discs as a failsafe
so players can swap discs early
Resident Evil 2 Dual Shock Memory Card with both B-Scenarios unlocked. Resident Evil 2's A Scenarios play fine from start to finish, but when you load the B Scenarios (which start from the other side of the wreck at the beginning of the game) you load A-Scenario's starting room with a broken camera, and if you make it to RPD, you cannot progress because B Scenario's item and door data is loaded and all the doors in main hall are locked (as they are supposed to be, you're supposed to enter RPD a different way)
FF8's opening cutscene doesn't even load, it just throws up on itself and dies
So this looks ok to me. Is this right?
Yes, that's how it's supposed to look on real hardware @chilly kraken
So the primary suspect is your dumps. Can you grab another parasite eve 2 dump just to check?
I checked another ISO and it loaded the same
I will try another
how do I convert to .chd again?
Mine was bin/cue redump
See, I swear I got all mine from Redump as well
I'll try downloading it again and see what's up
Also, what is the date on your core? Are you using the September core?
Did you get premade CHDs?
They may have been premade
Also the core is refined enough that you should assume user error until someone else can reproduce your issue.
default chdman compression settings can cause issues, but normally only if using the higher cd speed (hack) option in the core and/or usb storage
normally seen as the core pausing/stuttering
Doubt it would be an issue here, bad bin/cue would seem more likely
Always good to compress your own instead of downloading pre-compressed tho
Grab the latest chdman and use zstandard compression, ie
#general-banter message
I downloaded these like... 3 years ago maybe?
Yeah, delete em all.
Downloading premade CHDs is usually a recipe for issues.
can verify the bin/cue file checksums prior to compression
http://redump.org/discs/quicksearch/parasite-eve-2/
Redump - disc images information
what app do I use for that? @lilac scaffold
chdman.exe from the latest mame release
chuck it in the same folder as that script in a .bat file
run it, will compress any games in the same folder or subfolders
xstation doesn't even support chd
Hmm
well either way, @thorn rain, if you can try to grab bin/cue for your games moving forward. CHD compression is awesome but if you have the space you don’t need to do it.
I only have a 512GB micro sd so I CHD compress all my games lol
so that's exactly it is, I tried bin cue as well
I'm pretty sure I got all of these from redump
do the checksums match?
I don't know
Redump - disc images information
I'm trying to figure out how to use it
The reason why we say to avoid CHD dumps online because who knows what settings they use to compress them and how old their software was when they compressed it.
You’d be surprised by just how often any issues people run into is because they have a bad game dump.
yeah and you can't validate the hash on a CHD right?
@lilac scaffold how do I use chdman with these cue sheets I downloaded?
Sorry, are we talking about two different programs?
download latest mame
Place the chdman.exe in a folder
Yeah did that
Copy that script i linked, save into a whatever.bat file
copy the bin/cue games into the same folder (good to have each game in its own subfolder, all discs in same folder)
run script, wait
okay so create a .bat file then
But then you’d say “my emulator loads it fine” and that is genuinely great but often software emulation devs work around bad dumps or are their emulator is more lenient because of how generalized it is. MiSTer is attempting to reproduce the hardware itself so there’s no such leniency here. So if the game is a bad dump it won’t run on original hardware or a MiSTer core.
Sucks but at least it helps you figure out what’s a bad dump and what isn’t.
xstation is just a Playstation ODE tho. it's the actual hardware right?
yes @serene nebula I'm aware of this, I was just lamenting about the fact that the 1.5TB of PS1 ISOs I downloaded doesn't work
Let's just pretend I said nothing about Xstation
if you want to verify the checksum to compare against the redump listing for it
Algorithm Hash Path
--------- ---- ----
MD5 C2528BBCD164EFAD25C0AACCD8F6982B E:\Parasite Eve II (USA) (Dis...```
Yeah that sucks dude, I’m sorry.
If they’re bin/cue then you might be fine? But yeah do what @lilac scaffold says to make sure,
Still trying to rename the .bat file but I have no fucking idea how to use windows 11 and find out how to get it to show the full file extension
nvm found it
i hate how windows hides extensions by default
always leads to boot.rom.bin or whatever
okay so @lilac scaffold I directly copypasted the script you linked in that other thread in general banter
was I supposed to alter it somehow?
nope
should look like the screenshot above that post
will compress each bin/cue game that are present in subfolders of the script
same thing
ive never tested on unc paths, best to map a drive
the script is failing to be called
not failing to run 🙂
i just double click the .bat
well when I do doubleclick the .bat it shows for .1 seconds then the window goes away
useful functionality
the last line is pause so it would stay open if the contents are what I posted
does esem to be 0bytes
not sure
up to 274 or so something
(cd zstandard compression, which has lower decompression overhead than the default) was added last year
would need to find a working bin/cue before compressing it to chd tho
never has for me
bad cue maybe
????
FILE "Parasite Eve II (USA) (Disc 1).bin" BINARY TRACK 01 MODE2/2352 INDEX 01 00:00:00
What’s the name of the bin file?
looks OK
Whats the checksum of the bin?
how can I find that out?
Oh I see it
the checksum of the bin
I can say it works fine with the redump copy of that game, when run from a normal drive path
see powershell i posted above
or can ssh into mister
yeah I am doing this from one of my drives in windows
openhashtab is handy
upon realizing network drive doesn't work
ok here with the same latest 0.274 (mame0274) chdman also
okay I'm just stopping the stream and focusing completely on this
Sorry dude, hope it gets figured out for ya
I'll just try to find another dump. It's very clear that the .chds I got do not work.
do you have 7zip installed on your pc?
Or hell, even the .bin and .cue I have don't work either
yes I have 7zip
maybe I was using a fucked version of update_all
No, I have PSX_20240922.rbf
so it's the most recent one, isn't it?
if you right click in windows, you should see "CRC SHA" in the context menu for a file
load psx core, open osd, press right, 'about'
what version of psx and main?
MiSTer v241227 OS v 241008
PSX_20240922.rbf is the current stable release yeah
if you select "CRC32" from that, you can get the CRC-32 value for the bin, and then compare it to the one on the REDUMP page
that will tell you if your dump is good
copy it, load the redump listing, find in page
doesnt match?
Name: Parasite Eve II (USA) (Disc 1).bin
Size: 588978432 bytes (561 MiB)
CRC32: 4D6A9CBB
nice tip spazer
i use openhashtab but most folks already have 7zip 🙂
sounds like you should be sorted
If you're compressing a bunch of games at once, best to put each game in its own subfolder (all discs for a game in same folder)
then compress with #1046940919607345272 message
Only difference is it will put the chd file in the subfolder where the bin/cue was, instead of the the folder the script is in
can then just delete or move all the bin/cue files from the subfolders and copy over to SD
so I got a bin and cue with the correct checksums
and uh
now the core isn't loading anything
not even the bios
the checksums of the files on SD matched what they were before you copied them over?
I replaced them with the new files but
possibly bad SD if you're seeing other seemingly unrelated issues
assuming bios files are still in the normal place
now I'm right clicking the .bin and editing with notepad and now it's not loading jack shit
when you checked them, was that from the SD card or on your PC after downloading?
cool so files themselves were bad before being transferred to sd
I reextracted to a folder on a local drive
cant see how core not even booting is related to replacing some game files, odd
I suppose check SD for corruption, delete the core rbf and bios files n let update_all get em again
update_all pulls the bios too?
if you enable the bios DB option yep
press up after launching it, theres a bunch of options you may want to enable
jotego cores etc
What are you using to move the files over? FileZilla?
if using filezilla to transfer files over to SD, make sure transfer mode is set to binary not ASCII
lol
I'm using SMB
they had UNC paths listed before so im guessing SMB
windows GUI
After much struggling, the problem is resolved! Thank you very much for your patience in what is frankly a very embarrassing mistake on my part. 🙂 @lilac scaffold @chilly kraken @forest trench @serene nebula
at least for Parasite Eve II it is.
Nice, NP at all
I will now proceed to test RE2 and FF8
and I guess redownload my entire PS1 library, sadly
That's like the 4th time I have tested a PE2 bug for someone. Eventually I will have played the whole game
there was a texture bug that we couldn't reproduce
correct dump? I guess so
I always like to see that in the morning: a bug comes up, the whole channel blews up and in the end with joined forces the issue is solved ❤️
and most importantly, it required no effort on your part 😉
We have a circle of protection around robert
thanks for the info on noreset.txt
also patched 2 sets of bios (PS1 and PSOne) with the gameID passing... and messing with sound scope mode in audio player for those trippy visualizers
I guess I have chosen the right timezone to live in. Some problems are already solved while I sleep 🙂
But this community here will solve most issues anyway, no matter if night or day
Yes, it works fine.
Oh hey it's Carcinogen. I used to watch your gdq resident evil speed runs. Amazing
I can confirm for you that RE3 runs like a dream.(my favourite Resident Evil). I've done a few playthroughs now on my mister and it works great . I use CHD's.
(TBF Ive not found any issues with the games I've played)
Hey man, I’m genuinely super happy you fixed it.
@lilac scaffold da real MVP
Sucks you had to go through all that dude.
Using a MiSTer/PSX core as a home stereo is awesome 😂
PSX core is the best core
kind of a unimportant question, but I've been playing through the first tomb raider using the mister core. this is the first time I've played through it, despite owning it back in the day when it came out. I think like a lot of people I played the first few levels over and over and never really got anywhere.
Anyway, im making my way through it now and i want to ask; While it looks and plays just like i remember, I'm noticing a lot of polygons kind of disappearing showing things behind it. It seems like its a polygon normals issue where it doesnt get triangulated properly and thus cant be rendered. Im wondering, did that happen in the OG PSX version? or is this something in the core? Like I said, I've never played through the OG version, just the first few levels and dont remember it happening. In fact it wasnt really an issue in the first few levels of the mister core either, so I dont know. just looking to see if anyone has any thoughts
Here's an example. The save diamond looks normal here
But if i rotate the camera...
Id test this on my mister but I'm absolutely chock a block with other things to sort out.
Have you got a savestate? (Im not sure how you export it though). Someone might come along and have a look.
i do have save states. I also dont know how to export it, im sure its a file somewhere on the sd card though, no?
I do apologise, I'm not sure where they are located myself haha.
its not affecting gameplay, like i said, i just dont remember if it was always like this or not. I know the PSX texture wobble was because it couldnt do math with decimals, so it could be something with that. I also didn't notice it on any other game. I just played through crash bandicoot and it was "fine"
its all good
Here's a better example just so it's more clear
Bottom is how it should look
Assume it’s behaving exactly as real hardware unless proven otherwise.
But yeah polygon clipping/sorting is very common on PS1.
thats what i figured. like i said, its unimportant, was just curious
Not unimportant at all! It’s great to call out.
Because early 3D hardware did weird stuff and it’s been so long for most of us that we forgot all that.
100%
Like the PS1 does support polygon depth sorting but you had to handle that manually through a an ordering table. The console’s GTE coprocessor helped with that but it was still a manual process that developers needed to do. How wild is that?
when i started down the retro game path again about a year ago, i was like "man, did these really look this bad back then?" but now i kinda like it again
Also @languid parcel, I consider myself a PS1 expert/fanatic and during the core’s early days I had to constantly reference original hardware and games because of these issues. I forgot all about the polygon clipping issues myself!
My only gripe with the PSX is the inconsistent frame rate caps. Well lack off.
There's been a couple games that would run better (on official hardware too) if they were capped at 30
Yeah dude it’s awesome. It’s such a look/vibe.
Wait till you try scanlines
I never used to bother with scanlines at all
plus, ill say it till im blue in the face. older games are better. they just are. no limit on creativity, no bashing the same dead horse (mostly)
the mister was the best purchase ive made in years
i've messed with the filters a little, i got something that i thought looked like i remember and then i kinda use the same settings for most of the cores
But since I got the mister. I've been using them quite a bit.
what do you recommend
I think I have the scanlines set to 25%? (For most of the console cores) I'm trying to remember what settings I use. Not been on my mister for a while now. Just had other things that's taken priority .
understood
what settings do you use? I have a horizontal filter of GS_sharpness_035, vert filter of SLA_dk_080_br_090, and a gamma correction of 110
Tomb Raider 1 in general is a funny game with it's visuals, you absolutely do get triangles culled all the time in og hardware
Over at #1046941029296779344 I raised an "issue" with Lara being a grated cheese but that's also quirk of that version
yeah i figured. and i was tempted to play the saturn version instead, i might still go play through it, but i dont know if its worth it
This is the joy of going back to old systems after 30 or 40 years of memories
It's fine, there's nothing mind blowing about it and the framerate is slightly worse
My only problem with filters and scanlines is that it's absolutely awful for recording and streaming. Stuff like bandwidth and compression can easily cause the detail to be lost, creating a muddy mess.
Which sucks because with ideal settings, it can look great on modern televisions.
My cope solution would be to output MiSTer to OSSC and use it's scanlines
While recording through HDMI with no scanlines
The fun part is figuring out OSSC settings for the cores
It is no different than plugging multiple old consoles and SNES is a tricky fick nonetheless
i didnt know ossc was a thing. thats pretty neat
i do some streaming (rarely) just for funsies, and perhaps my settings arent too crazy, but the stream looked ok with my scanline setup from mister.
I love muh upscalers
VGA-SCART RGB connection from MiSTer to OSSC while using PSX core is virtually identical to my actual PS1
nice
It outputs a neat 960p picture with even scanlines
what display are you playing on?
It varies , I have both a (shitty) 1080p LG tv right now and a Toshiba CRT
Occasionally use a 4k Samsung tv but with my current living conditions its not optimal (my new apartment is being renovated, living at my mom's place)
Oh yeah and I use Elgato Game Capture HD60X
It can take anything 4k but it shows it's true colors when trying to capture PS2's 480i
-# that is, it drops frames so bad it looks horrendeous with OSSCs bob deinterlacing, which is why I got GBS-C with motion adaptive deinterlacing
is there a ps2 mister core? or your just running off a pc emulator, or a real ps2
yeah thats what i thought
I have a real PS2
gotcha
They say PS2 is light years away from getting FPGA replication but I remember people saying that for N64 and that core is already really great
Also some preliminary efforts with Dreamcast are already there
n64 was the reason i got the mister. now i barely play it lol
i have a real dreamcast with the gdemu in it, so im good with that
Oh yeah and Dreamcast over VGA on OSSC looks fantastic
The sharpest analog video out of that generation
i am using the vga adaptor
but its going into my 10 + year old samsung lcd
still looks great though
Has anyone tried the adventures of Little Ralph English patch on real hardware? If you let the game loop the attract cinematic the game will get graphical corruption from the second time it plays on mister.
Here's a savestate that will get you into it quicker
Damn, nice catch. Does that happen with the unpatched game?
it doesn't, so I expect it to be a problem with the patch. But thought best to say something in case it's not
Yeah the easy answer is it’s an issue with the patch but you’re right, wonder how the patched game is on original hardware. Unfortunately I don’t have any ODE or I’d check for you.
could also see how it does on emulator, just for poops and smiles
I can't right now, but I'll give it a go on Duckstation later and see how it is 👍
I will test this immediately on my XStation PS1
look at mr humble brag over here, get a load of this guy
I am not proud of it, it shits itself on data save load
No offense was ever taken
I didn't use my xstation since I got mister.
Mister is superior in every way.
If someone was a real dev they'd only develop for mister.
look at mr humble brag over here, get a load of this guy
Not everyone needs to be a real dev.
I don't know, the autio output is kinda ass
I converted some music CDs to bin+cue today and played them on a few cores
How do you output the audio?
idk bro, audio sounds like it did back in the day to me on my CRT
👀
and I guess that's the point. none of these game systems were designed to be high end audio machines connected up to high end audio setups.
just basic machines plugged right into the TV
Does it sound different on your xstation? I use hdmi out for sound on mister.
so as far as I can tell, the PSX core outputs audio to my CRT correctly
and all I'm using is a basic shitty ass 3.5mm to red/white RCA cable
Did you convert the audio tracks correctly to raw pcm 44100hz 16bit little endian format? If not the audio output will sound heavily distorted or garbled.
yeah it's better
PS1 had the highest audiophile quality RCA audio but I can't really tell MiSTer and my PS1 over RGB apart
Not sure, I just used anyburn to rip some CDs into bin files
it's possible that the lotterly on the audio connector of a cheap chinese 6.1 analog board is got the better of you as well
I suggest using Ocen Audio to first convert whatever files you want to use into raw pcm 44100hz 16bit little endian format? The output will then be a .pcm file which you can then simply rename to .bin format.
Would that mean one .bin file per song?
Yes.
But then it's not really like loading a music CD in a playstation though is it?
If you want to use tracks from a CD, I'd first convert them to .wav format 44100hz 16bit and then convert to raw pcm.
You'll need to create a .cue file as well to include all bin files, and then it will read the bin and cue files as an audio cd.
I'm actually literally just doing the same thing today as I make my preparations to burn various test tones and music tracks to an audio cd, to measure the output of several different PS1 consoles, so that in turn I can then develop audio filters of these console variants for the Mister.
Perfect timing lmao
I actually never really knew how cue files worked. I'll do more research and figure it out
Mister is getting even stronger then 
The cue file is literally just acting as an index file. You create a .txt file, place all the required information for the invididual audi tracks, then rename the .txt file to .cue file.
This is how it's structured:
FILE "Track Name 01.bin" BINARY
TRACK 01 AUDIO
INDEX 00 00:00:00
INDEX 01 00:02:00
FILE "Track Name 02.bin" BINARY
TRACK 02 AUDIO
INDEX 00 00:00:00
INDEX 01 00:02:00
I don't know much about NFC cards, but it's easily doable to create bin & cue format audio cds that the PSX core will play. Feel free to dm me in case you run into any issues and I'll be happy to help out.
Thanks bro. God bless. I'll figure it out
Okay, Little Ralph is in
Wow, those weren't one off shitposts, the game has you facing against ||nudist demons||
Waiting for it to shit the brick
Real PS1
Robert can go back to sleep
Ralph shat himself
The uh, place I got the game on mentioned that it's a patch applied to non-redump image
Good to know, thanks for testing!
The analog audio output from the old IO board designs is really quite lousy. You need to use the optical output through an external DAC if decent audio quality is a concern.
I'm using a 9.2 analog board.
Sounds pretty muddy though
It seems to be a capacitor issue on my A/V board actually.
How is it on the new boards?
i think even on the analog output the audio is getting upmixed from 44.1khz to 48khz
its never going to sound as clear as a cd player that doesn't do that
Does 96khz make any difference?
I suggest using 96khz sampling rate if your dac supports it, it will definitely provide slightly better quality sound.
So I am going to break my own rule and report what I think may be a bug with this and the n64 core (well, it’s a weirdness that I can’t explain - mostly because I don’t understand it).
One of the things that scalers do with the dv information is determine how to automatically crop the frame. However, both the PSX and N64 aren’t automatically cropped (based on the info frame) and have to use the scaler’s (in this case, the tink4k) dumb auto crop (which basically just crops out black).
When I reported this on the tink4k discord, we did some troubleshooting and they determined it was a core issue (because of the info the core is sending to the tink). Now, the problem here is that I don’t understand what the problem is. I have two stats photos that the tink fellas pointed out as the problem ( 1 and 2 ). But, again, I don’t know how this proves anything.
My hope is that someone smarter than me (Zakk?) can come in here and be like “nah, this is correct and the auto crop just isn’t going to work”, but I wanted to report it in case it was a bug that a) existed and b) was worth fixing
This is what moro said on the tink discord:
When asking for the screenshots ```i know for a fact that the n64 used both 240 and 224 but ps1 i'm pretty sure used 224 across the board
take a pic of the super nes core and the menu that shows dv1 stuff, then take a picture of ps1 and the same menu,
if they show the same info then it should be cropped
And then, after seeing the screenshots ```notice how the ps1 sends 240 but the super nes sends 224? so at this point it's a core issue, not a tink thing```
So I _think_ the issue is that the PSX should be sending 224? But I am not sure of that, again, because the only part of the problem that I understand is that autocrop isn't working
does turning on fixed blank and setting the vertical crop setting change the tink's behavior?
since searching is cooked because we use threads instead of channels...im wondering what the recommended approach to memory cards on the psx core? my understanding is a virtual memory card is created per directory. so if i have all my chd games in the one folder, there's one memory card for everything, which will get full.
so is the approach to create a folder for every single game? is there a way to make the saving smarter and do it per game automatically without the need of folders for every game?
I’ll check
the folder thing also dictates when the core resets on disc swap
really recommended you do folder per game
(multidisc games all go in the same folder)
right ok i hadnt considered multidisk games. chatgpt generate me a bat script to put all the files in folders 🤖
Also to answer your question that’s how the mem cards are handled and no options to change it
See this is why I bug you
https://github.com/Natrox/MiSTer_Utils_Natrox
psx_chd_organize.sh from there should handle multi-disc games
n64 has a similar setting. honestly I don't remember why those exist/what implications they have
it may have been to keep the scaler from wigging out when the psx does weird things, but I could be confusing it with something else
It's a known issue that some games that have a shaking effect will bug out if the vertical blank is turn off.
Oh, I turned it on. So we should be good?
I'm not sure if you had a chance to try it yet but the patch is also buggy on Duckstation. I patched the Redump image for this test.
yeah, bad on real hardware too
you must suffer to fuck demons
just like real life
There’s two patches for that game, one for some random old dump and a newer one for the redump version. Anyone tried the old one?
I also have the same glitch on the ps1 core. I just played through this game on easy and on normal and it works perfectly otherwise.
I didn’t get a chance, thanks for testing!
This is my folder structure for PSX games:
0_E/40 Winks (Game, but it's a folder)/ 40winks.chd (Actual game)
So my virtual memory cards are per game basis
Then for multi disc games like Final Fantasy or Resident Evil 2. I follow the same thing above but keep the .CHD's together
Good morning! I have a question.
Is there a way to either directly use or simulate PS1 Link Cable support on the MiSTer core?
there is no such possibility, first you would have to implement it
Fair enough. Thank you!
I added "better" bob deinterlacing into the scaler. A lot less headache inducing. There are three options for Deinterlacing: Weave, Bob (new) and Bob(old)
just be aware I had to shuffle the deinterlacing status bits out to some unused ones. I'm not sure it'll break anything right now if you save, but possibly in the future if someone ever uses status bits in the 100s
What about Bob?
We don't talk about Bob in here
is that something for the main branch now or in future? If yes, doing a new release would really be worth it 🙂
it's in ascal.vhd so I'll have to do a bit of cleanup and then PR it to the template. then we can do a core release.
it's behaving strange in ehrgeiz (pal, 50hz), not sure what's going on. Like it drops to 5-10 fps only in new bob mode
Maybe the bob isn't PAL optimized?
does it for me with a 60hz video mode and vsync_adjust=0. have at least a vague suspicion what might be happening
Thanks! I am all for improved deinterlacing. What changed between the old and new approach? Will these apply to all cores using bob deinterlacing eg. saturn?
try this one. seems to resolve the 60fps vsync_adjust=0 with 50hz game
as far as what is changed: the current/old bob just sends the fields to the scaler but doesn't tell it they are actually fields. so they get treated as progressive frames and are just upscaled. which means there's no adjustment for the field offset so that's why a lot of text looked terrible and it was a bit more 'bouncy'
the new way tells the scaler they are fields, and it line doubles each field before scaling. but most importantly it applies the half-line shift so the bobbed frames line up better and don't jitter excessively
and it's just a slight variation of 'weave'. with that the scaler buffers each field into a separate frame buffer, and just reads out of them both alternating between even and odd lines. bob now just reads all the lines from a single buffer but reads them twice. except the first one for one field, where it reads it once to shift them appropriately
and yeah, any core that has interlaced content can use it. I'm kinda shocked the megadrive enjoyers haven't asked for a bob feature, I bet sonic looks terrible at 480i with all that fast movement
but I guess that's only 2 player
it does look terrible but its such a minor case on that core i guess nobodies been fussed
Any chance to get motion adaptive deinterlacing on mister?
When that would come up on SAM I just assumed it was a romhack version and that’s why it looked so terrible
Thank you, pins updated.
I guess Megadrive's lack of 480i games means no one really needs bob on it, but the only one that does is sonic 2, so quite a big game for the system. The only core with quite a few 480i games and lacking bob deinterlacing is N64, so hopefully it can be implemented.
i thought we had bob on n64
actually tbh since i put mister through the retrotink i've not been paying attention
No bob yet. You can use clean HDMI to output 480p instead, but lose the vi options. Which for a lot of us is what makes the N64 have that distinctive look.
yeah would be nice to have the option there for sure
Did some quick testing with the "new bob" core. Greatly improved over "old bob". Tested using my usual 480i suspects, the bios menu, Tekken 3 and Chrono Cross. It has a much less aggressive up/down motion, resulting in increased sharpness all around. Thanks @manic citrus !
Will this new bob replace the older one? I see no reason to keep the old one around.
works much better now, thank you!
Are you planning on PRing to the other cores?
Just one game would be enough justification. Sonic 2 MD be it 😉 And I hope that we can nag @ivory verge to port the composite blending option to the SMS core and be it just for the buildings in level 3 of Shinobi 😉
I'd remove the old one to keep the menus rather self explanatory. I'd even remove the adaptive composite blending option from the Sega 32x core because it isn't always fully doing what it suggests to do.
Options are nice. But they come at the price of cluttering and confusing.
I am not always happy with many core options. Many times it is "FancyTechWord" ON/Off and should be "MoreDescriptive" Original/Improved
Some Sonic 1 sections benefits from composite blending too. I've even played it on the Mega Drive core, but some games won't run there.
Problem is, 'Improved' is not necessarily accurate either. For example, turbo might improve the framerate of certain games, while at the same time introducing new bugs.
If you imply an option is better people will tend to select it by default; it would be better to word it in a way that indicates the possibility of glitches or instability, something like 'experimental'.
Original/Modern?
Real Gamer / Baby Gamer?
As Miyamoto Intended/Flip the tea table
this is a real red button meme
FPGA mode / Anbernic mode
Not Emulation™/Emulation
lol
What folder does this go into?
/_Console
Or a subfolder if you like, the folder needs to start with _ to show in the menu
To make your life easier name it the same as the latest PSX stable core. That way you don’t have multiple PSX cores and update_all leaves it alone and doesn’t try to replace it.
i see. i didnt realize it was a core. I thought it was just setting to add like the scanlines.ini or something
Thank you
So, there are some games on the Saturn core that only work properly if you use bin/cue rips and there are even a couple games that only work properly if you use bin/cue rips AND store them on the SD card….
Has anyone come across games where either of those situations (or both) are true for PSX? 🤔
The time gal stuff is wild. I dunno if there are games like it on the PSX
@chilly kraken yeah I ended up making a specific _SD Only folder on my SD card and then adding a symlink on my SSD pointing to that game
There are a couple of things at play with that, it seems.
- It's loading huge files (400mb)
- the saturn doesn't wait around - either it's loaded or it crashes
Not sure that scenario exists on the PSX with any game
makes sense, so yeah definitely could be just an odd case
Also, some of the bin/cue stuff is because of index02 in the cue file. CHD doesn’t support index02, so it can cause trouble with music tracks in some games. The PSX core doesn’t know that index02 exists, so even if you’re using bin/cue, it won’t matter. I don’t think there are any games affected by that on PSX, but Zakk is the expert there
CHD does have some minor impact when it comes to the sped up disc reading hack iirc
I had a few discussions a few years ago between fellow Redump/AAru members + Stenzek (DuckStation) and Steve Kwok (NOVA) at different times.
My conclusions.
Sony tended to have better mastering practices and stricter requirements when packaging games from the factory/following best practices.
You may see strange things done on the SEGA CD/Mega CD and Saturn when analyzing cue sheets from all libraries.
What you don't see on the PS1.
Meanwhile PSP....
Just being reminded on what I've seen from silvers (discs before "gold") lol
I know only too well.
Yeah, I believe I have all of those index2 games stores as bin/cue for Saturn
And IIRC there’s only a few dozen, let alone the number of good games on that list
Here’s the list of Saturn games that uses track02 (which CHD doesn’t support) - #1046941029296779344 message
I have it pinned in the Saturn chat for ease of reference.
Do people use anything other than redump these days? I guess the obvious answer is yet but why? Why would you use anything but redump?
Because before redump was nointro and tosec
Which is also why you saw so many different sets especially if you remember back in the day
A lot of people have had those games for years and aren’t aware that there can be bad dumps.
Yup
I think there were a bunch of arcade games, based on modified PS1 hardware. Could those be supported by the PSX core, just as STV is supported by the Saturn core now?
Namco System 10: https://en.wikipedia.org/wiki/Namco_System_10
The Namco System 10 is an arcade system board released by Namco in 2000 based on the Sony PlayStation hardware. It was preceded by the Namco System 23 in 1997 and succeeded by the Namco System 246.
Aye, I had various sets but with Redump I got rid of all of those years ago at this point. Surprised they are floating around. Like the old iso+mp3 rips from SegaXtreme in the early 2000's for Sega CD, or the Dreamcast rips that fit on CD. I'd think that stuff would be harder to find now vs back then
Yes but there’s a fair bit of more work required and the core developer isn’t interested in arcade games. So it would need someone else to work on it.
Robert has other plans.......
