#Sony PlayStation
1 messages · Page 46 of 1
What, did each button have it's own pin?
I thought the controller ports would have been serial by that point
DB15s??????
Yeeeah, why am I not surprised that Atari did something like this
For N64 though I find it easier to just use SNAC
Hope MiSTer can get USB analog triggers someday, NiGHTS controls glitchy without them
My understanding is that it’s probably possible, but sorg is (understandably) touchy about modifying the underlying controller related code that it would need
That's an Atari Jaguar
Technically the newest atari console
Well... technically the Flashback series and the 2600+ are Atari consoles yeah?
I have one of those weird Atari emulator boxes because my Dad saw one at Costco and thought I would enjoy it (I do, but because it's weird and shitty)
Actually I should see if those joysticks work with MiSTer
It doesn't have the U next to it?
interesting. It is the first I've heard of it interfering with a game via playback of cutscenes. Is your copy of SH redump? Can you share the save state
i'd call them emulators of consoles
in the same sense that the analogue NT mini is an emulator of a console
I thought the Analogue NT used the CPUs and PPUs from harvested NES consoles?
Oh wait, you said mini, nevermind
You can but I don’t recommend using a rotational because of the power draw.
SD card seems better. Nice and compact
SSD gang rise up 
CIFS network share gang make sure your network connection has established before loading a core
Punchcard gang, load up your pong cores!
hi all, im trying out silent hill on the psx core and have noticed that every line of dialog (so far?) gets cut off about a second before it's meant to end. anyone know what might be going on?
(i don't see anything about this in the known issues thread on misterfpga.org, but that thread doesn't seem to have any posts since 2022 so maybe there's another resource i'm not aware of for info like this)
Make sure you're not using CD fast seek or a faster than original CD speeds, and try acquiring a different dump of the game, bad dumps can cause these kind of issues.
will do, thanks
Specifically, try looking for one that’s part of a Redump collection
Hi. I'm trying to tinker with psx save files. Has there been changes on psx core save file management, since im getting contradicting info on googling about it.?
should they be .sav files or .mcd?
this looks like it. Though i made a new save in SotN, but the last modified date didn't change on the corresponding .sav file
they are same binary wise, just two file extensions for the same file, you can just change the extension in Explorer if needed #psx-chat message
how do you store the ROMs?
on a separate usb drive
I mean the file structure, see here: https://github.com/MiSTer-devel/PSX_MiSTer?tab=readme-ov-file#memory-card
Games that are in their own folder will create it's own memory card in media/fat/saves/psx as .sav
ah, let me check. its been a while since i've touched the machine
yea they have individual folders
so otherwise they would go into a single memcard file
seems like, looks ok? I assume you haven't tested, just suspecting it's wrong due to last modified date
I never checked how it works with USB, would be nice if it had corresponding save paths in the USB like with rom files, but docs not mentioning (or I missed it)
ah needed to reload the core to reload the saves
ok renaming did the trick, the save file just didnt update instantly after i created the save on sotn, which made some confusion
thanks
saves are only written when the OSD is opened
so if the game saves, you need to open the mister menu to commit the save to disk
how do you save your sanity?
On a memory card, obviously.
I deleted that long ago
Have you ever played Gran Turismo 2 and thought: The game is great and all but where's the minivans? or this game would be better without supercars? or I don't want racecars in my racing game? I want the Acura SL-X instead!
Then this is the mod for you: Introducing Gran Turismo 2: Beige Edition
Features:
Over 330 brand new cars for over 50 ma...
Looks awesome! 😄
Multi Minivan Drifting 
that's a poor man's rage racer
I think I’ve found a game which doesn’t look correct on the core
Vanark
In the weapons menu
Flickers like hell
It's correct, that part is 480i so won't look as stable as a progressive image.
Does it flicker this crazy on og hardware?
I should test it on the rt4k, that one is usually pretty good at cleaning up 480i.
Bob/Weave desinterlacing could help ?
I’m playing on a CRT
It flickers not the usual 480i style of flicker
doesn't seem to be present over HDMI, weapons menu is perfectly stable
MiSTer wins again! 
Lol, so user error. Were you previously using HDMI and forgot?
No I’m only using CRT. I must have edited the settings and forgot to change back
Does Symphony of the Night still benefit from Turbo speeds? Trying to find settings that reduce the down time between opening and closing the Inventory.
i don't think anything is going to improve the load times between opening and closing the menu. you can set turbo to high to remove some slowdown, but that's it. increasing cd speed too high breaks the game during load rooms and dialogue, in my experience
are you playing on a crt? the game changes resolutions when switching between gameplay and menus, i know some scalers and tvs briefly drop the signal when that happens
The menu needs to load? Sure it's not just resolution switching that's the downtime?
playing Silent Hill on the mister and i had no idea how much color banding dithering was hiding lmao
I turned off the dithering 
same, the character models look really good without it
worth dealing with the weird color banding imo
PS1 without the dithering is like N64 without the texture filtering 
You can boost the colorbit to remove the color banding
But yeah, adding dithering on hardware to save perf on color resolution was amazingly brilliant
Fake fan
well, it is robby
the menu takes a solid second or so to pop up in most cases
Hi, I am having some weird visual glitches with Spongebob Squarepants SuperSponge, any potentially cause and or solution for this?
this happens at the very start of the game after the menus which look fine normally
Of course it's under "Nickelodeon's"
Is there at least an explanation for that issue? Is the PSX core not being maintained anymore?
I mean, Robert is a bit busy 😉
Out of curiosity, I have found that in DuckStation (current) and in Mednafen, Tekken 1 (USA/JP) shows a strange bug: stage music first second sometimes repeats, then continues normally.
The game uses CDDA tracks and I don't see any other games using CDDA being affected.
However, that does NOT happen on the MiSTer PSX core! 😮
Who's right? Is this a known bug of the game itself, or is the core better in handling CDDA tracks than the most refined PSX emulators known to man?
It's specially strange since DuckStation was used as the reference for behavior comparison when the PSX core was being developed...
I suspect there are areas where duckstation is more accurate and other areas where MiSTer is more accurate
But I don’t think it’s accurate to say Duckstation was the reference, but instead a reference when it came to checking specific features (thinking about the differently coloured blocks in the resident evil games, for example)
the reference was probably original hardware and then Robert’s own software emulator
I just say MiSTer is more accurate and don’t think about it 
That’s basically why I’m here. No more thinking about what emulator, whether a dropped frame was my computer being weird, whether I misconfigured something etc 😅
In all seriousness, yeah 100% agreed. It’s an emulator; it emulates a known quantity. I just want it to work with zero configuration, zero setup should be required.
Very strange that sponge bob has two bugs at the same time. Wouldn't be surprised if it's the same cause, even with them being so different.
added some quick analysis in the github issue. No easy fix I fear. But at least it's documented what happens.
Core has reached a dead end on the MiSTer it seems. Modretro FPGA PSX wen
I'm shocked Analogue never made a PS1
Doubt they ever will. They can’t even deliver a promised N64!
Ah it'll come at some point. Like all their products though it'll take forever
I think it’s due to how complex cdrom emulation is? They only focus on cart-based consoles.
🤷♂️
The duo seems to read CDs well. I hope they do another Genesis that plays Sega CD discs too
If only we had an fpga platform that did all of these things and wasn't tied to some shady company...
Possibly the downtime between resolution switches even with the sync 480i. I'm also using BT and not Snac.
Agent Armstrong does some funky stuff with resolution switching during explosions and similarly locks the game up aggressively.
oh duh, I fogot about that thing lol
Everyone forgot about that thing to be fair 😂
Including Analogue if the updates are anything to go by 
🤭
I've never had any issues with mine on the latest firmware but I've only played like 20 games on it so far
I’m never had any issues on my MiSTer either 
I enjoy collecting all the various retro pieces of hardware and go back n forth between them all. I have problems and I fully acknowledge it
If it gives you pleasure, I see no harm in it
It’s not like there’s a problem with a person owning more than one FGPA device, is there? 
Most days I use the mister, some days I go real hardware, or an analogue machine. No rhyme or reason to my madness
One can never have to many fpga devices
Using the MiSTer for me means I can massively simply my setup. All my original hardware and games are in storage, and I need fewer things connected to my TV
I haven't even had a chance to play a game in 2 1/2 months now. Haven't even turned a console on 😭
My dad passed away at the beginning of August and I've been so busy handling the estate, grieving, moving into his house and fixing it up
I can relate. Sorry for your loss. Take care of yourself 😔
I'm hoping by Thanksgiving my life will be boring again and I can game again.
My dad was a huge DOS gamer back in the day, so my brother and I made a list of all his favorite DOS games and we're gonna play thru them this winter
I did the same thing with some we used to play together when I was a kid 🙂
The music loop in the last track should now work fine.
Is there a list of games to see the effects of the old gpu? Only one I can think of besides tomb raider is spyro the dragon
does using old GPU option fix the graphics in SpongeBob?
probably not, i dontt tihnk it actually affects timings at all
Ok genuine question but why people playing SpongeBob PS1
Is it a fun game or is it a big nostalgia thing?
Wasn’t one of the SpongeBob games actually good? Maybe that was a PS2 one though
Yeah Battle for Bikini Bottom was neat, first one I heard being good
Thank you
I tested CHD images of Wipeout 2097 and Wipeout 3 SE, both PAL, as they also had this issue. The last music tracks now loop correctly.
I discovered something kind of surprising about early PlayStation consoles and how much variance there can be in how they render 3D.
It seems that Sony was definitely aware of the issue because it didn't take until just about late 1995 for them to start shipping a hardware revision that changed the "GPU" and RAM. Unfortunately that was still lo...
Ever wondered just how different the old GPU graphics were from the new one? Well... now you'll know.
#graphics #retrogaming #comparison
Look at the fog. Comparison of a SCPH-5501 (US, from around October 1997) and Japanese SCPH-1000 original PlayStation from January of 1995. Some early US and PAL model PlayStations also have the same graphical differences, but it's harder to tell which ones without turning them on.
All PU-7 motherboards and some PU-8's use dual ported VRAM which...
new gpu looks a little brighter too which I think looks better especially with how dark a lot of games were back then. helps keep some details from getting too crushed
Yep it works. I tested all 3 games. What was the problem out of curiosity?
playback command. In short, Wipeout sends a Play command without parameters during playback, it did not play correctly in a loop because the core did not correctly recognize the “Play” command sent by the game after the audio track ended.
Thanks for that - I'll test a few more cd-da games today
Huh... so the game just says play without a track number?
If that's the case I better make sure the last track shuffles as well as repeats
All is well, it shuffles off of the last track to.
There's now the option to choose PSX old or new GPU? That's amazing! I was talking about that with a friend the other day, that would be great to have this option on mister
Thank you so much for researching the root cause!
And fixing of course as well, but I think the research probably took more time 🙂
This is the first I've ever heard of a meaningful GPU revision on the PSX. You learn something new every day.
Apologies for the ping on a semi-related question but I couldn't make sense of HDL languages if my life depended on it, never mind a project as big as the PSX core.
How difficult or trivial would it be to connect the PSX back serial port to /dev/ttyS1 on the Linux side like the AO486 core does with COM1? I ask since I'm in the middle of writing some software to tunnel serial connections over Ethernet between two MiSTers that way.
I'm sorry, but I don't know, I've never looked into this topic.
No problem. I'll look into it more closely when the Linux application side of things is complete
The serial handling itself is currently not implemented. But the big issue here would be latency. It's a real time interface and I have no idea how games react if the message is coming in random time frames.
(Assuming you cannot fulfill the original low latency with linux+ethernet)
This reminds me. Did the PSX have some sort of internal console? I hear that many games still wrote debug messages to this console even though it's not present on retail hardware? Or is that all nonsense?
Maybe was something built into the net yaroze
it has a serial console, you can break it out to a pc, even usb with converter
ps2 also has one you can expose
Pausing and resuming audio tracks in the CD player has never worked properly in core?
really?
i feel like people would of noticed that
dont some games use pause/resume extensively too?
Try playing a song, pause it, and press play.
i'm not near my mister at the mo
do you need a pure audio cd or can you use a game?
use a game
yeah, it resets to the first audio track when you unpause
I'm not sure if I ever did cd audio a long time ago, so I'm unsure if it was always like that or not
seems like something somewhere isn't holding the current sector/msf value when pause is activated?
It should be fine now. I have to go to bed, good night.
Well that was quick lol
Seems fine to me. Tested with tomb raider
Don't think i've touched the cd player portion of a playstation since I was six years old and that ui brings me back lol
Since we're looking at bugs on the core. This collectible is not supposed to look like this in Ape Escape. Don't think anyone else ever reported it
Ape Escape 1 PS1 Longplay - FULL GAME Walkthrough - 100% Completion
Game Experience: 9/10
Timestamps
00:00 - Intro
05:20 - Fossil Field
08:34 - Primordial Ooze
10:42 - Molten Lava
18:25 - Thick Jungle
23:12 - Dark Ruins
32:45 - Cryptic Relics
39:19 - Stadium Attack
42:41 - Crabby Beach
45:52 - Coral Cave
50:07 - Dexter's Island
57:21 - Snow...
time stamped video. Should be solid yellow
Thank you for looking into all this. Once you know where to look it obvious. E.g. that the play without parameters isn't covered properly at all.
Would be great if you can do a pull request so these things are not lost.
now I question what those people ripping audio cds were doing
https://bsky.app/profile/eliasdaler.bsky.social/post/3m4wfsfuw6c24 idk if this was posted here
but new ps1 homebrew demo to try
I feel like this is kind of full circle because the original version of Yume Nikki was inspired quite a bit by LSD Dream Emulator
For the uninitiated, Yume Nikki was originally a 2000s surrealist "horror" indie game where the main objective is just to explore and discover random events, kind of like an early "walking simulator", this is a remake in 3D for the PSX
please share savestate if you can, thanks!
Ok i'll send it off when I'm home
which core version are you using?
I was testing on your latest cd player one but this bug has been there for as long as I can remember
ok thanks!
When you pause the game, a yellow triangle rotates, so I think it's the same effect. It's strange that it doesn't work properly in the place you showed.
Yea that's the same thing, it was like that everywhere. I wanna say the spectre coins have the same issue too but i'd have to check
This thing
The footage of the core also shows 3 horizontal lines of pixels on this part of the HUD which I cannot see on the play-through footage.
If no one else is seeing it, maybe it's my dump 🤔 i'll have to confirm when I'm home
Looks fine for me
Yea i'm starting to think maybe my dump is bad 😅
These purple pixels on your footage look off too.
Fine for me too on my screens.
Ditto, all good here too.
feels like it's oddly specific for a bad dump, no?
Only difference would be is that my footage is from a mister pi but I recall it happening on the real de10 nano too. I'm sure it's the dump but i'll confirm it on both later anyways
did you have any of the enhancements turn on? turbo, 24-bit, etc.
There's a possibility, i'll confirm when I get home in an hour or so
Could be rando visual corruption m
Well I figured out it's something with my save state for whatever reason 
What's the difference between the stable PSX core and the shifted core? I have PSX_shift240 but I can't seem to find what the differences are.
Is that one that came with the mister pi sd card?
Correct me if wrong, I think it is an old build without an issue of popping sounds in the core (unlike the main release at the time?) but the most recent release doesn’t have it either
Gotcha...
I believe it did come with the mister pi card, but I don't remember for sure
It did, no one else is distributing that
Those were created because of hardware inconsistencies from the MiSTer Pi clone board and the original de10-nano but that’s been long since addressed
Yeah, I have no idea how a PS1s serial connection would react to unexpected delay/jitter or more accurately how each PSX game would react. In theory you need only be as fast as when the CPU next makes a read request to the serial port. If it where tied to the games framerate and the maximum framerate a PS1 game should target is 60fps in NTSC regions that would make the most unforgiving titles require a total data transfer time under 16.6 ms.
I've been testing the program on AO486 with games that support null modem multiplayer. Command and Conquer, Doom, Descent, Indycar Racing & Warcraft where all perfectly playable.
Indycar Racing helpfully displays a transmission delay of 0.13 seconds upon connection and always runs at 9600 baud. This could be a good way to compare against real hardware but I don't have a computer of that vintage myself, never mind two connected with a null modem cable.
Anybody know about these visual artifacts in the bottom left?
I figured they were an overscan thing but I can't seem to reproduce it with ares even with this option enabled
the rom is Athena - Awakening from the Ordinary Life (Japan) (Disc 1)
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.
Try these options in core
hblank/vblank does not seem to fix it. I could just crop it or go into the alignment settings on my bvm, I was just curious if it was an issue with the core
The horizontal crop option also does not seem to affect it
maybe the crop is not enough in this case
I'm not sure the noise is fully outside the visible area, actually
Nah it's not
I don't have the hardware to check. I only tried it on ares
Understandable, hopefully someone here with an ODE can cross check.
Thank you for clearing that up
The same issues cropped up with Saturn but were also quickly addressed btw.
It’s the nature of homebrew development and pushing hardware to the absolute limit. Even the most insignificant voltage difference can cause a problem at that level.
It’s frankly astonishing the level of commitment both FPGAzumspass and srg320 have for the community. Incredible work by both of them to fix that so that everyone can enjoy the cores without issue.
(and the amazing community who catches those issues and helps debug them)
Agreed!
Hi there I got a GCON-45 but some games like crypt killer doesn't work is there a way in Mister to force all light gun games to be able to use SNAC GCON-45 ?
For SNAC, the game software itself must support the hardware on the core it's being used on, as the mister software isn't really involved. A quick search shows Crypt Killer doesn't support the guncon, and there is absolutely no way to get mister to change that for SNAC controllers, but there may be patches for the game itself to add support for it.
https://forums.pcsx2.net/Thread-Nuvee-PS1-PS2-input-plugin-supporting-lightguns-by-Shalma
Theres a patch for most of the justifer games to make them work with guncon
This is a relatively new input plugin, developed by Shalma. It supports USB mice and lightguns. The package attached has both the PS1 and PS2 plugins, their sources and a special PCSX2 build with some
including crypt killer 🙂
nuvee_10-21-11.7z. Contribute to mirror/nuvee development by creating an account on GitHub.
where can i get the latest psx turbo core?
#1046940919607345272 message
The github page only looks to have the source, the pcsx2.net link has the ppf patches also
I may have found an archive where they were pre patched when I got them
plz PR that sys_top change to Template repo
otherwise every sys update will overwrite it
Sure, will do , thanks!
it's already fixed in that repo
so we are safe 🙂
Turbo core wen
Slow core when?
What does the "old gpu option" do exactly?
Oh my bad, I meant 2XCPU core lol
makes it look like shit
I mean more accurate to older hardware
Kinda want that myself as well lol
Simulates old GPU version (CXD8514Q). Old GPU crops 8:8:8 bit gouraud shading color to 5:5:5 bit before multiplying it with the texture color. #1046940919607345272 message , https://www.tombraiderforums.com/showthread.php?t=222685It's It's just an option, but for some people it's an interesting option to see how it looked on early Playstation models.
Also what is dual sram mode
looks like less bit depth
1/2XCPU core when?
For setups that have dual SDRAM sticks. For PSX at this point in time it apparently makes sound playback imperceptibly more accurate
I thought dual ram was it's own core
I think it still is, looking at some docs there’s an option for for the sound processor to use dual sdram and that’s probably what it’s talking about
Championship core when?
yeah 🙂
Is a new dual-RAM build on the way?
yeah
Cool! Thanks!!!
@deft sphinx for da gyethubbo
We don't have a dual ram DB but we probably should really, enough people want these. Do PSX dual ram get picked up by unstable nightlies?
Ohhh I was thinking of the 2XCPU core that’s up there
the only dual ram core in unstable is saturn. it has no way to know it is possible to build alternate cores so probably needs special setup
Hi all. Quick question:
I converted my bins and cues to CHDs today, and didn't realize that all my existing save files would be invalidated
Is there any fix for me here?
they shouldn't be
huh
save files are based on the containing folder name
you didn't move all the chds into /media/fat/games/PSX, did you?
all the games were in their own folders containing the bins and cue
but they all moved up into the /PSX/ directory
I always figured it was based on game filename, and other than the extension those didnt change
so for more detail, my bins and cues were in, for example
/media/usb0/games/psx/Ape Escape (USA)/Ape Escape (USA).cue
and now they're at
/media/usb0/games/psx/Ape Escape (USA).chd
I'll try tossing one of the CHDs in a same-named folder
yep, that did it
Well, that'll do it I guess, unless there's a way to fix the save files so that they all point one directory up?
when you put all the chds in the 'psx' directory, it makes all of them share a memcard save file. the directories make it create a memcard per game. you should also put multi-disc games in the same folder. so psx/GameName/Gamename1.chd Gamename2.chd etc
Ahhh
Okay that all makes sense now
Thank you!
and just to confirm before I script out all these mkdirs and moves, there's no way to edit the old saves to merge them all and point them at /psx/ ?
maybe, but you'd have to go looking for psx memcard programs, or sit there and mount each of them individually as memcard 2 and copy it over
but memcards have a size limit, so you can't just hope your entire game collection will fit, unless you only play a few games
also with all the chds in that directory, you will have to manually reset the core anytime you change games
man
I went and made a whole slew of problems for myself!
thank you again for your help
I recently set myself the goal of finally seeing the boss at the end of the first level in Captain Commando game 🙂 This is one of the oldest bugs reported on GitHub. https://github.com/MiSTer-devel/PSX_MiSTer/issues/66
thats crazy well done!
how did you do it? i remember robert thinking it would take a major refactor of the cd block
No regression found so far.
The game requires a 2-sector skew between SUBQ (subchannel) information and data headers for proper timing of boss graphics loading during XA audio streaming. I used the information provided in the bug report on GitHub and the solution for software emulators.
I remember that we searched with multiple people on that issue quite some weeks with Stenzek at the time.
Only the last commit remains though, and I hope it has helped to fix the main issue in the core.
Please test more games. If everything is ok, I will submit a PR.
Unfortunately, I have limited time today
core has a good timings
and all changes mades before
thanks!
reading the comments in the duckstation commit is pretty funny. looks like whoever was in charge of porting captain commando to playstation used some pretty weird tricks to load the boss graphic data
hey are there plans for bringing these changes to the 2xCPU core?
Out of curiosity what are your use cases for the 2x core??? Are there certain games that benefit from the extra speed???
I guess that you can google for some reddit threads with some recommendations. Mostly classic 3D stuff with better frame rate
Yes. A couple But also so I can do stuff like widescreen, texture filtering stuff like that in silent hill and dino crisis 1 without causing slight dips in framerate
Ok cool, I’ll have to check that out. I’ve tested the 2X core but never found anything compelling enough over the stock core. Thanks for the recommendation
Thank you sir you're awesome !
There's many games that I have tried that really benefit from the 2xcore, which allow for a smooth framerate
My default PSX core is the 2xcore.
And what about the games that are negatively affected? 😄
I've yet to come across one
The only issue I have come across is that some games have issues saving if the turbo mode is enabled. But just disable turbo, save and then re enable turbo and your good to go
There are no games that are negatively affected though
Because the turbo is only activated manually. It's just that the high mode is 2x instead of a lower value like the normal core.
Yeah, thats the default behavior of the batch files I usually see included with chdman, usually those come with an older version of chdman as well and don't have the recommended optimization settings
If you want, I had made a modified batch file that applies those optimizations and puts them all back in the folder the bin/cue were from.
Although it does also delete the bin/cue file so you'll need to copy those somewhere if you also wanted to keep the originals
Yeah I specifically put the CHDs in their own folder not realizing what was about to befall me 😂
But it was pretty quick to put a script together to move them back
I'd be interested in seeing what those settings are, sure
If it's just the settings you want I am pretty sure they are in the pinned messages, let me check... for some reason they are loading slowly for me
Yeah, it's "-c cdzs,cdfl -hs 9792", note you will need a recent version of chdman (it's included with mame) to use these, it was added recently
Also note that this will result in slightly larger CHD files, but they will be better optimized for if you wanted to use options to speed up the disk drive faster than it normally would read the disk on real hardware
Does anyone know why ghoul panic Europe stucks in GUNCON calibration screen even though I'm pressing the trigger to calibrate ?
Is it a first Gen guncon connected with PS1 snac adapter?
Yes it is , my crt is ntsc game is European is that a problem ? I'm forcing the sync with the pal 60 option in Mister
And you're using the composite connector adapter thing too right?
I don't have any problems with other games
Ok then my guess would be it's a pal to ntsc thing
The game is expecting things to sync up at 50hz and you aren't running 50hz
Is there a patch or something to fix that ? 😭
OK so even in the Japanese version same thing happens I can pass that screen after aiming and pulling the trigger
Like I said before I'm using SNAC and this is the only game at least at the moment in which I can't pass the aiming screen
👀
OK so something is really odd here the only game which I have this issue
interesting. I tried a simple delay of the subchannel data by 1 or 2 sectors in my software emulator and it didn't work, so I never tried the FPGA implementation. Was it that in the end or more?
In any case, great work on the core!
As you all can see it works only if I pull the trigger at the side of the TV but whenever I want to aim at the center it instantly dissappear
Is there a dualRAM build including the Captain Commando fix?
Or is the vanilla build now dualRAM capable via the SPU RAM option? I am a bit lost with regards to that
There is no dual ram build with the captain commando fix
Ah, thanks!
So, the SPU RAM option is only available on the dualRAM builds then?
Yes but you’re aware that it has no human perceivable effect, right?
And if I remember correctly Robert said the dual ram core also speeds up the emulated GPU as it is no longer as bottle necked, making that less accurate.
Thanks! 🙂
Hmmm.. shouldn't it be more accurate? DDR3 is shared with the OS, while secondary SDRAM is not
#1046940919607345272 message
Oh, I see... interesting stuff.
Has Robert also explained why didn't he do an (optional) version with video RAM on secondary SDRam? That way, the GPU and the OS wouldn't have to fight over memory access, since OS runs on DDR3
Thanks dude
My guess is that he chose to spend the development time doing the best as he could with single ram as that is what the vast majority of users have instead of splitting things like that. I think the dual build only exists because it was necessary or helpful early in development.
Single ram is always the priority and focus, dual ram just exists to help devs early on in development before optimization. The only outlier is the Saturn core and srg320 has worked like hell to get it as perfect as possible on single ram.
but dual ram is cool, I have it lol
Jaguar core too
I wonder if that fixes the Chrono Cross bug
My understanding is the GPU timing is too fast with Cross on single RAM.
The GPU needs to be ran slower like real hardware for that stuff to be resolved, dual ram makes it even faster so won't help.
Yeah this is why loading the GPU with some of the optional features fixes Cross.
I thought that the turbo core still helped with that?
I know it's been said before, but I like to put into numbers the lack of perceivable effect on audio with the dual RAM core - Firstly, it's not a constant delay, it only occurs when the audio buffer is full. When the audio buffer is full it's a delay of one extra cycle of RAM. IIRC that's 100 nanoseconds or 0.0001ms. Sound travels 0.034mm in 100 nanoseconds. Swapping from over ear headphones to in ear earbuds would reduce latency orders of magnitude more. Doing the gamer lean and getting closer to your speakers would reduce latency by orders of magnitude more.
If we're talking latency in terms of a frame, 100 nanoseconds is 0.0006% of a frame. That means if you are purely reacting to the audio to cue your frame perfect input, the delay will cause your input to miss the exact frame approximately 1 out of every 166,667 frames and again, that's only when the audio buffer is full.
if the human computer says its no good, u better respekt. case closed
The DE-10's DDR3 latency is the reason for having to run the GPU faster, a turbo core can't help get around that particular hardware limitation unfortunately.
The dual ram core is not the most accurate now? I haven’t been following core changes too closely and thought dual was still best.
I'm not going to tell anyone what to use but having read Robert's post I will take a more accurate gpu over an audio improvement so slight that I will never ever notice.
the best use of the dual sdram psx core is verifying your dual ram is installed
Nah, there's a dual Ram version of that Ram speed test score
XD
Dual sdram is more accurate sound timing, but less accurate GPU timing, due to there being less sharing the DDR3 and it's too fast anyway.
There is a "Slow GPU" option, but it's more of a hack, as accurate timing isn't possible with random DDR3 latency.
Using Dual sdram for GPU would certainly be a possibility for more accurate GPU, yes.
In never did this, because of the low count of users and the amount of work required. This might be different for future hardware.
Thanks for your input on this 🙂
Well, now that dual sdram is more common (I believe Saturn might need it in the end for some of the important games on the system unless a hacky option is used that breaks other games), maybe it would make sense to have a more accurate GPU on the PSX core with optional dual sdram... but of course that's up to you!
The “Single Ram is the Goal” people are coming
I'd also prefer single RAM all day long, sure, but if dual RAM is the only way to have accurate enough GPU so games don't glitch, then...
Single ram is the goal
shit
I fell for it!!!
CRT users don’t have dual ram and we don’t want to prevent a large number of users from being able to enjoy a core
Saturn’s use case for dual ram is making VF2 engine based behave more accurately to the original speed, which is just a handful of titles. And even then there’s a fast timings option for single ram. Dual ram is definitely not needed.
It also helps fix a glitch in Grandia for some users who have single sdram but others with single sdram also don’t have that that issue. Honestly, the Saturn is such a complex beast, ram isn’t the bottleneck here.
I have dual ram connected to a crt 🥹
Using gross adapters no less!
Sir I have a io direct. Lovingly crafted by our friend porkchop
(In Idaho)
Did you know Robby is friends with him personally? He mentions it every chance. 
Oh ok so now we have to ask CRT users to buy a new IO board and another stick of ram? Nah, that’s not cool.
It’s part and parcel of homebrew development I know, but if we can optimize that’s always better than telling the community “spend more money”.
It’s been what, like 8 years of MiSTer and the only use-case for dual sdram is just one core to help improve timings for a small handful of games and even then single sdram has an option to mitigate that discrepancy. Jaguar core benefits from dual sdram too but that’s still in development and not done.
Dual ram is only for real men, single ram is for real ||fat|| babies. 
I don't think people should spend more money on mister. I think people should spend ALL their money on mister! 
people who pay more game more
What would CRT users lose if there was an OPTIONAL dualRAM PSX core with more accurate GPU? 😮
Because we now have two class of MiSTer users and that doesn’t sit right with me, IMO.
Ok I’ll stop arguing. I don’t want to make anyone feel like I’m stepping on their toes or preventing them from having what they want,
I want people to be happy with MiSTer that’s all
sorry
Are the supposed inaccuracies in the current GPU code enough for anyone to actually notice?
Tow class societys are inherently better as long as you're on top.
Human, no? Robot? Yes!
class societies are good because im on top
well shit we need to get on that then, we can’t let our robot overlords have a sub-par mister experience!!
If the core developer wants to do dual ram to get the absolute most, who am I or we to say “no thank you”
I never was so I'd be excited to be a dual ram 1%er.
Beep boop.
Optional is great, you’re right
Oh, well, if you’re the only robot overlord here then maybe it’s fine as is
i'm a crt user so it would be a hassle switching my existing setup to dual ram
i'd rather wait for a potential "mister 2" to come out and see improvements on the psx core there
my arguments are pretty pointless considering what you just said. We’re likely a year or two away from a successor hardware. So I don’t know why I’m so passionate about sticking to single sdram.
Not sure how desirable a successor will be to most users. What would it do that mister can't do now? Some weird arcade boards and maybe dreamcast.
yeah also very true
I think we’ll see improvements to Saturn/PSX/N64/ao486 for sure.
I think the real takeaway is that tubemen are a relic of the past and scaler boys will rule the earth! 
The irony behind my arguments for single sdram is that I have a scaler and dual ram lol.
whatever board winds up being used in the next iteration of the mister project, dreamcast won't be happening. if we do get new hardware, it'll probably be closer to a mister 1.5. personally, i would be all in on it; more headroom for existing cores and more space for newer arcade cores would be enough for me to switch
Those consoles are functionally perfect imo. Why spend a triple digit amount to play the same games?
Very true
i disagree. as good as the 5th gen cores are, there's a lot of room for improvement in all three
Meaningful improvement though? I don't use any turbo core and appreciate the simplicity and compatibility.
Savestates are nice for consoles that didn't support battery saves but I don't use them on other cores.
absolutely. lots of ps1 games still throw up E2 errors often and there's the matter of the gpu issue in chrono cross, many saturn games don't run fast enough without the inaccurate "fast timings" option enabled, and n64 lacks rtc/64dd support, and some games run too fast while others are too slow
I am part of the “works well enough” camp lol
E2 errors dont actually mean the core did anything wrong neccesarily
So I love people who have crazy attention to detail
some games throw (and catch) e2 errors naturally
Scaler boys of the world unite 
that's true, thank you for pointing it out. i've not seen any games encounter an unrecoverable E2 error, but it happens regardless
you can just disable the debug overlay its really only meant for development
i do understand and largely agree with that philosophy, though i feel that the mission statement of the mister project is to get as close to the original hardware as possible. some corners had to understandably be cut for ps1, sat and n64 to fit on the cyclone v, but i would love a "no compromises" option in the form of a bigger fpga
It absolutely is and we should always strive for that. I just can’t hang in that rodeo because I’ll be sitting with an incomplete core and going “this is fine!” lol
that's very fair. i'm sure plenty of people are in both camps
in practical terms your only going to get like a handful of games that run a bit more accurately
i'm still all for it but i can understand if some people just stick with their de10nano
yeah, absolutely
Of course I’ll be upgrading the moment Sorg gives his blessing so again, hypocrite here
perhaps the de-10 nano could become the "standard" board for building a mister (as it already is), and the de-25 nano a "deluxe" board for people who really want to get the most out of the mister project, like with the examples discussed here. the future is still uncertain in regards to the latter though
only makes sense if the de25 is significantly more expensive
which i dont think it is? especially when you consider you probably dont need a ram module
well if that's the case then i'm all for that too lol
though hopefully the de10nano does remain like, somewhat fully supported
backporting fixes etc, there's still plenty more it can do
As a communist, neither do I 🙂
But from the preservation perspective, I think a more accurate GPU is desirable. And the single RAM user wouldn't lose anything: if it was the case, I would be against it, of course!
Yeah, ignore me. I don’t know why I get passionate about this. Sorry.
No need to be sorry at all, Robby, it was an opinion. We can have different opinions on most topics.
pentium mister....
Robby you’re a mod, that means your opinions are objectively correct and absolute
LOL quite the opposite
whats the point of being a discord mod if you cant force your opinions on the proles?!?
It’s so that he can have his face as an emoji 
lol why am I pooping
Not eveybody has his own emoji! 😄
well, you’re right @frail storm , I just need to keep in mind that optional is the key word here.
And it’s a great point too, accuracy is the goal
and @chilly kraken is right too, new IO boards have solved the CRT issue
For example, I love Time Gal, and it doesn't look quite well on the MiSTer due to the imperfect GPU, which is a pity. No matter what option you set, the game never ever looks good 🙁
Aw that sucks, on the PSX core? What’s the problem?
Time Gal is also amazing
Flickering on the upper part of the screen. Very distracting for an FMV game.
Sometimes it takes an scene of two to start happening clearly.
I already commented it on the "games that need accurate GPU timings" on github
I do think that single ram is the defacto “standard” mister, and i think that is ok. Gen 5 consoles are a miracle on the de10 anyway. On the next board, there will be a new defacto standard.
That’s a great way of putting it, “standard”. And that does not mean “optional” can’t exist either.
Dumb question but does that happen on real hardware? Maybe it’s flickering in the overscan area?
Also tangent but is that the best version of TimeGal that’s possible on the MiSTer?
I played the SegaCD one and found out recently there was a port to the PS1
Folks, DE25 is nothing at this time. Technical hurdles need to be overcome in order to even start down that road
my playstation 5 core on de25 is running swimmingly
Not sure how the "no fractional PLLs" is going to be dealt with
Even Robby got into the hype this time.
nobody is safe at this point.
That doesn’t impact me because I don’t know what that means! 
It means that there's a technical hurdle that needs to be overcome before the framework is possible to port to DE25.
And it may not be possible to overcome

Well, I don't think so because it's a very obvious problem.
Doesn't appear on Duckstation or Mednafen.
It's not in the overscan area either.
And yes, I would say the PS1 version is the best version currently possible on the MiSTer: Saturn version is good but doesn't have so good video quality.
maybe someone is brave enough to tinker with the dual ram PSX GPU
or maybe we wait for the next board
There are obvious issues with certain games that are visible on a real system, such as with Buster Bros, Captain Commando, Super Puzzle Fighter II X/Turbo.
Therefore, it's sometimes better to test on a physical console rather than via emulation.
The PS1 version also had some problems, if I remember correctly; sometimes it would miss an input.
i think the saturn version is generally preferred for that reason, even if the fmv quality isn't as good
still though, probably worth looking into the issue on psx
until mister can play the 300gb ld rip of course
Ghost in the Shell is my favorite one. It replicates the FMVs on the side which looks very obviously broken. But sure enough, identical to real hardware lol.
Tested with an unmodded console and my original copy of the game.
Dreamcast is pretty big if possible IMO, also a fully accurate N64 and Saturn core as well
dreamcast is not happening anytime soon
Meh, most good dc games have been ported to gc and I wouldn't know whats wrong about n64 games or saturn games. I grew up in palworld, I'm 17% slower than normal anyway.
i'm gonna have to disagree with that first statement
My main concern with the "good enough" mentality is the possibility of development becoming stagnant and/or just rely on tossing more workarounds on said good enough implementation. Like what ZSNES and Project64 did for years. For the time having those working at all, and at a playable speed no less, was nothing short of a miracle. But people started to rely on those and their hackish methods for far too long after we no longer needed to rely on those hacks and workarounds
“Good enough” can mean a lot of things and from everything I’ve experienced “good enough” on Mister usually means “we’re near or at the limits of what we can physically fit in the FPGA and further development offers significantly diminished returns for the amount of effort required”
Obviously most devs will continue to try and fix bugs but after a point, these are 30 year old pieces of hardware after all, development will have to end at some point
Look at the core here: I stopped development for it for quite some time now, considering the improvements per spend time being to low and rather worked on the n64 core instead of fixing some of the games.
Now Kuba fixed some games and issues, proving that there are indeed further improvements possible.
This is harder with gen5 then it was with other cores, but if someone really wants to and spends time, it is possible as proven now.
So yes, we are not at the limit, not even close. But the speed of progress is way slower for the last few %.
MiSTer has no limits! 
I'm still working on fixing a few bugs, but research takes a lot of time, and major changes to the code require a lot of testing. My wife gets annoyed with my “missions in my head.” 🤣
I have tested some games in past few days with Commando rbf and no issue so far !
thank You!
Shout out to @ivory verge 's efforts. They don't have to improve upon the experience that we already benefit from. Sincerely, thank you for for helping to fine tune the cores around the MiSTer ecosystem. Not to mention your exhaustive testing on cores like Saturn. It doesn't go unnoticed.
Thank you for your kind words, I'm glad I can help❤️
KUBA KUBA KUBA
You also enjoy the testing process.. I hope! 😄
Of course ❤️
Kuba kicks ass
One question.. In Chrono Cross, the only way to fix the "Elements" menu in battles for me is activating "GPU Slowdown (U)".
The other options that supposedly works around the issue (24Bit Rendering, Texture filtering...) don't fix it.
So, what side-effects does "GPU Slowdown" have?
Games I am testing seem to run normally with it activated, but it's marked as "unsafe" after all...
PSX is probably my favourite core on the mister and as Metal Jesus Rocks says. I believe the 2xCpu core is the Hidden Gem
So it's been amazing to see these updates and bug fixes not only come out, but make the way down to the 2xcpu core
It really is impressive that such a core is available, also for the N64 core
Apparently that won't be a thing with Saturn, which is too bad.
I'm not sure the Commando fix has made it to the 2xCpu core..?
Oh your right
I must have got confused with the dual sdram build
Fingers crossed the fixes get ported to the 2xcpu core
Until the gamecom core is out, right?
GPU Slowdown is marked as unsafe because it was never really tested much. It's just a stupid way of slowing down GPU speed. Not accurate and not even a good way. More a quick and dirty hack to somehow make the GPU slower to solve issues where it being to fast causing non acceptable glitches.
A good solution would count cycles and slow down until the "target speed" is reached. But given how few games need it, this effort was never done, because even with the better solution it would still be not as good as a real VRAM replication using a dedicated memory.
Ok! Thanks a lot for the explanation!
In fact, I have just noticed that it doesn't completely remove the glitches in Chrono Cross either 🙁
Yes, i fear it's not really tuned well.
Is it reasonably feasible to fix? I haven't yet played chrono cross, wondering if I should wait
My wife does the same, but she is impressed by the MiSTer project at the same time.
She thinks I do too many "test sessions" when she sees me with the Saturn core. 😂
the current method is just reducing the pixel throughput by 50%. Experiementing with other speeds should be easy, but then a lot of tests are needed and unless another method is used, it will never even get close to be being accurate.
True, but what about enough so that the glitches aren't visible?
Luckily with Chrono Cross there were recent rereleases on modern platforms. It’s one of my favorite games of all time and I get excited whenever it comes up here since I know there are some glitches, and I’d love to replay it on MiSTer but at least it’s not trapped on PS1 anymore!
Oh that's good to know! Hopefully there weren't creative liberties taken by those in charge of the re-releases which change the experience of the game itself
That's why I try to play original versions for first time playthroughs
The re-release has a horrible filter over the background art that that destroys the aesthetic, I would wait until you can try the original.
Will do
And thanks for the heads up
That's something I wouldn't overlook 😅
Id kinda like to play it with psx2x, maybe that build doesn't have the same issue
Although I could be misinformed and there is a way to turn it off, but I never saw it mentioned.
Maybe a mod perhaps
Looks like there is an option to play with original assets, but they still look like they have a bilinear filter applied. This channels comparisons are excellent, should give you the answer to what version you will want to play. https://youtu.be/kAqSRt1QZCI?si=63XxTioKMu0MOdAu
This is an UPDATED port review! The patch from Feb 22, 2023 chopped off a couple minutes of the original video & so I found that warrented re-editing the remaster half of the video.
THANK YOU to Square Enix for providing me with review codes for Chrono Cross: Radical Dreamers Edition on every platform (Xbox, Switch, PS4, and PC)!
This is a compr...
Yeah you can turn it off
I played through the entire remaster on a Switch 1 before they added the ability to smooth the framerate. People simulatenously complained that the remaster "looked bad and ran like shit" but I think most folks don't remember the framerate on the original game was very low. Eventually Square caved and patched in a higher framerate, but you could always turn off all the upscaling / new character models. I swapped between the two, I think the new models look good in some instances but I was glad to have the option for the original assets.
You guys might have talked Robert out of fixing it 😂
It looks like charters are still modelled in a higher resolution even with original backgrounds enabled, that mismatch drives me nuts.
i mean at that point emulate it on duckstation
I support ports or remasters if they are faithful, but unfortunately that is rarely the case.
Nah, turning the new graphics off swaps the old character models. That's just how the game looked.
i'm guessing it doesn't render at 240p though?
Not sure what it renders at internally
They don't look they are rendered in 240p in that video?
Totally possible that they're rendered at another resolution, certainly there would be some scaling since the target resolution is much higher on modern consoles.
It looked fine to me and I think there are some advantages to seeing more detail in the character models, there is so much detail in them.
Which is fine, but imo there should always be an option to render them at the original rendering res too.
But then I still play all emulation at the original resolutions, it's just one of those things that I am particularly picky about. The exception being rendering 480i content at 480p if possible.
Yeah I'm the same way with most things. I'm just happy that Cross is not trapped on PS1 anymore since most folks are not willing to play on original hardware / mess with emulators.
A lot of effort went into that game and I'm just glad other people get to play it. Radical Dreamers too! That was a nice surprise, and I think really wasn't talked about enough.
Yeah, not everyday Satellaview content comes to modern platforms!
Exactly!
I'm sure it wasn't a huge effort for them but the bar is so low with ports these days I was not expecting it. Ironically AFAIK the reason that Cross is not officially Switch 2 compatible yet is because of Radical Dreamers, some corruption in some of the menus I think, but oh well. It runs fine on mine.
I uhh, still haven’t played it lol
MiSTer must win, again 
Yeah, I love the PS1 and own over 400 CIB games for it, I just play on MiSTer lol
Just use your Epoch to go back to 1999 and play it then
I still love the intro to Cross to this day, it was amazing to see back in 1999 though
Which controller do you prefer?
DJ Station Pro. The silver one
Nice I’ll look for that one on eBay. Do you have a favorite bemani game?
For PS1?
Beatmania 6th Mix + Core Remix
Yeah, a Mega CD with Genesis cart slot that has 32x support could be the tower of power we've always wanted.
Hopefully they'll figure out how to get the 32X layers in there. Was disapointed how the only way to run a 32X on the Mega SG was to use the DAC
That’s tricky given how it works with the Genesis. I’d almost like to see a FPGA recreation of the 32x in its own power base-converter-like shell that people can just put onto their Genesis consoles.
Hell, I have a 32x and I’d buy one if they made the shell fit the model 1. I suppose someone could make a cart with a video connector and have it all just in a flash cart?
How does the Neptune board from…Cosam I think, work? Does it route the video internally on the board?
i think all video gets combined onboard. sadly there's no way to disable the 32X side of the hardware though, so you're locked out of sega cd games if using a mega everdrive pro
Yeah, would be nice if there was a physical toggle. Pretty sure no SMS either.
@ivory verge I think I found a regression (tested 3 times and issue happens)
The commando PSX core couldn't pass the clear stage screen (1st stage) of Floating Runner - 7-tsu no Suishou no Monogatari
the music is ongoing.
With the last unstable, it shows "Now Loading ..." and pass to the 2nd stage
thank You! i will look at it
try this , thanks!
It is fixed ! Thank you 🙂 What is the change ?
Thank you for noticing that! . I was testing other things and forgot to remove one condition for CDDA reporting
Oh wow what a neat project. Yeah I'm curious what the cause of this issue could be.
It is not a regression same behavior with last unstable and RUNNER_FIX version, if someone could confirm this game "Favorite Dear - Junpaku no Yogensha (Japan)" shows black screen after playstation logo ? If yes I will opened an issue ticket
Just wait few seconds and game boots
Yeah, working fine here too
MiSTer wins again
For me it is not the case ... Thanks for the check I will upload again the bin/cue
after reuploading the CD, it works.
Great to hear!
I was playing Silent Hill with a C-Blend core from 2025-04 and it´s looks amazing! Isn´t possible to merge the C-Blend with the updated core? Thanks!
what is the c-blend core, precious
As for me, I don't see a problem 🙂
Composite blend stuff kuba was experimenting with
It would be great!! I love both PSX and N64 CBlend cores!!
KI Gold is beautiful using the Cblend option
oh yeah what happened to that it was pretty cool
wasnt it inspired by how the voodoo3 works or something
Yes, we need composite blend on both PSX and N64 cores. 😄
Dumb question time. The composite blend option is nice but can’t you get similar results with filters? Or is how it’s done via a core option completely different and more accurate?
Dont know exactly how to describe it but cblend on saturn is vital for me and unique from crt stuff
I actually use them in tandem
That’s really cool. I never really messed with the option but was always impressed with the adaptive cblend.
For me it removes the checkerboard shadows on satuen
Don’t laugh but I enjoy them lol
I totally get it though, it’s more authentic imo to have the cblend stuff working in the checkerboard shadows anyways because that’s how your TV displayed it.
Yeah but also theres a kind of hard pixelness that the crt filters never really solve that c blend on saturn does. A softness I kind of enjoy you know?
Yeah makes sense, thank you for educating me!
Hope @ivory verge and @tropic stratus can make this happen 🙏🏻
The composite blend feature just a 2x1 box blur, isn't it. Hurts my eyes. Are people that offended by dithering?
Do you know where you can get the c-blend core? 🥹
#1096015979055697940 message
Legend, thank you 🙏🏻
Unfortunately filters won't work on the analog outputs, so having them inside the core is necessary to emulate composite signal level blurring when using CRT monitors.
Oh wow that’s a great point. Is it because the analog video out from the MiSTer is too clean?
You can not just do anything. I helped kuba-j with dialing in the composite blend to be as accurate as possible to the real hardware. There was actually quite some testing and effort involved in getting it to look right.
Or the cables we use too high quality?
If you use mister via RGB you basically have no signal degradation. I guess you could use it via composite cables as well?
Either way that’s really cool that there’s options for varying degrees of “sharpness” for analog out to compensate for modern devices.
For anyone wondering, here are some good examples for why composite blend could be necessary: https://www.youtube.com/watch?v=RyH_YN3YKNc
It really helps to smooth out textures and sprites. When you use such signal through a CRT or filters, the image becomes sharp again but still retains the smoother look.
Retro games are experiencing a resurgence in popularity & many people want to play the systems on real hardware!
However, which cable should you use in 2024? What's the difference between Composite, S-Video & RGB SCART for video output quality? If you want to know, this is the video for you!
Let's use the PS1 as our console of choice & see wha...
It’s funny, for low resolution polygonal graphics with low resolution texturing, increasing the signal fidelity just makes the image worse. For me anyways.
These consoles really were built for lack of signal clarity and even took advantage of it to fake higher bit depth through dithering.
Yes, I believe at least that smart developers understood the nature of the signal outputs and target monitor systems to where they would intentionally use their inherent qualities to make their games look better or at least adjust them specifically towards these.
The sharpness of RGB on my CRT started to bother me to the point that I just added 3 ceramic 2.2nF capacitors to the RGB ouputs of my SCART switch. It doesn't look exactly the same as composite but it still gets a similar effect (and no dot crawl). The caps are connected to ground through a switch so I can turn it on or off (I also added a 1.5nF option for less blur).
The composite blend filters for these cores are a bit better at blending dither/transparancy effects though. But they do have some downsides like the letter 'm' in FF9 turns into a blurry rectangle, while the caps leave it still readable.
thats a cool idea
The CBlend cores were neat. I tried them originally when they came out and offered my own feedback on the PSX version helping it move along to V3.
But then I got the Pro board from porkchop and got real composite output and didn't need to mess around with that anymore.
CHAOS!!!! 
Using the latest PSX core, Is there a fix for this sprite corruption for Captain Commando when you reach the first boss? Also, noticed Street Fighter EX has some minor graphic corruption on the character select screen and stages.
try this build: #test-builds message
Thanks Kuba-j 🙂
I'm curious about the fixes, @ivory verge , are you porting from Duckstation or are you investigating real hardware behaviour?
There are no ready-made solutions, so I search for information in various places and check emulators to see how they solve different problems. Thanks to Duckstation, I managed to fix Duke Nukem. The rest is my own research.
Let's take, for example, the mirumiru demo problem, which Duckstation solved, but it doesn't work for us. I tried this approach, but something is still wrong. I need to analyze other areas as well. I think I'll get there eventually. Now I'm checking Trasher / Dave Mirra.
This is super helpful to have someone with a fresh view on these things. E.g. your Captain commando solution I would have never even thought could be done that way.
Thank you so much for looking into it.
I still remember to get any consistent savestate for the Dave mirra crash for hours, but never had a chance. Hopefully you also have a different way to tackle it and succeed 🙂
I remember there were rendering issues with parasite eve. Were those ever solved?
I've just been kind of out of it the last few months and the chat moves fast
And wanted to start a run of that soon
I dunno if that’s in the scope of stuff kuba is planning on looking at, but maybe!
It is, as far as I know, still a problem
amazing work kuba, love seeing these last few games get sorted out
Exactly this! This is genuinely the best community in retro gaming.
I think Chrono Cross has some issues too
Alright I'll stick to duckstation for that then
Yes. Justice for Kuba!!!
I second this.
Having issues getting guncon to work with psx core? Which steps should I follow?
Should just switch to snac port 1 but not working. I’m thinking either the guncon or adapter is faulty. Don’t know how to troubleshoot. I guess get a ps1 controller and see if snac is working first
I haven't tried using light guns, but isn't there an RCA port on the PSX SNAC adapters to sync light guns? Also, you're using a CRT right?
Yes. I’m using the rca video port and guncon 1 with snac adapter.
I set the controller to SNAC1. I run point blank and doesn’t detect anything.
I know the SNAC port works so it’s either a setting issue, faulty snac adapter or guncon. O double checked with the guncon owner and he mentioned that they tested it and it was working.
Turn the CRT Contrast/Picture setting to max
Is the 11/19 Test build older or newer than today's unstable? Or they're identical?
you should just need to turn on SNAC for whatever port you're using, and plug the rca into the the yellow port in snac. You could try to plug it in elsewhere in your video chain. You could try turning the brightness up. Does it act like shots fired and just doesn't hit?
It doesn’t register the guncon at all. It might be the guncon. I noticed the last two pins are pushed in. Especially the 8th pin. About 25% pushed in
Do you have a real PSX to test it in?
No. I’m going to return it on eBay and try to buy another one
A very WIP port of https://www.github.com/n64decomp/sm64 for the PlayStation 1 - malucard/sm64-psx
Woah! @ivory verge fixed the MGS sound?! 🤯
i think partialy 😉
You’ve come a long way from fixing misspellings of disc 
Can anyone compare the sound of Codec with Duckstation?
Unfortunately, I don't have time today, I need to spend time with my family. Big thanks!
Thanks! My heart is blue 😉
I'd give you mine if I could. You're out here fixing PSX...I just swap sys folders :p
It doesn't matter who does what, the important thing is that we all help
mister wouldn't be where it is today without its community 🙂
Thanks for working on this historical core! And for fixing MGS none the less... probably one of the most important games on this system.
Dave mirra the maximum seems to crash a lot faster than original release.. inconsistent timing until crash tho so not sure how helpful
It depends more on luck. Sometimes, for 15 minutes, I thought the game was running fine without any problems. Other times, I'd experience lag right from the start. There were no changes that could have broken it.
Metastability?
Really wonder what the trigger is in the audio stream... I thought it was maybe solved with the recent changes, and was working okay with Dave mirra for a bit, then went to the maximum and did a few loops around the indoor area then crash
Way back I remember background audio muted would bypass. Or setting CD drive to force 1x speed
The stuttering is random, MotorOn and IRQ introduce variable delays that disrupt sector timing.
For example: One sector is delayed by 5 ms → the game retries, resets seek → the drive pauses for 50 ms → the next sector arrives too early → IRQ arrives in the wrong cycle → the game loses track of the logical state of the drive
I'll try to fix it, I already researched the topic some time ago.
Is this because of the memory of the DE10, or slowdown reading from the MicroSD?
I can check it out by next weekend if nobody has checked it by then. Unfortunately this is the busiest time for me in the year.
How did you fix the codec sound? I believed the issue to be a result of aliasing distortion with the core.
Quick question: would a usb foot pedal mouse thing work as a 2nd controller in the ps1 core for time crisis?
Awesome to see all these psx updates. Is crono cross on the cards as well or is there a more fundamental issue with that game?
Best core gets better 
That issue is with the DE-10 nano's limits.
I’m not advocating anyone spending any time on it, but it would be pretty neat if Virtual Pool 3 were fixed. I had that game back in the day and was hoping to play it again
Hopefully it gets fixed incidentally one day
Some audio problems iirc
MGS's sound wasn't playing right on the PSX core?
problem with reverb during codec calls is all
not enough of it
What issues are you having with Chrono Cross?
I haven't tried it myself yet, but it's known to have some graphical glitches #1046940919607345272 message
I believe those glitches are there on duckstation too
I did two playthrough of chrono cross a while back, and I've got a strong memory of elements menu glitching in battle. Unless it's been fixed recently
Sounds similar to me, but my audio setup is quite different (tv vs pc)
I did run this core alongside PSOne hardware on the same TV and there’s a noticeable difference there - slightly more reverb on your core rev with that codec tuning sfx. But much improved from the previous core.
That would be interesting as a software emulator shouldn't really be resource constricted.
thanks for testing!
If people didn’t find them, then would there be bugs to fix? Think about that!
That's the thing with the three that falls in the forest... it DOES make noise, even if nobody is there to hear it 😄

What if a four falls in the forest? 😉
Yeah! Finally! Mgs codec sound is fixed , it's matches the real hw now :))
Wild ride
Amazing work, kuba
🏁
What's the difference between this version and the one from the 23rd?
23rd : partially fixed.
Now : completely fixed.
Sound works 1 month before Christmas Yeah 🔊
Crono cross. 🤞
Parappa the Rapper (J), Trasher/Dave Mirra, Parodius
I tried some things in Virtual Pool 3 , we will see
I mainly focus on the CD
amazing, what was the fix !
i thought that was ruled one of the unknowables
The final boss 😉
Congrats Kuba!
Technically, there's no support for 2 player destruction derby XD
( no, I'm not seriously asking for system link support )
I completely forgot that existed
https://en.wikipedia.org/wiki/PlayStation_Link_Cable
and more compatible games than I expected
The PlayStation Link Cable (SCPH-1040) is a peripheral cable for the first generation PlayStation console. Utilizing the serial I/O port found on the back of most PlayStation models, it allows for two consoles to be connected in order to play compatible multiplayer games on separate consoles and displays. The cable is an 8-pin inline serial cabl...
What about THIS nonsense?
I’d rather have a Nokia 3310 snake 2 core 😎
Thanks brother, you kick ass
Could these fixes get migrated over to the 2X core or is that asking for a lot?
It probably can happen but there is a question of wait till he runs out of stuff he can fix then port it over if feasible, right?
Makes sense!
Was it really that big of a feature? I personally don't recall anyone ever using it
Also I would imagine it would not work well at all over Bluetooth or Wi-Fi, SNAC would be possible since there are enough pins on the port, but that don't mean losing controller support
among my friend group the link cable was incredibly popular
so many hours of red alert, duke3d etc
iirc robert said the core side is easy he just didn't want to get into designing any hardware for it
in theory you could connect two misters with a usb A-A (the most cursed one) cable between their snac ports
it probably varies from game to game wether they'd tolerate it
having issue with the psx core, any time i make changes in the settings for the core ... my wireless dual sense no longer works in game but menu etc is fine ... if i restart everything works again ... if i load a manual save state i cant use my controller in game afterwards
anyone had this issue before?
I found out if I click the track pad on the dualsense I can toggle between slot 1 analog and slot 1 digital and starts to work again
Do duckstation cheats work in psx core?
I really want to see if the 60fps patch for Silent Hill Works
Thing is, on top of what others said about potential issues with wireless, doing it wired can allow for linking a mister with a real PSX for link play. It would be a lot more versatale that way than a method which requires two misters.
I really don't see the value in doing this wireless, trying to make a wireless device that works on a real psx sounds like it's just adding complexity and problems. Aren't people generally going to be playing near each other anyway?
I mean, they don't really make PSX controllers anymore either but SNAC adapters are popular
It's a LOT more work to make said dongle than to just make an adapter to use the serial cable
Does the serial port even supply power at all to power such a dongle?
It is apparently possible to tap into traces on the PSOne to add a serial port
Wireless would though, again, be a mess most likely
Oh wait, nevermind, that's to add one for debugging homebrew, it dosen't function like a link cable
does silent hill already hit 60fps in like, one or two tiny rooms?
i'm thinking of the like tiny featureless cube rooms in the hospital
For final fantasy 7, it is native digital not analog. I am using a dual sense. Anyway to force analog for digital only games?
using snac?
oh sorry you said dualsense
iirc if you set the virtual pad to digital controller instead of dualshock then your left analog stick will also be dpad
it wont actually be analog ofc its just a simple mapping to dpad directions
there is a keybind you can do to swap between the two I believe (analog and digital)
that changes the dualshock mode, that wont do it
it has to be in plain digital pad mode
ahh ok
AFAIK on real controllers if the game didn't support analog you could not use the analog sticks even in place of digital
(And apparently a few games that claim they supported analog just mapped the stick to the d-pad anyway and didn't actually have analog controls)
Yeah this is a mister exclusive trick
Actually you get the same on real hardware with the brook wingman
https://youtu.be/QKvq1DicRVM?si=4hmyw0JS37fry4A1
Wondering if somebody could make a cht file for me that’s in this videos description for the European version of gungage
Eu só fiquei sabendo desse jogo ontem! Eu achava que era um erre pê GÊ japoronga mas não!
É muito legal, mas como sempre tem algumas escolhas de design que não me caem bem (leia-se: eu estou muito velho e noob pra suportar), então por hora a movimentação está um pouco mais livre
E aparentemente é um jogo bem acessível pra hacking. A...
I have no clue what I’m doing when it comes to cheats
Libcrypt sounds like an underground library lol
yes, but it is an important element for some games, especially PAL versions.
I mean, its a pretty badass name
yeah 😄
Like for 2 weeks.
I remember people in my college years having a cracked version of MediEvil like 2-3 weeks after the release of the game.
Using CopyWorld website back then for finding the crack/trainer.
Clone CD with libcryt support was out very soon after Sony released the first game with that extra protection.
There aren't that many libcrypt protected games anyway. Mostly the heavy hitters.
I had a copied game lent as a kid that only ran in b/w and didn't know why. Was some dbz game. Now I understand it was ntsc and our pal tv didn't take kindly to it.
I didn't even know what that was at the time and most people here still think scart is shit because we only ever used it with those composite to scart adapters that came with every console.
scart is shit
Shart
scat
That's NES
I remember trading my cousin my copy of Skate or Die for it XD .... and never got far
that game is neat. kinda like battle mania but on nes
Man whoever named that game and said HEY I GOT THE PERFECT ABBREVIATION FOR IT!!! lol
Wasn't rgb scart pretty much the best way to hook up your psx though?
I still got mine hooked up to the rt4k with a packapunch rgb scart cable. Looked really good, just as good as mister.
its the best way to hook up ... most retro consoles i expect?
Unless they support component afaik.
I thought RGB was better?
it usually is unless the console supports 480p in which case its usually exclusive to component cables (xbox, ps2, gamecube)
you can get 480p from a PS2 via RGB if you have something that supports sync-on-green, which is unusual
i think original xbox is the same way. gamecube and wii i'm not sure though
that being said, component is nearly indistinguishable from RGB on a good CRT or scaler
wonder what game compatibility with that is like. i assume anything that has a 480p mode would work?
could maybe get even better results with GSM
3rd party hdd adapter? I have the gamestar adapter. This just got interesting.
i think it's a bit limited right now, but you should be able to load games at the very least. it's a nice update
super cool that you can boot PSBBN into 480p, means you could leave your PS2 connected to a VGA monitor without having to use any scalers or adapters. admittedly though, i've not had much luck forcing 480p in games designed for 480i
Seems like something to look into in a year or two.
seems to work better with some titles than others. i could never get klonoa 2 looking good on anything other than a standard CRT at 480i
i think Okami has a good 480p mode, they're kinda rare, was more of a late-gen thing too
I recall one of the God of War games having a cheat code for some kind of 512p mode or something like that
https://github.com/MiSTer-devel/PSX_MiSTer/issues/296 this is fixed too ,side effect for repairing the music player and looping music in Wipeout
nice
The BGM will almost inevetiably stop playing in most stages and for most songs. If not by Stage 2, by Stgae 3 it generally stops. It can vary when exactly it happens. This has been an issue for abo...
I checked 3 times stable core (music fades away) vs. last unstable (works correctly)
Fun game 🙂
is there even any bugs left open at this point?
Some remain, most of them are minor or have workarounds.
Posting so we have a record of it. This is the screen it hangs at: Workaround is to use the turbo core. PSX2XCPU_20240922.rbf.zip
I'm glad I managed to fix more than I broke 🤣
certainly one of the games of all time
probably for some people
every game is someones favorite
well probably not quest64 but you know, generally
Looks like the foreplay scene to a porno 😂
As a filthy casual; this just as accurate as a real PS1 and it's way more convenient to use and play games on. I have over 400 PS1 games collecting dust on a shelf because of this core lolol.
I'd say the Chrono Cross thing is the main offender remaining. And workarounds don't work-around it if you reload the game 😛
I believe the only major visual bug I know about is parasite eve. But I never checked to see if it got fixed
Parasite eve is a Christmas game anyway, I'll see if I can play it this month.
PSX is in the top 5 best mister cores for sure
can someone refresh my memory on the E2 errors? is it an issue with the core do they just occur naturally
nice, that's good to hear. i've run into it a couple of times but never had issues beyond that
It was mostly from the early days. It shows a CPU exception like divide by zero.
In most cases these are either unhandled or unexpected and the game will hang afterwards, so it would be a hint for me to search in the CPU for issues.
Today the CPU is probably stable enough and the cases where it happens, it would happen naturally and the game can handle it.
Btw why do I get flashbacks of murdering a million crows in central park when thinking of parasite eve? Was that a thing?
No it actually happened. You made the national news.
Yeah it was really fucked up but trump pardoned you during his first term
Ah yes, I remember that, the Murder of a murder of crows
Oh man, I come here for this kind of stuff 😄
@tropic stratus do you think is a good idea adding the PSX DualSDRAM to the nightlies? I don't remember if I asked you this a while ago already or not, tbh. But I guess it could be useful to check whether that setup still works
it does. i believe it's in alt cores
no, I think he meant the auto builds
alt cores is just a database people are plopping builds into
still standing on ten toes that you're all weird for trying to make dualsdram psx core a thing
It’s less accurate than the single ram build so I don’t think it’s a good idea.
So what you gain with more accurate sound that is impossible for the human ear to even perceive, you trade for less accurate GPU timing that has a noticeable impact.
@exotic knot So in its current state, I don’t think offering a less accurate core with zero appreciable improvements but noticeable downsides is a good idea. Just my opinion here, take it or leave it.
I know the dual sdram it's not meant to be released as official, but as a experimental build I don't think the nightlies is a bad place, it could be a way to test that it doesn't get broken over the commits
Oh ok then ignore me, sorry
I forgot he mentioned that dual sdram could be used for a more accurate GPU if developed more which is really cool
yeah same dual build setup like with the Saturn would be sweet
right now all you're doing is adding more steps to debugging when people do have an issue
idk feels a bit better than it being in that altcores repo?
just my opinion, I actually don't feel that strongly
I only care about what Zakk said. I think it’s a cool ass experiment and maybe a good foundation for an improved GPU.
Sorry I am way too opiated on this when I have nothing to do with it. I’ll refrain.
my secret hope is that kuba starts poking at the GPU on the dual ram core
I think now is a good time for a new stable core. Six games and the music player have been fixed, and an option for old GPUs has been added.
Great job 🎉
I'm working on other things, but it takes time. I also have a lot to do at work at the end of the year and I don't know when I'll have some free time.
@ivory verge you’re doing the lord’s work! Thank you for keeping the dream alive! 🙏 ❤️
TY, kuba-j!
Nah, I'm just trying to help, but it's also fun for me. Thanks guys
You want me to build some cores? Happy to do that if you’re busy. We can also potentially promote the unstable if folks have tested it
I've played a bunch of games on the unstable in the last week or so and not noticed any issues, seems solid.
Think Chrono Cross could be fixed via patch like the games on the n64 core?
What’s wrong with it again?
Some games have issues because of differences in how the MiSTer core handles GPU timing vs. original hardware. This is a known issue that may not have a remedy on MiSTer because of how the GPU is i...
Sorry lol, I always forget we have GitHub issues
That's the easiest way to explain it 😄
Known workarounds: Turn on 24-bit Rendering or Texture Filter, which will result in slowing down the GPU and clearing noise.
Seems pretty good!
Could I please make a request. Once a new stable has been released with these amazing changes and fixes.
Could we also get a 2xcpu version.
(id attempt it myself but I haven't got a clue. I do have a pc if that helps)
It's not chrono trigger. That's what's wrong.
This will get released when the game.com core is being released.
yup, once kuba tells me how he wants to do it, I’ll get to work
I'll leave it to you, you can build good cores 🙂
I need to look at the audio, make sure it's not distorted
Sweet Ty kindly. You also have a gold name so congratulations on that.
Please @ .. me when you have made some and I can test them. Like we was doing before
Thank you so much! Any chance to add c-blend too?
Can psx do user database text files like n64?
Because that can be an effective way to enable workarounds like the solution for chronocross to just force enable 24 bit rendering
I really hope whatever next incarnation of mister we get we get per game settings we can save in core
I use the setname parameter in mgl's to handle any per game or set of game settings like that.
The documentation around mgls are terrible
Hey @chilly kraken I don't see an issue report of this but I've noticed what I think is an audio bug in the PSX core. In the first battle of FFIX, if you listen to the sword slashes of the boss or Marcus, the slash sounds have a rising "zing" sound that I don't hear on real hardware. I found a video of it here
SPU now available on single SDRAM module. Incredible stuff. Just the intro of FFIX.
Have you played on the most recent test core with audio fixes?
I can try later tonight with the latest fixes. I heard this on the current stable
The question is can these fixes be ported over to the 2xcpu core
I mean they can but will they
I asked here and people helped me understand things, it's honestly trivial to setup. Want me to send you a dm with an example mgl?
There are no fixes for MGS codec etc. in the current unstable version. I'm working on it, I have another idea
this is not the final result, just a trial run
in audio video section there is new option
Latest unstable sounds like this https://youtu.be/UT9_U3LId7A?si=64sdOBpdrilSZ-EU
Jump rope is dope...Tetra Master ain't!
Abilities Learned: Fire, Bug Killer
Footage was recorded on real PlayStaiton 1 hardware through RGB video output on an OSSC scanline multiplier device (4x Bob Interlace from 240p to 960p) -- Watch live at https://ww...
spu filter
eliminates metallic reverberation
I need to refine it and add a few things.
If anyone would like to test for themselves
Unfortunately I am at work right now
This build feels good to me. No sound issues that I could detect. Meets timing
If folks could give that a whirl
If you're wondering how 2xCPU compilation is going...
I don't think she is gonna meet timing, champ
(she did not)
Well fuck
Fear not, I am not so easily defeated
This is not one that has met timing, but can someone look at this and confirm:
- its the turbo core (I want to make sure I merged the changes correctly)
- it has all of kuba's fixes
This fixes the sound issue in FFIX for me, sounds like the video you posted
Should be able to give this a test for a bit later today
I can't remember if I used specific games though.
duke nukem. i remember duke nukem
Ah yes that's to see if it actually is 2xcpu. Thanks for reminding me.
Right. I have confirmed it's the turbo core. I compared duke nukem time to kill. When you spawn in without moving you get an average of 20 FPS with the normal core
Your test turbo core gives me 29-30 fps
So yes I can confirm it's turbo
Unfortunately I'm not sure what fix I can easily test
What does "met timing" when compiling a core mean?
ok, let me know if this works good for folks and then I will put it in the alt core db
Will try to test tomorrow although I am busy on the weekend
No regression so far on multiple Final Fantasy games.
Thank you again @ivory verge for all the work you put into the fixes. It's still a micracle how you dig into the core and solve all these issues in such a short time.
It makes me so happy to see that the core is still capable of more.
Also thanks @chilly kraken for the new release build and pull request, i just merged it.
I'm grateful for every fix, as it puts chrono cross more in the crosshairs of future fixes. 
Chrono Cross comes behind Virtual Pool 3 
Even if so, fixing virtual pool will leaven even less games to fix and brings chrono cross closer it's own fix.
It's inevitable. 
Yes! In fact, Chrono Cross was programed in japan! Possibly manufactured there, too!
Whats wrong with Chrono Cross???
Does the 2X core fix it as a work around???
If I turn on 24-bit Rendering or Texture Filter, will it break other games?
Or is it safe to keep it turned on?
you know what you must do...
What I have on my to-do list will keep me busy for a few good months 😛
I think they’re safe
But embrace original hardware 
(Well the settings that match original hardware)
I love that we're still seeing progress on this core even while Robert is doing other things
I wonder if this silent hill cheat would work on 2xcpu
Id be surprised it would be smooth, as I believe even with 2xcpu and turbo mode enabled. There is some frame rate drop. However, I've only played 10 mins into the game on Mister
Although
I wonder if there's a 30fps cheat for duke Nukem time to kill and land of the babes
We actually discussed that a little while ago in here
There is but the logic is tied to the framerates and the game speeds up
Dave Mirra / Trasher fix , please try this:
I spent so many hours on it that I almost went crazy, now my brain is stuck and the game works fine (propably) :)))
is it contains MGS fixes ? or different build ?
Different build
There will be further corrections to this code, and there may also be errors in other games, which is why I am not including it in test builds. For now, please only test it in Trasher/Dave Mirra. Thank you!
Ill test it out soon! Thank you so much @ivory verge 🤘🤘🔥
Okay, I cleaned up the code, now there shouldn't be any regressions.
What’s new with PS1?
New stable release and now trasher and dave mirra fixed
which warhammer game?
Ahh I see
ah