#Sony PlayStation
1 messages · Page 47 of 1
I couldn't finish the first mission, but I don't have time to learn how to do it
new test build is alive
Now Parappa the Rapper, this is going to be a challenge.
Leaving the best for last, huh?
||chrono cross 💀 ||
Has street fighter EX plus Alpha been reported to have gfx glitches on the stages? I noticed there are some minor faint lines that appear on the 2D backdrop during the stages. It’s also, apparent on the character selection screen.
No, but I know you already reported this in the previous stable core.
i will check it
Can't see any gfx glitches, all good for me.
Unsafe options ? Maybe bad dump
I’m using a redump image that I also use with Xstation.
I’ll check the options in the core but I don’t really mess with any and leave it default
I will do a screen shot in a bit
since PSX core is getting a lot of fixes I can report 2 games that have minor issues
Crash 3 intro cutscene is desynched
and Donald Duck Going Quackers automatically skips the intro when using Analog controls (it also happens on every emulator)
If folks see issues, it will be much better if they are reported here. Discord chat can be kind of ephemeral, and stuff can get lost.
Please include as much information (and screenshots) as possible so that folks can try to reproduce.
Ntsc version?
yes
I also remember that you mentioned it a long time ago
this is interesting, I'll check it out :)))
Reset the core to default. This is the gfx lines I’m getting. Some stages it more noticeable.
I don't think I've ever seen that in this game
it looks like you have some texture filtering enabled. maybe try changing that setting to see if it helps
It has issues?
Damm, feel like an ass now. I thought that was off. “All Polygon was still ON”. It’s fixed when ALL is off. Sorry everyone.
we have all done it - the PSX has a lot of buried options. just glad it’s not a bug 🙂
The most important thing is that it works fine.
yeah, no worries lol. glad it wasn't anything serious 🙂
Crash Bandicoot Warped's intro cutscene is weird. it loses sync during the bad guy exposition scene, and stays desynced until the final intro cutscene, where it syncs back up
gonna see if I can find a real hardware video
does anyone have a real PSX and Crash 3? If this is real hardware, this is exactly where it desyncs in the core: https://youtu.be/EcOw4bWoemw?si=HzCE7fb6L3JTaS0w
Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/retromegamuffin
MiSTer wins again? 
I think it has something to do with the cpu since when I try the intro cutscene on PSX2CPU core the desynch is less noticable, but still there
Definitely could be. But is it less synced than the video because the video seemed pretty spot on to what the core was doing
I got the original PSX and Crash 3, that thing is perfectly synced
Crash 3 had very impressive lip sync for its time
hence why its so noticable on the core
Ahh ok, that’s what I was asking because, in that video, it’s desyncing like it does in the core. But on your original psx, it’s completely synced?
yep
i completed the 2nd mission Escort to Holst in Warhammer: Shadow of the Horned Rat (USA) using the latest test build PSX_20251207. I was able to continue on to mission 3 normally afterward.
all seems fine, game is hard but fun
gotta hire all extra troops and reinforcements is the main tip i think
great work on these bugfixes
i'll comment on the github issue
crash does something quite advanced to perform its lipsync iirc
some kind of spu-readback thing thats barely ever used?
its been a problem game on lots of things
hmm, i spoke too soon. I kept playing the game just to be sure, and after an ambush during mission 4, i got the loading screen you get in the savestate (Please wait) rather than the normal "loading" one, and then it totally died. not just black screen but my TV actually lost signal lol
editing my comment
seems the screen in question is not specifically after mission 2 but there's some other element to it
Thanks for testing ❤️ If possible, could you send me the savestate at the end of mission 3?
i need to start playing more weird and obscure japanese PS1 games again so i can report any bugs

nooooo

honestly not many PAL games i'm interested in outside of a select few titles that were translated to english for a european release, but never brought to north america
you have this series CT SPECIAL FORCES (3 titles) only available in PAL
that said, one of my favorite things about the PSX core is the ability to force PAL-region games to run at 60hz
super-helpful feature, especially for those of us who use CRTs
how useful would reporting PAL bugs be? i remember a crash on european CTR a while ago
hm.. i'll recheck when i get home
But that doesn't mean nothing can happen; for me, only recurring errors matter. A completely random freeze means nothing.
yeah, it's been a while, but it was repeatable.
start game in german, new adventure, enter crash cove
i'll check again when i get home
The European version of the game is LibCrypt protected. If LibCrypt is tripped, the game will crash at the loading screen if the player selects any of the levels, or if the attract demo attempts to load a track. Additionally, in Adventure mode, the player can drive around the hub level, but the game will crash on the loading screen when the player enters any of the available levels.
Thanks
sounds like it's probably that then
more bugtesting, more work now also in my sparetime 
I'm glad that there's more happening on the PSX channel again 🙂
it was a little weird i remember stumbling over that showing stuff off to my brother and he was annoyed at the japanese voice for Aku Aku so i wanted to show him some of the european ones
normally i play the ntsc versions
@ivory verge i completely missed that about PAL games, user error then
my bad
i'll have to look into that
Hey guys, I don't know if this is the right place or not. I've been dumping cheats all over Final Fantasy VII (EU) on a throwaway run. It worked fine until I reached Disc 2 when the cheats stopped.
It happened because we name the cheats after the disc ID (e.g. in this case was SCES-00867). I had to copy the SCES-00867.zip in the Cheats folder to SCES-10867 and SCES-20867 respectively.
Do the cheats need a filter for PSX so all discs get covered? I'm no pro in the matter, but it looks like the first digit of the five is the disc number.
Do you know if that doesn’t happen on real hardware
I do
yes, they are non-linear, though this is limited early on (the first significant branching path is a few missions after the one i crashed on). i'm thinking this is a factor in why the original bug tester and i crashed on different levels. i'll add the save state later today @ivory verge
Thank You 🙂
Not sure if this helps but PSIO has that problem with the lip sync in that game, due to “Lower SPU RAM Data Streaming” so it might also, be affecting the PSX core?
Nice!
also just confirmed i was just missing the .sbi files, oops 😅
Thanks for checking 🙂
well, it was a case of the mistake being placed between controller and chair 
Your feet?
right! i have custom controller to play games using my feet, how did you know?
are you the Robby the all-knowing perchance?

uploaded a save file and a savestate to the github issue
Many thanks 😍
On real hardware the cutscene plays fine when on analog
Ok awesome thanks for confirming
I have an idea for this problem 🙂
Can you tell me more? Is this desynchronization throughout the entire intro? Or only at certain points?
Do you have a recording from real hardware?
Much better in blue. 😉
Thanks 🙂
On the core, the desync happens right when the two bad guys are talking, and continues until the intro movie to the hub world
Basically exactly what happens here: #1046940919607345272 message
I’ve been meaning to set up this elgato thing. If you need me to capture something from the core, I can do that
I think?
It would be great if someone could record a video with real hardware.
I've been playing Driver 2 on the latest core and there's some pretty bad stuttering/slowdown that doesn't happen on software emulation, or any playthroughs I see on Youtube. It's immediately noticeable on the 3rd mission where you have to keep up with an elevated train. Right at the beginning of the mission, you have to slalom around a few piles of dirt, and go through some small pieces of trash on the street. The slowdown is extreme. Is this a known issue?
it has famously terrible performance on real hardware
that case is pretty
Thank you. I bought it myself. 🥰
Didn't driver 2 get a pc port too? Not officially
I do see Driver 2 is having some severe slowdown lasting multiple seconds that I don't see on a purported real hardware capture. Turbo core does not alleviate it, CD read speed settings are causing crashing so those can't help. No errors or CD slow overlays are shown when enabled and slowdown is occurring.
This would be beyond the weird pauses and slowdown the game has normally. It nearly brings the game to a standstill. It's not there on any footage I can find. It also happens every time I drive through that section at the beginning of the level.
Exactly. I was wondering if this is a known issue.
It doesn't seem to be reported on the github repo as far as I see
Can you do a test? Set the pad to digital in core and check the intro
At work atm but I can do it after
As for Driver 2 the drops are up to 9 fps.\
If we are to compare it, then certainly not to emulators.
I checked the old cores and the same thing is happening
Maybe someone could test the game on a real hw and compare it to Mister in the same situations?
here's some original hardware capture of that section https://youtu.be/HyMYeq0vqqY?si=ZjxLzNJWZzUz2e8X&t=694
Thanks. It definitely works better than on Mister, there are no such drastic frame drops.
there is workaround
PSX2XCPU + turbo high
the minimum number of frames is 23
that's pushing things pretty hard just to get the same performance as original hardware though no? i wonder what's causing it to slowdown on the normal core
that is kinda weird usually mister is slightly faster than real hardware if anything
could be some kind of a bug like that one that caused FF9 to spend tons of gpu resources rendering rain thats outside the frame
Some kind of culling bug? I can believe that
Didn't FF9 play through several scenes if you left it at the title screen? Been a long time since I played it
And IIRC they were not FMV
that rain effect was only used pretty deep into the game iirc
I played through FF9 on the core within the last year and didn’t recall any weirdness in spots with rain?
#1046940919607345272 message

the old article about the Final Fantasy 9 rain in case somebody is interested
That was a great article! a good “tracer bullet” through the layers of the hardware and software stack
That article was so insightful and well written, even I could (mostly) understand it!
So it was just slow but looks fine? I can remove my “
”!
“just” = probably hours of work for Robert to fix 😅
it was fixed within hours of discovery so if you played it like, idk anytime after that pdf was written you'd never of seen anything amiss
was back in the pre-1.0 days
The benefits of being a latecomer 
Maybe... it could be a good idea to have an alternative dualRAM PSX core that uses secondary SDRAM for VRAM. I already proposed this idea, but I don't know if it's a lot of work. But if things get to a point where certain games like Chrono Cross or Driver 2 are impossible to fix on single SDRAM, maybe it could be the way to get them right.
On the Saturn core, for example, dualRAM is the only way to have many games run at their correct speed: even with the Fast Timings hack in that core, it's not enough so dualRAM is required.
Nowadays, losing the analog output is not such a loss because we have pretty good Direct Video based solutions to keep using CRTs using the HDMI output on the DE-10.
Just guessing, but since the PSX core already accesses a second SDRam, that must be a controller is already in place so moving the VRAM there shouldn't be that hard..? Just guessing here, really
I tend to view things as a C developer which is was I used to be in the past, so I am sorry if I am talking out of my ass here 😄
I used your savestate, completed the Ambush mission, and the game continues. It works correctly.
unless I'm doing something wrong
I guess you need to keep playing til it happens?
It might be a glitch that occurs overtime
i think if you want to be sure the bug is fixed you probably need to at the very least reach a "please wait" loading screen. not 100% sure but i think loading screens i saw before the blackscreen were "loading..." with a gear visible. this one was "please wait" which is the same one you see if you load that old savestate from the thread before it crashes edit: i see the please wait screen in your video
but yeah i suspect you are seeing what i saw before i kept playing: finishing a specific mission is not the trigger
that was the original bug tester's assertion but i think that idea can be thrown out at this point haha
OK, i watched the video, and you did get to a Please Wait loading screen there
all i can say is that i bypassed the point the original tester crashed without issue, only to crash a few stages later
so i think there is more going on here
unless you're using a new build where you've fixed something haha. which i can't tell from context if you're just re-testing or testing after creating a new build with a fix
i'm going to try retesting on my end
i see the new PSX build with the mechacon change so i'll try using that one
yes, it would be the best solution, however:
- only a fraction of users could have it
- developing it isn't that easy, as the current design is made to circumvent the DDR3 issues. Needs a complete revision of the GPU. Could be easily some months of work.
- some extra features like 24bit rendering are not possible anymore
- as chrono cross is some racing condition, it could still not be fixed if the root cause is outside the GPU
Yeah but only dance dance revolution mario mix
@acoustic lily , do you know if there is a PWM build available for the latest PSX release?
Haven't seen any on mister fpga forum so far. Maybe Jokippo will publish an update soon 🤔
Maybe he will maybe he won't.
Can always ping him and ask. @manic canopy 👀
Spent a few hours play testing dave mirra the maximum (used to be consistent crash) with the build linked in test-builds, and didn't see any crashes. I'll try to test a bit more but seems like fixed ❤️
I can make a new build soon, although it looks like a few more fixes are in the works?
Kuba is testing some stuff rn ye
Maybe I'll be able to fix Parappa the Rapper (JP), but I don't have enough time for anything else. I'll leave the rest for next year.
Ok, updated PWM build, I will make another build when all the other kuba-j fixes are included
Wait, what's the bug with JP Parappa?
Desync during the intro.
Like, an adjustment on some seek timings on the CD drive to be checked, as it seems to read an incorrect sector previously, which displays a white screen for a fraction of a second.
Wait, what's different in the PVM build?
it's so people with the older 6.1 analog I/O boards don't get color banding in certain games
The older analog boards are limited to 18bit color and PWM is a sort of hack that attempts to simulate the wider color range of 24bit via the 18bit output so you get less banding and sharp gradient points on 24bit content.
It's only really useful for those who want to output 24bit with PSX and N64 even though the games originally didn't do that and for PSX FMVs that are 24bit as well as all those who use component or RGB output cuz they aren't getting any composite dithering to hide the limitations so the banding is even more aggressive looking
Oh I see
I played JP Parappa on the Mister, and I never noticed lol.
i must have not been paying attention to the intro
The PWM builds aren't in the pins. Are they not on the discord?
They are in the GitHub: https://github.com/Jokippo/MiSTer_PWM_Cores
Add this to downloader.ini [Jokippo/MiSTer_PWM_Cores] db_url = https://raw.githubusercontent.com/Jokippo/MiSTer_PWM_Cores/db/db.json.zip
Placing it at the end of the downloader.ini works right?
Thx!
Threads of Fate
Does the mechacon backward seek fix (latest test build) affect any specific games, or is this just an accuracy thing?
Scrolled through the history and wondered if it was related to Dave Mirra or something else
Thanks
You were hoping for pool 3d, weren't you? 
I really wonder how you find these kind of issues and even find a place on where to integrate this into the current code.
Outstanding work 🏆
Thanks!! It's not that simple for me. I didn't start getting interested in this a few weeks ago, but several months ago. There's no other way but to learn how the code works and what each signal is responsible for. We're very lucky that Rama gives us a lot of hints on where to look. DuckStation also helps a lot (other emulators too), and it didn't seem so easy to me at first. For a long time, I was trying to fix the wrong thing. I can't count the hours and number of cores I compiled to get there. I had to focus on only one segment of the core (CD). Otherwise, I would have gone crazy. I need a break now because I spent a lot of time on this instead of with my family, and they're not very happy about 🙂
Here's an explanation about Trasher/Dave Mirra, if anyone's interested. https://github.com/MiSTer-devel/PSX_MiSTer/pull/338#issuecomment-3649341469
Maybe it just seems so easy for you because you are pushing out fix after fix 🙂
I don't doubt that you spend many many hours.
Now you understand how it looks to us when you work 😉
Ha, if it gets fixed as a side effect of something else, that’s great - but I wouldn’t advise anyone spend hours trying to dig into this one 😅
Yeah. Still seems like Robert basically just sneezed out the n64 core.
(The game isn’t that good)
BMX XXX core when?
We would need a gamecube core first 😛
Should any of these refinements apply to other CD cores as well?
no, this is specific only to psx
So does that mean the sound issue is understood - from the point of "what caused it" ?
From the above, it sounds like the build didn't meet timings - and that's what caused it - but another build (of the same code) did meet timings, and is good ?
I think Kuba just built their own build and it met timings. The analog audio bug doesn't have a timing trigger (that we know of), so you basically just have to build until you have a build that doesn't have it. It probably pops up in 10-15% of builds with "good timing"
But no, the bug is not yet understood. https://github.com/MiSTer-devel/Hardware_MiSTer/issues/33
🙁
That sounds like there is an aspect of the core/framework which isn't addressing the specific hardware properly (a divergence from the datasheet)
I want to highlight the amazing members of the community who provide support on this core. I'm adding people who've done major contributions to the [Core Developer](#1046940919607345272 message) pinned post.
@ivory verge thanks for being such a badass!
You could also add :
- Markun(Cheats, Libcrypt, Multitap)
- Sorgelig (CD data transfer from Main to Core)
- Paulb (Analog out, MDEC fix)
- Blue1 (SNAC)
- Kitrinx (Video out, Aspect ratio)
- Also several people helping on controller/gun side and Mister Main side for PSX (e.g. Zakk, Nolan, Sonik)
I probably didn't name everyone, please forgive me.
this is extremely helpful, thank you.
Core devs are still front and center but I'm trying to celebrate community members who also help because its all of us working together that makes the MiSTer amazing!
thanks Robby!
It's a great honor for me, but compared to the others Robert mentioned, I'm very low on the list. Thank you very much.
I'm just glad I can help and do something. The PSX is a very important console for me.
You solved some bugs that I spend significant time without result, you deserve it for sure 🙂
Thank you for this awesome core!!
My favorite console is mister fpga. Only real hardware gooners distinguish different non-fpga platforms. 
Is this a build with all previous fixes or the build with JUST the dave mirra fixes
All previous + Dave mirra
Thank you very much
All the previous fixes are part of the main core now, so anything kuba does is in addition to that
KubaZumspass 
I keep trying to make PSX2XCPU mgls and they always fail (just load the regular PSX core without a game
can someone tell me what I am doing wrong here
Have you tried putting / in front of media/fat?
Normally it takes relative paths, based on the cores game directory. In this case it's trying to look in /media/fat/games/PSX/media/fat/games/PSX2XCPU. You need to give it an absolute path with the / infront if you want to do paths this way.
Okay that gets the game to load but it still loads the wrong core
Okay my Mgl is completely fucked for my 2xcpu core?
It seems
fixed it
how?
in the larger 2xcpu mgl core? Just fucked up a line when I made it
So what was the fix exactly?
So your first attempt was probably loading the correct core, but it was still using your PSX configuration file. setname will change the config file to something else so you can keep your turbo settings separate, but it also has the side-effect of changing the Games directory it starts looking in as well. If you use <setname same_dir="1">PSX2XCPU</setname> you can keep all your games in the same PSX directory, and you can also shorten the path to be, from your example, path="Silent Hill (USA)/Silent Hill (USA).chd", because it will already start looking inside /media/fat/games/PSX by default as the PSX core normally does.
Yeah
Unfortunately I need to go to bed
I had separate files to test the two cores
But now I think I just want a unified list
Hey @ivory verge I don't know if its relevant but I loaded up that parasite eve save from the github... And I'm not getting that visual glitch. Is the glitch locational. Or did the dave mirrah fixes change something lol
The glitch has always been funky, but it has been independently encountered by me and another at different times. The save file itself I couldn't get it to trigger either after loading and getting into fights but I wasn't able to spend an exhaustive amount of time doing so because it's very time consuming. It is not specifically locational as far as I can tell, I have encountered it in every area you fight those enemies. The save state should have the glitch active, and in those areas you can encounter it.
... I wonder if its tied to save states
But it does suck that it's not cleanly repeatable
It's hard to figure out what's causing it. savestate probably already has this error, and even if it were fixed, it would still be visible when reloading ss.
Gotcha. Also I meant the act of savestating causes the glitch because I've seen stuff like that before on software emulation
Not in de10
Probably close the issue since it’s a won’t fix?
what's wrong with constructor
Definitely gotta close bugs like this - https://github.com/MiSTer-devel/PSX_MiSTer/issues/294
completely unrelated to the core
github issues be like: can someone help me run the games at 8x internal resolution. ok thanks
that's odd. wonder what other games do the same
Omg why is this still open lol - https://github.com/MiSTer-devel/PSX_MiSTer/issues/326
lol
And this lol - https://github.com/MiSTer-devel/PSX_MiSTer/issues/273
The readme of this core says it is compatible with original guncon controllers. I own a ps1 cobsole and two guncons. I am using this psx-snac adapter bought from misterfpga.co.uk: and this bought f...
I wish I could moderate bugs for all the mister repos, there’s so much shit that should be closed
that first one looked like a real gun for a second what the fuck
Probably is, got confused as to why it doesn’t work with his video games
For real, I had a discussion about MiSTer with someone, and one of their points was "Look at how many issues are open!", and I used the saturn core as an example and it only had like 6 REAL issues that should've been open at the time and the rest were non-issues or things that were just never closed. The issue count is a real issue with some people.
Yeah there is many issues that could be closed
looking at the huge library of games psx has, 20-30 bugs is a drop in the ocean
yep no luck reproducting the bug in the screenshot location either oh well
lol that’s so very true
Unfortunately, some bugs cannot be fixed, as I found out after spending dozens of hours trying to fix something. I take my hat off to @tropic stratus ,for achieving so much in such a short time and being able to eliminate so many bugs, thanks to which we have this wonderful core.
And I also understand why someone wouldn't want to spend weeks fixing a misplaced line in some niche game.
Yeah, the juice isn’t sometimes worth the squeeze
I know everyone would like a 100% functional core, but we have to accept certain limitations.
Maybe one day 🙂
How many games aren't working correctly at this very day. Can't be that many, right?
there are very few of them
6
I made that number up
lol all six thousand PS1 games
I also made that number up!
I think Robby just volunteered

Robby seems very bored today. Give him work!!
Yeah sorry, lol. I have the flu and a fever so I’m just in bed now lol.
Get well soon. But binge-typing discord is a good medicine i guess.
My opinion is that when it comes to such mature cores, just play your favorite games. For me, there's no point in purposely testing 5,000 games. If someone has the time, that's fine :))) How many new bugs have appeared in recent years?
I have app. 200 of my own PSX classics and some i always wanted to play on SSD. Surely no Mahjong or Dating Sim stuff.
I tested always after changes in core 100+ games
To be sure it's ok
Yes
Not yet
But I've already checked several scenarios.
No luck for now
I try to spend a few hours searching, then I give up and come back after a while. Otherwise, you can go crazy.
Ok, whose been playing Smash TV?
I'm leaving the core here. In my spare time, I completed a few things from the to-do list that is in the code. I expanded seek times and added a few conditions. The positive result is definitely a properly functioning intro from Darius Gaiden (without freezes). Maybe it has some other positive effects that I don't know about yet 🙂 I'm not sure whether to add this to test builds now.
I'll start my vacation tomorrow until January 7th, it'll be ok 😅
Assuming nothing else is broken because of this build and it just fixes things then I would say push the PR on git
Does this have all the previous changes as well? Or is it just a test core for Darius Gaiden fixes
I'm not kuba, but all the other fixes have been integrated into the main branch, so I think the previous fixes are also present.
okay
The problem is there was a test core from five days ago with dave mirra fix that isn't in main yet
what I was hoping to check is if those changes were incorporated
You can: if you think something is really outdated or garbage, leave a comment on the issue.
I will get notified and can close it. Also gives me more reason to close it if someone else tells it's fine.
Closed the 3 you mentioned.
Yes, this core has all the previous fixes and good timings
Spent a bit of time playing the PSX core tonight. Thanks @tropic stratus ❤️
I didn’t play any PSX core tonight, thanks FPGAzumSpass ❤️
Oh you don't like the psx? There are so many games, I'm sure there are some you might enjoy. 
Quick! Somebody port Quest64 to the PSX!
Why does Robby hate the PSX?!

wow big if true
Sad how he abuses his power to crush any conversation about the PS1 😭
playstation one, morelike asstation ass
I knew it 
if i was looking for PS1 bugs i might start testing stuff that has issues on other emulators https://github.com/ihso723h/duckstation/issues
this seems to be where duckstation issues get logged
the stenzek repo doesn't have issues enabled
I think Robby might be a 3D0 fan 
My collection consists mainly of PAL versions.
In the end, the worst possible bugs remain, such as music looping in Duke Nukem. These games do strange things that are unusual in 99% of other games, just like Captain Commando or Dave Mirra and Trasher.
I have a PSX game question to ask. If I try to run Breath of Fire IV and watch the cutscene introduction and it freezes half way..exactly on taht spot and the audio goes in repeat freeze mode..like TATATATATATATATATATATATATATATATATATATATATATATATATATATATA and then after 4 minutes of TATATATATATATATATATAT it skips th eintroduction cutscene and goes to the menu. I press start, I enter the name of the character and then it goes into blackscreen forever, is that a core issue or a cd image issue?
I would ensure you have a redump image, and that you also have no unsafe options enabled.
Just in general not specific to BoF IV, before you consider something to be a core problem Vs. a bad dump and unsafe settings. Pre-made CHD files may also cause problems from bad settings for the core when created, and where and what hardware the game is streaming from (USB drive, network) may also cause issues unrelated to the core.
Are you playing Fist of the North Star?
If so then your core is already dead
In response to where it was playing, it is playing on an external USB 2.5" mechanical hard drive
It is 1 TB and that is where all the cores of my games are stored there.
For now, I am playing breath of fire III...turned my misterfpga into a full fledge PSX console hehe
I would ensure you have a redump image, no unsafe settings, and if the problem occurs with CHD files, try it with a bin/cue version.
USB mechanical drives may cause issues with cd cores, your mileage may vary: #1046940919607345272 message #1046940919607345272 message
soo ..mechanical hard drive is perfect for cores like apple ii, commodore 64, atari, msx, amiga, nintendo consoles, etc
even scummvm games are fine or dos games are ok with mehcanical hard drive
it is cores that use CD images like PSX for example
that is a problem..because we are dealing with two mechanical devices one cd image and one mechanical hard drive and that cause problems in long run
Am I right?
So...what you recommend is...get an SSD 1 TB instead for MisterFPGA move the files from mechanical to that SSD and use the mechanical somewhere else, am I correct?
Oh shit that game is cool
Wat
CD cores are very latency sensitive. Mechanical drives are prone to spinning down when inactive
Best to use an SD or SSD
Exactly
take the contents from mechanical..move it to SSD and take the mechanical one and use it somewhere else
like additional storage on a pc or something
Sure
I will use it for my MorphOS machine
An SSD will overkill for the MiSTer though because it’s USB2
1 TB for MorphOS is perfect for large games or movies
You are saying SSD uses USB 3 and MisterFPGA uses USB2?
SSDs are very fast, you won’t get the full speed over USB2, no. I’ll be fine for the MiSTer, but you may be able to get away with something cheaper
I use an SSD, but I had one lying around
I don't think what with prices are becoming so cheap, that 1 TB SSD is any more expensive than 1 TB USB stick for example
let me see the price for 1 TB SSD
hmmm
100 dollars
Hmm, I have a redump verified BOF4 that I converted to CHD as well as a fanpatched version, let me try those
this is perfect
samsgun 870 evo sata
It's a used SSD, from a seller with a 4 rating. Purchase with extreme caution.
Drives are generally NOT recommended to be bought used, especially solid state storage as there are a ton of fake/bootleg ones
Yep, you’re asking for trouble
I will just buy it from a retail store
I have a 2.5" SATA enclosure
I will get the SST itself and use my enclosure
Many hack the firmware of SSDs, usb flashdrives, and even SD cards to make say, a 8GB one report that it's 512GB, and it will appear to work fine at first... but once you cross that 8GB mark the data will just be corrupted, or even start overwriting from the start of the 8GB amountit has
- SSD itself
You could get by with a cheaper one, like a crucial
And even if you get an authentic drive, it has been used, flash storage can wear out
Since performance is irrelevant
(While they still sell them)
Hell, the card that came with my 3d printer was fake! I didn't find that out until a print went haywire one day
I really hate it when they do this fake crap thing
And it was a mere 1GB card! I had no idea where you can even BUY 1GB cards anymore in 2015... but it wasn't even 1GB, it was 128MB hacked ti appear as 1GB!
really hate it. Why? Why sell fake? To rob people of money?!
Yes?
-- sigh --
That's obviously the reason, they are ripping people off to make money
-- sigh --
Hoping to trick those that don't know better with a deal that seems way too good
Anyway, so far the BOF4 intro played through three times over without issue on the original USA image, going to try the fan patched one now
thank you
so if all goes great
then it is either my img or mechanical hardd rive unable to keep up
I’ll try it on my setup too
I can't imagine that the drive is unable to keep up, even a HDD from the PSX era is going to be much much faster than it's CD drive was
The intro before the start screen?
Running now
the one I am using is bin/cue
At least now with this fan patch I finally know what they're saying in the intro
I’m using chd
ah..i am using bin/cue
No idea what they were thinking just leaving the voices in japanese with no subtitles
Mine are CHD
It’s more likely to work with bin/cue than CHD
If it’s fine for CHD, it’ll definitely be fine for bin/cue
And yep, fine on my setup
I wonder..maybe I did conversion from chd to bin/cue and that damaged the image maybe?
I don't remember how I got the bin/cue
it was a while
The latest stable core right? Not the current expiremental one?
I do remember I was doing conversion
uuuu
I have not updated the PSX core for a while
at least 2 years
Latest stable for me
Same
So far it's gone through my fan patched CHD twice with no issue, and this patch actually messes with said intro fmv to add subtitles
hheh
🤣
I use one of those freebie USB devices they hand out at the county fair for like pest control. Works fine.
anybody here seen this before? shading and color banding based on ps1 model... news to me, apologies if this is old stuff to y'all https://xcancel.com/Dreamboum/status/2002882752094654754
There's actually an option in the core now that lets you use the old gpu
That’s not the PS1 palette, and not PS1 dithering, but it makes some point perhaps
Wait so the genesis/megadrive had 8-bit colors?
A colour on Mega Drive is defined by 3 bits per channel, so 9-bit colours
PlayStation/PSX
what is this betrayal
I don't like this change. 
the context #1046940919607345272 message
is this the Nintendo Playstation channel?
Hello is this channel the right place to discuss all playstation games, like ps5? 
I can change it back lol
Pandoras box has been opened. 
Where am I..?
you're in the PlayStation/PSX/PS1/プレイステーション chat, but not all names in the title, easy to miss
Oh it's changed - does it cover other gamestations now too?
PlayStation/PS1/PSX
I think so, yes.
PlayStation
If you need help determining what console this is, please ping your nearest mod
lol
Oh I love that core
including the /PSX was just a holdover so people wouldn't get confused not seeing the "PSX" thread there. But yeah it's just "PlayStation" globally.
Easier for new people to understand "PlayStation" than PSX
Can't argue with that
we should probably do Sony PlayStation as that matches some of the other channels
Now we have 2 playstation threads
Sony PlayStation
I'd give it a Pat on the back
that's a good point, since those are Chat channels I added "Chat" to them
now to change the mega drive channel to genesis....
just so we are historically accurate!
but yeah it's MegaDrive 2/3 major regions so MegaDrive wins
also, it's the mega drive core
that too
the other troll move would be to rename the Super Nintendo thread to "Nintendo Super Nintendo"
or "Nintendo SNES" lol
I hope Kit has a stern word with you when she sees what you've done...
Nintendo is hard
HOWEVER
it shoud proooooobably be the Nintendo Virtual Boy
this is not the chat for this channel tho
MegaDrive is valid cuz it came out in JPN before USA, so arguably the original name
I don't even know where, when or what I am. Is this the poop channel? Pls advise @serene nebula
supposed to ping the nearest mod, but since we don't know where everyone is, best to ping the mod group tag with location at all times
I'm confused and scared. 😭
I think it's safe to think people were thinking of the PlayStation when they see "PSX". Nobody here assumed this channel was for a core of a Japanese-only PS2 that had a DVR duct-taped to it.
???
Woah, Kuba fixed the desync in Crash 3?! That’s awesome!
https://github.com/MiSTer-devel/PSX_MiSTer/issues/212
That should also be fixed, but I'm cautious 🙂
I wish everyone Marry Christmas. I'm disappearing for a while to spend time with my family. Have fun with your loved ones ❤️
You got ninja'ed:
here 🙂
Make my post sleep with the digital fishes?
And here I was, about to create another poll asking: “Is @serene nebula the greatest mod of his generation?”
mad with power
Is the with power part really necessary? 😛
I just bought a MiSTer and just set up with an morph4k was wondering what are the best settings for the psx core
Direct video. I have an rt4k myself but I'm sure the morph supports all the same features like automatic per core profile switching.
Yes, I had to update and that got it to work flawlessly. Was having issues with game being off center or stretched.
Is this the stable build or nightly?
its the build linked in the message
Thank you
Stable gets downloaded by the normal update script. Unstable builds get posted here for testing.
Stable? That's for horses! 
I thought that was hay?
Did crash 3 desync because of the analogue stick thing?!
Yes , the controller now waits for the game to ask for analog input instead of enabling it automatically. Some games first check the controller in digital mode, and only later ask whether it supports analog mode.
0:00 Clean Evil Trio Story Intro
0:31 Tune Up Tips: Focus on maxing Grip (handling) and then Dash (Acceleration)…this game is a nightmare with low grip. Grab Dokurostones (Skull icon) in races to get upgrade points (Dokurostones still collected even if you lose the race).
1:05 Race 1 (Have to get at least 3rd Place)
7:26 Race 2 (Have to ...
do games like ff8 need to be patched due to protection? in past it was. how is it now
You need the SBI files with your dumps (which are included with the most recent dumps); these are the subchannel information containing the LibCrypt protection data necessary for the CD simulation.
No further patching is required from the user.
doesn’t that only apply to pal games ?
Some us used it also
So I tested the new PSX core, @ivory verge
Crash 3 desynch is fixed but a new issue is introduced, when trying to use analog to move crash he barely moves
I double checked with the main PSX core to see if it was an issue with my controller
and it works fine there
the analog issue affects every game
Can confirm, I ran padtest.exe and setting the controller to DualShock in the core didn’t change the core recognizing it as a digital pad.
Which ones? Every list I saw was PAL games
Confirmed in silent hill, crash 3 and spyro. Can also confirm SNAC is not affected
thanks for testing!
I'll delete this test core. I don't know if I'll have time to fix it now. Sorry for the trouble!
Have nice end of the year
Ok reverted the [Download Core](#1046940919607345272 message) pin to the 12/14 build
Protected Games [US/NTSC]
Breath Of Fire 4*
Cool Boarders 2001
Crash Bash*
Dino Crisis
Emperor's New Groove
Grind Session
Legend of Dragoon
MediEvil 2
Mo-Ho Lost World
NBA Shootout 2001 US/NTSC
NCAA Gamebreaker 2001
NCCA Final 4 2001 NFL Gameday 2001
NHL Faceoff 2001
Resident Evil 3*
Resident Evil: Nemesis
Resident Evil: Survivor
Spyro 3 - Year Of The Dragon
Strider 2
The Grinch
Tomba 2
Toy Story 2*
Vandal Hearts 2
Wild Arms 2
stars mean there is a version without also
and for PAL:
Protected Games [UK/PAL]
Ape Escape
Barbie Race & Ride
Barbie Super Sports
Crash Bash
Crash Team Racing
Dino Crisis
Disney Magical Racing Tour
Eagle One- Harrier Attack
Final Fantasy VIII
Final Fantasy IX
Formula 1 99
Formula 1 2000
Formula 1 2001
Galerians
Gekido Urban Fighters
GTA - London - no disc swap
Hogs of War
Jackie Chan Stuntmaster
Le Mans 24 Hour
Legend of Dragoon
Legend of Mana
LMA Manager 2001
Medievil
Medievil 2
Metal Gear Solid 2 Special Missions (NO DISK SWAP)
Mike Tyson Boxing
Mission Impossible
Moho
Mulan
Need for Speed 5: Porsche 2000 N-Gen Racer
Overblood 2
Parasite Eve 2
P.G.A. European Tour Golf
Radical Bikers
Rallymasters
Resident Evil 3 Nemisis
Ronaldo V-Football
Saga Frontier 2
Soul Reaver- Legacy of Kain II
Space Debris
Speed Freaks
Spyro 2
Spryo 3 Year of the Dragon
Super Bike 2000
Sydney 2000
Tarzan
Theme Park World
This Is Football
TOCA World Touring Cars
Tomba 2
U.E.F.A. Striker
UEFA Euro 2000
Un Jammer Lammy- Mod Chip Protection
Urban Chaos
Vagrant Story
Vandal Hearts 2
Vib RIbbon
V-Rally 2
Wipeout 3
Protected Games [JPN/NTSC]
Ape Escape
Beat Mania-Gottamix
Biohazard 3
Breath Of Fire 4
Bust a move 2
Bust a Move 2 Dance Heaven Mix
Chase the Express
Chocobo Racing
Clash of the Superheroes EX Edition
Dance Dance Revolution
Dancing blade Katte ni Momotenshi II
Exceed My Corpse
Final Fantasy VIII
Global Force
Guitar Freaks
Gungage
Justice Academy 2
Konami 80's Arcade Gallery
Legend of Dragoon
Legend of Mana
Lord of Monsters Magical Tetris Charange featuring Mickey
Marvel vs. Capcom
Metal Gear Solid Integral
Omega Boost
Parappa 2 (Um Jamma Lammy)
Pop n Music Animation Melody
Poprogue
Robbit Mon Dieu
Saga Frontier 2
Sarugecchu
Silent Hill
Spyro the Dragon
Street Fighter EX 2
Street Fighter EX 2 Plus
Tabidachi
Tabidachi no uta
Tears of Eden
Tokimeki Memorial Drama Series Vol.3
UmJammer Lammy
Wild Arms 2
Winning Eleven 2000
thats all the ones that had cracks back in day
What does this protection do? Does it prevent games from running or booting?
There are no psx games released in the USA that use LibCrypt protection. The list that you posted from GameCopyWorld is a list of protected psx games in general (read the disclaimer at the bottom), not specifically Libcrypt games requiring .sbi files, which was basically a European thing.
Here is the most accurate list of copy protected psx discs, which includes protection type for each:
https://alex-free.github.io/tonyhax-international/anti-piracy-bypass#protection-types
thank you for correction
Some games were anti-modchip protected.
CD: fix seek timing instability during playback
- Improves overall CD seek timing stability, fixing Darius Gaiden FMV issues and preventing stalls in some demos during extended playback.
- Makeruna! Makendou 2 (Japan) - boot fine after Datam fmv logo
@serene nebula
I’ll FWD that to #test-builds too
There was a scooby doo prototype that was doing something weird for me like not playing the fmvs, I never reported it though.
I'm talking about old builds not the one kuba just posted
Please send me the name of this game via priv, I will check it out.
I found more issues during testing. For example, Crime Crackers freezes after the opening credits. This is an old bug. If you skip it, the game starts. DuckStation leaves hints about problems with this game. This also needs to be checked.
Thanks for the correction. I was certain I had played several games in that list even on older emulators and never had to deal with libcrypt
Also, that list says that the anti modchip protection only worked on burned copies. I thought that it worked regardless if your game was original or burned as long as you had a modchip in the console? Which was a pretty stupid idea if he asked me does it means people who purchase games legitimately still would have that protection trip if their system was modded, encouraging them to burn a patched modded copy, or just using GameShark to bypass it
New build has analog working of course, just thought I’d double check though
heheh my PSX core is soo outdated lol
Is there a known issue with DualShock controllers over SNAX/SNAX64 right now? I swear this used to work flawlessly, and SNAX/SNAC work in all other cores. I’m on stable.
Controller has all kinds of missed inputs, phantom inputs, and I can’t enable analog.
Multiple controllers tested and adapters. Using MisterAddons SNAX64.
So DualShock over SNAC/SNAX works for everyone else?
Nothing has changed in terms of how I am powering my MiSTer
I don't use Snac, so I don't know, I'm just saying that there haven't been any changes in the core for years. So if it worked before, it should work now too.
is it a particular game or all of them?
Good question
Looks like all games. Confirmed behavior persists in Ape Escape and Final Fantasy 8
Is my I/O board not getting enough power or something?
ok there was a weird thing reported with FF8. On the title screen if I was using virtual memory card and unmounted both slots(or maybe 1) you would get phantom presses. But it might have worked in game.
So to test try NOT using virtual memory cards. Or mount one in slot 1 and 2 if you're using the virtual MCs
I think it effects one of the Turismo games too
You using the turbo PSX core? I’ve had those phantom inputs too when using turbo PSX or N64 but not the official cores from what I’ve tested.
No, or at least not from what I can tell. It’s the default core from update_all. I’m not running nightlies or unstable or anything.
Oh okay. I haven’t used SNAC in a while but have the same SNAX64. I’ll try next time I do some PSX gaming.
Are you using rumble? I'm not 100% sure but I think you need to add some extra power to the SNAC board if you use Rumble
How would I add power to it?
I think I recall seeing some SNAC boards that had the option to add external power, but it's been a long time since I looked at them so I don't remember clearly
I just remember trying to find a decent adapter for a while
You might be experiencing this https://github.com/MiSTer-devel/PSX_MiSTer/issues/291
There are issues with virtual memory cards and SNAC in some games.
I have a question to ask you. I am playing breath of fire 3, right? - smacks lip - OK...so I am playing this game, I go to save my game, for some reason, misterfpga accidentally get resetted or I exit the core,etc..then bang all my data is gone
I need to start fro the beginning, so I figured I will use save state instead
safer ya see
so..does that mean it is better for psx saved game to be saved in a real psx memory card or it is ok to use the virtual one?
It sounds like user error to me and there are no issues with using virtual memory cards
In america that was super mario bros 2
Yeah but it got localized as 8 Eyes
Banned 😐
Oh hey, I remember that
Err, I mean, I remember once hearing someone tell me about that... 😇
Southern Fried Gaming Expo has had a Dancing Eyes cab most years for the last 5-6
MiSTer core wen
this reminds me of the "insect" fighting game in the Yakuza series... similar background
I am curious, has anyone ever tried to use that Libreboot open PSX bios on the mister's PSX core?
Has Legend of Dragoon been completed on the core? @shrewd peak is having [an issue](#help message) that I can reproduce, but I am not sure if it's related to a bad save or not
am trying on duckstation
@shrewd peak how far into the game is this issue?
Cuz if it's not too terribly far I can boot up on the core myself and do a fresh run to see if it happens for me as well.
checking whether or not it occurs with a fresh run on Duckstation is faster as well cuz you can speed up the emulator to move through everything faster. IDK if the turbo core turbo being enabled makes everything run super fast though (I think it still all gets locked to 30fps)
Think they said it was on disc 3
There's 4 discs I recall so that's at least half way through the game
it's more than half way actually. 4th disc was rushed like they ran out of time and money to flesh things out so shit just moves super quick
only thing that would make the 4th disc feel longer is boss fights if you are unprepared for them
yes 4 discs .. was on disc 3.. went the wrong way and ended back up here.. can't go back to correct
have also been walking through textures the entire time as well
hard to find walking paths and interaction areas
mehh no luck even loading the save file
@shrewd peak I’m not in front of my mister, try this: start on disc 2 first, load the save, go back to serdio
Just cursory googling, it seems like that game is kind of a mess
i give up on it for now
what patch
This game has a lot of bugs, probably not everything has been found yet🤣
I would like to try to do that
The voices! They won't stop!
Maybe it would be better to have it be an arcade core than add that functionality into the PSX core?
The ST-V was done that way I think?
What medium did the System 11 games came on? Were they a cart like ST-V? ROM chips? Or were they on a disk?
At least that means if it does get done update_all don't have to be pulling isos then
Also sounds like teh system12 was very very simlar to the system11? wonder if it would be possible to have both in the same core
Apparently just a faster CPU and different sound chip?
Faster version of the same CPU I mean
Wait, what?
The arcade Soul Calibur ran on basically a suped up PSX?
And they never released it on PSX?
I see
I know Tekken is the more popular franchise but I never got into that, would have preferred soul calibur
oh well
Wait, didn't the arcade version of Soul Calibur have some special effect for the end boss that no console replicated?
Also apparently System12 had this monstrosity....
isnt the arcade versions of these games the ones nobody plays
Not sure about Soul Calibur 1, but I played the hell out of Soul Calibur 2 arcade at my university XD It had a mode that was exclusive to the arcade.... even if the graphics looked way way worse than my gamecube version
A LIE! The arcade conquest mode WAS A LIE!
I played that mode so much at uni XD
"system246" Damn, they made like 250 of these things? 
Also funny that the cards were apparently all recalled defective PS2 cards and the arcade game just simply saves in a different way to work around the defect
The conquest cards were provided by sony of course. all of them without exception are recalled cards during the PlayStation 2 launch in japan. These cards were recalled due to a bug. their controller chips (More specifically: CXD9585R or CXD9585AR) have a flaw that causes major filesystem corruption on the card when one of the commands involved in saving data to the card filesystem is invoked. Due to this flaw, Namco was forced to develop a custom format, presumably page-by-page encrypted, and there is also the chance that it uses custom ECC format on the card. all these unique and never-seen-before changes to the card's format have made them impossible to replicate on another memory card in these 23 years, wich collaborates to their high prices.
And yet, Soul Calibur 3 on PS2 is infamous for corrupting your Chronicles mode save data
... but yeah, to get back on track, would be awesome to have a System11/12 arcade core, if it's feasable, not sure how much harder adding the small bits of extra hardware and more pwoerful CPU would be
But Soul Calibur on MiSter would be amazing, even if it would look nothing like the DC version
Boring? How so? A lot of repetitive work or something?
... was Silent Scope on System11/12? 
I didn't realize it only had Namco games on it (Or do I know anything about the Silent Scope franchise other than it's called Silent Scope and it's about being a sniper... and I think one of the recent games let you shoot Hitler's nuts off?)
TIL
i have a very specific question and dont know if its suitable for this channel but ill try:
I'm running a difficulty mod for Breath of Fire 3 and there is no pre-patched version anywhere, i do have the file, that's not what im looking for. If I put the regular breath of fire 3 bin and cue file in my psx folder everything is normal but if i put a renamed bin and cue file for the modded version it effects BOTH my games. Is this normal?
what id like is for the hacked version and normal vanilla one to be playable via the game's list but that doesnt seem possible
Ok so open up your cue
You should have a hacked cue and a regular game cue
make sure the hacked cue/bin are named differently from the regular game cue/bin
that's it, also put each game in their own folder
i tried putting the unhacked game in its own folder but it wont load
check the cue, is it pointing to a bin named the same as the hacked bin?
ill do that
when do i need to view the bin? notepad?
cue
my bad
ok i think it is
had to remove the clean
🚨 CODE VIOLATION 🚨
@forest robin You have violated rule #104 -
posting copyrighted cue information.
uhnmn im sorry
its ok haha
it looked ok
Nooooo not the cue
as long as the cue for the hack is pointing to the bin of the hack
What? No, no, I didn't post a cue file, I posted an, umm, err, cuf file! Totally different, extension must have had a typo
Confirmed my SNAX issues with DualShocks persist regardless of the virtual memory card being enabled or not. Phantom inputs from DualShock, can’t enable analog
What’s your power supply
Just double checked mine. Fresh update_all, 2p SNAX, not seeing any issues with my DualShock, no need to tinker with memcards
Thanks for checking 🍻
funny enough, Only the Xbox version for Silent Scope supports the gun. but they do actually have a pretty clever solution for the zoom in
There's an IR sensor at the back of the gun beneath the base of the scope (which is just a plastic tube with clear 'glass' at each end) - when it senses your face is close, It goes into "zoom in" mode and it lines up with where you're looking through the scope
The PS2 version of the silent scope games doesn't support light guns at all
very very strange, i know
the gun also performs a transformer and turns into a pump shotty for HOTD3
how do i delete individual saves for a game?
mount that mcd manually then use the psx bios to manage the card contents
thank you, i also learned the hard way to go to the OSD after a save
Yah, that’s my biggest criticism of MiSTer but it’s something you quickly get used to.
yea, i kept wondering why my save wasnt updating in the breath of fire 3 mod i was testing so i had to replay the intro section about 4-5 times but then i randomly found out what was going on
its not a big deal, just get use to pressing the button
Eh, would be nice to have an option though. Also I think even with the conscerns that made sorg refuse to have auto-saves I think it's silly to apply that to memory cards since those were designed around those very conscerns anyway
Which was extremely baffling. But at least you could connect any usb mouse
I think Jotego’s weekly update of every single file on my MiSTer has shown sd cards can handle it lol
Yeah, I feel the same way
Also you can significantly mitigate the "games that used the sram as actual ram too" problem (which I believe was a minority of games anyway, if any) by having like a 0.5 second delay in writing the save to the card
If it's using the SRAM as ram too then that would still only make it save one out of several thousand writes anyway
Almost no games constantly saved anyway, even though they technically could just about all games back then required you to reach a save point or manually choose save from a menu, very very few were auto-saving as you played
That ironically only started becoming standard around memorycard-based systems of gen6
But at the very least, there is little reason to not have the gen5 systems with memory cards auto-save to the memory card, it's not like the memory card would have been treated like sram, they would have been MORE susceptible to wear like that than modern sdcards.
I’m pretty sure Robert/others have given good reasons why having the save happen at only specific times (when the OSD is open) is a good thing, that is also unrelated to SD card wear
But I also feel like two things are being conflated - one is saving and automatically writing that to the SD, which is likely problematic for various reasons (slowing down main, corrupting data etc) - the other is having autosave switched on by default and auto saving when the OSD is open
Afaik it was autosave being on by default (and committing via the OSD open) that Sorg was unhappy with due to SD card wear. That would be magnified more with constantly saving without opening the OSD, but there are other good reasons why doing that is challenging too, beyond SD wear
On the PSX, maybe not - but that’s not true of all cores/consoles
someone did autosave for the snes and it worked ok. there's like...11 games you have to block
I feel like I’ve asked this before so apologies if there’s a technical reason this can’t be addressed, but I notice that when you load a savestate on the PS1 core when none exists, the game resets, Would it be feasible to add a check for a savestate and not force a game reset if a savestate file isn’t found?
the problem is it's not 'a file' it's 'memory' so it's a bit more complicated. I can't remember if there's a header tho
ah interesting
I thought about it yesterday because I was playing GBA and loaded a savestate in a game where I didn’t have one and the game didn’t reset
I’m guessing it’s something to do with those games being roms and PSX games being disc images?
Nearly every other emulator and many other devices just write the save automatically though, and don't have problems.
Nearly every other emulator is a software emulator
I know I’ve definitely brought this up before, but in my mind the best solution would be something added to Main that notifies the user when a savestate or in-game save exists when loading a game…then if no state exists I avoid resetting my game by checking for a state 😅
But if you know better than Robert, go for it
Yeah, but I was saying it especially makes no sense for systems that used memory cards to not just write the save automatically
Okay, so you want different behaviour for different cores? That sounds like a great user experience
Yeah, like I was saying, just having like a half second or so delayed from flushing to save to the SD card would fix that
I look forward to people complaining even more on the cores that don’t automatically save why their save has gotten lost
I choose to trust that the developers of the Mister framework, something I have zero technical knowledge of the inner workings of, had a valid reason to do saves the way they did, else it wouldn't have been done this way
We already have people complain all the time that their save was lost when they first use a mister because they didn't know you have to open the OSD
Yes
But clearly @clear rock knows better
Why are you being so hostile?
Because I’ve seen this discussed many times, heard why people think it would be a pain to do, but clearly you think it’s trivial
So either make the change yourself or be quiet
And for years I heard people say Nintendo 64 and Playstation would be impossible on mister
Do a search and you’ll see the developer of those cores discussing this issue, if my memory serves
#1046940919607345272 message
the thing is nothing really writes to psx memory cards during real gameplay. it's always in a very obvious save dialog/point
#1096015979055697940 message
well s/always/mostly
Yeah, I'm pretty sure you can't even use the controller while it's saving
Sure, but then you have different behaviour on different cores
mister is full of 'this core does something slightly weird' because developer did a thing
We have plenty of cores that have some special options only for that core
#psx-chat message
Yeah like the nes core being the only core with actually good games for example. 
also sorg keeps 'recents' off by default because of 'sd card writes' when that only writes when you select a game/core. his view of sdcard writes being dangerous is a bit....aggressive
Agreed, also modern SD cards are a lot more durable than they were years ago
I’ve had recents turned on for 5 years with no issues ||knocks on wood||
I agree on both accounts, plus I'm really weird and always go to the OSD after a game anyway
Assuming you buy a real one. Which usually means not on Amazon or any 3rd party reseller on Walmart, Newegg, etc.
For SD cards I have actually found the best deal to be direct from, say, Sandisk vs buying from any retailer. The last few years we have bought as much stuff direct as possible and it’s always a better experience than Amazon or any other online retailer.
As for saving, it’s annoying and dumb from a user perspective. It’d be something I’d like to see worked on or changed one day. Ideally it works just like a real console or cart.
Until then I have got into the habit of actually opening the menu and restarting the mister before flipping the power switch. That makes me sure I have opened the menu to save cause even 5+yrs into mister I still forget that it’s a thing I need to do sometimes.
? Nothing wrong with Amazon, just don't get them third party there either. I always test them anyway
The amount of fake stuff I have received direct from Amazon is too damn high. Or things that are very clearly used.
I have received fake SD cards from Amazon, direct not 3rd party.
? I have ordered so many things from Amazon, and haven't had that issue. Including many sd cards
But yes, always test. You never know even if it’s real if you got a dud or not
Are you in the US?
Yes
The fact that Amazon is almost always not the least expensive option has also made it really easy to avoid. The only thing they win in is speed. Even prime stuff sometimes doesn’t show up for 3-4 days though now so even that has taken a hit
I literally have to sometimes tell them to deliver slower to my location because they can deliver overnight between like 4-8am and I don't want a package just sitting on my door overnight...
Crazy, well, count your blessings! I’ve received tons of used kids stuff from clothes, bottles, etc. I’ve received used appliances, fake SD cards and SSDs, and a mobo that had clearly been an open box return but sold as new. It worked fine but didn’t leave me with a good feeling.
Can't say I ever ordered clothes from there
The only time I ever got a fake SD card... was one that was included with a $500 printer that I bought from the manufacturer's own website...
I mean, it was a 1GB card.... in 2015. Didn't even know you could get cards that small anymore in 2015, except it was hacked to appear 1gb, it was really 128MB... where did they even FIND a 128MB card in 2015? Why even bother to hack it to 1GB? It's not like someone would look at a $500 3D printer in 2015 and go "Oh wait, it comes with a 128MB sdcard, not 1GB, no thanks"
.... my guess is they didn't know either and just bought cheap cards from somewhere
there is a check if a savestate exists in DDR3 memory using a specific header word.
This issue might come up if you load a game with savestate, then load another game that has no savestates saved, as the memory is not overwritten.
Main could indeed, when no savestate is available, just clear the area with zeros.
The issue is that without any savestate, it doesn't know what area as the save file size is unknown, because savestates are not system specific but general functionality.
So at best case main can currently clear the first savestate but not 2-4.
So yes, main would have to notify for each slot if a savestate even exists and each core could then block loading for it.
Or cores report the statestate size.
actually, i talk stupid things, the core already tells the size: https://github.com/MiSTer-devel/PSX_MiSTer/blob/main/PSX.sv#L352
So yes, main could take that and clear every savestate that does not exist on sdcard, so this issue couldn't happen anymore.
Here is the check in the core: https://github.com/MiSTer-devel/PSX_MiSTer/blob/main/rtl/savestates.vhd#L538
So if main would just write zeros, it would be safe. Could be optimized to write only this one word. (first 64bit of each savestate)
oooh that would be cool if someone looked into that! I play a ton of games for short periods on stream and make a lot of savestates so it occurs somewhat frequently for me where i check to see if I have a savestate and the game resets because I don’t have any savestates 😅
main knows the size, it's in the conf str
I'll look in a bit
actually, there must be some sort of bug. I just loaded a game I have never loaded before. immediately after launching the core
restoring a save state still resets
oh interesting
I was gonna say, I was pretty certain it happens with every game and it didn’t matter if it was a first boot
i just tried it and when i load a savestate in bios, it either does nothing or completly crashes the core with "ED" error. Very strange.
Can take a look
I see the reason: because the core might already hang when a savestate is loaded, there is a reset applied so the statemachine is never stuck forever to wait for the core to get idle.
But this reset is done before the "savestate is valid" check is done.
This is not easy to solve, as the savestate logic currently cannot read from DDR3 while the core runs, so it cannot know if the state is valid.
I might have to check savestate status in ddr3 when the initial reset is triggered and remember it for later.
some psx games do background saving like spyro the dragon
i dont think that precludes some autosaving-to-sdcard though, its not like it does it constantly
it would be hard to stop the core from hitching at least a little though i think? its a fairly chunky write that'll block the cd/controller thread?
yes, writing memcard to Linux will stall the core multiple times.
Here is a possible fix for the savestate issue. It fetches the state of the 4 savestate slots on reset.
Issue is that the reset is sometimes triggered before the state is written to DDR3 it seems? Maybe Zakk knows more.
E.g. I have seen cases where only 2 out of 4 savestates could be loaded, but after a core reset, all 4 are loadable
i guess you could maybe reduce the stall lengths by some fancy scheme to only write out blocks that actually change
The problem is that to write anything to HPS can potentially break CD timing, because HPS cannot react fast enough anymore.
So i'm forced to pause the core and because of video sync, each pause is at least 1 full frame. If this happens for multiple packets, you get stuttering for maybe 1 second
could you just let a frame tear instead of having to pause for a whole frame?
no, it will throw off HDMi sync
hps could really use some kind of a properly multithreaded/prioritized system for... everything heh
the video is possibly quite ignorable but the audio will probably stutter too ?
problem is that file handling is always blocking, so even if a second thread would write to sd card, the other one couldn't read CD data from it at the same time
yes, audio video and therefore also controls
in a typical save screen this would probably be fine. Games doing it on the fly would feel very bad
yeah
finally a use for the secondary sdcard slot? have dedicated writer entirely in fpga 🙂
When i implemented it i tried with Diablo, due to the long save time and large save amount.
Even with it being a progress bar and you cannot control it, the audio coming from CD was so bad, i skipped the idea
@little frost please try the build above. It might work fine and the issue was just me having multiple images in the same folder so there was no auto reset
people can always use memcardpro, it essentially offloads the saving problem to an external device
yes, with snac this problem is gone. But you get others, haha 🙂
there actually is an 'offload work asynchronously to the other cpu core' capability in main
only used in some of the video code paths to stop microstuttering when resolution changes
it might be possible to use it, but I'd need to look at what's going on. the fpga<->hps interface is single threaded so it really has to be an operation that is self contained and doesn't require any additional fpga communication
oh hmm, maybe main needs to hold the reset status bit low until everything is done? I'm not sure what it does currently
could be my mistake with using a savestate after CD switch in the same directory without manually resetting
yes, cannot reproduce when each file is in seperate directory, please try on your side if you want. Can commit the change if it works as expected.
nice! I will definitely give it. try shortly here
Anyone else noticing severe stutter in GTA2 when using the flamethrower?
I know GTA2 isn't the smoothest game on the PS1 but it feels really, really stuttery sometimes
alright, testing...so far so good! Tested 40 Winks (a game I have no states for) and loading slots 1-4 did not result in a reset!
saving a new state and restoring it seems to work fine (tested in Duke Nukem - Land of the Babes in all 4 slots)
@tropic stratus ok, I tested FFVII where I have two states...one in Slot 1 and one in Slot 2...for some reason now, my state in Slot 1 does not load at all and the console doesn't reset. Slot 2 loads fine. When I load my non-existent states for slot 3/4, the console resets....I'm guessing this has something to do with it being a multi-disc game?
EDIT: Ok, after a MiSTer reboot, everything now seems to behave as it should with FFVII...it's a MiSTery 
actually...that was after a reboot and then going straight into FFVII...I'll test states in another game then switch games and try loading states in FFVII
ahhhh I just loaded up "The Flintstones - Bedrock Bowling"....no existing savestates for that one:
- Restored Slot 1. No Reset
- Restored Slot 2. Console Resets
- Restored Slot 3. Console Resets
- Restored Slot 4. No Reset
🤔
tried restoring slots 1-4 again and it behaves the same way, so it doesn't seem random
ok and then just switched games back to FFVII and now none of my states load (I now have them in slots 1-3), BUT the core also doesn't reset when loading from any slot
dang it seems kinda random though....just swapped to Doom where I have all 4 slots used and this is what I get:
- Restored Slot 1. Existing state doesn't load, but no reset.
- Restored Slot 2. Loaded successfully.
- Restored Slot 3. Loaded successfully.
- Restored Slot 4. Existing state doesn't load, but no reset.
yep, as expected if I reboot the MiSTer and then load my Doom savestates, they all load fine
so it's definitely usually something where the first game will work fine but if you start swapping games then it's a crapshoot
one more game test...switched from Doom to Chou Aniki where I have slots 1 and 2 populated:
- Restored Slot 1. Existing state doesn't load, but no reset.
- Restored Slot 2. Loaded successfully.
- Restored Slot 3. Console Resets
- Restored Slot 4. Console Resets
EDIT: Ok, I just booted Chou Aniki fresh after rebooting MiSTer and now neither slots 1 or 2 will load. Loading any slot does not reset the console, though.
EDIT 2: Weird, I rebooted again and launched Chou Aniki and those slots still won't load. I even powercycled and they won't load. What did work is I switched to the normal core and loaded those states successfully. Switched back to the the new build and now both slots 1 and 2 are loading properly.
Hi guys
The Superstation one has (or will have?) a console mode that allows for box art etc instead of the normal mister UI
Is this option available on the mister for the PSX core? If so, can anyone help me with where to find it? Thanks
I'm not sure if Taki has released that to the public yet, but he said he would
Console mode isn’t out even for the super station yet. Once it shows up there, taki mentioned he would release it
Ah sorry guys! I saw a ‘X’ post with him demoing it and it was months old (from memory) so just assumed it was available now on SuperStation One.
BTW - The SS looks brilliant but for me I’d like it to run like a console hence the question on the console mode
But there’s literally no benefit I can see to buying the SS if you own a mister (other than form factor)
Well, I think the big benefit is the plethora of built-in video outputs without having to use separate adapters
and the built-in PSX snac ports without needing an adapter
by and large though, if you already have a mister, superstation is largely superfluous
especially so if you already have an active composite adapter + snac
What if you already have 10 MiSTers
fair enough i suppose...but I still want one for CRT 
Can anyone help me change my hdmi display to 1080p? Or is 720p the highest res whilst running vga crt too?x
Ini script doesn’t open etc (just kicks me back)
Thank you for all the tests. Do you have your games in seperate folders?
That means, the game reset automatically when your change the CD?
In any case: when a state that does exist cannot be loaded, could you try to manually reset(last option in OSD) the console and then try again?
Yes, games are in separate folders and if it matters I have everything in CHD
hmm, could have some influence, but I'm not sure. Please try to reset manually if it doesn't work.
This would verify that the reset is coming before the savestates are written from SDCard to DDR3.
ok trying Chou Aniki and doing a manual core reset after an unsuccessful attempt to load Slot 1....that works!
now slot 1 and 2 load
Ok, so the same as what i was seeing.
Core reset is initiated by HPS before DDR3 is up to date, so the core fetches the wrong state.
tried switching directly from Chou Aniki to Doom again only Slot 2 will load properly...but after a manual console reset all slots load properly
@manic citrus could we just swap process_ss and send_cue_and_metadata in main?
it looks like send_cue_and_metadata is also resetting, so doing savestate loading before would solve it?
https://github.com/MiSTer-devel/Main_MiSTer/blob/master/support/psx/psx.cpp#L785-L788
The first one? Because I recall having to step on a specific pad and choose "save game" for anything to be saved
I’m using a 15W/3A Triad: https://www.mouser.com/ProductDetail/Triad-Magnetics/WSU050-3000?qs=B4sXYbYweUrcRMobPRtyDQ%3D%3D
What game(s) were you seeing this behavior on?
Final Fantasy 8 and Ape Escape. I assume it would occur with all games.
kk, ape escape is what i used to test and it was working fine for me
just checking variables
Could I somehow be drawing too much power via other USB accessories? I have a USB hub with a few wireless dongles plugged in.
Possible, try disconnecting them and see if it makes a difference
It could also be your power supply is too weak
I was testing different USBC power supplies on my MiSTerPi and some of them had no problem when I turned on my MT-32, some would reboot when it turned on but then work, and others would keep rebooting
All of them worked when it wasn't plugged in
known brand 3a power supply should be fine
It’s a Triad I bought from Mouser. These things are supposed to be the Rolls Royce of power supplies.
I disconnected most of the dongles; no change.
I’m certain it did work in the past, is the thing. I’m not sure what could have changed.
reordering them should be ok, but I guess I need to ask: if you're checking savestate status in each slot on 'reset', do we also need to test creating savestates into empty slots and then restoring them?
the logic is as follows:
- on reset all 4 slots are set to invalid
- then each slot is checked to contain the magic word. if yes, this slot is valid
- when the user saves to a slot, this slot is marked valid
- a slot can only get invalid on reset
I tested creating new states and that worked fine. It seems to only issue is the reset.
Will try to set up the build process for main and swap the order and see what happens
works great, cannot reproduce any issue with this plus the testbuild above, thank you!
new testbuild. Behaves like before, but overlay is no longer triggered if no valid savestate exists in that slot. (please us together with mister main from Zakk above)
will test a bit later today!! Thank you both for looking at this 
would be it be much effort to show a No savestate found! message (or something like that) on the overlay instead of not triggering the overlay? Not a huge deal really but just thinking it might be nice to have that feedback for the user 🤔
Probably not....however, i'm a bit concerned to do this for every core with savestates because then it will be effort 😅
haha yeah that was my next thought
@tropic stratus @manic citrus Yep, this build coupled with the new Main seems to work perfectly! Thank you guys so much for looking into that! 🎉
What did it fix?
omg does this display a “Savestate found” message if it detects one??
It fixes an issue where loading savestates when none existed would reset the console. Now if you load a state where none exists no message displays and the console no longer resets 💪
unfortunately not, but I really hope we get that for all savestate enabled cores someday 🤞 Honestly it’d be great for all cores to show whether savestates or normal game saves exist
Yeah, it’s something I asked for years ago but it was considerable work to do it. Maybe this change is a small step towards that?
that’s what I’m hoping! I think it at least revealed that it’s possible to check for the existence of savestates…I’d presume that the same can be done for regular save files too, but I don’t know if that works differently
I’ve actually thought about seeing if it’s possible to leverage the Zaparoo script or something on my stream to check and see if a matching save or savestate files exists for the currently loaded game. If that could work then I could trigger icons to display in my OBS overlay or send a Twitch chat message telling me saves exist 🤔
where exactly do you people want mister to tell you if there's a save or savestate found?
i was just thinking top left corner where most notifications usually live
I don’t think a save being found is necessary because it’ll function just like a regular console. It’s either automatically loaded or the player uses a memory card function to access it.
What's the concept of the PSX core knowing a save is found? the existence of the VMC file, or actual data on the card?
Savestates though requires the player to manually load through the OSD and there’s no indication of whether the player has one or not.
that or in the OSD? savestate section could have a line saying whether slots exist already. regular save section could show if a file exists
yeah @serene nebula has a good point there…maybe i’m going overboard asking for it show the existence of regular saves
If at all possible, in the OSD would be best because that’s where the function of loading a save state lives and a user can have notifications disabled?
you can't generically disable notifications on mister
Ok good
I think 4 save states are nice. Outside of speed running and extreme save scumming that’s more than enough for most players.
or you know, practice
I guess!
I can definitely see benefits to having more slots
like idk even if the interface was like Load State/Save State and then clicking load literally took you to the directory where the savestates are and it only shows files if there are files that match the name of your game with 1,2,3,etc. appended at the end for slots
My only point is that I think 4 is “fine” and having some sort of indicator when there’s a save state available would be a huge improvement.
I did it like the M2 shottriggers stuff on consoles
dedicated save state menu you could left/right scroll through and it showed date of the save state etc
Ohhhh what does that do?
and a dedicated save state button that if you held down just reloaded the last loaded state
ahhh
I could probably refine it to allow renaming of the state files but I never got around to that
@manic citrus oh dude. You know what would be all that’s needed? Gray out “Restore State” if there’s no valid save state found for that slot?
that’s true
it's made a bit more annoying by the fact they can all be fast addressed with keyboard shortcuts
there's already too many popups that come up on this core on load
Why even let someone restore a save state if there’s none there?
fair point
well, I could still at least see a message popup if you triggered a load with a shortcut to just say No savestate found! or something
maybe that coupled with a greyed out ‘Load State` option
People already know a greyed out option means it’s not usable, which is an OSD feature we already support.
It’s a logical assessment that if you can’t load a save state for that slot then no save state exists.
I think that’s a good solution that’s minimal work
Work I don’t have to do
i think the thought is more for someone that just launches in and doesn’t bother checking the OSD first ||shame on them!||
the best kind
but yeah, that seems like the easiest option to just grey out the load option if no states exist
I think reminding the player they have a save state available is good but more importantly preventing them from performing an action that has no benefit and can confuse is the smart play here.
true
Because right now, if I try to load a save state and nothing happens is better than resetting.
But then I’d ask myself why was I even allowed to load a save state if none exists
cause I guess if they do the hotkey and nothing happens…they check the OSD, see the greyed out Load option and now they know there was no state
The answer is obviously that this is open source software made by a team around the world who do it voluntarily without pay, but that’s too much to ask the average person to consider lol
Oh you’re right hot keys
I don’t use them, my bad
yeah that’s what Zakk was saying
I think your suggestion still works, though for sure
That would solve the OSD approach and a pop-up saying no save state found would solve the hot keys
I get your point now
Then might as well do the pop up if your accessing it though the OSD too
well it’s whatever people are willing to do
true
I’m admittedly a bit of a niche use case for this because I play so many random games that lots of people probably don’t touch and I make a lot of savestates…but it’d still be nice to have 😅
One thing I will point out is that there are some PSX games where you have to load your savefile from an in-game menu before the game even recognizes it exists. For cases like that, it would be nice to have some indicator that a regular save file exists somewhere….admittedly, this is probably pretty niche
showing the savestate slot status in OSD is not nice to handle, because you need to update HPS for it...depending on which state is selected.
Not impossible, but this whole core<->linux exchange is a bit much sometimes.
For now, I will commit the core changes and maybe @manic citrus would be so kind to make a pull request for main?
yeah, I can do that
Thank you!
Monthly reminder to say the PSX core is my favourite core. That's until the Gamecom core is released.
Ah a bummer, thanks for explaining it
yes, Zakk posted the needed Main file here: #1046940919607345272 message
ahh cool. I see zakk just posted a PR for that. Do we know what happens if you use the new unstable on the old main?
I’m sure this is also a pain, but what if an icon or something was appended to one of the existing pop-ups? Or maybe just consolidate the pop-ups more similarly to how the N64 has the multi-line popup when booting a game and then add that info there? 🤔
I think it just means you get some errors when loading savestates in the core. Sometimes certain slots won’t load properly and sometimes loading a non-existent slot makes the console reset
which is basically the old behavior
Has anyone tested the core from test-builds? I think I should also do pr 😅
I tested makeruna on 4 different misters, letting attract mode run overnight - no crashes
I tried it and seems to be perfectly fine
the trigger for the bug is unclear
it's not a specific mission
the only way to test is just play a lot of the game
it could be fixed. someone would have to play a lot of the game
the first tester got it in mission 2. i got it in mission 4. couldn't personally replicate even on the same core later using save states or saves from before the mission
it could be that it randomly hangs on the please wait screen some percentage of the time, idk. both our crashes were on that screen
beyond that, it's unclear
i don't think it does, but you could check
as far as i know, the only way to really test this is to actually just play the game. it mostly works fine, i played for over an hour before running into it - this also means proving the bug is fixed will not be trivial unless there's some reliable way to repro
maybe you could get a save state at just the right moment where it happens every time but would also show something different if loaded on a core where the root cause was fixed
i loaded a save state where it originally happened at the beginning of the mission, replayed the mission and i couldn't reproduce it
i don't use CHD files
When I return from vacation in a few days, I will try to complete a few missions.
Nope
Since it is only for audio, it does not affect performance.
having issues with guncon1 being seen by the mister ... unsure if the issue is the SNAC adapter
anyone recommend any other adapter?
Oof, i've had a hell of a time getting guncons to work with SNAC
What game are you trying to play?
Certain games only work with their proprietary light guns. I learned that with elemental gearbolt
Has anyone ever had ps1 controllers stop working for them on snax64? It's so weird; I can press the "analog" light and it turns on and off. Have tried two different psx connectors, three different controllers, nothing is working
Other systems work fine with the snax
These are my settings. Am I missing something obvious?
That's very strange, another user also reports a problem with Dualshock and Snax #1046940919607345272 message
There are patches for every Justifier game other than Area 51 to work with Guncon as a heads up


