#Sony PlayStation
1 messages · Page 50 of 1
It works. I’m on unstable though so unsure.
Tomba works just fine, I beat it last year on the core
I can't believe ChatGPT would lie about TOMBA
maybe im thinking of conker's bad fur day or something
that works too
i either dreamed it or saw it on an old reddit post
wow, what a world i live in
full of lies
next youre going to tell me the earth is round
I would believe your eyes, and the testing sheets vs anything in videos or on reddit
discworlds are rounds
i think the only test sheet ive seen was an outdated one so that explains a lot
What systems are the 60s Batman Joker, Adventures of Batman Joker, and various comic book jokers?
and TAS Joker?
I dont know, the list is just old trollbait from over 10 years ago but it still makes me laugh because im dumb
Romero Joker would like the colecovision maybe
Adventures of Batman Joker uhhh i feel like it would be the Snes because everyone loves him or one of those horrible tiger electronic toys i had as a kid because the Joker is also evil and wants everyone to suffer in funny ways
It's funny that the Heath Ledger joker has Angry Birds
I was a NES kid, what does that make me?
single-celled organism gamer
that's you twin
I have a twin? 😮
i played and cleared all of PE1 years ago, need to play PE2
Well deserved after your great work on the core lately! ❤️
I had to check if everything was working properly 😅
i never fully finished PE1, i get very close ... i need to finish it this year ... never played PE2 is it good?
does anyone use the fast loading or any other tweaks on the core? does it introduce instability? I wouldnt mind loading times to decrease on ps1 ....
Some games are sensitive. From what I remember, there is a problem with .chd at x6 or x8?
I like it very much. The first time I played PE2 was in the Japanese version, and I didn't manage to defeat the final boss. The game is difficult at times. It's probably easier on the next attempt.
how does it compare to pe1?
Unfortunately, I have to admit that I never played PE1. I simply missed that title; it was never released in Europe
I'll catch up
PE1 is amazing. Never played 2 or 3rd birthday but from what I heard it's all down hill.
It's like the evolution of the dino crisis series.
I played PE1 and PE2 last year, and PE1 was fantastic but PE2 took everything in a far more action oriented direction that I didn't enjoy very much in comparison, and it totally jumps the shark in 3rd birthday.
3rd Birthday?
3rd birthday is the third game in the franchise. It was released on psp and is supposedly terrible.
Is that with default chd settings or even with the optimized ones in the sticky?
I have no idea, some tests were done on the channel at some point, I only use bin/cue, which is why I never looked into this topic in depth.
There is some note in readme "The higher speed rates are more unstable and require proper storage to be usable with bin/cue files reaching higher performance than chd."
Tests: #psx-chat message
you can probably sustain x6 with chds made with the matching chunksize
My games would not fit if I used bin/cue, I would prefer it but... space...
Loading isn’t that bad, I’m sure 4x is good enough
Maybe with your chunksize.
no body shaming plz
Do we remember which merge fixed the goofy’s fun house bug? Someone on the forums is asking
yeah, but I think they are looking for which of kuba's updates specifically fixed it
lol it's the game's dev
https://github.com/MiSTer-devel/PSX_MiSTer/commit/1c7f66d3d2452619414bddb17f7499b27620097f
This fix was not intended for this game. The fact that it works is a side effect of this change, and this must be emphasized.
would you like to post that, kuba? Or do you want me to? I don't want to steal valor
You can answer freely. Nothing I do is for anyone to give me credit.
I am always happy to help, and when I manage to fix a game, it makes me very happy.
If it weren't for the great community here, I would never have been able to complete any fixes :))
I definitely prefer DC1
i like both but they're very different
I finished DC2 once, it's okay, but I still prefer DC1
After all these years, however, I now look at games a little differently
i kinda like how casual and easy DC2 is after playing DC1 which is pretty hard
you can blow through it in no time too
When DC2 came out, I was surprised at how different the game was.
yeah i remember at the time being like "why are we going back to pre-rendered backgrounds we fixed this"
I'm trying to start playing Parasite Eve 1, but I can't get into it after finishing PE2
Dang, I just started playing PE last night! Never touched it before. I dig it so far so we'll see if it holds my interest.
i could never get on with PE1 but really enjoyed PE2
Play it. It isn't a long game at all
There's also Third Birthday on the PSP. They didn't want to pay for the license. Which isn't relevant to most of the game except nobody says "mitochondria".
The plot of Third Birthday is a mixture of things you can figure out if you are very clever, and things that don't make sense even if you are very clever.
anyone got yume nikki working on the core?
Ah looks like the dev updated it and the update broke it working on the core...
Previous version works fine though
It says it works on Mister, but I haven't been able to get it to run on any core version.
is that like a new homebrew?
#1046940919607345272 message
Iirc doesn't the PS2 Slim also have bad [partial] emulation?
It used to be my primary PS1 device before the core and I'd get a lot of weird hangs and glitches I never got on MiSTer
The previous version works perfectly on Mister
v0.00.2 (2025-11-10)
- Optimize Snow World perf + don't crash when renering too many prims there.
- Fix the game hang during igloo enter/exit while jumping.
- Fix the bug with chair appearing when when you re-enter Mado's appartment while riding the chair.
Unfortunately, I don't know what could have caused the problem with the latest version of game
Honestly I wonder if it's just you, I could try 0.00.2 later
#1046940919607345272 message
I started checking it because someone reported that the latest version wasn't working.
No it isn’t
The discussion first started in takis discord as someone tried it on a superstation
Whatever the latest version of that demo thing, it doesn’t work on Mister. But the older version works
What’s this homebrew game about anyways
Did we get a new rbf generated from this fix?
Yeah it's in latest stable release
https://misterfpga.org/viewtopic.php?t=10188 i think PocketStation works fine with snac ?
It does, I bought one last month and have used it just fine with a few games already
Thanks for confirming !
In version 00.2 Yume Nikki, there has been a change that affects the GPU, because we get E4. Interesting
how much are they going for these days
I got mine for about $30 CAD, closer to $50 though on average.
ah yea i just looked and wew
Not my best run, but I need to check if it works correctly with the latest unstable version 😉
Kuba showing us all up playing the dang game
RE2 is a great game.
and Requiem will be out soon, so I'll probably disappear for a while. I try to play every RE game
Release candidate
Using the latest PSX core, called PlayStation Dual, I only see images on the LCD and nothing on the CRT?
playstation dual sounds like the dual ram core
The dual ram build of the PSX core (and all dual ram cores) is incompatible with analog output from IO boards, and also provides no tangible benefit over the other single ram versions of the core, unlike the saturn and jaguar cores with dual ram builds.
Which one is the latest dual core?
i literally just built on this morning that meets timing 
I have one too 😉
but I don't remember when was the last time we gave a test core in the dual version
I'm building a dual ram repo this morning, so there will be a fresh one with the latest changes there
ur a dual ram repo
Dual core PS1 less accurate though
it’s literally a worse version
With all this dual ram talk
the single benefit, audio, is literally impossible to tell, and the GPU timing is less accurate as a byproduct. Literally worse.
literally
Delete that core, it’s worse than single ram
literally
It's schrodinger's PSX core. It is both more and less accurate, and as long as you don't look at it, it's whatever you need it to be
I wonder if there’s going to be a future core that must require dual ram.
only if dual ram is a requirement of future hardware
depends on if kuba wants to tackle the gpu stuff. apparently it can be made more accurate and fix some bugs with dual ram...
literally Kuba
Dual ram! 
🐏 🐏
peeeeens
"Future hardware" still holding hope that the DE-25 actually goes anywhere for the MiSTer project since from what I understand it would allow for dual-ram AND analog, so I can see many more people using dual-RAM if it becomes a thing
turbo release candidate (it met timing wtf)
Every time someone mentions future hardware I drink a shot.
You must be hammered 24/7
honestly, explains a lot
Not nearly hammered enough for my liking. Sometimes I can still comprehend things.
Ironically, even if future hardware could do both analog and dualram, while it definitely wouldn't be a popular decision I'd almost prefer the mister project omit analog support for more bandwidth in a future iteration, so they can squeeze just a little more out of existing and future cores and even use those extra pins for other things too, honestly I'm well aware that I'm the type of person that shouldn't be speaking for everyone, but I'd take accuracy over analog support
I feel like that'd be poking the bears a bit though
I wonder if future MiSTer hardware will allow me to play games from 30 year old consoles better than it currently does, even though it’s currently basically perfect aside from a very very small handful of edge cases? I’m gonna keep asking this question constantly or talking about how the DE-25 Nano was suspiciously made purposefully to overcome the limitations of the DE-10, so therefore it must be MiSTer 2, even though it’s not clear that the benefits outweigh the drawbacks

Hope that helps @somber steppe
Lol
Thanks y'all. Almost numb enough to face work now.
The only benefit I could see is features that can't be implemented due to the FPGA being "maxed out" afaik
You can have analogue support and dual ram people - just buy a DAC
And idk a few obscure consoles
Honestly I do wish people would shut the hell up about MiSTer 2. It’s getting pretty annoying now
Dreamcast maybe but smarter people than me have made it seem like 6th gen stuff likely doesn't benefit from FPGAs as much, especially since games are less dependent on strict timings and are working off a bunch of abstractions anyway
i have to imagine that analog video support only takes up a negligible amount of space on the FPGA. besides, when the entire mission statement of the project is to be as accurate and authentic as possible, you're naturally going to attract a lot of people who game on CRTs, myself included
Current devs haven't made it seem that negligible
This analog stuff is only relevant for the tube men anyway. They play on their tiny, 40 year old tubes that smell like old cigarette smoke. Y'all should join the scaler boys. It's basically the same but artificial like your chicken nuggets.
nuggies...
Honestly though we likely don't need a MiSTer 2 or MiSTest too soon
the scaler probably takes up 10x more than the analo gsupport
the scandoubler had to be removed for the 5th gen cores, after all
the only way i'd ever be onboard with the omission of analog video is if direct video was perfected or at least improved. while it's current state isn't bad, it's nowhere near as compatible or reliable as a proper analog I/O board
The scan doubler is for the analog stuff, though
yes, and it had to be removed for cores like PSX because of space concerns. older system cores aren't really hurting for space
Things like that could be ommited if it's not needed, it's redundant for what's already covered by the video processing
well, the scandoubler is great if you're hooking up to a VGA monitor. it has less lag and is more straightforward than the scaler
though personally i think all of this should be moved to the I/O board
It'd mostly benefit constrained cores but it'd still be a benefit if the project didn't have to focus on that stuff
i don't think it's going anywhere. too many people still use older displays, and direct video is lacking
At the expense of having to focus on two boards
I'm talking about the distant future if it ever happened, likely once there's any announcement of depreciation of hardware currently in use (like DE-10 or Cyclone V)
if we're talking about a bigger FPGA then there's even less reason to get rid of it lol
Not now, and idk if it'd be wise to jump to new hardware immediately with things being stable rn
That'd technically make an analog I/O board (or one that focuses on it) more expensive, since it'd need to include a DAC and some kind of scandoubler, not a horrible idea, just idk how practical
well, maybe it could be a "deluxe" I/O board in the future or something
Honestly I still wish I never got an analog board, (personally, in case it needs to be said) I used it a few times with a VGA monitor and never again
i mean, it's not terribly expensive, and if you don't need it, you don't have to use it
why would you even bother moving the scandoubler external, it's really not that big of a resource. it's not in the psx because it doesn't support interlaced modes, not in saturn half for that reason and half for squeezing just a bit more out of the space needed
But it makes it harder to upgrade to dual ram
and if you deleted hq2x from it it probably wouldn't take that much roomn
Iirc there was going to be a PixelFX I/O board with a built in scaler, not the same thing though (and don't quote me on any of this)
Bingo, I would rather have dual ram
so then get dual RAM
this entire conversation is basically 'I htink the mister should stop using this thing I don't use'
I ended up wanting to use the Saturn core more and Grandia became more flickery
Just do what I did and buy a new case, IO board and dual ram 

~£100 all in, or as much as a MiSTER Pi, but now I can lord it over everyone, which I do, daily
But I'd have to replace three parts unless I get an I/O board with the mezzanine
An aluminum case? 
No. Same as before. I didn’t even change the whole thing, just the different panels 😅
I enjoy my fan and heatsink too much 
Cos it seems to get some people angry on here
Nothing like your mister sounding like a leaf blower.
I literally can’t hear anything
It just seems like a lot of extra work for things that they don't make anymore and there's less of every year
Probably because your noctua leaf blower busted your eardrums.
I don’t know what fans some of you guys were using, but mine is silent at the distance I sit from my MiSTer
the fans on my terasic de10 were always fine, every fan I've gotten on qmtech/misterpi has been a piece of crap rattlle
Noctua baby 
I sit with my ear to the mister since the aluminum case just has the perfect temperature to snuggle.
I don't really think mister should get rid of analog but in a hypothetical I'd take "more actual core features and a smidge more accuracy" over redundant features
Thanks Fish!
Though most modern devices don't support analog video anymore, MiSTer is unique, my PS4 doesn't support analog video, none of my PCs do, but my obsolete monitor in a closet does, but they also stopped making that thing, and one day it will die, I don't count on it being supported by new products in the future, I don't know of any currently produced things that support that not currently produced monitor other than MiSTer and maybe some extremely niche industrial appliances
the whole point of the mister project is to play old video games though lol
And it does, with modern and partially open source hardware, supporting new accessories via current standards of connectivity
It brings older games into the current day with no small amount of effort, even if it makes it look effortless
that's true but it's no reason to eliminate support for legacy input and output devices for those who want to use them
i still use original controllers and CRTs with my mister, as many others do
Oh SNAC is a necessity tbf
But for accessories that don't have easy analogues
MiSTer is still meant to replace these older consoles/computers and similar I/O capability is expected for that
But it also expands the capability of those systems it's meant to replace and idk why more people don't take advantage of that
Though one thing I still want to try is using a VRU with the N64 core and a Gameboy Printer with the Gameboy core
(FYI nothing I'm saying is an intent to stir the pot, I understand a lot of people use analog video out, I'm just wondering "what if", like if something must be given up)
Don't mind if I do. 
Is there a substantial benefit of Dual RAM apart from PSX audio timings and some Saturn games?
You have to lose analog output to get dual ram right?
Mostly Saturn and Jaguar
Iirc PS1 is less accurate with dual ram even if it makes sound better
And tbf the Saturn core is mostly pretty good on single sdram but some games need it and fast timings isn't always enough
That'd be nice
It's impressive how this project keeps solving edge cases like that which seemed previously impossible, though I also wanna not be too optimistic for the sake the the devs, can't keep expecting miracles
The N64 core was supposed to be impossible but it happened
laxer3a is here
Hm
I think he will answer any questions if anyone has any
and the topic of VRAM is not that simple at all
But I understand that people have different expectations and dreams 🙂
Just like a GPU for dualsdram, it may not solve the problem at all. Of course, we won't know until we try. But someone has to be motivated to do it because it's a big task
So I'm keeping my fingers crossed that it all comes true on de10 nano
There are, of course, certain things that can be improved, and if I didn't believe that, I wouldn't try to fix anything
which project are they working on now?
PEEEEEEEEENS
I was playing Policenauts with a wired mouse and the response of the cursor feels very laggy. I wonder if this is just my setup (I'm using HDMI), something with the core, or something with the game.
I can check some other games or other cores which have mouse support, like the CD-i
Played Starcraft and 007 on n64 with mouse and it felt ok
I tried the mouse with PSX Core and didn't notice any problems, I'll check with policenauts soon
No issue for me on Policenauts.
Really? EVERY time future hardware is mentioned? That sounds crazy, people talk about future hardware often here. I can't imagine would it would be like taking a shot every time someone says future hardware. Especially with the DE-25 stuff so people talking about future hardware has increases since that could be the future hardware for MiSTer, and even if it's not the future hardware that will be the next MiSTer there will definitely someday be some future hardware that will use-... Quirrin? Hello?
💀
Dosen't the current Genesis core use up almost the entire FPGA?
thanks for checking
I tried Inca on the CD-i core and feels about the same to me as policenauts, so I guess it's the setup, although on the Amiga core it felt ok. Maybe just the framerate of the cores that is lower than what I'm used to?
The mega drive core, yes 😉
Ok Lance Boyle 😛
Not sure how amiga draws the mouse pointer, but PSX will have baked in lag from the internals GPU framebuffer, additional to being lower framerate.
the mega drive core does. that is why it's evil
It’s why it’s amazing 
An announcer from the game Mega Race, sounds similar to Mega Drive. Drive/Race. 🤣
A collection of funny and bizzare quotes from the legend of MegaRace Lance Boyle. PC and 3D0 Platform.
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No, it's evil because it's a giant netlist
I wish we had netlists for everything. That's the closest thing to a mostly 1:1 replication. To cover things not (yet) understood. I am here for things like that. And integrated analogue out. If I wanted saving or rewinding or something I would just use a PC?
Not like netlists don't have drawbacks, they make it hard to understand what's going on, to make any changes, and they take up a lot more space
what happened to the latest turbo candidate?
Sorry, I meant to post something this morning. That core didn't have the latest changes because I forgot to merge them into the turbo branch because my brain is broken
ahh ok
nvm
Mad Panic Coaster is a 3D racing/action game released in 1997 for PlayStation. To prove he's finally created something impressive, a mad scientist transports two thrill-seeking teens to a wild and dangerous roller coaster.
Developer/Publisher: Hakuhodo
Release date: 1997
Platform: Sony PlayStation
[00:00] Intro
[01:06] Mad Island
[08:08] Ma...
fun game 😄
i must try it
There is progress, the top of the screen is no longer displayed at the bottom, only flickering remains.
nice, what game is that?
http://redump.org/disc/15537/ Formula 1 Championship Edition SLUS-00546 When in a race, the very bottom horizontal area of the display is displaying what appears to be elements from the top of the ...
oh i love the pal version of that heh
Ok, new RC for the turbo core. @lusty coral can you verify that this is still turbo?
Just testing now
Yep it is correct
Got 30fps standing still when Duke Nukem Time to Kill is playable (On non 2x core it’s very choppy initially and doesn’t stay near 30 at all)
thanks turbo Fish 🙂
I’m disappointed because this one wouldn’t meet timing
did 200 builds
still can’t believe the last one met timing
wow 200 builds!
Nice that it actually met it tho. You have to start backwards next time 😄
"This area updates dynamically as the game is rendered. This does not happen on original hardware. This is visible on both analog video output and HDMI video output."
Since it doesn't appear on real hardware, I'm just checking why it's here
It's not a critical error that prevents gameplay, but I'm curious, just for fun 🙂
Do I have a brave enough soul to do some analog audio testing for me? I want to do it but I haven't been able to find the time. Before you volunteer:
- You need to have a stock 9.2 board (the two piece board - not any of the custom boards by like Porkchop or Antonio), and you need to have analog audio hooked up
- I will give a zip file full of PSX turbo RBFs and 2 Mister.inis
- I need you to load up the PSX core and load, say, parasite eve, and let the intro play - once with one ini, then again with the other
- rinse repeat
Robert may have found the solution to the analog audio bug, but I haven't tested enough, and this would help with that.
Don't feel bad if this doesn't sound like a good time. If it were a good time, I would have done it already :p
I have a 6.1 qmtech. Plus I get a 9.2 grey SS1. But God knows when it is shipped. But I would if I only could
I have the Pi 9.2 board, was having sound issues with it on the segacd core before, never really messed with alternate inis though
Hey so I had a really dumb idea for Link Cable support
What if you could use the extra MicroSD slot for that. Since cores no longer use it for anything, isn't it basically just free pins?
it's probably not enough pins
it does link cable stuff?
i thought we had enough pins for link cable support
that was never implemented btw, that ps1digital feature, your ai is hallucinating
In SNAC yes
yeah someone just needs to like, do it really
man, that was worse than a moondandy AI paste
tbf, that is exactly what they claimed it would do
no idea if it would've worked or what
rob said the code was hardly any work he just didn't want to make the hardware for it
i always thought linking up 2 misters with an A-A cable would be an easy place to start with no hardware design needed
does duckstation do link cable stuff?
it could vary by game ofc
i'd expect doom to be highly robust given its origins
yeah but doom like, invented online gaming 😛 ofc that works
do we have a mod for doom PS1 that uses the original music yet

b-but the pretty lighting...
Can't we just use the snac port for link cable?
Possibly? But I think the second SD-card slot has an advantage in that it's not being used
Oh I agree, but IIRC the second slot only uses like four pins. I proposed it could be a second SNAC port in the past but it doesn't have enough pins
Right now it might be at best just possible to use it to slightly extend the current SNAC port to allow for Jaguar controllers
Oh interesting. I didn't know that was possible
I said might, currently there hasn't been any secondary use for that slot even though it's basically obsolete
Though then I'd need to buy a different IO board and possibly case
and likely all new snac converters etc
also no one has seriously considered this but like 3 people on this discord server
Would be easy to have a converter to continue using current snac devices. Could also just simply have a second port like a usb 2.0 shaped port and any snac devices that need both just plug into both
Almost makes me wish that SNAC went with Micro-USB. Then you could go from 2.0 to 3.0 and retain backwards compatibility
"I wish it used a somehow more fragile connector than it already does"
And to clarify, I mean it's using a USB 3.0 port, not that it's actually USB
Also, micro USB 3.0 is an abomination
Just look at that thing
Does anyone have any ideas? https://misterfpga.org/viewtopic.php?t=10188
Does the game they were trying to test it with work with multitap? Some games that do not use multitap do not play nicely when one is attached
Oh that's an annoying limitation
The one usecase for the multitap having extra slot that made sense to me is for managing/consolidating saves across multiple memory cards
What multitap do they use? That’s also important.
Yeah but from the bios seems more useful than in game, at least in the context of back in the day
Thanks! I asked about it
IIRC the multitaps even have an icon indicating to put the memorycard in slot 1, it was never meant even on real hardware to read memorycards from slots 2-4
is there a hotkey to open / close the cd lid?
i know you can in the menu, but i used to do this with certain games while growing up, like ff7 in battle when you open the lid, it pauses the battle essentially allowing you to regen hp etc
Nope 👍
I imagine people have played the shit out of Gradius Gaiden enough to compare it to OG as well as PS2? It irks me that one of the games I utterly love for PS1 is one of the handful of games that also has noticeable compatibility problems on PS2.
It works fine on MiSTer. I tested it a few days ago.
@ivory verge + @scenic reef + @chilly kraken + @tropic stratus seems like we’re ready for a 2XCPU core update, right?
I saw the PR earlier for pushing a new stable version; good job everyone involved these last weeks, and especially @ivory verge for everything done on the core 🫡
Ohhhh that’s the same thing as the new stable that went live today?
Yes
That’s amazing, thank you.
Yeah. It’s in alt-cores too
I played a bit of need for speed on it and saw no problems
Dual ram exclusive 
😵
Thank you, this is a great adventure 
I have recently tested many older and newer Japanese games, and they all work correctly, which makes me very happy.
I also finished several games, which is a great success 😅
Thanks for making the core even greater, @ivory verge !
@ivory verge what were your findings on Warhammer: Shadow of the Horned Rat? I saw your comment on the GitHub issue saying it happens on PAL too and is also totally random. Curious how much of this game you played haha
now i'm wondering if it happens on any other emulators
It was right after the second mission.
was it at "PLEASE WAIT..." again?
the game seems to have two different loading screens, LOADING... and PLEASE WAIT... all the lockups I've seen happen on the latter thus far. Curious if you saw any different
I think it was LOADING
I will come back to this topic in a while, maybe I will be able to find the cause.
if that's the case, it's incredibly random
i was hoping we could at least slightly narrow it down
the fact it happens on PAL, too. hmm. the game is doing something dumb lol
I wouldn't be surprised at all.
Yes
spam the screenshot button to bypass the crash 🙂
I haven't had time to look into it yet, but I'll investigate what the game does when reading data in these problematic areas. Maybe I'll find something.
I'd rather have someone tell my fortune with a crystal ball.
Without knowing the real cause, the code, anyone can guess that the problem is the CD because it happens during data reading. This may be unusual behavior that the core does not always handle well. Maybe one change in the line of code is enough? Many problems can sometimes be circumvented by reducing the read speed, etc. This option could fix, for example, Parasite Eve 2, but does it solve the real cause? No, it's just a workaround. Here, it's not enough.
if you want to use LLMs to work on issues like this, you can't just ask. you have to feed them tons of perfectly accurate context and keep prodding. otherwise you're optimizing for "i can say whatever bullshit i want and will get headpats"
gemini doesn't know a damn thing about this game...
@serene nebula would've given the same answer! 
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Obscure Japan-only PS1 title is being released on modern platforms
I saw it the other day.
The producer of the original game was also very intrigued by this new release.
He hadn't been informed about it until he saw the trailer.
i saw this, nice to see the game finally get some love. it's one of the best PS1 games to never leave japan
will the game itself be in english though? i'd only be interested if you can extract the disc image and play it on real hardware/mister lol
Implicit Conversions' AOT (Ahead of Time) recompilation technique could allow for the on-the-fly insertion of cutscenes and subtitles.
This is the same technique used for the recent Rayman 30th Anniversary compilation to create the 16:9 aspect ratio of the PS1 version.
The original game serves as a base, and they build bricks around it to modernize it.
ah, i see. that's unfortunate then, but still neat
But I don't know how to play it yet 🤣
I have been confusing this channel and the saturn channel all day. I saw kuba's screenshot and thought it was a screenshot from the newly released Saturn version of Prize Fighter and thought "huh, that's not how I remember prize fighter"
I love that game, because it's all the Getter Robo tropes from the 70's I saw during my childhood.
prize fighter if it was good
The game have eyecaches, sponsor calls, openings, endings...
Like a real anime from the 70's.
And very limited animation with desynchronized voice acting
i think the opening was even sung by isao sasaki, who also sang songs for getter robo, grendizer, gaiking and others
Hironobu Kageyama sings during the game too, you know him from Saint Seiya and Dragon Ball (Z) at least
That's right, it's Sasaki-san who sings the opening theme. I saw the game one day in 2001, on an old CRT television, in an import shop.
I bought it immediately after hearing a few songs and seeing the attract mode.
Hi all, It seems that Playstation core doesn't run on a VGA Monitor.
Seems it lacks scandoubler.
will this ever be possible in the future?
I believe all three gen 5 console cores lack the scan doubler for space reasons?
someone smarter than me can confirm that
it's more that the scandoubler doesn't support interlaced video input
saturn is most certainly for space
Yeah Saturn used to have the scandoubler option and it was removed bc of space
but also a bit because of the interlace thing. cores like saturn/psx change to interlaced modes too much for the scandoubler to be an option for vga crts
I have a stock 9.2 board from legacy pixels that is hooked up with analog audio - I've also experienced the audio bug on previous builds of the PSX core - happy to test if still needed just DM me
Thanks man, I guess I should update and say I ran a test and it didn't solve the problem - it can still pop up :/
Sad to hear that - but please hit me up if you need future help testing!
I’m glad that Jesus and the man who thrusts his pelvis are friends
Would anyone happen to know why only in the PSX core I get these horizontal green lines? I'm using a Panasonic CT1389VYD and it doesn't happen on any of the other cores I've tried.
I'm using S-Video
easier to see in motion, they're pretty faint
but super noticeable across backgrounds that are static
super immersion breaking on games like Final Fantasy 🥹
which stack do you have?
I'm using a Superstation
edit your ini and try vga_mode=svideo
thanks will try that
hmm, unfortunately that made my image monochrome and super dark, looks unaffected on my OLED which I'm also outputting to
I also tried unplugging the HDMI cable going to my OLED to see if that was causing any weird behavior but that wasn't the case
I've been using a vga output option of subcarrier that seems to not have the monochrome issue with any cores that support s-video
oh ok, so the svideo port isn't hooked up via traditional YC, it's sub carrier only
yeah, I wasn't sure if Taki included the Y/C decoder as well as the subcarrier stuff
ahh okay I wasn't aware that this was that nuanced
@dark mountain When you have time/energy, can you look at [this](#1046940919607345272 message) and see if you have the same
can you make a quick save state for folks to use to test?
just so they don't have to go through the opening
@chilly kraken I will try it later today and see what I can do.
@muted wyvern Have you tried running Update_All recently, for example yesterday or 2 or 3 days ago? This helps to verify that you have the latest stable version of the main MiSTer file in the root of your SD card.
And also if you have the latest stable version of the PSX core which was released 3 or 4 days ago (revision of 19/02/2026).
Unfortunately, I don't have SS1, the digital signal works fine, there are no errors, rgb too, but I only checked it on MiSTer. It's definitely not a core error.
I will try it again after my meetings today
It's possible that this is a subcarrier thing. Subcarrier and PSX have a very weird relationship
That's why I want the user to update the SuperStation One through Update_All too.
I ran Update_All and it is still happening on the updated PSX core
This makes me wonder if grabbing a cable to use with the 10 pin mini din connector in the back would be better
I can't reproduce the issue on my system, sorry.
No worries thank you for trying, it may be like what JesusFish mentioned regarding how the S-video port is implemented in the Superstation
I don't have a S-video connection at home, only VGA to SCART, or VGA to YPbPr.
I don't know if we don't have to use vga_mode=subcarrier on the MiSTer.ini, or just svideo.
It’s gonna be an svideo thing. Svideo is the one that struggles with subcarrier
When I try using just svideo, my colors are monochrome, tested with both the stable and unstable PSX cores, the video brightness is also very dim
Let's try to ask him.
@solid seal when you get a sec can you check this out #1046940919607345272 message
I never used S-Video with a MiSTer system, so I'm shooting blind.
You reckon it would be a good idea for me to copy my initial posting along with that savestate to Taki's discord in the superstation help channel?
Yeah, might be useful. Get more eyes on it
I just don’t know who here has super stations hooked up with svideo
Just crossposted there for visibility
Looks OK here using the svideo port on the side. I do have render 24-bit on, but that doesn't really change anything.
Here is the top of my .ini
Perfect. Using their save state, you don't see anything here: #1046940919607345272 message
Thank you for testing this, I've looked at my .ini via the MiSTer Ini Settings script and everything checks out here, maybe my S-video cable isn't adequate?
definitely could be the case. I just want to see if copy can get to the dump because the banding will be more prevalent there
I did just try a different cable and saw the same behavior in the dump, it's possible they are both bad quality though 😂 (they were bought from Amazon, currently waiting on an S-video cable from ebay I ordered a few days ago from a reputable seller)
Seems ok with the save state location. FYI I also ran update_all just before and was using the 2/19 core.
CRT svideo
1080p LCD
Any chance it could be the PSU? I'm using a 20 watt one.
hmm, I wouldn't imagine so, using a Steam Deck PSU as that's the one Taki advised but I will try one additional thing - plugging the PSU into a wall socket as opposed to my UPS
OK cool - never know with the PSU. You don't have anything else plugged in via analog right? I noticed composite dimmed slightly when I have component plugged in.
Just odd it only affects the PSX core
Darn it, that didn't work either. Now that you mention it I do have RF cables plugged into the right side, lemme go ahead and see what unplugging it does
well one RF cable since the TV is mono lol
sorry not RF, RCA
Oh sorry I meant on the super station itself, but hey anything is worth a try
No worries, it was into the super station sorry, been a long day lol, unplugged the RCA cable from the right side but still seeing the same behavior
I also tried unplugging the HDMI but that also didn't do anything
You have a yc.txt file in your root /fat right?
https://github.com/MiSTer-devel/Distribution_MiSTer/blob/main/yc.txt
It should only affect composite timings, but good to check
I'll check it out! Will only take a moment since I still haven't set up SSH yet, going to just check the SD directly
Yep I've got this one
Hmm, well only other thing I can think of is removing/backing up the psx file in the /fat/config folder. The core generate a new default one when you boot it up again.
ooh I will try that
Would I also want to back up and delete the PSX_scaler file or is PSX adequate?
Backed up and deleted the PSX config but that sadly didn't rectify the issue 🙁
Won't totally give up until that new cable comes from eBay unless there's anything else I can try
I did double check an arcade core/game besides PSX (Radiant Silvergun) just to double check it's not my tv but that didn't seem to have any banding
Could maybe try unstable main too (I was using latest unstable). Here is an updater script:
https://github.com/misteraddons/mister_unstable_updater_scripts/blob/main/files/Scripts/update_unstable_main.sh
You don't really even need to use those scripts for unstable builds, just this needs to go into /media/fat/downloader.ini
[unstable_nightlies_folder]
db_url = https://raw.githubusercontent.com/MiSTer-unstable-nightlies/Unstable_Folder_MiSTer/main/db_unstable_nightlies_folder.json
(side note: they're useful if you need something that'll configure the unstable main)
Does that include MiSTer main now?
I will say the subcarrier method is relatively new and it's possible some bugs need ironed out.
It downloads it but its just in /media/fat/_Unstable, it doesn't configure your MiSTer.ini to use the unstable main
OK - that's what I thought. I updated the link to just point to the main unstable script.
Although I think you probably should have an unstable core specific section to go with the unstable main anyhow nope you can't do that I'm wrong, you'll need to raw dog unstable like a tough guy like @chilly kraken
Same - bleeding edge. I like the MA script so you don't have to swap "main" files over FTP.
I use the entry in my downloader.ini for unstable cores.
yeah, I use the script for main
Hmm, how do you set a MiSTer.ini section for a specific unstable core?
doh!
you gotta mgl it
@muted wyvern not to make you spend more money, but you can also get svideo over the Mini Din 10 port on the back with a Sega Saturn AV cable. Guess it's worth a try to determine if your svideo port is bad on the Super Station.
I will probably try that once the ebay s video cable arrives if that doesn't fix it
I'm using a cheap Amazon one. Nothing fancy.
Side note - that update to YPbPr on the latest unstable main cleaned up a light magenta hue I was getting on the right side of the screen with the Super Station over component
As in make an MGL load one of the unstable cores in the _Unstable folder? This works
<rbf>_Unstable/PSX</rbf>
<setname>PSXUnstable</setname>
</mistergamedescription>```
No as in have the unstable menu load with the unstable core
you mean main?
I guess? Sorry was just going off the name of it in the _Unstable folder
OK, so if you want to use the unstable main its all in then?
you can specify a main binary per core in the ini. but for unstable cores you'll have to do the mgl thing with a different setname
and use that setname as the ini section name
Aaah, ok now I get it
I just go all in usually, rarely is main unstable really broken. I mean, other than when I had to change a save index for saturn and the transition was awkward
the unstable db for update_all gets unstable menu.rbf but not unstable main (MiSTer)
ok I give up, I don't really care that much about this
fair enough, if you wanted to do it you'd need an MGL with custom setname as above, download the [lastest unstable main](#unstable-nightlies message) and save to root of microSD, then add this to the end of your mister.ini
main=MiSTer_unstable_20260304_07feb2```
I'd go with JesusFish and Zakk and just replace the stable 'MiSTer' file on root of microsd with the latest unstable and use it everywhere 🙂
I've been doing that for years and had very few issues, if latest unstable has observable regressions they get called out pretty damn quick round here
Sorry for the question, but I’m lost. The last psx core called PlayStation + (2x), located in the alternative cores folder, recreates an enhanced PlayStation (overclock) or does it have other features? Is there a link where you can find information about it?
Thank you
I’ll try to play a game of final fantasy 8 to understand better. Tekken 3 pal I think it turned very well.
the normal core has a turbo setting, 2x core lets it clock even higher
Otherwise features are the same
Ha ok thanks . I was not aware of these risks.
yeah any overclocking can cause issues with some games, if you encounter a problem its good to set all options back to default and see if its still present
running the CPU at 4x its original speed is kinda nuts but very cool 🙂
But then theoretically with the current FPGA, if you can make the core psx go fast, recreating the namco system 12 could be feasible, since it is nothing more than a slightly more powerful psx. Correct me if I’m wrong.
I'm not a dev/not aware of the exact HW differences so honestly not sure
If its very similar to PSX itself then its likely possible, if theres a developer who's interested in working on it
Robert the PSX core's dev is interested in console stuff more than arcade
ZN-1 is playstation-based hardware and a core is indeed currently being worked on by coin-op collection. system 11, 12 and others are also PSX-based, but there's a lot more to them than just being a "slightly more powerful playstation"
excellent 🙂
i hope to see cores for all of the PSX-adjacent arcade stuff someday. thankfully system 12 isn't drowning in custom hardware like some of the other namco hardware
(also sorry for the ping duckula, that response was meant for @strong hill 🙃 )
@solid seal @chilly kraken BANDING ISSUE SOLVED
Taki advised me to grab the backup svid ini that shipped with the Superstation and then flip dip switch 3 up on the right side, this solved two issues:
- the banding
- switching to svid on the main screen no longer makes the image monochrome
additional benefit is I don't have to switch to the unstable core anymore to get color over svid
Oh perfect, so he does have the yc chip on there too. That’s great news
Already asked in the 2x cpu core thread. Would it be possible to add a shift option in the core?
The ps1 is way more to the right in front of CRTs then other systems.
Great - thanks for the info! Did he say what all of the switches were for? I couldn't find anything.
and for me to the left 🙂 We're not really introducing this for console cores, but it wouldn't be a big problem.
but this leads to other problems
you have many different resolutions, it would not look good.
I've already done that once, and the shift doesn't look the same for every game.
This makes sense for arcades where each game has individual settings.
unless someone has a good idea how to solve this. I haven't been able to.
Okay, I didnt know. I just experimented with it with a linux pc and xrand modelines for crts. Its nearly the same like crt emudrivers, where you can just change a little bit the porch values and the image moves a bit.
Actually, I wanted to try something. When I find some time, I'll send you the core with the h/v option so you can check it out.
Someone on reddit who had the monochrome over s video issue as well posted these they found from a blurry image
Can post the thread when I get home but currently on mobile and grabbed that screenshot from my private discord I use to take notes 😂
Hey, sorry to come in here with what's probably a dumb question, but I'm struggling to find some good info on it: do chd files run slower or worse than bin/cues in the PlayStation core? Trying to figure out if I can get away with the more compressed file size or if I'm better off going the bin/cue route.
From the pins here:
If you are converting your games to CHD, then use the following parameters so that they work at higher disc speeds in the core: -c cdzs,cdfl -hs 9792
Thx a lot mate. Hope it is not much work and could be implemented in every core.
Anyone tried using the PS1 controller from the PS Classic with MiSTer? I use a wide range of controllers but this one, I do not know why, constently connects and disconnects. Am I the only one?
Yes, I use it all the time, I haven't noticed any problems.
Thanks for confirming it works for you. Do you increase USB polling?
I use one occasionally with high polling and it seems fine
Is it me, or is it smaller than an original PS1 controller, or am I just imagining it because the DS3 is bigger?
I feel like a giant holding it
As far as I can tell it is the same size
Ah, so they just got bigger over time. Makes sense
As a kid I wouldn’t have noticed
OK, I will do some other tests to try to figure if my pad is faulty or not...
Good luck!
FYI it’s internally connected via microUSB or something insane like that - so if it turns out to be a dodgy cable, you can replace it
If I remember correctly anyway
Fun fact:
The original Japanese PS1 controller (SCPH-1010) is 18% smaller than the western version
i think the mega drive 6-button pad was made larger for the USA as well
Japanese mega drive six button compared to the NES pad size
It really feels on the smaller side
I really love the Japanese/Type 2 Saturn controller
im very happy with mine to the point i might buy a second
Is the classic controller the same size as the Japanese one then?
Left is my japan pad and right is classic
So it's match to western version
If I have a controller already supports high polling rates, will it communicate this with the mister or would I still need to enable the high polling rate script?
I think you still need to enable it on the MiSTer side of things. The controller can support polling faster, but the MiSTer would need to be set to the higher rate afaik
thanks
But it’s a one time thing
Not something to run every time you turn it on 🙂
So just set and forget, unless you have any problems with a specific controller, but it’s very rare, from what I know
I don't remember if I rever ran it or not. Also, can't enavling it cause problems for other devices that are not high polling rate?
I’ve never heard of it causing issues
can’t say I’ve seen anyone report issues with fast polling either. At this point, it should probably just be enabled by default (if it’s not already?)
in a lot of cases, at least for wired usb you're likely already polling fast. depends on the controller though. that setting just forces it no matter what the controller advertises
My controller already advertises 1000hz anyway XD
... oh wait, I think my second controller does not
It dosen't matter what I have plugged or not plugged in when I enable it right?
no but probably reboot after to be sure its kicked in
I have that. I like it, but it has a super short cord.
Funny thing is that the MD Mini version of the 6B controller has about the same cord length as a US 6 button controller
G.Darius and some Neo CD games for me.
I also checked the gun
G Darius is great
what's your controller? Dualsense edge?
I have one
Gulikit ES Pro and an 8bitDo Ultimate 2C Wired
8bitdo Ultimate has 1000 polling? News to me, i think i own one
Its the fatter looking controller with the dock you connect to its underside right?
i own this one
Ultimate 2C
i used wire for this but yea
They have like, several "Ultimate" controllers, and it's not obvious which is which, I think there is another Ultimate that's even better but does not have a 2 in it's name
Oh I'm wrong, the wireless does to 1000hz https://www.amazon.com/Ultimate-Controller-PC-Joysticks-Remappable-Blueberry/dp/B0FCY2PW3Z
Personally I prefer Gulikit now, their d-pad is much better, and they don't instantly shadow-ban you from their reddit if you have anything to say that isn't positive 😛
Upgrading my 8BitDo controllers is a mess too
I have an 8BitDo Xbox controller, Ultimate controller, and Ultimate 2C controller. Each one needs a DIFFERENT app to update it
lmao, reddit hive mind strikes again
And some of them you cna only get as a download, some you can only get from the windwos store
It's really not clear which is which and for what controller. Why the hell not just have a single app that just updates all your controllers?
is this the controller youre talking about ? https://www.amazon.com/stores/GuliKit/page/BCC8C06B-7BF5-4D6C-A9A0-6290B8091F02?tag=ustxtaddt-20
Uhh, that's a store page
This is the controller I'm talking about:
https://www.amazon.com/GuliKit-Fastest-Wireless-Controller-Anti-Snapback-Nintendo/dp/B0FDQLV9PM
oh i like the look of that dpad
Personally, I wish there was a wired only version, but eh. It's d-pad is a LOT more accurate than any of the 8BitDo controllers I have. They tend to register diagonals when I mash left/right or up/down, my gulikit does not
Also TMR sticks, and it regulatoy goes on sale
oh that sounds wonderful, i might buy one
I just wish the start and select were in the center
But it's copying the switch format in that they're on the top, to make room for switch's silly home and capture buttons
Since it can also function as a Switch/Switch2 controller
I like that and the elves 2, as well. Both have surprisingly low lag in BT and low lag wired and 2.4g, as well.
Both also wake the switch 2
I ain’t buying no controller called elves
now a dwarves controller, that’s a real gem
What about gnomes?
lol
That’s going in the book of grudges you pointy eared son of an oak tree.
Surprisingly after converting to the more MiSTer friendly version of CHD, the collection only grew by about 300MB
it just aligns the chunk size with the buffer size requested from main
it only really matters if you push the cd speed higher than default
Also doesn't it use a slightly easier to decode compression format?
yeah, although I think that contributes less than the chunk size
You don't mess with the Impossibles. They're Impossible!
It's the junk size, I mean chunk size that matters? 🤔
I hope someone over at CHD Headquarters gets off their butt and fixes the index thing!!!
The other annoying thing about CHDman is that it just chugs along if you give it a flag it doesn't understand
I was really confused when the --multibin wasn't working
Until I realized that I had a version of CHDman which was older. Every tool I've used before would spit out an error if you used an unknown flag
Pro tip: skip writing pesky error-handling code by letting things fail silently
Instead of asking for clarification, simply pretend the person isn't speaking
You’ll know steak isn’t on the menu when they don’t bring you one
@manic canopy , thank you for the new PWM builds. For those poor old school 6.2 io souls
hi, it's me again, and I am gonna bother you about aspect ratios here
any reason why default settings don't display in proper 4:3 and it's skinny?
aside from vertical crop I have to switch fixed *blanks to get it looking how it should
-# umbrella logo superimposed for reference
it's almost a close match but it's slightly wider (superimposed frame from PC version's fmv on the right for reference)
I did a thing a little while back. I started a game I wanted to play, paused the emulation when the Sony Playstation logo popped up and measured the X and Y axis of the Diamond in millimeters. I then took those measurements to set a custom aspect ratio. (eg 75x73 would become 73:75, or at least I think it's that way around). When the diamond was perfectly square I knew I had it right.
Then in MiSTer.ini
[PSX]
custom_aspect_ratio_1=73:75
Will give you an extra option in the Aspect Ratio setting.
Does it really matter if it’s slightly off
Is it off on a CRT?
Yes, it compromises the artistic intend.
See? He has the soul of a poster
lol stop counter-trolling me
I stared playing fear effect 1 yesterday. Really good game. They don't make them like they used to. I like that the puzzles are actually puzzles.
also a game where save states in the core is a godsend
you can save anywhere, you are just bypassing the load time
feel like I am missing specifics of you display, I have 1080p output on hdmi with fit scaling (for 216p crop)
Play with fixed HBlank/VBlank. Or maybe flip the aspect ration to 75:73?
It's a bit hazy. I have it perfect on my Checkmate monitor though
those aspect ratios don't work, but thanks for pointing me for this kind of experimentation
I got a perfect square but it doesn't match the rhombus (the "ghost" part is from the PS5 theme boot logo); RE1 save icon taken from internet is slightly skinnier than the video output on Original with 216p crop and fixed Hblank Off and Vblank On
yeah, going by various official media it is not a perfect square
i always think there's a problem with the psx core being just slightly too narrow but really good developers tell me the math checks out so its kinda confusing
It's usually at this point I start questioning the cheap TV I had back in the day and just how good its aspect ratio was 😄
also, if you played pal as a kid i think ntsc is a little skinnier
240p test suite is probably the place to go to find a perfect rectangle etc
but I've never seen such a squeezed logo with any settings 🙂
it's the custom 73:75 aspect ratio
I’m not even going to get involved with aspect ratios and whatnot
(Still can’t believe I was playing stretched all this time)
the difference on Normal with crop is not too noticeable compared to the new Jaguar core
Hi there! That was just an example - you'll need to actually use the measurements in (as mentioned by @abstract drift) 240p Test Suite. I used the PS rhombus thinking it was perfectly square... Don't use 73:75!
yeah I keep messing with values
Feels like it differs for each game
For example, Spyro clearly enabling "Wider V-Integer" was the correct aspect ratio
But on other games I am pretty sure it's stretched
This is over HDMI mind you
Yeah Spyro and Crash games have a wide aspect ratio as a rudimentary "anti-aliasing" trick, similar to Nintendo 64 games.
also the same
Never knew this was a thing! How does it work??
The horizontal resolution is higher than most games which makes the jaggies less noticable.
The pixel aspect may be different but the display aspect ratio is still intended to be 4:3.
they use 512 width vs 320or 256 which was more common
probably a lot of tvs back then dont even resolve that much horizontal res
Revolt uses 640 width. Makes it unplayable slow, but at least it looked good 🙃
wonder if you could romhack it down to 320
probably not without messing up all the 2d elements
agreed, the 2x core does help though. maybe we need a @shrewd pasture psx core 
2x + turbo high is so fast, the game cannot handle it, you have to use medium.
One of the reasons I never tried to get it even faster.
I have not looked at compile results on the PSX core but if the FPGA is really full it might not be possible to make a 3x unless a bunch of extras in the settings and or debug stuff is removed to allow for some more space...
perhaps the instability from to high clocks actually stems from the need to cap the frame rate to 60 FPS?
That's an idea
I can't remember if its more full than the N64 core, it could be because of the CD system
At the same time I think it also has debug options that we don't really touch these days
I know it doesn't apply quite the same given that it's a pretty extensive mod, and I haven't tested it on core, but the CTR Unlimited mod allegedly requires 1000% CPU speed on duckstation, as well as a lot of other settings, like 8MB RAM and so on. Other CTR mods work fine on the core though, including the mod menu, retro fueled and the playable Oxide mods.
yeah , i tried
Error (11802): Can't fit design in device. Modify your design to reduce resources, or choose a larger device.
but 2x + turbo high is more than enough
Is fear effect 1 or 2 better regarded? I only played 2 as a child and I loved it. Finished 1 for the first time yesterday though. 😎
And what are your impressions after completing the game?🙂
Loved it, but I remember the second one being even bigger and better.
Does it even count as a PSX game mod at that point? "Oh yeah, I made an awesome Mario64 mod, it just requires you to connect an RTX 5090 through the N64's expansion port"
The core at 2x + cache should easily be faster than 3x overclocking on duckstation.
Main difference is that the game cannot know from cycle counting that it is faster 😅
I've never played FE for very long.
I need to catch up
anyone know if there are specific settings that aren't compatible with the Cave Story psx homebrew? haven't been able to run it on the core in a while
what format are you using? I had assumed I needed to convert the iso to bin/cue so I did that
Just iso + cue
okay that did it, I guess something in the bin/cue conversion changed it somehow
thanks for your help!
no prob!
just heard the Cave Story rap today, and then had the urge to play it on mister
I wonder if Megadrive version could be better still updated in 2025
I thought it was pretty good?
psx version feels almost perfect, other than some longer than expected load times
and not being able to map weapon swapping to L/R for some reason
I think it's a stopgap since decomp is finished but nobody has programmed a PC port yet.
I only ever played the first one when it got released. It has great atmosphere but I recall it was quite difficult. I don't think I made it past the second level then. The story is one complete mindfuck.
I have a Wii so Cave Story+ on Wii is the only way I'll ever play that game.
With a Classic Pro controller
is it expected to have some stutters/hitching in FMV or audio when using network share on PS1? i'm playing RE3 and the cutscenes seem to stutter a bit
not over ethernet, wifi is normally OK too
I finished Re 1-3 on the last core, no problems at all, but I'm only using micro sd card
That depends entirely on your network
Also what cd speed you using
I'm using Ethernet to the router. Might have to do some troubleshooting. Is there a way to see the speeds to the mister over lan?
Usually iperf would be the way to go but there's no builds of it for the MiSTer. You could use https://github.com/davewongillies/MiSTer-speedtest which is more of an internet speed test but it'll give you a ballpark idea of the speed.
One other thing though, is your copy of RE3 a bin/cue file or chd?
Speedtest for your MiSTer. Contribute to davewongillies/MiSTer-speedtest development by creating an account on GitHub.
bin/cue
how do you accept the user agreement with a controller?
@tropic stratus Do you remember why YC was disabled in dual ram builds? Fit? https://github.com/MiSTer-devel/PSX_MiSTer/commit/b76db3f3db91be3f7de58a30a736252daa5fef4a
Not sure, usually I'd press the A button
well I used filezilla with a dummy file at 400mb and i got around 6.5mbps which seems normal for mister
transferring from PC to mister over lan
6.5mbps seems kind of slow? I just tested with iperf3 with my ethernet connected mister and I get over 500mbps:
Connecting to host 192.168.1.115, port 5201
[ 5] local 192.168.1.17 port 45454 connected to 192.168.1.115 port 5201
[ ID] Interval Transfer Bitrate Retr Cwnd
[ 5] 0.00-1.00 sec 63.2 MBytes 529 Mbits/sec 0 198 KBytes
[ 5] 1.00-2.00 sec 63.1 MBytes 530 Mbits/sec 0 198 KBytes
[ 5] 2.00-3.00 sec 63.4 MBytes 532 Mbits/sec 0 198 KBytes
[ 5] 3.00-4.00 sec 59.6 MBytes 500 Mbits/sec 0 208 KBytes
[ 5] 4.00-5.00 sec 63.2 MBytes 531 Mbits/sec 0 221 KBytes
[ 5] 5.00-6.00 sec 63.9 MBytes 536 Mbits/sec 0 221 KBytes
[ 5] 6.00-7.00 sec 63.5 MBytes 532 Mbits/sec 0 221 KBytes
[ 5] 7.00-8.00 sec 64.2 MBytes 539 Mbits/sec 0 247 KBytes
[ 5] 8.00-9.00 sec 62.8 MBytes 526 Mbits/sec 0 313 KBytes
[ 5] 9.00-10.00 sec 63.2 MBytes 530 Mbits/sec 0 313 KBytes
- - - - - - - - - - - - - - - - - - - - - - - - -
[ ID] Interval Transfer Bitrate Retr
[ 5] 0.00-10.00 sec 630 MBytes 529 Mbits/sec 0 sender
[ 5] 0.00-10.01 sec 630 MBytes 528 Mbits/sec receiver
I just tested a fresh install and I get no user agreement 
Transfer speeds vary based on network hardware, software/connection method used, and most importantly the SD card itself and how fast it can be written to.
I use WinSCP (on Windows).
I would be willing bet the light on their ethernet port was orange and not green
---> # Disable YC / Composite output to save some resources
I assume the core was getting to crowded(?)
probably couldn't fulfill timing and a run without fulfilled it
You can try to enable and see if it's good enough
Anything network related is a gigantic can of worms. It’s something in your network’s end. Try copying those games to your sd card and see how well they work to rule out your disc images/core settings/etc..
BioHazard 3 finished
“Looks like it wasn’t so hazardous after all”
It's Carlos in RE3
ITS THE MEME
If anything Leon hooked up with Claire
Yeah I played more re3 and the next FMV scene played fine a few times. But I started up tales of phantasia because that has a long fmv intro and it has a brief stutter once, but not the other times it ran. I guess it's just part of network storage
Leon is an Ada simp, like me.
Nah, they don't have that kind of relationship. They just have a connection due to being able to understand each other.
But ultimately they live on opposite sides of each other
This sounds like something that can only be solved by a fanfic contest.
What about Hunnigan?
Hunnigan has the same status as ramon salazar. Actually even less, since you met salazar actually in person and not just over the phone.
anyone else playing requiem? I know modern games aren't fully embraced around these parts
I am like 25 minutes in
seems good so far
the intro was a little too "video game reasoning" with having to go back to the painting, but other than that it's been fine. 8 is one of my favorite games of all time, so i'm excited to get through 9
I've already beaten it twice, but I still want unlimited ammo, so I'm in for another adventure 😉
@chilly kraken Just to be sure on the last issue report for Worms Armageddon, when you say the previous core worked, you wanted to say the PSX_20251204.rbf version ?
yes, sorry, that was the report
I actually didn't get a chance to test the previous version
but both folks who discovered the bug reported that
Okay!
That's a nitpick from my part, but it would be better to write down the version number when doing a ticket/someone reports some info, as we probably need to check much more later.
no no, that's a good shout
I wrote it from my phone at a restaurant, so it was not as complete as it should have been
I compiled some cores remotely from places you never expect too. 😂
Good morning,
@ivory verge just asking, did you find the time to look into the shift function? If you hadnt the time or interest, its cool for me, I am just curious.
yep, its great! could hardly put it down
Hi! I'm really sorry, but I haven't had time to look into it
No problem. Just thought about it when playing Rage Racer last weekend.
i just saw the pinned note about if you convert your iso/bin/cue files to chd, to use those specific parameters. Does it make that big of a difference? if so, what is the difference? is it just load times?
it helps if you want to use the higher speed cdrom settings
right, but what does that get you? is it worth decompiling the chd and recompiling them?
Higher speeds mean faster loading times IF the game doesn't break when using them. Whether that's worth it is up to you.
gotcha. thanks for the info
could potentially be more reliable if you're somehow borderline on your storage speeds too
like a nas or usb hdd (mechanical)
ah i see. im using a microsd thats in the onboard slot. i tested some games and they seem to work fine as is, it seemed like it took a little longer to load things, but it could have just me being in my head about it.
This update is awesome, fixed some lock ups in the FMV sequence for MK4
The brainworms got me and I’m doing that with my CHDs right now (unpacking and repacking with the optimized settings). I’ve never touched higher disc speeds and I use an SSD, but now I feel prepared IF I decide to use higher disc read speeds 
I keep the original bin/cues on my pc so for me I was just recompressing them again
was this deleted from test builds?
Yeah, because another issue has come up in this game, and I'd rather check it out
Unfortunately, I don't have much time; I've started a few projects at work
Will give it a try in the afternoon. Really interesting where the psx core will go
Kuba Patreon wen
never 🙂
@ivory verge
I am not worthy , thank You
now we just need to get Robby's color revoked
At least you’re not being a pressure putting a… never mind 
What, you mean like all those hydraulic press channels on YouTube that crushed random things?
Exactly 😅
converted 400gb bin+cue roms down to 188gb chds. Today I will test a lot of games. Any recommendations which are a good test for the faster load time?
WWF Smackdown 2
I will definitly give it a try in comparison. Its one of our beloved "beef games"
lol what’s a “beef game”
3 friends and myself meet up once every 1-2 month to fight for the world best gamer Detmolds (our home town). So we compete in various games. The winner gets 3 points but has to drink a shot. All these competetive games we call "beef games" ^^.
lol that’s awesome
Beef it up
Like with the Saturn and the Saroo flashcard, the Capcom fighters get an insame boost. I tested all games so far with low, mid, high settings, always setting the read speed to x2, x4, x8. Smackdown 2 was a good test with around 45% increase. NfS high stakes around 35%. wipeout 30-50% from low to high. Myst around 40%, but seek let the image dither. Capcom vs SNK, Marvel vs Street Fighter, Marvel vs Capcom all from maybe 1sec on low, up to half the loading time (from 10 to 5 sec) on high.
Only Game so far which didnt like tweaking at all was Touge G max.
And Pamela Anderson V.I.P. was around 15%, if anybody cares ^^
Beef deez nuts. 
Is it just me or is the first half of fear effect 2 significantly stronger than the second half?
Sounds like the devs got lazy and phoned it in for the second half
The graphics sort of remind me of Brave Fencer Musashi, at least when they are zoomed into the 3d models
It’s the Japan-only sequel to the Blaze and Blade that came out in Europe. We never got these games in NA.
This post and all reactions to it are Copyright (c) 2026 Robby
I see
Man, sucks that there were PSX games that released in both Japan and Europe but NOT in the US. I assume that was Sony of America's doing judging the games too weak graphically to dare be allowed here
Sometimes it’s that and other times it’s because they probably wouldn’t have sold
This post and all reactions to it are Copyright (c) 2026 Robby
Modern devs would've phoned it in from the start. 

Now imagine them vibe coding games 
Are there any PSX games that use Index 02 (yes, I know the core doesn't know what index 02 is)
nothing in redump does
False alert, we are lucky. All 3 Mary Kate and Ashley games got load times reduced by 55%.
Got a question, has the PSX2CPU core been updated recently?
february 24th
thank you
Hi there! A friend of mine bought this QMTECH Mister https://a.aliexpress.com/_EIxXtda and has problems that instead he's not have on its "official" MiSTer on Psx core (latest stable version): He notices slowdown problems with the PS1 core, it freezes at boot at least 3 times, then restarts, then freezes for at least a second when he opens the OSD and when he closes it. The onboard RAM are 2 jtmicron chips, code ihp47 d9shd, so they should be good...
Unfortunately, I can't say what might be wrong. I've been testing the PSX core extensively lately and haven't encountered a single issue like this on the DE10. I've tested about 300 games, including plenty of Japanese titles. My question is: what storage device is he using? A microSD card? An HDD? A NAS?
If the system freezes when opening or closing the OSD while loading data, I suspect there is a problem with the storage device
Or bad game dumps
Hi @ivory verge and thanks for your answer! He's using a SD SanDisk Ultra 400GB A1 XC1 but he also used the one loaded on the original MiSTer which is of a different brand but gives the same problem
I use sandisk micro sd cards too
I suggest trying a different card and using redumps
I have a qmtech mister but it had eSMT SDRAM chips on it. PSX, N64 and some arcade cores wouldn't work at all on it. I ended up taking the RAM from a spare SDRAM card I had and removed the sdram chips on the qmtech with the ones on the sdram card (they were etrontech branded)
Yeah , maybe the problem lies with the memory; it's hard to say. I'm not a big fan of clones.
Although I have a QMTech, I bought it as soon as the version with SDRAM on the board came out. I haven't had any problems with the PSX.
The one I have I think belonged to a specific batch
TheJesusFish knows a bit more about it
thanks @river otter I think it's a wrong batch...
what?
is this a quirk of Clock Tower: The First Fear or it's an issue with the core?
it is EXACT SAME THING that James had on actual PS1 and for the longest time I thought this is a disc scratch
the scream sfx is always reverberating for the other girls and I wonder if it's actually a wonky aspect of the PS1 release
Pins have links to latest cores
I am getting even more confused
suddenly after resetting ten times for stupid reasons I am having a playthrough where all screams are actually playing properly
I am fascinated by that glitch because it might have factored in me getting the devil idol scenario
For which I was doing like 10-20 resets for
Other than Clock Tower and Broken Sword games, and Quake II, any other notable mouse games for PS1?
(Castlevania: Symphony of the Night)
Skull Lord in the inverted castle's glowing red eye sprite displays incorrectly on the current December 2025 stable branch.
Have yet to test the most recent unstable version of the core.
try the unstable just to be sure
I will when I next save.
I've had that issue before. I also have the QMtech and for some reason it just... went away
I'd say in most cases it might just be your SD card
Assuming you're using the default QMtech one
On the most recent stable and unstable core, the inverted castle's Skull Lord has no glowing eye at all.
Please make a save state before enter to the room
Done.
If you have a moment, please send it here
I'm about to head out, but I'll share it when I get home in a few hours.
so this never worked and no one has seen it?
No one has ever reported this issue. I finished the PAL version and never noticed it....
I used the save file from the memory card
Maybe it's only in the NTSC version?
A few of the arkanoid style games (including arkanoid returns) work great with mouse.
oh
is it that one arkanoid game that has an insane story in it?
or am I thinking of pong?
I don"t remember much of a story in Arkanoid Returns, but I should check the attract text.
That SOTN issue slipped through my testing playthrough too back then...
This isn't going to be one of these unfixable vram timing glitches 😢 ?
i have no idea
same for PAL
I think it would have been pretty easy to miss when the eye socket is empty
fairly certain this happens on real hardware as well
I think so too; I'll check it tomorrow
I know what it looks like, but the skull is also in the normal castle; the problem is probably only in the inverted one.
iirc it looks funky when played on a PS2 as well, as do a couple of other visual effects in the game
I've seen so many reports of issues, and then it turned out that it was just normal game behavior
I'll transfer the save file tomorrow and check it out
if you can, could you check out this enemy as well? they're in the inverted chapel. i remember seeing the string on their bows look a little funky on the core compared to original hardware, but it was a while ago
yeah sure
discworld / discworld2, rts games like command and conequer/ red alert
@ivory verge Here's the save state.
NTSC US version.
I don't have a means of testing this on an actual PS1, but the fact that this appears correctly in the normal castle, but not the inverted castle, leads me to believe that this is a bug.
Here's the same enemy in the same location from a longplay apparently played on real hardware.
The video's pinned comment mentions using an upscaler, so I'm inclined to believe it.
However, if anyone here has access to the original PlayStation version of Castlevania: Symphony of the Night, and can test this on a PlayStation, it would be appreciated in terms of confirming if this bug is in the original game as opposed to a MiSTer issue.
Can you upload a memory card save since real hardware would need that
Will do tomorrow.
I have da gaem
Maybe this'll be one of those weird edge-casses like it'll turn out it's a BIOS or Hardware revision issue
Maybe you are thinking of Puchi Carat? Looked up some of the characters and I was like "what the heck?". Story in that game is bonkers. One character (Aqua) collects clothes and asks the losers to give her their clothes (not shown). One character is a bratty princess that turned her parents into animal like creatures (though Peridot looks mostly human, unlike the dad). The dad is a hamster like creature who can only speak animal talk, and Peridot is a sexy flirt.
No, I was thinking of this
https://youtu.be/jeT6BNhmU7E?t=116
With special thanks to @SydStatic , here are the funniest moments from the complete Caddicarus Breakout playthrough for the PlayStation - all taken live from @CaddyPlays at twitch.tv/Caddicarus and live from this YouTube channel. MERCH: http://pixelempire.com/caddy
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Doesn't look like a mouse game
I think you can use the Jogcon with that game
I remember that game. I thought that he was supposed to be her husband, not her dad? And that they were both turned into that because of greed or something, not her entire family.
It's not bug in Castlevania in core @red lodge
Real hardware
Red square and after pause empty eye socket
I hope this clears up any doubts
MiSTer wins again
Yes, but what about different psx revisions? 
Real hw
Peridot's husband, the princess' dad. Sorry, forgot the names. Princess' name is Sapphire. Greed was definitely a part of it, but the transformation was caused by Sapphire's misuse of magic.
That looks pretty nifty and cool
Red square eye , real hw
Now I feel like beating Castlevania all over again, it's such a beautiful game
I noticed the horizontal line going through the skull in my playthrough that I see in some of these emulated/core pictures, is that a thing on real hardware too? #1046940919607345272 message
Here are two lines
Sorry for quality it's hard to catch photo on crt and when sull are moving
For real it's more noticable
Plus natural blur
we need like an 'anti-issue' in the psx repo, that's basically 'things that look like core bugs but are actually correct'
Thanks for the pictures, thought the core was more than likely ok but as you were on the subject had to ask!
I have the impression that the problem with the skull display is the moving background with clouds, which affects the display
if anything to prevent someone from having to go through verifying it again
I had looked at real hardware footage before but couldn't see it, easy for that to blend with a not too sharp capture.
but your idea is good, but very difficult to do
I think with how far PS1 emulation has come, you can't really rely on youtube footage anymore to verify. But sometimes its the best one can do.
you can use issues to do it and label them like 'thing: verified on real hardware as correct' just as you come across them. then just tell people to look at issues first
the only real problem is people who use issue counts on repos to gauge quality of the product
ok smart, this is why they pay you the big bucks
'psx core must suck it has 50 open issues'
I guess you could just immediately close them
I've asked for access to manage the bug repo but got denied : (
I would close so much shit
I was joking previously, but now I do wonder if it behaves differently depending on if you have the old GPU that had that banding issue or the new one in your PSX, does toggling that behavior in the core make any difference?
So do I...
