#Sega Saturn
1 messages · Page 101 of 1
I kinda want to assemble the mra tho, in mame it has audio that isn't implemented
Oh neat
like mame throws scsp errors and then the audio dies
oh man, the folder /media/fat/_Arcade/_Organized/_3 Collections/_2 By MiSTer Core/_ST-V is empty 😦
i need the download link to the current st-v .mra files
update all
how to filter out the st-v mra?
I think it still needs to be added to the organizer database
ok, thanks
i have 51 mra files filtered
contact me if u want the powershell script
Unpack this to /media/fat/_Arcade/_Organized/_3 Collections/_2 By MiSTer Core/
We tried with srg320 to reproduce the issues on ThunderForce V and Crusader - No Remorse.
But there is no way to recreate them or we need more context.
Anyone else experiencing issues with the game Tunnel B1? It goes to a black screen after the Acclaim logo on the US version, but the PAL version works fine.
Game needs to be bin/cue. Had the same issue with .chd
Use fast timings with single sdram
It's known
#1046941029296779344 message
I also experienced some noticable slowdown in ThunderForce V when I tried it the other day, but I don't have the game for original hardware to compare it to, so it may have just been normal behavior for the game.
it's described in their faq
I am seeing this corruption on the latest single ram unstable. It is fixed using the Fast Timings setting under Hardware. It does not exist on the Dual Ram build.
I'm seeing this on the latest dual RAM unstable.
(looking)
oh weird, I am now seeing it in the dual ram build
stv version of the game is different
Confirmed, issue is resolved by using "Fast" timing under "Hardware" in the latest single-RAM unstable core.
very strange that fixes it for the single ram build but the dual ram is showing it
Yeah. Kinda suggests something may still not be accurately understood about the SDRAM timing stuff.
So the corruption on the dual ram build for me is not 100% guaranteed. Most of the time it's there, but there are a few reboots where it does not show up.
It seems to be 100% for me
I'm also getting different corruption patterns when it does appear
Though it seems to only effect the lower half of the screen. The top half always seems to be free of corruption.
Good insight.
I remember having that issue on Mednafen and NOVA when we were working/testing on it back then.
Seems to be an issue on a recent core build here with some timings.
So this means that this is it? It's not possible to flip the screen due to Saturn/Titan hardware constraints?
I'll have to accept the fact that i will never play Shienryu on my machine 🥺
Never say never 🙂
the big problem is the rotate module assumes exclusive access to ddr memory. so you have to arbitrate that access with your own core access. and this core is already using ddr3 extensively
Because your cab tube is CW instead of CCW?
I feel like most mister Tate is CCW and the CW cores tend to have an option for CCW so you’d be better off rotating your monitor CCW
I can't seem
to get more than two players working on the Saturn core.
By that, I mean player 3 is recognised by the MiSTer, but Saturn Bomberman won't let me set players 3-8 to MAN.
I can't find any multitap options in the core's menu.
#1046941029296779344 message
I can't unfortunately 🙁 I have a cabinet with auto rotation and it only turns CW (and back).
But yes, i need flip screen switch for most tate games.
Oh I think I’ve seen your cab, you posted a video of it right? You made the motorized rotate mech yourself or something
Just make it spin the other way, new project 😉
I'm frequently mentioning it when asking about various issues because it's an exotic machine. Last time it was about mono/stereo on Mistercade server (you probably remember 😄).
It's not my hack, it's a feature. It was designed to be the ultimate, universal, multigame cab...back in 80s
Oh yeah right the audio question, I lose track of conversations, need to discord less 😅
I'd put a link, but the only dedicated page i know of is on Otaku Arcade, and i don't have a login.
Any news on Crusader - No Remorse ? Does the game work okay on your systems ?
And on ThunderForce V ? I need a comparison with the real system and some details/explanations from users seeing slowdowns.
still doesnt get to gameplay for me
Okay, I let the ticket open for this one.
I'm not at home until 2 weeks.
I'm just asking to make sure I understand the current situation and if we need testing with srg320.
I checked on two misters, same result, hangs
I leave a note to srg320 on the ticket, thanks you two.
So is this a case of RAM lottery?
I can't conclude anything so far.
Didn't work on my MiSTer pi. Running latest unstable main/latest unstable Saturn core
Hangs at bout 75% at loading
Thanks for the details.
Dual ram if that matters
Should be useful.
I asked some tests remotely at home on my Dual RAM system until I'm back in 2 weeks.
On Crusader - No Remorse (Europe), (Germany), (France) and (USA).
Tests with files on the internal SD, tested once again on external USB stick.
Tried with the known BIN/CUE dumps, as well as my personal CHDs done last year.
We cannot the reproduce the issue at all.
Tests done with the latest unstable Main MiSTer and Saturn core.
Wow so it's loading for you then into the first level?
I run mine as a CHD from an external hard drive. I'll toss it on the internal SD card and see if itlads that way tonight
De10, Latest mister main, latest dualsdram unstable core, bin/cue and sd card
No issue at all, all fine here on a DE10 Dual.
I'm asking for a test with the same files on the single systems at home.
That's wild. I'll have to get the game from different places and see which one if any will boot.
Works fine for me. DE-10 Dual. Latest dualram unstable core, bin/cue and external hdd
Very interesting. Must be a bad rom that's obviously made it's rounds
that game is broken for me too
just downloaded a fresh redump of it, local sd and it hangs
some random old unstable build I have on my sdcard loads it fine
also it was broken on both an original de10 and a misterpi, both single ram
the unstable says 250419
The same rom works on older core , so it's not a problem
Ah
Very strange. I don't know exactly what SDRAM (128MB single) i'm using, but CNR works fine.
It's pre 3.0, 2.6-2.9 i would assume.
Okay, I have the issue with Batman Forever during a second run.
Good, cannot let that 3do thingy progress
set pad 2 to off - problem solved.
I forgot to mention that the game have the same bug as Shinobi and In The Hunt back then.
We saw that when Mednafen was in development back then.
back to the 3DO MegaCD/MegaDrive/TG16 core
💪

How do it load the japanese versions of the STV games? Is it just a different .mra, i saw Dynamite Deka separately (Die Hard Japan). But how can i e.g. load Radiant Silvergun in the Japan version?
use unstable ST-V core, then you will get bios switch option
Ah, ok. Thanks for the info.
When I looked at real hardware footage I remember seeing the attract mode which as srg320 has pointed out has no slowdown, could very well be that in game also had the helicopter act in a way that also didn't trigger as much slowdown. So when I played a game and see slowdown in this section made the assumption that the core is incorrect even though it's acting correctly. I will take a look at how the snake like mid-boss acts after you plunge into the water after this section later on against harddware, but I suspect that will be correct too.
wow, that was quick! there is also another bug i found in the visuals that im not sure appears on the original console, like 2-3 glitched/ disappearing frames when you select between batman and robin on game start. If you toggle the characters you usually see this within the first few seconds on the core
hello Aktane! Please keep these posts to the #share-media channel unless relevant to the flow of core discussion here
Also noticed this, this problem does not occur in the arcade version
We should check it on real hw
Core issue.
You can check here, with people playing the game on a real Saturn with a MODE ODE.
https://youtu.be/lV0VWi9FR6c?feature=shared&t=143
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Issue ticket opened.
SRG probably hates batman at this point
now imagine if there was a 3do port
Does the MiSTer wins again with the current core ?
Let's see.
No 3DO for you, once again.
Looks good on my end!
I swear I hit share media lmao
my bad
was going too fast
played through Lunar SSS abit and saved .. but apparently never saved
need to open the OSD to save
dang it .. oh well
still not saving
Do you have auto save set to on in the OSD?
yes
hmm, weird. you saved in the game, opened the OSD and got the “SAVING” message?
didn't even get the saving message
i think i had the wrong cartridge setting
had it set on DRAM 4M
trying now
had to do a cold reboot.. soft reset wouldn't reload game
okay .. it says backup memory is corrupt .. need to be re-initialized
trying ..
still no saving message
what game?
I don’t think I will have a chance to look tonight but I can look tomorrow
had no problem with Princess Crown
nah .. ROM 2M is also not showing anything
will just keep it on DRAM 4MB for now
am going to the check the PSX version
ughh .. the PSX voices don't feel the same
How complete is this core now?
OK, I've been talking to srg320 for the past hour.
His top priority right now is fixing the remaining issues on the Saturn.
I provided him with some newer celeriyacon tests, particularly on the SCU DSP, which aren't performing very well at the moment.
I spoke with StrikerX3 (author of Ymir) last night and today, up until a few minutes ago.
He showed us how he fixed some tests, including the DIVU test on the SH2, which is failing and we don't know exactly how to fix until this morning.
srg320 have a way to fix the issue on Batman Forever too.
1-2 major bug(s) to fix, and some tests on the SCU DSP to pass now. And we should be once more the ultimate reference.
Zet, I forgot to ask but any idea why Crusader (with pad 2 enabled) worked on the previous version of the core?
I need some more tests with a real system as I remember that game shouldn't work with a second pad activated from previous beta testing for Madnafen and NOVA.
srg320 will redo some parts of the core starting today, let's wait for the next version.
Maybe something broke when the SCU and/or the SH2 were fixed.
Issue reopened, I mixed up some memories with another game and you are right.
Why are there multiple games with this second controller bug anyway?
Sloppy quality control?
@rich violet hey with the read me you're working on, did you include the games that might have problems with CHD yet?
Saturn kids clearly didn’t have friends. Only N64 kids had friends.
@ripe valley Played around with Tunderforce V last night and looked up more footage to compare, I think the core is fine. I could be that there is a little more slowdown on the snake-like sub boss but it's so hard to tell when the animation rate is for it is low and weapon or difficulty, what you shoot down etc could produce different results.
Also played Dead or Alice to see if the slowdown was still present in the Kasumi vs Kasumi fight in single player mode and couldn't see it at all which is fantastic. There's tiny bit on the initial camera swoop before the fight starts but see that in real footage too.
Last of all something noticed when reporting the Elan Doree bug a few weeks back was a flash over the whole screen. I have identified that it happens when any game goes from 480i back to 240p, not sure if this is core related or due to a change in main.
I'm assuming that is just a byproduct of the sync drops.
I thought the same but they never used to be there when I run vsync=1, which I do for both PS1 and Saturn to get around seeing that sort of thing.
Wasn't the "Black Transitions" option from the PS1 core added to Saturn a while back too? Would have thought that alone would have been enough to prevent seeing it.
For Dead or Alive, I will check later today after my day work.
Thanks for the confirmation on Thunderforce V.
And for the second controller issue on some games, lack of verification during QA process.
the black transitions option is permanently on. I don't see such problems on my monitors or tv.
Okay, that's more complex for Crusader - No Remorse.
We can't check as we have only ODE with srg320, and the game is known with issues on it.
My friends who could test for me during my departure from home until mid July see the same issue with a Fenrir ODE.
We need someone with the real game, the system and 2 controllers.
no way to run burned games on an unmodded saturn, yeah?
AR Cartridge programmed with Pseudo Saturn will run them
That's possible, the second issue on my side, all my friends and persons that I know with a real system ... have only a controller.
That's stupid, I know.
I do have an AR cartridge somewhere....
saroo
not perfect but cheap and works well ftmp
The problem is I suffer from Shrodinger's console. Right now, all my consoles are packed away in boxes, both working perfectly and in need of maintenance.
i mean, with the saturn core coming along as well as it is, you might not need a real saturn for much longer ;)
Saroo is full of hacks and workarounds, we prefer the AR solution after a quick talk.
that's fair, the saroo is nice but it does do a ton of patching and shit
satiator is plug n' play as well though, and doesn't use any weird hacks like the saroo does
but it's more expensive
I will try another way first.
Calling some Saturn fans on specialized sites and classic gaming fans in order to test and record for us.
Fenrir was a no go for crusader?
The game seems to crash even with only one controller, same as srg320.
On the MODE, sounds seem crunchy.
Shame, one of the handful of games I sold decades ago
Can't see any flash on my 4 MiSter Systems and 4 different (TN/2xIPS/OLED) panels.
Maybe your screen doesn't 'like' the resolution change, and could be related with your recent RS issue on the Option button.
There's also an open issue about Photo CD
go put your photo cds in the cd-i core 😉
Worked out that it's my monitors that don't like the res change, all 3 of them! I just took my MiSTer over to a friends and their oled doesn't exhibit the issue with the res change or with the Radiant Silvergun menu so that github issue can be closed. Really happy that it's a screen issue and not some build specific problem that can't be easily sorted. Thanks for checking!
Ah forgot that was one I opened, just closed it.
With Photo CDs, the CDi core can play every different flavour of Photo CDs but I know some other systems that say they support Photo CDs don't, and only support the most basic formats (e.g. 3DO). I don't know how comprehensive Photo CD support is on an actual Saturn using that Photo CD loader.
With the Saturn core being so full as it is, it wouldn't make sense for srg320 to try implement full green book support for Photo CDs
He left CD+G out of TurboGrafx, so I imagine that it will take somebody else who is more interested in the PhotoCD stuff to learn what needs to be done
A certain amount of reverse-engineering is always needed, and it takes a motivated individual to gather that info
Once the info is in hand, then it's more straightforward to implement, but a lot of the time, even when you think you have all the information, you don't.
So what is the right memory card to be picked on the core setup?... I saw that DRAM 6M Dev is being worked with
leave it empty bro
save the setting to set it to default
then if you use one of the games that require a specific cartridge change the option to it as a one-off
DRAM 6M Dev is only for supporting a specific proto of Heart of Darkness.
Never use it on regular games.
Have always kept it on DRAM 4M.. nothing happens even after opening OSD
Does anyone have a list of the /_Arcade/ folder STV games (not alternatives or offsets). I stupidly did add them to my DV adjustments spreadsheet
just go to the saturn repo and look in releases/mras
oh duh
not sure what’s up as I was able to save. Nall+System+Save+open OSD
Question: does anyone know of a patch for HotD to have the red blood as default? I know there’s a cheat code but it’d be nice to have a patched iso
The core have the dreaded Virtua Racing bug...
Let's file it for srg320.
All ODEs have the same bug and we need to patch the game if we want to use the replay feature in the game.
thats a weird quirk
It’s the only known issue that the Phobe/Rhea has. Can SRG defeat the final boss of Saturn emulation?
Omg what are you people doing, get in that vote and don’t let the Supe/Genny/Grafx bros win!
#community-votes message
Trying to create a rift in the community again? Shame on you, bad robby
I haven't found anyone with a real Saturn, two controllers, and the original game for "Crusader - No Remorse" yet. I hope they can film the first level loading for us.
However, I've tried it on all recent emulators (Ymir, Mednafen, SSF), and the game loads if I register two controllers and plug them in.
Does it make problems with all regions on mister?
Maybe I find a surviving cdr somewhere, but that particular saturn wozld be jp/eu only
Let me try with other regions before.
I need to finish to test Megaman X with the SA1 patch before on the SNES.
Done.
I will test on my side for the next 10 minutes all the versions of Crusader - No remorse, and see with you if we could run some tests on your side after that.
Only the US version is affected.
French, German and UK versions are fine on the latest unstable version.
So, that won't be possible to test it.
Mame 0.278 add new STV game (need to try it on the core)
New systems marked not working
Challenge Golf (J 990326 V1.000) [Hammy, Darksoft]
mame adds thing
it is unplayable
many such cases
Often stuff added as unplayable winds up being playable in the next Mame release
Or so it seems from my reading of Mame updates
have you found someone to test?
would test on my SAROO if my saturn wasn't screwed up
i can test it, just tell me if is still needed
have a fenrir on my saturn, don't know if this interferes
Did a quick test with my Saroo+JAP Saturn, and 2 pads plugged. Boots fine into level 1. Just the German version, but i don't think it's region related.
Ok, the USA version boots without issues too.
Indeed. It is quite uncommon for something to be initially added to MAME in a working state. That's just how it's always been. You have to start somewhere, even if it's just a placeholder skeleton driver.
Also, almost every whatsnew.txt file with each new version of MAME will have several references to 'Systems/Clones promoted to working' status... which means, they were previously not working. Nothing out of the ordinary there.
yeah, please do
Tested my PAL 50/60Hz modded console with Fenrir (2 Pads). Boots fine.
For Challenge Golf same error as Mame
probably some custom hardware
https://www.youtube.com/watch?v=Iz2KYXyjLFI
for inputs trackball and one button it seems
ゴルフする感じのキッズメダルを適当にプレイ 難しいステージこれクリアさせる気ある?上手い人は稼げたりするのかなぁ
撮影場所 愛媛県某所
セガ チャレンジゴルフ
what's the in-game input test look like?
Yes I will make a screenshot in some hours
Damn, 10y acceptance
Huh how would it know? Credit is usually just a switch hit by the coin falling through a mech and they swapped mechs for diff coins.
Oh maybe how many need to drop before it’s a game credit?
Weight detection.
On modern systems, it can check weight against calibration data and determine what type of coins is inserted.
For STV? Seems like that would still be coin mechs but I’ve only seen the plastic garbage can die hards. Maybe they got fancy in Japan
Coin acceptors detect weight, size and material. You used to need one valid coin on a socket inside to compare with. At least on casino slot machines.
There couldn't possibly be more secrets hidden in Radiant Silvergun for the Saturn ... could there? Like a previously unknown way to unlock invincibility?! Find out how to do it in Bo Bayles' latest Under the Microscope:
https://www.segasaturnshiro.com/2025/07/02/under-the-microscope-radiant-silvergun/
Yeah I’m just picturing the coin mechs that are present in mid 90s Japanese candy cabs are purely mechanical and hit one switch at the bottom. Maybe this game / cab was very late in the STV life
the st-v has tons of custom hardware cabinets
it's not really a stretch they'd put something like that in
1999, as the numbers are specified with the version.
Is that golf game the only one that used a trackball? Maybe that's what the error is?
that's 100% what the error is
Thank you !
Almost 100k posts here now
3...
2...
1...
BOOM 🥳
Aw, no fireworks
Only our second 100k thread! Well done everyone
Does...does that make today Saturnday!? It does right!? Saturn wins again!
has been a while since the thread had to be purged
plz dont purge meh
this thread is one of only 3 things in life that bring me happiness
What’s the other? N64?
Yep!
I assigned srg320 some additional work on the SCU DSP/DMA a few minutes ago, and we're concluding a partial collaboration between StrikerX3 & srg320 since this morning.
Ymir will likely need some logic analyser logs to fix the SMPC issues StrikerX3 is currently experiencing. The core needs to know how he solved some recent (undisclosed) tests.
I think it's for the best for both of them and the users will be agree for the two solutions.
It’s great to see the Mister and Emulation community work together on Ymir. I’ve been following the progress over on Ymir’s discord and StrikerX3 is doing some amazing work with it.
Will the test roms ever be released publicly?
I can't speak for the original developer. Just they exist, it's still very under WIP and we are using it for accuracy reasons.
I already checked that they pass on all variations of the original hardware.
I've been involved a bit since last year: I've helped srg320, interacted with celeriyacon, chatted with vbt/fafling/Frogbull, researched StrikerX3, and chatted with him a lot, trying to get them to work together. I won't go any further or respond without their consent.
The results are here.
3DO will clearly be the next one! 
Maybe if someone demade quest64 for it 
srg320 misread 3DO, accidentally made a 3DS core
3DO to the back of the queue again
(thank god)
3ds have nds backward compatibility 😎
Do they all ? I thought Nintendo only did that compatibility stuff with the initial hardware of any handheld, and that it would be removed later
They all do. I don't think Nintendo ever removed back compat with later versions apart from that Canadian red Wii with no GC ports
Sony are team "yeah no-one'll notice if we drop ps2 compat"
dsi doesnt have gba support because it doesnt have the port for it
gameboy micro doesnt have gbc and og gb support
I always forget the DSi, never had one
ds also dont have gbc and gb support
not a super big deal, the DS isn't the place to game gameboy color admittedly
if you must you can emulate it lol
I have the DSi because I thought it was a cool improvement, jokes on me!
Although there were a bunch of cool eShop games for it
I always ask myself "would robby find it cool?", if the answer is yes, it is at least old man, dad joke territory and to be questioned twice
i had a DSi because the DSi is kinda neat yeah
I hate that you’re right about this one lol
Virtua Racing on the Saturn's race replays have always been silent with retail discs — or they have glitched drums when using an ODE. But it's supposed to have a proper piece of music playing there, and a new patch from privateye fixes that! Get the details here:
https://www.segasaturnshiro.com/2025/07/04/new-patch-fixes-virtua-racing-replay-music-bug/
Thanks for the correction, I will update the issue ticket.
I have made some changes and the problem with the repeating sounds in Virtua Racing should no longer occur, it should behave in the same way as with the cd on the saturn, you only hear a short sound at the beginning and then silence.
I haven't had time to test with multiple games
The patch that is posted above makes music instead of silence. Silence is a normal symptom with a cd on a real saturn. #1046941029296779344 message
Finally, VR headset support for the MiSTer
Some SCU DSP/DMA tests are too extreme or on contrary, incomplete at the moment, that's also why they are not available to the general public (at the moment).
We've seen some regressions and StrikerX3 (Ymir) is struggling with some of them.
I need to talk with srg320 later today.
After some tests, I hear a drum when quitting the replay, I don't know if it's a normal behavior of the game, or a second issue to follow.
I will test other games at the moment, on my side.
Yes it's normal
First part is for real hardware with disc
I (my mom) paid 100 dollars for that cart so that I could place 3rd in the blockbuster video game championships (for my store)
oh no wait, that was the normal genesis version
nevermind me
There’s nothing quite like a mother’s love.
If that's the case, should I apply the patch above to the game or not? If the issue is with the actual game instead, would it make sense to do so?
If you want music during replays use a patch. Otherwise the game will behave like on real hw
The Main MiSTer file seems stable at the moment, but I don't have enough time for testing anymore for the next days.
So, maybe before doing a possible PR, someone could give us a hand on the testing session.
At least on the most popular games.
Thanks for testing
And thanks for you for stepping with a possible solution.
I may have time today / this week
I made changes only for saturn in int satcdd_t::CalcSeekDelay , so no other system will be affected by the changes
did this guy pull off an adaptive dithering!?
thanks for the good news
you seeing this my guy?
might have a new way to achieve transparencies
oh shit, wasn't adaptive dithering just added to ymir? would love to see it in the mister core
Better than real hardware if it looks as good as I'm imagining
You know what I said by "collaboration" these last days. 😏
I can't spoil the new toys.
🤭
thank you Mr. Sensei
now the real question is why did he apparently not wire it to config entry
A long testing session will be done, as pretty everything was changed on the SCU.
Ymir is struggling at the moment on the last tests, but I verified that all tests passed on some real systems so far (PAL and NTSC).
Oopsie.
I will ask him.
wait, I see something, but let me do CONF_STR math real quick
ah, stupid old style status bits
yeah, it's there
the conf string mixes old and new style and I didn't think anyone would keep old entries once they switched!
So the trick is to invert the dither pattern on odd frames?
The sole response from srg320 : it works.
"Okay... Okay." 😅
I'm happy with the SCU changes so far, I won't say anything else. That was already a rather long challenge sent by celeriyacon last week.
Dual RAM is ready: #unstable-nightlies message
And we will not be distanced by Ymir. 😏
was there any bugs specifically related to stv?
Well the new option and the accuracy fixes affect both
Saturn build is ready now too
Normally, the core is ready but we will need some long testing sessions.
Just to make sure we didn't break and regress some parts of the code.
The more people who test it, the better.
so first up sega rally
comp blending off, mesh off
comp blend off, mesh on
so no difference with this game
same with panzer dragoon's radar, no change
It's supposed to alternate the pattern every frame
And on Guardian Heroes ?
So if your camera exposure is long enough to capture two frames it should blur them
nothing here either
where to look in GH?
The cape of the girl.
Which games run at 60Hz and have mesh?
Nicole.
I don't think it made a difference, but I'll let someone else double check
everything layer behind her is invisible
ah there you go
might be worth checking on an RGB analog display
this is rgb scart
chair stays invisible
oh! i found one
so that’s a cool start ngl
Ok so, I’m under the impression that outside of real hardware this core is the best way to play Saturn by a huge margin. But I’m no expert! What are your thoughts?
I vaguelly remember that the cape was true transparency via vdp
i still really like the saroo on a real saturn for the faster load times, but that has it's own issues
Just with the problem of blending out other vdp things
Fill in 1 and 2 too knowledge and liking
imma go chill with the baby
let me know if there’s anything you want in particular @ripe valley
I'm good.
I'm performing the latest tests with what celeriyacon left us some days ago.
- SCSP is completely green with flying colors, even with the most recent tests.
- SH2 failed an extreme test case on the DIVU section of a specific 64-bit division, which is not used by any known game or homebrew to date.
And the MA/IF contention test too, but nothing passed outside of a real system. - SCU, just an extreme test case that failed (never used on games or homebrew), nothing on emulation could do it either.
Regarding your question, we were at 99% of a real system last June and are now at 99.8% of a real system (this is an image to explain to the general public the current progress margin).
If we use only testroms and all current knowledge about the system.
Holy shit, incredible! Thank you for explaining it.
The last two extreme test cases fail from almost nothing.
On a scale of 0 to 100, the DIVU should achieve 97 for both accuracy and timing.
And the failed DSP Mayhem test on the SCU should achieve 99, which is a little too slow, almost nothing.
It's more for extreme OCD knowledge.
Should we delay the 3DO core for another 6 months just to pass the last two tests, which aren't used in any games or homebrew?
Just for fun/sake of it ?
Next poll on community votes! 😏
@ripe valley’s trolling is god tier because you know he’s joking but you also know he can do that
is there further enhancement to the mesh transparency to be added?
srg320 didn't shared anything about it more than that, he wanted to do it.
He likes challenges, which is why he was a little happy to see new tests last time.
we need all the weird ST-V hardware too
do it for Robby
actually, should make an MRA for that to see if the sound works. it doesn't in mame
we have tests roms for Megadrive and MegaCD
Plenty are not fufill on MegaCD !
see? even trip hawkins would tell you that starting 3DO core development before the megacd was perfect is foolish. Only one of those systems has Slam City with Scottie Pippen
Robby does love his weird hardware...
Is that an option?
I consider the tests homebrew making the statement of nothing using it untrue and thus vote foe delaying 3do core until after vb core
yeah, almost sounds like a challenge 🤡
“What is the minimal homebrew application I can write that targets all the saturn core’s issues?”
Sound works well in waku waku. we better than mame fam
no analog controls tho :/
you can honk the horn, at least
ship it
That’ll shut up all those people who say MiSTer cores are all just ports from mame
I could make it happen.
what will you do when srg fixes those issues in 2 weeks?
MegaCD rewrite.
Ninja'ed.
I was writing it.
I could ask one of the next time, yeah most probably, I like Battletoads too and the core isn't complete.
it mostly works there's just that one bug with the interactable items
too long have we suffered
I should just PR the mra fixes, maybe that'll motivate him 😉
Any TCL for the MegaCD/32x cores would be pretty good
That's also an idea.
Thought that wqs too large, or has tjat changed?
(I didn’t mean a combined core. Sorry)
well, now that doom resurrection can use all three devices in the tower of power, time to revisit if it truly is too large
what if we could spread it over two de10s?!?
and with paprium a potential option, that supposedly can utilize all three as well?
Quadruple RAM?!
would give me an excuse to use my second de10 😀
The current emulation of Parium isn't even stable and done on tons of hacks.
It exists, but needs to progress.
yeah, I looked at it briefly and it seems like there's really not enough there for it to be sanely implemented in-core
never a good sign when you see if (blah == SOME_MAGIC_NUMBER) { play_boss_mp3())}
That's really that inside half of the code.
isn't the current state also missing some sound effects/pitch shifting etc?
Thats the code holding the world together though
All forms of "case of : magic numbers, do that".
darn, even mame doesn't know how to hook up the analog gas/brake for wwshin
Prioritizing the VB core? I knew you liked me. 🥺
now tell us if you have a type of colourblindnes so it could be abused to let you see nothing
Blurred mesh, as in blending dither patterns from the VDP1?
(Also late I know)
i didn't check for the moment
preliminary tests seem to point to it not doing that much, at least not in the games everyone wants composite blend for
Don't worry guys, he still needs to implement USB keyboard, usb midi and cheats. Then someone can raise a ticket for CD+G support. No 3DO on our watch!
do we have net link yet?
That's being kept in the back pocket, behind requesting Photo CD support.
Also actual analog controls for the 3D controller.
Got to please the dozen NiGHTS fans.
It's Saturnday!? 💪

Did the XE1 support that David added to PCE get ported over to Saturn? I can't remember what has it and what doesn't
External PRs are welcome.
It's... uh... Satmonday?
We reached extreme precision and compatibility now.
And people are here : no Photo-CD, CD+G, XE1, cheats, or save states.
they're just coming up with ways to delay the 3DO core!
Says the guy asking for Battletoads fixes
Yeah we are joking about Photo CD and CD+G
ngl i don't get what the hype of photo cd and cd+g is
There isn't any, we are joking. CDi covers Photo CDs very well, and CD+G is in PCE and Mega CD
Porting over XE1 would be good for people who have that controller since David has already done the hard work.
I don’t use them, but cheats done the N64 way (if possible) would probably make quite a few people happy
Save states seems like a definite no though, unless it’s done the way Paul did for the SNES, but that’s probably a nightmare for the Saturn
the n64 can do cheats the way it does because it uses ddr3 as rdram, so main can just write to it directly
the saturn does use some ddr3 for various things, but it also uses sdram and I'm not sure what is there
USB keyboard for the games that use that is presumably doable without messing with timing, it would just be boring for someone to put the file together with all the inputs.
USB midi is supported in Main, so that is probably again straight forward but boring and niche for the two games that use it.
On STV i have issue to start a game for Radiant Silvergun. Is someone could test ?
I can coin but start button doesn't seem to do anything
it is working with the last release of STV Core
I don't think Saturn has any XE-1AP games.... does it ?
I mean... Megadrive and MegaCD, and X68000, and PC-98... but the number of games on each is pretty low
Same, not responding.
Ah, I am maybe confusing it with 32x and Mega CD, I thought Saturn did as well but may well be wrong there
Start responds in the input test, but not in game. You can get into the STV test Menu an use those options with test and service buttons no issue, but once in the games indidual test menu settings they stop responding.
yes same i have testing it also on service
Maybe it needs a new MRA?
Now Guardian Force so yup looks like a thing for a lot of games.
So is it outdated MRA or a corrupted core?
he didn't change any mra flags or anything, so it is likely a bug
Groove on fight, this flashes up on the left hand side of screen after initial boot screens, before intro. Not seen that before.
STV, not the Saturn port.
@celest lake Could you try to recompile the ST-V core please ?
On it
is there a way to get analog joystick without analog triggers in baroque? with a normal usb controller not the saturn 3d pad
Must be the SMPC change on some games.
Cotton 2, Boomerang and Radiant Silvergun don't reply to inputs on my all systems.
Golden Axe - The Dual works.
Issue ticket opened.
thank you 🙂
Seed 10 failed timings. Trying seed 5 (assuming we still need a new build)
srg320 is taking a look, but seems puzzled with the SMPC.
celeriyacon wanted to work on it at a later time, as Ymir needs it too.
having a heck of a time pulling a STV build with the timings met - is that to be expected?
I don't know with all the current changes on the SCU, I need 10-15 minutes.
Maintenance core.
I need to see tomorrow with srg320 for the details on the SMPC chip.
Radiant Silvergun, Cotton games and others should work once again.
The King in Burnt Sienna
(OK, in fairness, only season one, but I've been sick. I'm not on my A game wordplay wise.)
you revert SPMC changes ?
Partial revert.
Just removing a condition.
On a Saturn core that should break once more 'Crusader - No Remorse' (US version only), but we're on the ST-V.
We need to discuss about it with srg320 tomorrow.
New tests, I can delay the 3DO even more now!
thank god!
we have dropped to 97.6%
More about 99.7%.
Nothing to worry about.
The new test fails on the Single RAM, but works on the Dual RAM.
well well well
The new test isn't working correctly on some systems, so let's wait until further notice.
What remaining tests are currently failing?
Some extreme cases, not seen on any games or homebrews.
One for the SH2 DIVU section (Ymir, Mednafen, and the core disagree on which algorithm to use).
Another for the SCU DSP (nicknamed Mayhem), I don't understand everything in it, but it tests an original chip bug.
And now, a more recent test tried some interrupts between the SCU and both SH2s. One of the tests fails, but StrikerX3 and celeriyacon are currently discussing about it; it should probably be changed/perfected later.
For now, I think we should test more with the games and see if any issues or regressions appear.
I've seen it too, but very quickly and faintly on my screens. I've never checked previous versions and it's difficult for me to detect them visually.
Present on previous core versions after a check.
Is it one of those overscan quirks on original hardware?
Nope.
ST-V_20250519 isn't affected, but ST-V_20250611 have that issue appearing.
is that the release where the saturn had timing issues with vsync_adjust=0?
We could see the issue on the latest core version from some hours ago.
It's the middle of the night for me, I need some sleep right now.
yeah dude, I was surprised to see you still up
You've added enough days to the 3DO delay today - tomorrow is another day
It's like he said 3DNO!
I can't sleep, something's on my mind.
I had to finish these tests and today's cores.
I'll leave you and the others to take care of things for a while.
Good luck.
Hi there all!
I’m trying to use this light gun on latest Saturn unstable core on crt
The buttons work with SNAC but the crosshai doesn’t move
Any hint?
This is the SNAC I use: https://misteraddons.com/products/snax
SNAX is the second version of SNAC that retains all previous functionality of SNAC while adding support for 2 player support for NES, SNES, and PSX. Update: Added Sega Saturn Stunner gun support for units shipped after October 6th, 2024. System SNAC SNAX SNAX64 NES/Famicom 1P 2P 2P SNES 1P 2P to 5P* 2P to 5P* SMS 1P 1P
Yeah, depending on when it was ordered
some resister values
Uh uh so what is the working one? And what fixes can I make on this?
I’ve ordered the latest version
In some days it will be at home
https://misteraddons.com/blogs/news/saturn-stunner Assuming what you have is the older version, how confident are you in your soldering
Courtesy of srg320, and SNAC developer blue21, the MiSTer FPGA Saturn beta core received support for the Stunner/Virtua Gun light gun. To my surprise, users were having issues with SNAX, SNAX64, and MiSTercade Remote V2, but didn't have issues with the original SNAC or MiSTercade Remote V1. After some investigation and consultation with blue2...
Ah ok thanks, sure I can solder….
0402s are tiny which is why I bring it up
It is strange that the buyer has not yet modified the new versions before sell them…
So again, it depends on when you bought it. It's stated on the product page:
Update: Added Sega Saturn Stunner gun support for units shipped after October 6th, 2024.
If you ordered it before that date, that might be why you're having an issue. If you ordered it after that date, then it's probably safe to rule that out as the cause.
Ok the latest version I’ve bought some days ago it will work!
Meanwhile, I have also an USB adapter , can I use it?
I have also this other Snac
This is the SNAC V1
Officially is supported
But in fact only buttons work
No ok IT WORKS
On latest unstable dual ram!
Thanks for your help!
My most minor bug report yet! A single pixel fequently appears on the left in Thunder Force V.
99.67%
The pixel of shame.
And one I can't confirm from looking at footage, top scanline colour when a special move tilts the view. Most easy seen using Edi's special move where you control a police car.
crop horizontally
It's still a bug even if you can crop it.
Or a black pen and a ruler
no
it’s only a bug if it’s present on original hardware within the viewable resolution
the crop isn’t some arbitrary hide the flaws hack
it’s to match the mister video output to the console output
Neither is present in the previous unstable build "Saturn_DualSDRAM_unstable_20250619_17677c2", both introduced by the latest. Will report tomorrow on github when I get a sec.
I reported the issue on Groove on Fight as I have 20 secs on my own; I let you do the other ones tomorrow.
Awesome, thank you.
was there a bug with silhouette mirage, or am i imagining things?
Stupid save states... people should play the games as they are meant to!
What you guys are doing is simply incredible. There's no need to listen to those asking for nonsensical features.
Save states also is very usable to debug at specific point of game
Yes, you are very correct on that. Totally agree.
But I don't think people is obsessed with that feature for bug reporting.
Do you guys know why Batman Forever arcade keeps looping on the STV logo with an error on screen? Maybe the game isn't playable on the STV core? Not important (I am a console and personal computer guy) but just curious. Using latest unstable STV core and MRAs etc from update_all
The game should work, and it works with my compile with a SMPC partial revert here.
#1046941029296779344 message
Wonder if that bug with the core sometimes failing to boot a game will ever be fixed.
None of the other CD based systems have that particular problem, so I'm assuming there is something wrong with the core itself.
Happens all the time to me over USB storage. Does it also affect SD and network storage?
I can't reproduce it, neither srg320.
it happens to me, never really thought about it
i just try reset the game or restart the core
Could you please check the 2025-05-19 version, then the 2025-06-11 version ?
We disagree with srg320 on when and how it appeared.
Just to make sure we get consistent results.
Changing the disc too quickly or too often could crash the real system too.
You normally need to reset each time between discs.
But, I won't discard potential issues with speed reads on internal/external storage too, but that's just low priority at the moment.
Same thing for me too
I'm just writing up FF Revenge and Thunderforce now, give me a few hours and I will have time to look at Groove.
srg320 took care of it.
Abort the mission! Abort!
I need a break from the SEGA Saturn; I hate the console so much now, technically speaking.
It's crazy.
Haha, ok will leave that one.
Does that mean.... 3DO time?
Yeah, pretty sure it's just a Saturn hardware issue. I also have it happen to me on the core, but only when I'm testing out several games and swapping around "discs" a lot. Any time I do a fresh boot of the core, the games always boot without issue.
the core also uses ddr3 for a lot of things, and that doesn't clear out on game swap. it's possible there's some state that's not being reset
it happens on ST-V sometimes too
Thanks all - I've been reloading the core between games for a while, so good to know it's a Saturn thing
on that front, i must say the core is more stable than my real saturn lol, sometimes it wont boot games just out of spite i think, power cycling makes it work
@ripe valley This bug is back in the latest unstable, could you please re-open the ticket when you get the time, thanks. https://github.com/MiSTer-devel/Saturn_MiSTer/issues/366
I, too, suffer from games not booting after selecting an image. Boot animation is shortened, but shows properly after restarting the core. Then the game boots normally
USB HDD
Done.
In a situation like this, I would try to isolate it as whether it's SDCard or not (external USB, network mounts seem to have more problems), and whether it's CHD. All of those formats could introduce spurious timing delays which may have impact.
PC Engine/TG16 is basically saying "if it doesn't happen on (uncompressed) SDCard, it's likely not the core". Could be a real issue, but impossible to separate from a user's specific setup
Yeah, all I can say is that it has been consistent for me for quite some time, no matter core version. I'm gonna guess CHD + USB is an issue
Will try bin/cue and SD soon
I wonder if a simple delay would fix it
Do you reset between each disc change ?
Oh yeah, this also happens to me. I just assumed it was a bios quirk
Normally, the Saturn should be reset between different games.
That's not done automatically as we have also multi-discs games which needs some swapping.
But I can take a look once more with srg320 in the next weeks.
Even the first time I select a game, it seems to not complete the initial loading. Bootup animation is shortened, then I reset and it boots normally
Now that I'm using my MiSTers again, I'll do some testing
Thanks as always, I will see with srg320 over the next few weeks and look for a common cause between users.
I could reproduce a case multiple times on one of my system.
I need to test on the other ones, but I can't do it today.
IIRC I also get very small dropouts in redbook audio on PCE CD games. Curious if the newer MiSTer clones etc. have the same issues when using USB HDDs
Both of mine are the official stacks
I see something that slips through all the testroms, totally by chance.
I can effectively block the loading of a second disc on the BIOS screen with some specific games and during specific actions.
Reproducible with either internal or external storage, only tested with games from my personal CHD collecton so far.
But, same result on my 4 MiSTer systems.
I will do a new video later, as it is much more easier to see than to explain.
(No, I have not recorded in 8K 120ips the first time with the camera and done a 1.5GB file for 30 secs. Never...)
Even more better, some homework for srg320 (97%).
One more day without 3DO core development.
I can't help more than that for the next days.
Really, really busy IRL (work, family, health).
It's a game bug , not core
With so many English fan translations in progress for the Saturn, it can be hard to keep track of them all. I take a look at three of them — Wizardry 6, Magic School Lunar and Yu-No:
https://www.segasaturnshiro.com/2025/07/10/translation-project-updates-wizardry-lunar-yu-no/
i'm assuming the saturn core doesn't fully support direct video yet?
it does, what's up?
the cropping aspect ratio didn't seem to work in dv mode from the few games i tested
that's mainly what i noticed
Are you comparing against actual real hardware or emulators ?
just dv mode off and on
You're referring to the description packet sent to downstream scalers then ?
yea
I'm not sure if he's been looking at that, it's all been internal core stuff
hmm i see
framework should handle stuff like that - but I don't know how long it's been since he did a framework update, or how much he's had to bend the framework to achieve what he has achieved
Sorry for the subpar photos
In HDMI mode, vertical crop properly removes the section
I have a Morph4K
looking now. is that just vanilla symphony on the saturn? or one of the translations?
The translation
As for crop 5x I introduced it to core some time ago. Unfortunately I have no idea why it should not work with DV, 5x works with 1080p
And I don't know how Morph4k works either 🙂

I am upscaling it to 4k if that matters
Sorry, still testing
Cropping in DV works fine on cores like PS1, so it's just Saturn
what vscale_mode are you using in your MiSTer.ini?
Scale to fit screen height
If there is something I should pay attention to let me know. I'm still a few days on vacation then I can correct something if needed
ok, so the reason it’s filling the screen on pure HDMI is because the mister scaler is scaling it to your screen height.
That’s vscale mode 1
That’s the morph
I thought we were talking about direct video?
Direct Video yea
That’s analog
they were comparing it to the mister scaler
I'm a bit confused
If you load a US game, it fills the screen
stuff like vertical crop 5x should be disabled for direct video
if they are still active with it on that's probably a core thing
Is that intentional?
I don’t think it is. I think it’s vscale_mode=0 that is filling the screen on the mister scaler
change your vscale mode to 1 and see if you see the same thing on pure HDMI
Hmm hold on
yeah, the saturn core probably needs changing. that menu should be disabled for dv
This is vscale 1 on hdmi
The cropping works here which I knew
As opposes to DV
That's all I'm saying
maybe I’m missing it.. are we talking about the bottom there?
I do believe the top is supposed to be cropped to with the cloud layer ending at the top
And it being cropped out when in hdmi
lemme get to that spot real quick
I’m seeing it on analog. So it’s not direct video.
Well the core could still be wrong
What’s weirding me out is that I’m seeing it on vscale mode 1 (but I don’t have cropping enabled)
if you disable cropping, does it show up?
in dv mode
nothing i do removes that bar
in hdmi mode, without cropping the bar is there
Castlevania: Symphony of the Night/SOTN - Sega Saturn Gameplay/Longplay/Walkthrough + No Commentary Part 1 on Sega Saturn. All Bosses/Familiars/200.6 Map/Ending/Exclusive Areas. This was recorded on real hardware.
🔴Like/Subscribe & turn on notifications if you enjoyed the video! https://www.youtube.com/@BlackFox2240?sub_confirmation=1
👊B...
i looked up a speedrun on real hardware, the bar isnt there
at the time stamp
aha, yeah I see it. so we need someone with real hardware to take a look when they have a chance
and they can verify for us
it could also be that that stuff lives in the crop zone (like the NES core) and that's what the 5x crop is hiding - kuba would know more about that than me
On real hardware + tv crt pal you can't see the lower blue bar
With hdmi + crop x5 it looks the same
is this the original game or a rom hack
rom hack
some of the english translation hacks increase the vertical resolution, which lets you see parts at the top and bottom of the screen that aren't intended to be there
yeah, I thought that might be the case, but Kuba verified on real hardware (I think?)
hm, not sure then. i can check later
which hack are you using specifically? is it the ultimate english version
lemme grab it
Castlevania SOTN English - Akumajou Dracula X (J) T-Eng v1 Knight0fDragon
I think it's in htgdb's redump supplement?
Im going through the Japanese version til I get to the screen
oh that's one of the early english translations. i don't think it does anything to the resolution, so you're probably right that it's a bug
nice, good thinking
Yea the blue bar is still there
Every time I see this channel light up I'm reminded of how badass the Sega Saturn is and how much joy this core and the Saturn's games bring me
It's also very obvious in earlier scenes now that I'm looking for it
You can see it through the whole alucard jumping through the woods intro
yeah, it's whenever the "outside" is the background layer
it flashes with the lightning too
Yep
It's overscan area
Not visible on crt
Not visible with 5x crop on hdmi on core
This is consistent with the real hw
On the other hand, I have no idea how it relates to DV , the code I can correct
Hmm I'm been looking through real hardware capture footage, they don't have the bar
it's because DV is analog without the crop
There have been some great new developments for the Sega Saturn homebrew and hacking scene. Among these is the Symphony of the Night translation for the Japanese Saturn version of Dracula X Nocturne in the Moonlight.
English Translation Link:
https://segaxtreme.net/threads/translating-dracula-x-sotn-beta-v0-99.24647/
4MB RAM Patch Link:
http:...
japanese footage at the time stamp
god the japanese version doesn't let you skip dialog
release me from this prison konami
yea it doesn't lol
i thought it lets you skip it after first viewing? does it not
maybe, this is my first time
you can't skip the intro with the text scroll
that's rough
the vertical crop + offset options need to be disabled the same way other cores do, I think that's all that is relevant to DV here
otherwise this is just 'modern displays are not crts' problems
But it does get cropped on real hardware tho
Castlevania: Symphony of the Night on Sega Saturn (Japan).
Setup: Japanese Sega Saturn hooked via RGB SCART cable to a SCART to HDMI conversor, and from there to my HDTV. Captured in 1080p60 with Elgato Game Capture HD60. With this setup, the image is stretched to 16:9, but if your TV can toggle to 4:3, then you can play it in the original aspe...
is that not how its supposed to be?
what i said isn't related to if it gets cropped or not
(on real hardware)
that option doesn't do anything because it's only relevant for 1080p
gotcha
Latest unstable over svideo.
@ripe valley there's a visual artifict in rockman x4; a single line on the right side of the screen. it seems to change depending on what graphics are loaded
i'm on the latest unstable core. it first appears during the title sequence and doesn't go away
i don't think it happens in the US version as the japanese release has a unique animation for the title screen
Confirmed, an End Code is broken with the latest unstable.
Let's wait for the next version of the core and retest by then.
srg320 needs to work on the two VDPs chip, for the next version.
gotcha, thank you for verifying
He moved so much stuff with my notes and testroms from celeriyacon.
Some regressions could happen.
For Akumajou Dracula X and the fact that some games can block loading another disc, I have to wait too.
Like I said, I'm taking several days off the project. Just some fresh air + IRL/health issues.
Thanks for notifying me though.
my pleasure, happy to contribute where i can. your health comes first though of course. thanks for all the hard work you do
Hopefully the cause of the errant line gets reduced to a test case for inclusion in the conformance test suite!
A 100% (200.6%) run through of the Sega Saturn version of Castlevania: Symphony of the Night.
Note: Some of the map will be filled off screen to cut out any long, boring walks from one side of the map to the other.
yup, there it is. I think that puts this to bed?
now we need to talk about this monster stretching the game to 16:9
Yeah it should be 21:9 instead.
Thiccucard
Issue closed.
think I accidentally broke my STV display settings. now none of the games fire up anymore and I get a reboot
where do I delete or restore a default config ?
if I just delete any STV folders will update all fix everything ?
if you're using the latest mra files that update_all gets (they're directly within /_Arcade), then the settings are per-game
eg for batman these config files in /config
what kinda settings were you changing? things within the core or in mister.ini?
oh, and what cores starting with ST-V do you have in /_Arcade/cores?
Just ST-V_20250612.rbf?
saw my nephew with the display config menu up after i started batman forever for him
he def gettin a snac controller w no menu buttons mapped next time 🤣
hmm, unless I'm missing something then settings within the game's OSD should only apply to that game (ie shouldn't break other ST-V games)
on the road atm. I'll have a look when I get home
that's super wierd
maybe my microSD got fried ?
nah probably not, do other cores load OK (consoles etc)?
literally anything else non-STV was running fine afterwards. thought it weird that he broke a whole system's config globally like that
iirc i saw him toggling a composite option
composite blend?
i'd try deleting those config files and seeing if batman is still broken
if so, delete any .rbf files starting with 'ST-V' in /_Arcade/cores and run an update_all
if you have some really old manually-added MRA files from before they each had their own setname, that could cause issues too
load the game directly from the 'arcade' menu
Can anyone check if there is also such a problem for someone in the latest unstable mister main ? BioHazard or RE (USA)
sorry for quality
and if I could ask for tests
is that just the unstable core and unstable main?
#unstable-nightlies message
I tested on the previous unstable core, but there will be no change even with the latest.
yup. I’ll check as soon as I’m at my desk
thanks
Every SEGA SATURN SHOOT EM UP Reviewed and Ranked! Sega's Saturn had over 70 Shooters on the system! Considered by many the greatest library of shmups of all time, with the best collection of arcade ports and exclusives of any console. Is it even more epic than the Mega Drive? This video will help you explore the entire Saturn library by reviewi...
Planet Joker is the STG of all time.
Please check with my MiSTer file
the issue is barry teleporting right? just for anyone unfamiliar with RE
usually he walks off the bottom of the frame there or it cuts away earlier i'm not sure which
Yeah :))
Doesn't happen on your MiSTer file. Camera change swaps before barry gets to the end of the table (which is expected I believe)
Thank You 🙂
@celest lake Any chance you could check Batman Forever (batmobile in the intro) ?
yup, I'll look now
haven't seen it yet
But iirc, zet needed to reboot a couple of times to see it?
Is there a way to use the Dezaemon 2 save game manager on mister?
I hope things are ok, duder
loop and second boot
I got my japanese Saturn Multitap, and it has 6 Controllerports! The Misteraddons page says Saturn SNAC only supports 1P-4P with Multitap, is this really true? Since the I don't have enough Saturn controllers to test myself. Maybe 1P-6P works?
you can try one of my old builds, it worked in those but not in current core. #1046941029296779344 message
Hi all, I'm hoping someone here could possibly help. A few months ago I aquired from somewhere a pack of Dezaemon 2 "homemade" game save files for the MiSTer. I can't remember for the life of me where I got them from! Anyway, I've been having an attempt to try to load & play them tonight without any success whatsoever.
Does anybody have any recollection of getting this pack of chd's and .sav files? It had about 30 of the homemade games. If so did you have any success in loading the homemade games? For reference, the zip files I seem to have are named "games-20241214T161517Z-001.zip" & "saves-20241214T161548Z-001.zip" in case anyone got them from the same source as I did. I can't find any reference to these on the internet. As it stands with me now, the Dezaemon 2 game seems to see the "backup memory card", but it appears to be empty.
I've included a screenshot listing most of the games in this pack to help identify it, hoping that someone here also got this pack and has had more success in getting these to work than I have.
Would anyone be able to give any hints on how to get these working? Or even better, have the Saturn cartridge save files of these homemade games already converted for use with MiSTer? Any hints or tutorials would be appreciated.
some guy posted a link to a suite of save conversions tools recently
Converts save files for retro consoles: MiSTer, srm to sav, sav to srm, GameShark (sps and gsv), PS1, N64, DexDrive, Action Replay, Retron 5, Wii Virtual Console, Sega Saturn, Saroo, Sega CD, GameCube, Nintendo Switch Online, emulators, various flash cartridge formats, and save states from online emulation websites. Decrypts PSP saves. Provides ...
Thanks for that info, I am aware of this tool. This pack that I downloaded seemed to be just "drag and drop" the files into the correct locations on the MiSTer, load up the game, then load the save game from the in-game menu and you're then playing the homemade stuff ... only I can't make it work. The game just sees an empty memory card. I was curious to see if anyone here had tried this pack.
not myself sorry
i am interested in testing so i’ll try after work
that’ll be 12-14 hours from now
That would be appreciated. There's a few save files on this github page that are supposedly "MiSTer Ready". Again though, I can't get them to work. It's probably something really silly and so simple that I'm missing! I'm tired and am going to sleep now, so I'm hoping you may have had a chance to test these few files from the github by the time I wake up!
https://github.com/uberyoji/dezaemon2-saves
I don't need this, but I'm jealous
I sent srg320 the results of seek time measurements from various Saturn models and cd drives. I think this will help with the problems with Virtua Racing and Resident Evil (Mister main). I tried these values in code and it works ok. I think it can be done in a better way than I am doing it so I leave it to him.
If you need me to do any resident evil testing on the Saturn core. I should be able to next month. (This month I'm super duper busy)
Any excuse for another Resident Evil playthrough haha.
That's fantastic 🙂 You're so dedicated to exhaustive testing... Many thanks for everything you do
Just noticed the "(dual sdram cores still require manual downloading, we are investigating how to best integrate them into update downloads)". Couldnt a simple opt-in on like update_all work? The same way we have to go into the settings in update_all to add bios and download wallpapers?
eg: Enable Dual Ram builds to be downloaded.
The desire is for it to be automated. We don’t want users to be put into a situation where they flip that option on and now their cores don’t work.
Yes people will do that. Yes even smart people. And both of them will forget and flood this Discord with questions like “why doesn’t this core work”.
But how would changing a theoretical setting that enables automatic dual ram cores to be downloaded causes other cores to not work? Could one make the same statement in regards to like the coin ops cores when you have to toggle a setting or jotegos Patreon cores.
(I might be naive and missing something, if so I do apologise)
Unless a non dual ram user, toggles the setting to download dual ram cores. But even then, a warning could be put in place.
Then again, I don't know what happens if you try to run a dual ram build on a single ram setup.
Nothing happens, you get a black screen.
MiSTer needs to be more user friendly, not less. The more automation we can provide to streamline someone’s engagement with the MiSTer, the better the experience.
Ah, ok. I haven't tried it myself you see.
Not saying you want it to be less user friendly. Your idea is sound and good.
Oh so not having a toggle?
I think I get what you mean now
I mean that may still be the result but the goal is just to simplify it. If someone has dual ram download the dual ram core instead.
Right, I 100% understand
The MiSTer is in a highly unique scenario where it is built by programmers for programmers but with its adoption rate being so staggeringly high for a completely open source project, it’s now understood the importance of having a good user experience.
The two main benefits is that making the MiSTer easier to use and more approachable means the potential audience is now wider. But the real benefit is that it also greatly reduces confusion and the constant requests for help.
Could some sort of automatic detection be put in place to determine if your system is a dual ram build?
But then again, not to throw a spanner in the works. But I am throwing a spanner in the works. There might be times you don't want the dual ram build over a single ram build. Like the PSX core. I think the dual ram PSX core isn't as updated as the standard PSX core. (I think)
The easier it is for people, the less bogged down the MiSTer developers are with aiding in basic functionality.
That’s the goal, yes. Automated detection.
If someone doesn’t want that then they can manually load a different version themselves.
I used to be too smart to screw up dual ram Saturn core but then I read all this ^
My bad, I'm throwing a lot of spanners currently.
this will sound rude and I don’t intend it to be, it’s more to encourage contemplation. But programmers and people involved in technical fields overvalue their own intelligence and can be quite stubborn in accepting that.
So you tend to get a lot of push back when you attempt to provide simplified solutions
this guy works with engineers
Do you think dual ram builds are going to be popular to implement this check?
I personally think dual ram builds are going to be increasing in popularity based on how cheap it is to buy the second stick. I paid £20 for mine. If Taki didn't have them for sale, I'd have stuck with single ram until something comes out that requires it.
🎶 even a miracle needs a hand 🎶
Oh no. As I said earlier I am naive to the situation.
Naive is maybe a better word.
Intelligence to me isn’t a fixed equation. Maybe I mean wisdom.
Yes wisdom is better, thank you
I only have Courage and Power
Tough to say. Dual ram is a development crutch to make things easier when developing a core. This is a very common development practice from my experiences. For example all console dev hardware always ships with much more ram than consumer ones so you can focus on building the game and then optimize at the end.
So getting your core to work on single ram is the priority. We want people who purchase a MiSTer to not feel like they have to buy countless bits and bobs just to have a working unit.
But I believe we are most definitely pushing the de-10 to the extremes and a lot of console hardware have unique structures which makes dual ram a possible tool for developing a work around to have your core more closely match original hardware behavior.
So dual ram won’t be utilized more, I predict that it’ll help smooth over performance quirks like with the Saturn core.
Aren’t the dual ram builds being downloaded if you change your downloader ini to include nightlies?
Or am I missing something here?
Interesting. Thank you for the write up.
I guess it would make sense to implement some sort of automatic detection or downloading or something that both users and developers can agree on before we might get our first core that 'requires' dual ram.
(I'm using the term require very loosely here. Let's interpret it as making the core match og hardware more closely like you said)
I don't know actually. I haven't made any changes to the downloader ini myself.
This discussion is for stable builds released to the wider public.
Aaah sorry
Do not apologize, it was a great question.
So obviously I do not enact change, the people who put in the work do. So if you disagree with any of my assessments your opinion is not any more or less valid than mine.
Dual ram is good and all but it does take away IO that has other uses, when friends new to mister tell me they're building thier mister and putting in dual ram i usuallty tell them to "wait a minute" 🙂
Oh btw, I’m not up to date with this core. Are there any stable dual ram cores out yet? (That you need to manual install that is)
(The pinned cores are unstable so I already have them in my unstable folder)
Yeah, that's why I was thinking more like an opt in. But I now understand what Robby is suggesting.
Il be honest, if your only using the mister for hdmi out and you don't need to use the analog board. I see no downside to using dual ram. Well the downside is £20 for that extra ram. But even then that's cheap
The only dual ram core I've used is the Saturn one. And il be honest, I don't even think it was required to play Resident Evil.
I am only sensitive to the discussion because the Coin Ops team went on a Twitter tirade telling everyone that dual ram was mandatory for their Mortal Kombat core and told them to buy it.
Then after hundreds of people purchased dual ram, and converted their CRT builds over to it, they backpedaled and said they weren’t making the core for the MiSTer which resulted in a ton of angry people who felt they spent $60 / $70 for absolutely no reason.
Ah yeah that sucks
Whilst I don't disagree with you. I think a simple opt_in might help until a better solution like automation detection you suggested is made.
for that perspective I am echo’ing the MiSTer team’s direction but feel free to reach out and let them know your thoughts
those who build it, win
I think a lot of people are sensitive about dual ram based on this, and rightly so. I think if I had a crt/analog based setup and made the change into digital and dual ram. (Especially at the time where Taki didn't have his cheap ram). Id be annoyed
Yeah this was before cheaper ram was available.
last theypsilon talked to Sorg there were no plans to support dual sdram cores officially
it was about a month ago I think?
damn ok, I’ll pester him about it
#1046941029296779344 message
I know I might be derailing the subject here. But do we ever expect a core to come out that might 'require' dual ram to function?
I guess I'm also naive to how cores work and are built.
Hey man, sorry I missed this but thank you so much for updating us.
Thank you @sturdy dagger and @warped saddle
Apologies for my pinned post misdirecting expectations
Thank you boss for that excellent write up
I think he setup a filter in the downloader if anyone ever makes a database of dual sdram builds but it would require someone to do that externally
Ohhh then that means @sturdy dagger what you proposed will likely need to be the way forward
So again, very glad you posted it
Thank you
It was a very interesting discussion
I stress, for better or worse I am very opinionated on the MiSTer and its direction, but continue to challenge it and continue to voice your opinions. I want what’s best for MiSTer but I may not have the right ideas for what’s best for the community.
My silly title has no bearing on what gets done. If that were the case we’d all have a virtual boy core by now lol.
I'm excited for the Atari Jaguar core to be the potential decision point for how to handle dual ram. Truly one of the horseman cores
if Saturn isn't a decision point I don't know why Jag would be
If grey can't find optimizations, there are games that straight up don't run on single ram right now
frankly one of the biggest reasons i'm hopeful for a mister successor is to see improvements to existing cores, like saturn finally having the memory bandwidth it needs to see the more complex games run at full speed without the need for sacrificing analog video for dual ram
I think that will be the biggest benefit from a MiSTer successor. It won’t allow for next generation hardware but it will likely have just enough juice to allow for more improvements to accuracy for existing cores.
But I do expect Nintendo DS to be possible and Dreamcast far off in the future.
de10nano has had a winner run, i got my first mister like 7 years ago
No Gamecom?
😦
that's what i like to hear. next gen cores can wait, improvement is the name of the game in my book 🙂
bring on the hardware update i say 🙂
Oh shit no you’re right.
if the limitation is purely memory bandwidth I dont'think we'll get big improvements there unless 'mister 2' is a bespoke board
You are good people. I completely agree.
What do you know about core development huh tough guy
||this is a joke, I respect and highly value Zakk||
Thank You, I'm always happy to help :))
This could be done if MiSTer_Main knew definitiely whether the user has dual RAM installed (and switches properly set). This could easily be communicated from the static-startup core to MiSTer_Main, which could then pass it along to the update script to fetch the correct single/dual-RAM cores.
-> except for when people override that startup with some other core. Then MiSTer_Main would not receive such an update.
-> Unless it was built into the framework for cores to report back to MiSTer_Main
-> In which case, you'd still have a slowish rollout of updated framework across all cores.
I'm just sitting over here waiting for rotation information to be sent with the DV infoframe
Wow, that was a big backlog for 2 hours
...or, create another folder for dual-RAM builds, separate from the single-core builds.
If that was something that needed to be done manually, and then navigation to those cores to be done manually, that might be passable. But yeah, NOT making dual-RAM builds official, seems a fair approach
don't forget mister.ini also allows for multiple mister_mains now, since the nogpu/groovy core
At the very least there should be an optional script to download the dual RAM builds, like how there is a script to download unstable builds.
But then what do you do with them?
For instance, STV needs to replace the existing STV core in order for it to be dual ram
Do you put them in /_Console? Are they labeled dual ram or do they just replace the existing core?
if they replace the existing core, it needs to match what update_all expects, which may mean a different date
I was all in for automatic updates of dual sdram builds, but after so many months of discussions, it might just be increasing complexity for little gain. You have people who would want to replace the single ram cores, some will want single and dual working simultaneously. There is no easy way to account for different escenarios. Maybe the current way is the most beginner friendly. Just single ram auto updates, dual ram are to be considered betas and need manual install. I am now so used to renaming the dualsdram saturn and stv core, that its only a minor inconvenience.
The current way definitely is best for beginners and for general ease of UX. It’s a consistent scenario for everyone which makes debugging issues much easier.
