#Sega Saturn
1 messages · Page 71 of 1
Yeah, MA deinterlacing rocks. I have a RetroTink 4K, and the deinterlacing works wonders on MiSTer cores that support 480i, and my PS2.
That’s another thing, @radiant karma . Do you have a PS2? That would be another reason to get one, since 95% of the library is 480i only.
No PS2, so my option was the morph 4k as that is HDMI only.
GBS-C does motion adaptive de-interlacing for PS2 as well
Good budget solution
Can the GBS support 1600x1200 and 1920x1200 output?
It's also weird in that it stretches 480p to fit 720p displays. I can't get 480p centered with borders
I believe 1080p is the highest resolution supported.
Not sure about stretching issues with 720p, I generally use mine at 960p or 1080p
I will check it out tomorrow 🙂
It's really simple, I can add that pretty quickly but of course it's an extra menu option
would be nice to have, not everyone wants a fancy external scaler 🙂
btw - does the saturn core support scandoubler ? i was thinking it could be removed to free up resources like rob does on psx/n64
it is wired in
at least it looks like it from the source
thing is it has to disable it for interlaced content
so it may be of dubious usefulness
It was carried over from the 32X core all the way back when development started.
Like I said, some stuff in the OSD are leftovers back when development started and code was carried over. If they were removed to save a few lines of code, nothing would be missed.
Considering how tight space is right now, it's possible srg will remove the debugging tools and useless features in order to save on space.
fascinating with the progress on that Princess Crown
let's hope it gets finished soon so people can go on and focus on translating Nanatsu Kaze no Shima Monogatari :-)))))
that's the real stuff
Pixel art in that looks incredible.
yeah its wicked that it havent been translated yet
Yep that is exactly how the issue looks for us single ram users, that has the issue.
Should be really interesting to see when I get my second ram module.
Maybe the issue isn't fully resolved at all still in the dual ram build either.
I was playing some Mechanical Violater Hakaider or whatever and it's fucking rad it's like a visual novel + lightgun game with tons of story... Definitely worth the translation imo!
It's a sequel to the movie iirc
Cool. There are bunch of rad games that deserves translation
Blue Seed for instance
an early rpg that i've always wanted to experience
Yeah for sure 😁 at some point, it's like ok time to learn Japanese fuck it
haha by now I should been fluent in japanese
my brother took japanese classes. I envy him
Learn Japanese to order food in Japan, not to play weeb games!
Robby San is our teacher now
:3)))
As a Robby fearing member of the Church of Robby I can help guide you to a better weeb free life of clean living. It starts with ceremonial eating of Texas BBQ while donning the vestments (sallad hat)
matcha tea
He ate salad for your sins
Ok so for dual ram, does it matter what I have for the second slot?
like what size? no
Yeah size or version
well, probably don't use 64mb, but nobody has those they're just weird, 32 is fine
but he will always know that he could have more
I have 2.2
if you have the one with the extra pins on it, that one wont' work
without modding it
you seriously think I'm going to suggest robby mod is ram?
that's harder than getting emulators working on a pi
he is the king of linux and pis, so that bit of work should be in the realm of his tinkerskill
the emperor has no clothes
its not the size that matters for the second sl.... oh wait ram
I AM THE KING OF PIS
S
I believe in robby
even though there is a (not small) chance of him failing, but then everyone wins and will have a laugh
How do I know if I have extra pins.
they are on the side of the sdram
like they're designed to go into that header on the side of the gpio pin block. three pins on the opposite side of the ram chip
Like that
also sorry, same side as ram. saw another picture online and it was wrong
Thank you! Does this ram look ok?
no, it is clearly defective

Here's another save with easy repro of the flashing Grandia textures -- the GitHub issue was closed for some reason but the files are there.
https://github.com/MiSTer-devel/Saturn_MiSTer/issues/210#issuecomment-2308982564
the owner is probably also of inferior intelligence
Oh nice you got RGH ram
Put some cool Japan only games on it like Otomedius Gorgeous
Is this specific to the english patch version? or does the flickering happen on the JP version as well
It flickers for both, and the save works on both. I demonstrated in the videos using the JP version.
ok, loading er up right meo
So on my misteraddons dual ram, I don't get flickering on the dual ram unstable. but I do get it on the single ram unstable
checking retrocastle now
Yeah, same on retrocastle (not sure if this is helpful)
but i can reproduce it on both
I foolishly didn't update the unstable on my misteraddons mister, so doing that now and testing again
same result. So yeah, not sure how this was helpful but, Flickering Friends: You are not alone

I use the same kind (same text), got it off aliexpress for 7 bucks... seems to work perfectly fine both in Saturn DC and Jaguar cores
Testing Sonic R (Japan).
The North American version has been tested, but the Japanese version hasn't.
Haven't got footage yet (assuming it's consistently reproducible), but there's one part of Radical City (the second course) that seems to consistently lag on Saturn but not MiSTer, and another that seems to be the opposite.
Regal Ruin (the third course) appeared to lag in a few places on MiSTer (as opposed to virtually nowhere on Saturn), but I'll need to test specific areas again to be certain.
(especially the loop de loop, it lagged twice on MiSTer there)
Reactive Factory (the fourth course) lags repeatedly on Saturn.
MiSTer matches the first area I saw it lag (the silo containing the spring).
MiSTer also matches the locked room with the last Sonic token near the end of the lap.
The area where the spring route converges with the main road lags consistently on MiSTer (will double check Saturn).
lol the same “ZAKK SUKKS” text?
Yup, exactly. They mass produce them now.
man it seems like zakk sukks r00ls
100% clear on both Saturn and MiSTer.
(it helps that this is a really short game)
Did another test of Regal Ruin on both systems, going through the loop on all three laps.
MiSTer lagged during the initial ascent of the loop on all three laps. Saturn didn't lag at all.
Granted, Saturn did lag once on the loop during the full playthrough.
I'll do it again.
It appears to be position-based on MiSTer.
If you approach the loop on the left, it probably won't lag.
If you approach it in the middle (which I did before now), it likely will lag.
If you approach it to the right, it will lag.
It seems this is due to the way the camera moves during the loop. While in the loop, the camera moves from behind the player to a sort of side view to show the player moving through the loop in full. There's more to render if the camera pans to the right, which may explain the slowdown.
has that game got an attract mode or replay viewer or anything? take out the random element
It does have an attract mode. I can film those if you'd like.
Either way, I'd also like to record examples of the Regal Ruin loop to demonstrate what I mean.
its usually much easier to debug something that doesn't require any controller input
Here's Knuckles going through the loop normally on Saturn.
Now going back and forth in the loop on Saturn.
Notice there is no visible slowdown.
The same scenario on MiSTer. You can see there's a specific height that is near-guaranteed to cause the MiSTer to lag where the Saturn does not.
(I apologise for my poor camera work. Holding the camera with one hand and playing the game with another is difficult.)
Knuckles approaching the loop towards the left on MiSTer. No lag.
Double checked, Saturn is the same.
So, I'd say Sonic R is near-perfect on MiSTer. It's just this one area that consistently lags.
@mortal mist Did any of this happen to you when you tested the North American version?
Testing Pebble Beach Golf Links: The Craig Stadler Challenge (Japan).
The pixelation/mosaic effect being missing in Digital Dance Mix Vol. 1 Namie Amuro is also affected here.
"I'm Craig Stadler. It's a great day for golf, and there's no place like Pebble Beach."
By popular request, this Craig bit from my Virtua Racing review is now in its own standalone video. Giant thank you to Jeff Lindblom for converting all the cinepak files from Pebble Beach Golf Links for the Sega Saturn: https://www.youtube.com/c/JeffLindblom
Long live Sega, and long live Craig "The Walrus" Stadler.
It's impossible to get to the green on the second shot if you're in the rough, he says. If only he knew.
That should interest srg320.
Craig's gotta make you understand.
Song parodied is "Never Gonna Give You Up" by @RickAstleyYT
https://www.youtube.com/watch?v=dQw4w9WgXcQ
Instrumental adapted from a VGZ (YM2612) rip by megapigeon92
https://vgmrips.net/forum/viewtopic.php?f=11&t=2017
Gameplay footage captured by "Tack Angel"
https://www.youtube.com/watch?v=N3HPzKLSeQY
Ins...
How do you feel about the Sonic R reproducible lag? I think it's worth creating an issue on GitHub for it, but I think it's important to know the criteria for what's considered an 'issue' first.
Similarly, at what point is a game considered 'perfect' on the spreadsheet? So far, no game is at perfect status.
If it's identical to original hardware from start to finish basically.
How would one certifiably determine that?
We cannot certify perfection.
My personal feeling about this, but I am not in a position to decide anything and I will not override other people's decisions.
I don't like to use a term "perfect" (but it was used by other teams when testing software emulators back in the day).
Perhaps only a term "playable" should be used + separate notes, if necessary (for clarification and/or to add context).
The compatibility list is not something absolute; only a quick indicator for end users.
Just please don’t put “completable”. We got bit by that (and still do) for the N64 core
“What do you mean only 40% of the library is completable? This core sucks”
I agree about that too.
I just assume everything is perfect until proven otherwise.
Thanks for confirming that I'm perfect.
That's also a valid possibility, just another philosophy on how to manage support and communication with the users.
Your question is complex.
This depends on several factors such as obvious reproductibility and the absence of randomness or external factors.
For now I think this should be tested once again with a Dual RAM system.
My personal appreciation; even with that, is it okay to report the issue now versus the actual core development phase?
For me, it should be mentioned when optimizations should be integrated.
We're one phase away from that.
In the same time, you're free to go and do what you feel necessary for the benefit of the project.
(I don't feel comfortable telling others what to do, being just a simple user who likes to help, with only some knowledge and the desire to move forward together)
I feel that is selling your contributions short.
I agree 100% 🙂
Hi guys, does the current unstable core load a default bios file if it's named correctly, if so what should that name be?
Yep it does, boot.rom
That's done the job, thank you.
a region free one is recommended
Yup, using the RF HiSaturn BIOS.
The cd_bios is only needed if a game doesn't work with the default bios yes?
yeah, you can put cd_bios.rom into a folder and games in that folder will use it instead
You should know this is how the nes zapper worked, but not the guncon or newer technologies. The guncon actually reads the cathode ray timing of the CRT display. It can actually see where it's pointing at the screen.
If you've played any guncon games you would see this. You can point at the screen and on some games a reticle continuously shows on the screen where you point, no trigger needed....
The zapper was a very very basic implementation. Light guns later improved heavily upon that dated tech
I think the Justifier and the Virtua Guns were the last ones I owned.
😛
i remember being so impressed by the menacer due to the continual tracking, like a light pen
the games... not so much
At the stage where the core is, I did not pay attention to the smaller slowdowns, as you can see recently we are in the process of implementing some changes for the core (dualsdram version - move RAMH to the second sdram to ensure the original access times). I think the time for accurate frame counts is yet to come. It is worth noting and checking it at a later time. On the other hand, in my opinion, you also need to test the dualsdram version , if you want to make such comparisons ( after all, it is supposed to be / is more accurate). I have not yet had the opportunity to test Sonic R with latest ds core , but I will do so in the near future.
Gotcha. Actually forgot that.
Thank you. Please let me know if dual RAM is any different.
That explains so much

Came home, new Saturn core, nice 😄
There's a new core?
no
is it worth getting the dual ram? thanks
Difficult to say right now. Certain games (mainly 3D fighters) perform best on dual RAM at present.
I don't understand if in the future this Saturn core will be able to be 100% accurate with a de10 nano?
With dual though maybe there’s a chance? Seems early to call it since srg is a wizard
But it’ll never be 100% I suppose 100% is a tough number
Like you’ll never have dual lightguns no matter how much wizardry occurs
Ah the dang ddr mem
Yeah
thanks for the answers then I think I'll stick to the single RAM also having an original Saturn 🙂
We really need a custom board with memory in mind
I know the Terasic boards are ideal because reliable long running manufacturing capacity but they’ll never have a design that’s perfect for this niche hobby case
Because that would be silly
But it’s easy to say and hard to do
Look at Replay2 & MARS
They were releasing last winter and here we are
Well replay2 was spring and mars pushed back to spring then summer then got quiet
I'm amazed the Saturn core is as good as it is right now.
Yeah it’s super impressive
N64 & Saturn really use everything possible and show how talented the devs are
I wonder if, like the n64 core, it still the best place to play saturn (outside original hardware)
Well it lacks features
It is equivalent'ish to hardware, but even then I think right now hardware + ode variants are superior except for video output quality
I haven’t used a Saturn emulator in a while (years) but the last time I did it sucked compared to the core
well sure, but I'm saying, is the core more accurate than software emulation
Maybe they are much better now
Yes technically.
I seem to remember the saturn being hard to emulate because of the wacky chips in there
That's pretty impressive
the way saturn is it basically can't have hdmi mods so for video quality reasons the core may always be preferrable
Saturn is too important to me to pack up the real hardware anyway, but having a very accurate more convenient to use core is great
I’ve never taken my Saturn out of the closet
Somehow missed the last one and was still highlighted 😅
they are in fact much better now, though how that breaks down point-by-point vs MiSTer is not something i have done a careful comparison of
Mednefen rocks! 👍
yeah, Mednafen Saturn is the current polestar i think
So is dual ram setup better for the Saturn core?
yeah, marginally for now.
Anyone tried mixing ram? I had a v2.5 or something that didn’t run Saturn core well so I got a v3.0 now
I did, one V2.9 in the main slot and one v2.5 as secondary. No issues at least with Saturn.
Cool thx. I was afraid I’d have to get a matching pair
I had the same setup as @radiant karma and had no issues. I now have a 2.9 primary and a batch 1 Taki Ram™ as secondary and that’s been working as well
well, actually, I don’t know if I’ve actually used the dual sdram build since I switched to the Taki stick as secondary…I’ll try it later, but I assume/hope it’ll work 
I got a taki 128 MB as primary and an 8$ aliexpress 32 MB secondary and it works fine
I've ordered a second RAM module.
I think the bigger issue is a replacement FPGA that is affordable, has good supply and is a large enough leap in resources. I cant see Agilex ever fitting that bill tbh
hey guys
is the dualsram build on the unstable channel the latest?
or is it still the one kuba shared?
Not sure when kuba shared their build, but the latest unstable is 9 days old (from the 6th).
I wonder if Saturnday is in our future
This is latest #unstable-nightlies message
awesome thank you
Does someone know the state of be able to store track indexes in chd file ? There was some comment on the github issues but i don't know exactly how to interpret them :
https://github.com/mamedev/mame/issues/10308
there is no state, you can't
it's more than 4 saturn games, closer to 40
maybe 30 unique games if you ignore regions etc
Ahh, I was literally just trying to look that up
the way to interpret that mame issue is that when mame parses a cue file it now stores the track indexes in an internal data structure. one driver uses it. chd does not
they are not open to having the chdman utility use them, instead they want it all to be stored as subchannel data and have anything that needs to pull them manually out of subchannel data
except of course for that one driver
I didn’t realize it was so many saturn games. Assume PSX and PCECD are affected too? I asked about it in the FPGA discord and only got a list of the megacd games
Links - The Challenge of Golf (USA) (RE)
Links - The Challenge of Golf (USA)
Mahou no Shoujo - Silky Lip (Japan)
Night Striker (Japan, Korea)
Prize Fighter (Europe) (Disc 2)
Surgical Strike (Japan)
I'm not even sure the megacd core is index aware even for bin/cue
oh right - I hadn’t thought of that
and I'm not sure there are any psx/pcecd games that even use them
(and neither is aware of them on mister anyways)
0 psx cue files have them, just checked
Thanks for all this informations !
Wait, so there are some Saturn games that don’t work as chd with the core?
Yep: #1046941029296779344 message
it's not that they don't work at all , but expect all sorts of problems
@mortal mist When you tested Last Bronx (NA) on the June core revision, was it on single or dual RAM?
dual
Noted. I'll be testing the Japanese version on single RAM soon.
Also, there's one game not listed in the NA section.
Cyber Troopers Virtual-On Net Link Edition.
I have no idea what differences it has from the standard retail version (other than Net Link support).
Testing Last Bronx (JP disc 1) now.
Even just watching the attract mode, it's visibly sluggish.
No surprises here.
Last Bronx thankfully has a 'Watch Mode', so I can just watch the Saturn and MiSTer play themselves, even if the fights aren't identical.
At a glance, Last Bronx is mostly fine, but yes, it occasionally slows down for a moment during certain interactions.
Trying arcade mode myself, the slowdown is near-constant. Almost every attack causes the frame rate to plummet.
It's 'playable' in the sense that you could beat it this way, but I wouldn't consider it 'viable' at present on single RAM.
Now testing the Japan-only second disc. It's an interactive tutorial of sorts, I think.
Same issue, though.
Testing Cyber Troopers Virtual-On (Japanese).
I'd heard this game performs a lot better in recent core revisions, and it shows.
If there is any slowdown, it is minimal.
(single RAM)
Maybe I should ask srg if he plans on cleaning up the OSD features to save a little bit of space. The FPGA is getting stuffed right now, so any way to save a few lines of code will help.
Better to ask on psx channel 🙂
Oh my, sorry!! 😄
Tested Grandia: Digital Museum (Japanese), again, since I wasn't satisfied with the last test.
I began to record every instance I could find where the MiSTer (single RAM) lagged, but Saturn didn't.
I have several more examples recorded, but I wanted to highlight this one in particular. When the player reaches that bottle (?) behind the pillar, certain polygons start flickering white on MiSTer. I've never seen that happen elsewhere.
Perhaps timings issue
Even the pause menu scrolling animation is slower on MiSTer. I'll post videos of that shortly.
It's true that the game is also rather laggy on Saturn, but I hope this proves that there is an issue here.
It is nothing new that in this game there are slowdowns on the Mister
now where is that dual ram control
Is Grandia (the main game) like this?
Check the same place when you get the second sdram
Digital Museum is a separate product.
The same engine
There are more slowdowns than on the console, in the main game, so I don't expect anything different here.
Thank you.
And no flickering on dual
As you can see, even in the menus there is a difference between single and dual
I can now begin my dual ram testing! I have joined the elite.
I'm here to save you all. That was a joke, obviously.
New core today.
I have spoken.
(option will be overused)
Always.
LET'S GOOOOOOOOOOO!
Interesting single ram option there.
Happy Saturnday everyone.
Saturnday on a Saturday is always the best combo.
No rest for @naive whale on his days off.
🧐😳
Testing time later today for me, busy right now.
You can try them too|| (with all your might) ||.
Don't forget, don't overuse it!
Maybe a typo, copy/paste from the other commit.
Ahh, so the fix is real. The notes are not.
I overused the option and my MiSTer melted.
Is the SFA 3 intro sound issue get fixed?
Only one way to know it.
I don’t have a sfa3 image, just zero 3. Was there a us version of zero/alpha 3?
The SEGA Saturn port was Japan only, though we did get the Dreamcast port outside of Japan.
I believe it’s still busted
I don’t catch it as much in the intro as I do in the scoreboard scene
Oh, awesome! Options to overuse! 
Time to figure out recommended settings for the fighting games that struggle on a single SDRAM build
Been playing what seems to be DOA fullspeed on single-RAM for a while now and everything seems fine.
What does out hero SRG320 mean "don't overuse the option"? It's ON or OFF, use or not use, how can we overuse? 😄
I'm guessing that potentially it could break other games, but helps with ones that experience slowdown? Dunno.
yeah, I assume he means "only use this where it helps, don't leave it on for everything"
Well, next days are going to be VERY interesting in Saturn-land, that's for sure 😄
Testing rates are going to be skyhigh! And bugs will come out of their graves and walk the earth, I tell you!
Are we back to single ram being the king again? 🤣
Last Bronx, Fighting Vipers and Dead or Alive runs like almost perfectly now on single ram, almost 1:1 with real hardware. Fighters Megamix is improved over the last build, but a bit slower than real hardware. Srg320 did a great jog on this build.
C Y B E R M O R P H
Digital Dance Mix seems to run near flawlessly on single RAM with fast timings on.
I am blown away.
Core is perfect in single ram it seems! srg is a god among men! 
I don't know how he did it.
hah! Flickering on the Panzer Dragoon intro text is gone, too! Wow! 😄
My fav game on the Saturn is now flawless on the core
Single ram?
Yes, sir! Single RAM working-class here, sir! 😄
The slowdown in this one loop in Sonic R has also been fixed with fast timings.
Can it damage sdram?
@ripe valley ?
Just wondering if that's why we shouldn't over use it
Because it can cause problems with other games - timings related
no , it can't
Just as I got a dual ram build today! 
But hey, at least I can play some Kasumi Ninja!
Thank you for making this happen by spending your money 😂 … maybe if enough other people follow suit we’ll get a single core jaguar too
Most likely it should be considered in the same way as the “unsafe” options in the PSX core. Safe for hardware, but the potential for games to have issues because you’re deliberately running things outside of the usual timings of original hardware
Maybe there are some that are very timing sensitive where it might break things. Perhaps burning rangers? That pushes the hardware pretty hard
I wonder if Grandia works ok with these options 🙂
Flickergate
based on a short test right now for me, the flickering inside buildings is actually gone with fast timing enabled.
with single ram
Now all we need is a Saturn single ram database to toggle the various options 😅
thanks for checking!
but, i had some stuttering and bad framepacing, and the buildings and ground layer still seemed out of sync
if you guys start overusing the feature I will call the police
but the stutter might be because I had vsync to sync with display
checking with low lag right now
Okay upon further testing, the flicker is much reduced, however it still occurs.
But the desync between objects seems increased instead.
https://imgur.com/a/MHUZNrR
This instance of flickering in Grandia: Digital Museum is not fixed with fast timings.
Do not overuse? *installs a heatsink on DDR3 Ram.
Am I correct that the new timing setting is applicable to single sdram only? Any issues fixed by that shouldn't be present with dual sdram?
That’s my understanding of the commit messages
Dual sdram is the most accurate, but single sdram has “hacks” to try to work around the issues
Is this something that could crop up in the CDi core?
finally the Fighter's Megamix intro is fixed for me and doesn't randomly black screen
w00000
I just checked, out of the redump cue sheets 2 discs have an 'index 02'. neither are games. so 'yes' but probably not really
Oh, thanks for checking, which two titles?
Philips CDI Format Test Disc 1 (EU)
Zeneca Pharmaceuticals Group - Experts in Anti-Infectives - Pathogen Pursuit - An Interactive Medical Program (USA)
which is my favorite game
Hah, good to know. So if these are in CHD format they won't work properly? Good to know as there are talks of a CHD pack being created
someone would have to test
also is the core/main even aware of index
psx is not
and that's where the cdrom code was taken from
is the save on map ram cartridge feature working for Dragon Force?
Sorry, forgot to mention that I am not home this weekend 😔
at the moment it is not possible to save the game on the cartridge
I didn't think it was but searching for information on the Saturn core on MiSTer and ram cartridges is a whole lot of 'dual ram' to sift through 😄
Wait until triple ram catches on
I did not find any regressions in the new core
I'm beginning the tests right now and updating the issue log.
@ripe valley Is it worth me updating the spreadsheet to note instances of games with single RAM slowdown now being alleviated with fast timings?
(e.g. Sonic R)
You can.
Could you also retest with the Digital Dance Mix Vol. 1 - Namie Amuro, if the hang is present or not anymore in Dance Mode ?
I want to update the issue log about that and I don't have the game installed on my current setup.
Thanks.
Briefly tested it yesterday. It lasts a bit longer with normal timing enabled before hanging. No hang at all with fast timing enabled.
I'll record it again.
(need to finish my current game of Bulk Slash first, though)
So it needs fast timings ?
(photosensitivity warning)
Digital Dance Mix Vol. 1 Namie Amuro (single RAM, 20241116 core, normal timing).
Poor girl got stage fright.
It's ever so slightly better, but still not really functional.
The exception is the plain white background. She dances just fine on that one with no perceivable slowdown.
(Fast timing. Appears to run with occasional, very slight slowdown.)
@ripe valley
Not much a game, more of a technical demo with almost all functions used.
Seems to be running much better with turbo RAM
Suzuki’s Hang-On was so popular they named a motorcycle line after him! 
https://github.com/MiSTer-devel/Saturn_MiSTer/issues/280
Retested this, on latest dual_sdram, flickering text is all gone on my end.
https://streamable.com/6062n1 Tested using the 11-06-2024 dual RAM build using two 128MB 2.9 RAM modules.
Sorry I haven't close those, I've been too busy with other stuff.
No worries, wasn’t sure if anyone retested.
I'm going to grab a few more games to try out, since I don't think anyone tested out some of the more obscure stuff.
Thanks for digging into this, have pointed Slamy this way regarding CDi. One other disc type, is the Kodak Photo CD redump set possibly impacted? That is one the CDi core is going to support as well
So is grandia fixed with the new core? Also, why aren't we supposed to overuse the new function?
The new function will murder you and your family.
But... my mister is my family 😭
It's committing seppuku.
I'd like a retest of "Pyon Pyon Kyaruru no Mahjong Biyori" on the introduction, with the FAST timings option ON and the Single RAM build.
I'm busy elsewhere with srg320 at the moment.

Just verifying Sangokushi V, nothing fancy.
Okay, one more down on the issues list.
Still saw the corruption with single ram build and fast timings. It flashes very quickly.
Will test dual ram next.
Didn't see it on dual ram.
Thank you!
No problem!
This saves me a lot of time and helps me know what to focus on for future tests.
Which one?
We've got a translation schism now.
There’s another one out?
Looking at the notes from eadmaster some of the signs are translated now! Exciting
yeah v. 0.6
Also, why aren't we supposed to overuse the new function?
The "fast" timings can be seen as "incorrect" timings. Basically it's an option to reduce the accuracy in the core as a workaround for another issue (physical RAM latency).
And hacks like that can have side-effects, so I imagine he doesn't want to be inundated with bug reports about problems that may be caused by enabling the hack
Damn, paul-met contributed to this
He’s done a lot of Saturn translations
The issues with the single RAM build is why I personally report problems using the dual RAM build. It's fundamentally more accurate, and I want to make sure any problems are not caused by either the RAM or the hacks.
Thank you for clarification. The way the update is phrased it kinda sounds like the mister could overheat or something with prolonged use.
I'm closing the Namie Amuro game/tch demo last issue.
srg320 - Well, I can't do any better for a single sdram build. The option allows the game to run at all.
Oh so it doesn't cry out in anguish and bleed green blood?
I'm testing quickly Akumajou Dracula X, leaving Taromaru for an another day (maybe the SCU fixes will also [re]fix the game with the last core).
We shall have a retest of VF2, if th two-mouth monster is here or squashed out too.
No change
I reversed the changes for vdp1 - Sep 18, 2024 , Oct 8, 2024 , Tomb Raider looks ok and Virtua Fighter 2 too (TR broken Sep 18 , VF2 broken Oct 8 )
Fine with me. The fast timing mode takes DDM from 'functionally unplayable' to mostly fine, so I'll accept that. Please pass on my gratitude to srg.
Done.
Thank you.
It's interesting that this weird AM2 tech demo hardly anyone knows about served as a good stress test for the core.
It's just so cool to see so many issues on the GitHub page get closed with just one core revision.
Princess Crown translation team is killing it! New update today - https://github.com/eadmaster/pcrown/releases/tag/v0.6
Happy to see regular progress.
No drama, just progress. How things should be done.
pogress
Issue mentions Japan version - is it only that version with issues?
@ripe valley thanks for being such a badass with the Saturn core and in general! A very kind hearted member here reached out and shared that he thought we should give you a new role and after checking with the mod team we completely agree!
Made you a Technomancer which shows your commitment and contributions are appreciated and we’re lucky to have you here with us!
#NotACult
I'm honored.
Thank you for your consideration, it really means something to me.
Let's continue the great work with everyone here.
what you did?
Feel like everyone should deserve some respect for helping out in any way they can. Weeding out all these problems is how we even got to this point.
Zet does a lot of work behind the scenes testing and assisting developers, helping improve software emulation and fpga cores
give me $5
it's that easy!
wait I shouldn't make those jokes lol
Robby doesn’t want to have to wash all those dishes at the sushi place to pay for the meal
THEY ATE SO MUCH lol
Oh so you were the family that had 12 stacks of plates to the ceiling :p
Did you end up going to a ¥100 sushi place?
In Japan? Yeah, blew anything I’ve had here in the States out of the water.
But just now I went to Kura Sushi and thanks to inflation it’s $3.45 USD per plate. So not only am I paying way more but it’s also way worse.
But hey, I got a crappy little Blue Pikmin keychain from their little prize machine from eating more than 15 plates lol
Sushi is Japanese and so is the Saturn, wow what a great console

That you didn't mention the console's plethora of fat baby games makes you a fake fan! 
Guess which Saturn RPG this is!
⚔️
Magic Knight Fat Baby-Earth!
that was a trick question! It’s all of them.
huh, the magic knight rayearth girls really are fat babies in game huh
All of the amazing 2D power and cool 3D graphics the Saturn can push and they give me a cartoon world with big headed children wielding swords

Not to mention your favorite fighting game Virtua Fighter Kids!
it won’t even launch with MGL for me, I was so angry I deleted that game!
True dedication would have prevailed!
Ahem...anyway, congrats to Zet-sensei! Well deserved roll considering the work and dedication to testing.
Ugh yeah, Kura has gotten so ridiculous lately, it’s like going to Babbages and coming home with a Jaguar instead of a Saturn
Oh I didn’t know they’d opened places in the states
That sounds like you should go to a proper sushi place if that’s the case 😅
Ntsc-u version too (PAL version I have not checked , but I do not think there is any difference)
Thanks. Assumed as much but just wanted to check cos it’s seemed strange it would be in only one version
I agree with you.
Without the help of so many people, including you and @mortal mist, we would never have gotten to this stage of development and bug research/issue reporting on the core.
Thank you for what you have done too, and what we will do now.
our journey is not over yet 🙂
I too thank everyone for all the help, tests and super people here ❤️
Detailed info from srg320 about the fast timings option, its purpose, and limitations: https://github.com/MiSTer-devel/Saturn_MiSTer/issues/251#issuecomment-2482401756
All this because of a mahjong game.
That explanation of why mahjong didnt work was significantly more entertaining than any I've heard of how mahjong does work. I'm calling it a win
it's always dns mahjong
Taromaru works on the last version of the core.
That was an error with either the A-Bus/B-BUS/C-BUS on the SCU, the problem was partially fixed months ago.
But reappeared on recent versions (end of October and first part November).
This is probably been reported a millions times but I just ran through fighting vipers and fighters mega mix in my single ram setup with turbo enabled and it was awesome !
Pretty much all slowdown is gone!
Except for very briefly when armor breaks on fighting vipers and megamix
For me, in case of the single ram build, it's a double edged sword. With faster timings enabled, much of the flickering is gone, but it can still happen here and there. However the desync between the floor and objects is much worse. So at least for me it reduces one thing and increases another.
But, my second sdram module is scheduled to arrive this week. Hopefully the dualram build will eliminate both issues.
Thanks for checking. My second ram stick is also scheduled for this week. Let's hope that's that.
Maybe slowdown happens there too on an original Saturn?
I am too lazy to disassemble my MiSTer setup and love the USB-C power cable too much to rejoin the dual ram gang. 
just get another mister, easy
should be no problem for Dangit, "moneybags" Robby
he is a lazy boy
Good news! You don’t have to!
though he could use it as a teachable moment for the kids
lmao
and let them reassemble everything
"and if any of you break it what are you?"
in unison
"grouunded..."
Grounded? He’d put them through that fuckin’ wall!
F is for family, Frank Murphy
Definitely possible .. it’s kind of a busy effect .. but yeah this core drop is a nice upgrayyeedddd
It's upgravy.
Pins updated. Please let me know if I need to add something. Thank you.
Add dese!
Good thing I don’t play mahjong
Unless I’m required to in Yakuza
IM BACK TO DUAL RAM
Finally
The dual ram elite! Dual ram mean dual the fun right!? ......right? 
I heard it just gives characters two mouths
Dang my second ram stick is still on it's way.
I wanna laugh at the plebs with all the other chads!
Soon brother Quirrin. Soon! 🙏
Bob deinterlacing option
MiSTer without CRT option is not an option for me ...
thank you as always, have you had a chance to look at 480i in Sonic jam? it’s funky.
maybe it had an unusual resolution compared to other games
the digital manuals for the games highlight it quite sharply, but it’s always present
Huge difference in Fighting Vipers with Bob
I need to check Bulk Slash with bob deinterlacing versus weave.
Has anyone mentioned problems with PD Zwei on the latest core?
noooooooo
Not yet, remind me in 7 hours or so
I've not retested the game with the last core so far.
What kind of problem ?
@ripe valley While you're here, I'd like to ask you a question.
Would testing a game on MiSTer against Satiator be considered inaccurate for comparison?
@sudden tusk please report! 😛
I'm using a SAROO or the original games on an original system, so no problem with a Satiator for me.
Thank you. That makes my job easier.
And I'm leaving for the rest of the day.
I will be back tomorrow.
Just completed episodes 5 and 6 of PD Zwei with no issue on the dual sdram core
anyone here using Saroo? Planning to get one. Which games are known to not work on it?
Isn't it interesting that the Saturn has the widest variety of ODE options out of the main three 5th gen systems?
I love the Saturn.
yes considoring how it was left out of any options for the longest time
You wouldn't expect the PlayStation to be the weird one with boards that require soldering or revision-specific parallel I/O carts.
it's kind of the same when you look at the situation on PS2/GC/Xbox. PS2 which was the most popular of them is the one of the least modding options
Being the most popular doesn't always result in having the best mod community
I did the whole FMCB OPL hard drive setup for my PS2 a month or two ago and it was surprisingly DIY.
Many places for things to easily go wrong.
the main issue with PS2 is there is too much bad info out there
well not bad, just outdated
Pretty typical resolution.
wasn't there a load of fixes specifically for the digital manuals in that game? ages ago
Exactly. I found myself bouncing between so many old forum threads just to find a consistent setup process.
its the exact opposite of say, any nintendo console where you can probably go to consolename.hacks and find a perfect guide for absolute idiots that'll just sort everything out
the easiest mod is for Vita. Just enter a website on the browser and voila finished lol
that said, with enough persistance you can have a very good experience on ps2 these days. the latest OPL fixes a lot of crap and memcardpro has made memory cards super simple etc
and we have hdmi mods at last
I don't know what I'm looking for with this supposed Sonic Jam issue. The Morph 4K interprets the signal with no issues, so I'm assuming it has to do with how a CRT outputs the scanlines?
of all consoles I've modded I would say GC is the one with the best software. Swiss is awesome. Let's you change so many of the settings. Force different resolutions, select cheats and lots of other cool stuff
swiss is rad, xbmc4gamers is great, i think the xbox360 one is called aurora and is neat
Hopefully 360 gets a soft mod one day.
there's one for ps3 too i'm forgetting, it's just ok, kinda messy
Maybe someone should test Thunder Force V in particular over a CRT. That game has a title screen with an abnormally high resolution, so I'm curious if there is any weirdness there.
yeah I just recently installed XBMC4Gamers. It's a gamechanger. A modern frontend that runs in 720p on an 2001 console is crazy
it can run 1080i too if you dont mind the slowdown 🙂
I dont have the ram upgrade 😦
you don't need it, it'll just be slower is all
less smooth anyway
its questionable wether its really an upgrade over 720p anyway though, most of your source art isn't going to be that highres
yeah i heard you need the ram upgrade for the synopsis videos to play at least
that's just a neat feature though
nothing game changing
Wii U modding is also weird. It's all split up between Aroma and Tiramisu
I can check it out on my PVM after work.
i keep meaning to mod my wiiU and then realizing all the games iwant to play are on switch anyway
also it seems to get easier to mod every time i look 😄
yeah its very easy to mod nowadays
Wii U OS is a bit slow and bulky.
the OS part have always been nintendos weakest part
but Wii U got two major advantages. NUSplii and being able to play DS games 🙂
is the DS stuff in continuous development at all?
last i looked compatability seemed not ideal
most of the "best" games all work.
there's a list that gets updated https://wiki.gbatemp.net/wiki/WiiU_VC_NDS_injection
that was worth a read just for the knowledge there are dpad hacks for the zelda DS games
hehe yeah they are very helpful :-)))
Might need to double check to see if Shining Wisdom is rendering shadows right.
Thanks! I have been waiting ages for this. Finally the 480i fighting games can be played without those ugly combing artifacts.
Just noticed in your videos, fighting vipers raxels mouth is also incorrectly rendered. Seems to be the same problem with VF2. Anyone else can confirm?
For now I think we should prioritize digging deeper into each individual game. Several of these games are quite long, so there is always the possibility of there being bugs several hours into a game.
The sound doesn’t work for me and it keeps booting me back to the bios screen after I press start at the tittle screen
Whoops got to playing some PD saga time flew by and I fell asleep lol
Amazing! Are you planning on doing a PR?
The scanlines appear more visibly on MiSTer.
Can't really photograph it.
The MiSTer menu is also visibly shaky when 480i on Thunder Force V is displayed.
I bring up Bulk Slash for similar reasons.
This is a 480i image (naturally only half the lines are captured in a photograph).
On Saturn, it displays correctly.
On MiSTer, you can see the interlaced lines are misaligned.
(this is difficult to film, sorry)
@ancient surge TF5 has a similar issue.
Fixed
Ah, now I can better visualize what the problem is.
It's easier to demonstrate with Bulk Slash's illustrations.
who did this bob core version?
I'm guessing the way the lines are outputting are not synced like they should? Those combing artifacts hint at that.
Yes, there shouldn't be visible combing on static images on a CRT.
@muted cradle
As evidenced by there not being any when played on real hardware.
Test
Omg, I am back
Thanks Robby
WE SALUTE THOSE WHO SACRIFICED THEMSELVES SO THAT OTHERS MAY POST
@burnt matrix What's happening?
Posts have a hard limit of 1,000 people. No more can join.
So I gotta kick people if others want to post.
Ah, ok. Please don't kick me.
I still don’t understand why discord has this limit
No, you're protected. There is a method to my madness.
It's basically:
- Do I recognize the name?
- Do you have a profile icon?
We are the battalion of the Saturn dwellers
I'd kick myself if I could but I can't and Kitrinx probably wants me to stay for modding purposes.
3)have you wronged me in the past

Anyways sorry for the disruption. @dusty shale you're doing great work identifying an issue. Thank you for your detailed posts.
Thank you for your kind words.
- are you showing signs of...the infection...
this is all CRT?
The pictures I've posted are, yes.
Analog board in my case.
WWF IN YOUR HOUSE ! is still
Messed up
Now that I think about it, maybe the artifacts I see while using the Morph 4K might also be related to this.
I just figured those artifacts were a byproduct of outputting low resolution content over HDMI. I'll need to compare this once a fix is released.
Just the tinniest bit of jitter on the logo
I figured the higher resolution would mask some of that.
Still can see a few stair artifacts.
It's just slightly more noticeable than on real hardware.
Amazing picture though
My favorite Toshiba !
I did test DOA, VF2, fighting vipers, shienryu, So 480i games with serious combing artifacts, all good now. Hope a PR is coming soon.
Like this is clearly wrong ^
It is, yes.
So the Bob build somehow is affecting analog output?
I'm not using the bob build.
maybe its to do with the line widths used
interlacing requires a half width line right
Yes, I'm not using a half width line
As far as I know this problem appears only in higher resolution analog displays
I tried making some builds to fix that but they didn't seem to be right, you can try them @dusty shale
I could try seeing, maybe it's an off by one error or something
Don't know if this is helpful, but I tried Thunderforce V with the latest build. On my PVM the interlaced title screen looks very jittery. The text gets split in two. I can't capture it on camera though.
I think that’s the same issue I was seeing in the menus for asuka 120% burning fest
Be ready for a build in 30 mins or so, anyone with problems on a PVM or 1084S
Fantastic. I'll be done with work in about half an hour.
I believe this isn't correct, I think I found my mistake
I apologise. What is an rbf file and how do I install it?
This is the Mister core file
You put it on your SD card in typically the _Console folder
Oh, that's the core! I see. Thank you.
Should we still test this or wait until the "fixed" version is compiled?
Depending if you want to waste 5 minutes or not
Nah I can wait. I have chores anyway.
Please don't tell me the basketball has two mouths
that would be extreme tbf
Closed the ticket as [NOT A BUG, IT'A FEATURE]
I hoped that one day, I could do it.
You can be testing and reporting issues, and being fun.
yes,as it turns out pizza is a feature not a bug 😄
Ah, another of those false flags.
I should maybe compile a list of things that are not emulation related glitches at some point.
He found another bug, by chance.
That is immensely funny.
I'm trying to test every other parameters possible so far.
But I can't reproduce it at the moment on my side.
I need more people testing Panzer Dragoon II Zwei (USA) too and see if they have an issue, for launching the game past the title screen ?
And if you have sounds and music on the first stage too.
Thanks.
Will test now. Thank you.
If you copy this as is you will likely see 2 saturn cores, this is the one without a date
Oh yeah if you didn't use Bob core this has bob so I guess you can verify with that
I also want to test this to see if this affects the Morph 4K in any way.
Scalers seemed to handle the incorrect signal fine
Which was a part of the confusion lol
@willow pawn No luck on Bulk Slash.
Works fine for me
Music , gfx
I had played 2 stages of PD Zwei earlier with no issues at all on the dual ram core
Astra Superstars doesn't interlace properly either.
You got the version that has the bob setting, just to confirm
The most recent one you posted. It lets you choose between weave and bob.
480i on my end looks significantly worse.
Burning Rangers looks slightly better, oddly enough.
On the main unstable build, there's more visible 'scanlines' despite it being 480i (menus).
Very weird, lemme check resolutions
The shimmering isn't there when I use the normal builds.
Let me play with the settings a little bit to see if maybe it's something on my end.
Love astra superstars
I can try to test some stuff on real hardware if anything needs testing
If it’s crt related I only have composite in tho
Nope, it's definately the core build being borked on my end. Not getting any better results.
Did you notice a vertical white stripe on the left edge of the 'Welcome to AstraWorld!" loading screen?
I noticed that on @willow pawn ' core, but not the main unstable core.
Yes, I did. Doesn't appear on the regular builds, so I'm assuming it's a bug.
The bit where the logo zooms in on the title screen doesn't animate properly on Kasher's build.
This is very strange
Playing around with the build more, there is now a single broken column on the right across every game.
It appears regardless of progressive or interlace resolutions.
Is bulk slash 640x480 or 704x480?
Wait, I think the VDP2 broke. The main menu in Puyo Puyo Sun is acting wonky.
At least Carbuncle is okay with it.
Neither. It's 640x448i.
Astra Superstars is also 640x448i.
Burning rangers is 704 I think
Thunder Force V is 704x480i.
It is.
Are 704px games looking better than 640 in general?
I'd say so.
640x448 games still look visibly jagged, arguably moreso on this version of the core.
just checking in, what is this trying to fix?
Interlace signal is bad
someone emoji this
Good to know, don't change the resolution by 1px so it would be even hahaha
Yeah this core is bugged as hell. A common trend is sprite scrolling constantly shaking.
Testing Can Can Bunny Extra (Japanese).
Deroon Dero Dero (aka Tecmo Stackers) has the same bug.
Oopsies
test
Ohh!! I'm in. here is what VF2 looks like on the latest revision posted about 45 mins ago
That's bob alright
It works. It's an untranslated visual novel. All sprites. Nothing exciting.
thanks for working on it. I'm happy to capture / test anything you want to look at.
ah tried it with Sonic Jam, no change my end
I wouldn't use this build anyway since it introduced new bugs.
Yeah
@median tartan If you just want Digital, there's one I posted 9 hours ago, it doesn't have any of the funkyness since it just adds Bob and nothing else
thanks for this! much prefer bob to weave in high motion games
Tested Can Can Bunny Premiere (Japanese).
Again, all sprites. Barely did anything (language barrier), but everything seemed to match.
I got the idea hahaha, I'm trying another idea
until you look at the PSX library size
it almost sounds like the end of some previous track
Tested Can Can Bunny Premiere 2 disc 1 (Japanese).
This is on the older core. It seems to have more jitteriness. What's fascinating is that the funkyness in these versions seems to be with the HP / time overlay instead of with the characters fighting. With the one currently published for update scripts, It's the characters that are funky.
These cores should behave identically to the nightly if you set the Deinterlace option to Weave
Yes. That is the case.
Tested Can Can Bunny Premiere 2 disc 2 (Japanese).
Disc 1 is yet another VN.
Disc 2 is a supplemental calendar application where the characters talk to you once per day.
Is the new bob core dual ram?
No
Ok thanks!
Tested PD II Zwie for a few minutes and everything works just fine for me (intro, first stage, sound). Tested it using both single and double ram core
one massive ass library
@sudden tusk Verify your game dump maybe, and the activated options on the core from your side.
@mortal mist I can't reproduce it on my Dual RAM system at the momenr (neither on VF2); I don't have my Single RAM system with me this week.
So maybe some timing issue between RAM modules ?
you can run the single-ram build on a dual-ram system and it just wont use the second stick
I'm not at home at the moment and cannot FTP on my MiSTer, but thanks.
same single and dual for me
Shoot...
I been using the same image since the beginning of core development .. will double check in a min
I tried both normal and turbo same results ..
Okay, could you try with the previous core version ? Just for eliminating every other possibility.
If it remains the same, open an issue to srg320 and see what he thinks about it, because I'm clueless otherwise.
I can't help much on that matter for the rest of the day, sorry.
The last core on which it works well for me is 20241030
Tried the previous core and yeah same issue persists
So redo your game dump from scratch. @sudden tusk That's no normal at all.
@mortal mist Okay, you've done well to open an issue to srg320.
will do
Tested builds 24.06.28 , 24.11.06 and 24.11.16 all same results for PD ZWEI
😦
Even with a new fresh BIN/CUE dump ?
Unless I'm seeing any noticable regressions I'll be PRing this
That’s so much better!
definitly. I'm glad I have a capture card that allows me to show instead of just tell.
I tried to count scanlines here, so hopefully it will affect some screens
i’ll be free to test in 12 hours, currently at work.
thank you again for all you do
Hi everyone! I use a CRT monitor with the 240p custom res (mister.ini = video_mode=2048,40,442,200,240,3,10,8,85909) ..Works very well across the board... I have to set the aspect ratio on the cores from original to full screen, or it will be squished... Almost every core has this option, but not the sega saturn core. There is another way to play saturn games on this resolution with native scanlines? Thanks in advance.
Have you tried playing with the Aspect Ratio options?
Speaking of, what does the 320x244 (?) "Corrected" setting do? Like, which one is closer to original, on or off?
The aspect ratio show only 4:3 and 16:9, both do not fit the screen horizontally... And the corrected option does nothing at all..
It's a leftover from the 32X core.
I see
I think the 16:9 option should be changed to Fullscreen
I'll try it on my super picky 1084 later
indeed... or add a new "full screen option"... maybe one day... thanks
a newer core. Man, I cannot keep up here 😉
Sorry, but this is much worse than before
now the two fields are much more separated
interlaced images no longer even try to form a coherent image on the 1084. I use the letters in the darius intro for reference
Beforehand I realized the vsync was of variable length, which may have caused it, but now I went scanline counting
The only thing I imagine is that this is because the horizontal resolution is odd
let me try other games with interlace
and also compare the latest unstable
latest unstable is also bad
Latest unstable should be unchanged from what it was
I still have the "PWM" core which is older (oct. 15th). There, the interlace is also not perfect, but the image is much more stable
Let me try that new build to see if there are any issues.
The October 15 core does not have any interlace on analog
yes, something is weird with the signal there as well. But the image is much more readable and the letters are not completely wrong.
Sadly there is no indicator on the 1084 what kind of signal is present
I'll try to capture the problem on a video
Well the good news is that the bugs were fixed, and I'm not experiencing anything strange with the interlacing over the Morph. Not sure over CRT though.
It's weird how this signal passes on some monitors and adapters and completly fails on others
It is very difficult to capture. I managed with the "slow motion" function, for a short time you can see both fields and how far they are separated
I'll try to capture the roman letters instead of the Japanese
That new deinterlacing option is way better! Not perfect of course, but compared to the weave option, it's way more playable.
HEADPHONE WARNING! NOISES!
first is slow motion capture
you can see the two fields being totally separated
I'll be able to test tomorrow.
Just a heads up for anyone using some IPS panels and the Bob deinterlacing option that you might get temporary burn in.
I'm using an OLED. No temporary burn in for me! All permanent! 🔥
Think about it this way: you won't need to enable the interlacing soon
it will be baked into your screen!
Decided to post a new issue about the core having useless/redundant features in the OSD to see what srg thinks.
The FPGA is getting pretty full, so any way to free up a few lines of code is important.
Is PD Saga okay on the core atm? IIRC that's one that has issues on Pseudo Kai
This has been a highly anticipated feature for me. Makes VF2 much nicer to play
I played quite a bit on earlier versions of the core and it was already great.
nice thanks, I don:t remember VGE ever talking about it in his test videos just normal PD/Z
I haven't tested since srg added turbo, but the cores before turbo worked just fine on single ram. You will get some occasional slowdown, but I no longer have real Saturn hardware, so I can't compare. Some of the slowdown may have occurred on the real hardware, but some drops did not feel right...
Either way, it's not game breaking at all
I am getting weird behavior with Analog interlaced video on this core as well. The retrotink 5x does see interlaced video, but the deinterlace options don't change when cycling through them. The mister OSD is shaking up and down.
Not sure how helpful this will be but I tested how the signal information on the RT5X between the Saturn core (VF2), the n64 core (RE2), and the ps1 core (240p test):
The Sample/Lines and ADC clock read very differently between the cores. not sure if this points to something.
Aw🥓 be aw-slack'n!
About the extra options anyone knows what the 320x224 aspect ratio normal vs corrected does?
If turned off, the internal scaler on the MiSTer will just display a 4:3 aspect ratio by default.
If turned on, the aspect ratio will be adjusted to match the 320x224 resolution, meaning the picture will be slightly wider than the typical 4:3.
The main purpose of this was for the Mega Drive, Mega CD, and 32X to display a more pixel accurate aspect ratio whenever 320x224 was detected. This might be preferable in some cases where sprites might be too squashed by an 4:3 aspect ratio, typical round objects like say Sonic rolled up in a ball or the moon in Castlevania Bloodlines.
So I was able to get in game with PD Zwei but it’s kind of a convoluted method lol
The SEGA Saturn having this is because it's a leftover feature from the 32X core, all the way back from the beginning. It still works, but the SEGA Saturn has more variable resolutions, so the use case is more limited.
First turn off SCSP DSP sound ( this gets rid of sound glitches ) in the debug menu than load game select options at tittle screen , play a track from the list than immediately exit and hit C or start and hopefully the game loads if not rinse and repeat lol
Once in game though the game performs flawlessly
Thanks, then uncorrected is ok by me.
I saw that mouse supported was added? That rules
Sounds like it should be something easy to fix for SRG
So back in the day when we all had 4:3 CRTs, what happened? Did the picture get squashed or did extra stuff just go into the overscan? “Corrected” looks better to me, but I prefer the authentic experience even if it’s worse 😅
This is so strange , the first time I have heard of such a case
https://github.com/MiSTer-devel/Saturn_MiSTer/issues/269#issuecomment-2487846229 no bug , feature
@proper prism
I wasn't sure about it too, tried on multiple systems last night but didn't had the time to update the log.
The flicker is so quick that I have troubles with my eyesight for seeing it most of the time.
srg320 explained it technically.
I tried to create a build without any "Useless/Redundant Features In Core OSD" and without any debug ones too.
We gain almost nothing at all, not much of a difference when compiled (like 0.04%, and the FPGA is at 98% full with the last unstable build).
Do you think that using the same concept as saroo can save resources?
Please explain further your idea here, as I don't follow at the moment.
I don't know how Saroo does it but it becomes independent of the CD block to play games
Simply because the Saroo is bypassing the original CD Block completely on the console, intercept every call and interrupts and redirect them to the FPGA.
The problem is, we cannot use the MPEG Card with a SAROO as it needs the original mechanism and the SAROO cannot replicate it and won't be possible as stated by the original author.
And the SAROO cannot simulate the original disc seek timings and data transfers for certain games, so you need an external TXT database.
Ah, I figured it wouldn't be much.
I just figured there were features that legitimately had no purpose and wasted space, so a bit of cleaning up would not hurt anything.
that and to satisfy my ocd
Sounds like we need to add more options
Faster loading is probably the most obvious one, but I know trying to get a feature like that with the SEGA Saturn core would be tricky.
no I mean options that would trigger your ocd lol
GODDANG! PD SAGA is way ahead of its time … the opening cinematic alone trumps anything else from that era
well, that second stick of ram i can finally use i suppose. i do need a dif io board and case. any suggestions?
It also helps to simply help requests. No more “why isn’t this option doing anything?” 🙂
the atmosphere in that game really carries it
Such a cool game and feels really different from the RPGs of it's time
For sure ! Team andromeda killed it with this one !
Hell of a lot better than FFVII !
Such a shame it's been left on the Saturn but I recommend it to anyone
Panzer Dragoon Saga was meant to be the "Final Fantasy VII killer", and I genuinely believe it could of rivaled Final Fantasy VII if it wasn't for the absolutely atrocious circumstances at the time.
Like from a purely technical standpoint, Panzer Dragoon Saga felt more advanced than Final Fantasy VII. Which for a system that supposedly "can't do 3D well" is pretty significant.
Yeah, I'd kill for a well done remake with better graphics and for a more readily available system
PDS is way too weird to have been mainstream and it wasn't nearly as "cinematic" which was the big marketing push behind FF7.
FF7 was literally the game that made RPGs big in the US and absolutely exploded in Japan too. There was no chance in hell for any other RPG to compete with it.
Like I'm with ya, it got robbed of praise and attention it deserves but FF7 was a gaming industry milestone. Even Sega firing on all cylinders couldn't do anything to compete with that.
To fair, Final Fantasy VII was also kind of "weird" to a lot of people.
Remember, this was back when RPGs were still niche at best outside of Japan, so for a lot of people Final Fantasy VII was something that felt new and different.
any new regressions, or is it firmly a step forward in this latest build?
Haven't noticed anything wrong with the latest unstable build personally. Maybe there is an obscure regression somewhere, but I don't know.
I noticed the build before this one was kind of two steps forward one step back
Yeah true
It was weird to me at least lol
am curious if we’ve crossed a threshold between the test suite and manual tests and system understanding
quick, name a good saturn game
Bug
LOL
fear not... we're almost in december. we'll hear much more about that game very soon.
what even is this? flying sonic?
it's the ultimate weeb christmas game
TBH, I bought Nights when it came out but I didn’t love it. It got in the way of endless rounds of VF and other fighters
It was a little boring
The right answer is VF2 Robby
Death Crimson
Not nearly as cinematic ? It’s got an over ten minute cinematic intro that’s way better than FFVII .. also it doesn’t take 9 hrs of gameplay before you actually start the game .. not to mention the battle system in VII isn’t the most exciting now or back in the day .
Test PD II Zwei please
On a side note PD SAGA benefits greatly from the fast timing option especially in the big open 3D areas that are brimming with life unlike the static lifeless backgrounds of FFVII
@burnt matrix
Well of course FF7 had lifeless backgrounds. The planet was dying!
Not noticing anything strange on my end with Panzer Dragoon Zwei so far. I'm trying out the dual RAM build first to rule out RAM being a problem, then work my way down to the single RAM build.
Oh wait, I think I see one problem. The FMV intro is stuttering a lot on my end. I can still get into the gameplay though.
So I installed dualram to my mister. I only cried a little. 😎 Grandia now runs like a boss, no flicker at all.
Not noticing much strange with the single RAM build either.
@sudden tusk Are you absolutely sure there is nothing wrong with your RAM, the dump, or maybe the type of board your using? I'm trying to narrow down why you're having problems with Panzer Dragon Zwei.
I just did the same a couple of minutes ago, installed my second ram stick, that arrived today. No more flickering, no floor desync, in Grandia. Fantastic.
https://imgur.com/a/cPY1rIH
@slate bluff Did you ever solve your flickering issue, despite using dual ram?
Are there benefits for using the dual ram core over the single ram core?
I can try a new dump .. but I’m deep into saga rn ..
Grandia is working as intended, and lesser slowdowns in Dead or alive, Last Bronx, Virtua Fighter, Fighting Vipers and Fighters Megamix.
Though the recently added "fast timings" options in single ram build, eliminates much of the slowdowns in the fighting games as well. However if it is on par with the dual ram build right now, I can't answer.
However, I forgot to mention that the Grandia flickering issue is not some something that affected all single ram users. For some it always worked as intended. Trying a different SD card sometimes eliminated the issue.
Thanks for that synopsis. Hard to track all the happenin’s sometimes.
That is true, sometimes it feels like things change on a day to day basis, and alot of test builds both left and right.