#Sharp X68000
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very nice, if you can make it to a bonus stage to check the background scrolling i’d appreciate it
this is awesome!! If you’re ok with it it, I will send you a message with some games that could be converted if you’re up for it! I know we have some disk games on our testing spreadsheet that work in the core but don’t have an HDF available
Sure, I'll try to get that far! I did notice there was a bit of glitching on the screen when you can enter you name (after the game over screen) but didn't get a screenshot in time.
Yes of course, I'd love to! I may have already converted some of them.
That’s fantastic news! Thank you. Final Fight with MIDI was the reason for me to buy a mt32pi.
Hm yea the background on the bonus stage is pretty messed up unfortunately. I tested it on the latest core posted here, I think (X68000_20260215.rbf). Included screenshots of a few more glitches as well.
thanks dude! that looks like it’s become more broken than it used to
Metal Orange EX on Windows
https://www.youtube.com/watch?v=g_Hl-OS3DXw
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1991年~1996年に活動していた美少女ゲームブランド「カスタム」。そのデビュー作であるブロック崩し「Metal Orange」の進化版が、遂にWindowsに登場! パワーアップアイテムを取って自機を強化しながら、さまざまなギミックが配...
New test version , fix some regresions in the last version ( etoile princesse, genocide scroll, atomic robokit) , improve the transparecies ( not perfect) , changes in 16c layer , fix keeper and sadlak 91, changes in the sprites priority ( alien syndrome and river city doors) .
It fixes also Title screen of Bomber Man 
also fixes color issues for Die Bahnwelt 🙂
Still sounds issues but graphics are fixed
Pacland is fixes
For V-Ball, it seems an issue with the HDF.
It is quite better on floppy but has issue after "a point point is scored"
I should have a fresh HDF for this one, so I can try it soon
Thanks 🙂
Does that include the Chou Ren Sha audio fix(es)?
if you are talking about the "pop" yes , Chou Ren Sha , still have some little problems in background .This version have my fixes and the ones in oficial mister repo at this point
Will check it out then 💖
access heat (1995)(fox factory) has text graphical issues
For sound issues it is quite better on floppy I wonder if it is not a hdf issue also
access heat have the exact same error in xm6g , full throttte works good in vhd in xm6g
so access heat needs to be tested on real hardware to confirm it is the real behavior if someone could do it !
for full throttte it could be my vhd ... so
mine have the same error but works in xm6g so i think is the core
by the way great update some many fixes 🙂
still a lot of work but , yes i think this version is good
A-jax continue screen has issue and correct behavior
i really appreciate you getting into the weeds with this system. it could finally become one of the crown jewels of the MiSTer platform
this is a regresion i remenber fix this previously , thanks
Arcus Odyssey - Wolf Team logo screen is not right and correct behavior
Hi , in the "debug" options there are a new option "transparency" based in mame code , in px68k code and in the original puu code , in this case the puu is correct ( this do not mean that is incorrect in mame code , there are other things that afect)
i put this option to find and test this cases ,without change the core
I see using Puu debug for transparency so I will tag transparency issue on my side 🙂 thanks for the information
Not a regression (same behavior with last unstable), argos no senshi (1994)(dempa) shows black screen during the loading of HDF or floppy.
Weird, I get to the title screen on d88 version and it seems to freeze...does it just take a pretty long time to boot into the game? (V'Ball)
I made an .hdf for V'ball and added an autoexec.bat to run the game executable (VBL.X) and it boots fine in the latest core posted here, although still has the same glitch when the score is displayed.
It hung on the title screen for me once as well but seemed I just needed to restart the core.
Nice, this fighting game called Duel Fighter (with Genocide-looking mechs) is working in the new core - it had graphics and audio problems before.
I think those mechs are recolored from Mad Stalker! Cool stuff
Yes
Cameltry issue on Graphical Layer - Maybe same issues as a-jax
For Columns (floppy d88) I have this message on loading screen (it is not present on P68K emulator with d88 file and can go to game)
The message indicate the floppy is not formatted ... and it stays on this screen
death bringer (1989)(telnet) - some screen during the intro are not good
Chou Ren Sha 68k seems to crash after 15-20 secs of gameplay.
I tried the JT and the IKAOPM soundchips, same result.
Akumajou Dracula - regression when taking down the first stairs (the mermaids pit) - quick flashing orange screen.
douke shisatsujin jiken (1988)(thinking rabbit) - part of title screen is shifted
The issue in which the number “2” in the hit combo was being clipped at the top has been fixed.
The issue that caused the background to display incorrectly when changing Strider’s resolution has been fixed.
I am just not sure whether the slightly blue area at the top is normal, as it was already present in the previous version of the core.
It misses star fields ?
Indeed, the stars are not present. I recall a similar issue that existed in Jotego’s CPS‑1 core; it would be necessary to check how it appears on a real X68000 system.
i believe the stars are missing in the X68000 version
i've not seen them in any gameplay footage. this video is very low-res, but you can't see them here either https://www.youtube.com/watch?v=4K0iKlePw6Y
撮影日 2011年4月1日
使用機種 X68000 EXPERT
使用モニター CZ-614D
which version of Cho Ren Sha are you using , i test and have no problems with this there are various releases of this game .
I had noticed this in the previous core, but I ended up not reporting it. When switching to a higher resolution and 31 Hz, the city map in Final Fight displays issues, and based on what I observed, the problem appears to be in the text layer.
The first version in HDF format, not the 1.10 version.
I will check once more tomorrow.
dynamite duke (1990)(hertz) - Gameover screen has some issues (like texts still present on the top)
I completely rebooted my Mister system (OFF and ON) & the issue is gone.
It works once again, thank you for the verification.
Yes on each new game it is better to completely reload the core.
My RetroTink 4k settings were a bit off so the top of the HUD is cropped off, but you can see here there's no stars in the X68000 version on the original system as well.
@rotund parrot if have time to make a video of Access Heat to verify this behavior. ? Thanks 🙂
#1351743248850227360 message
Sure! One moment and I will look
Looks pretty weird on real hardware too
the sound is also not great haha
fruits fields (1989)(compaq) - has issue on title screen and in game (text layer and graphical layer are impacted)
fz senki axis (1990)(wolf team) - Graphical issues on the opening
- It is graphical layer
- If sprite layer is set to OFF - more issues are visible
garou densetsu 2 (1993)(magical company) - Some issues before title screen (text layer is also on the top) + Highscore screen bg screen is not OK
On configuration of genpei toumaden (1988)(dempa) there is a menu configuration with BG TEST and CH TEST
We can see all sprites and change color it could be useful to check sprites andcolor are right or not
the titte sceen have problems yes , but the highscore in xm6g and is the same , so we need a test in real hardware for this . I fix rigar , i was trying to fix akumajo dracula and super hang on but without success for now
What was the cause of the issue of Rygar ?
Uses a non-standard screen mode: 256×256, 31kHz, double-scan, with vvbgn=10, vvend=554, vtotal=567 → 544 active visible lines (vertical overscan). The core not like this mode
I see.
After checking again, there is a pipitanTV YT video showing the highscore of garou 2 the same behavior. The video is captured with realhardware
https://youtu.be/--FMKOETPZ8?t=3359
Yeah looks normal here too
A line still appears on Terry’s stage in Garou Special. What is more unusual is that the same stage appears normal in Garou 2. I will continue testing Garou Special, as it previously presented more issues with stage graphics and audio.
marchen maze (1991)(sps) - On the atrac mode, time to time, line appeared (maybe like issue of terry"s stage)
momotarou densetsu (1988)(hudson soft) - hangs after start a new game.
The behavior is different with HDF and floppy
Screenshot of the HDF
screenshot with floppy shows an error message code 10
Holy crap, this core has so many broken games lol
Tried booting Tiger Heli, didn’t work
Same with SSF2
What game is this?
Strider.
Is there a list of games that work in some way for the x68000 core?
Thanks!
what is your issue with Tiger Heli ? or you mean Twin cobra ?
and SSF2 ?
make sure you're using the core that albconde is working on. the stable core is way behind
Oh there’s another x68000 core? Didn’t know that
I’ve been using Puu’s with that screeching boot rom screen
It’s not booting for me at all and yeah I meant twin cobra
#1351743248850227360 message
Dude 🙌🏽 @uncut mantle I hope you work on the FM TOWNS core someday!!
@thorny tree my controls seem to not work in Twin Cobra even though my stick is mapped in the menu core and in the x68000 core itself
It is a computer it doesn't coin/start with gamepad
You can probably coin directly on the game with the first action button.
EDIT : Not with that game... So, you need a keyboard.
You lost me, all I see is a “run button”
It is a computer so you will need a keyboard and strike the key XF3 to insert coin
Afterburner II you need a mouse or a special controller
gamepad will do nothing on Afterburner II
What XF3 button are you talking about though? I’m really lost
I have a keyboard with me right now
You mean an X68000 keyboard? And not some generic PC keyboard?
we mapped some x68000 keyboard on standard pc keyboard
it is explain here
you need to find which layout you need to set and find XF3 on the layout you choose
and normally you could insert a coin
yeah unfortunately I’m lost, even with looking at that PDF layout
select the BKD layout : US Std , and push Alt GR
normaly is the alt in the right of space
you select in the menu us std ?
thanks good sir, sorry for being annoying about it.
it would be cool if we could somehow map keyboard inputs to controller combos or something. i assume that sort of thing would have to be made by sorg and added to main, though
you could map keyboards to buttons , but this in not the problem in this case
the problem is that the x68000 have more keys than a standard "modern" pc keyboard
so you need to change the keyboard layout to use some keys
when did you exactly get to work on the x68000 core because this is quite fascinating not gonna lie @uncut mantle
To see an actual functioning computer core
isn’t someone working on chording? Or is that only within the same controller?
not sure? i've been seeing the updates but only read them in passing
ooh 👀
If anybody's interested, I went through Neon68k from A-Z and created modelines for anything I could find. I only tested on Morph 4k but they all worked for me. Feel free to give them a try.
Finally, Brain Worms to rival my own
I need to test some with a tink, but assuming they are good, I will add them to the neon68k docs. I already put an incomplete version up there
Seriously appreciate that, @buoyant bay ❤️
Nice to give back. I'm new to this but it's been fun to learn how it all works and then execute on it.
The issue for Double Eagle i have reported is present on my hdf but not on floppies for information.
I don't know if it is normal but when we quit MMDSP before to return to LHES we have this behavior
nope, not normal imho, think at some point it did exited correctly (without artifacts)
but can't recall on which core version/author 🙁
I'm back from vacation... nice to see work on this continue. Did the graphic issues on the DOS screen get fixed (it would lose some dots when scrolling previously) ?
I'm talking about "straight from boot"...
i think i fixed but the last screen for wark91 makes me doubt if it is completely solved .
Tomorrow I will see without lhes if it is different.
the garbage are sprites , no text layer , in xm6g is correct so core bug
Ok so, why is this computer named the X68000?
because X679999 was taken
Ok thanks so text layer is good !
It uses a 68000 processor, and the X is cool.
also previous computer named X1 from Sharp 🙂
zark legend (1990)(maxima) - missing part of graphical layer i suppose
xevious (1987)(dempa) - Issue with the game pad - launch bomb is not working but it is working with the keyboard
The shoot is ok on game pad and keyboard
I tried same floppy on Px68K and both bomb and shoot are working on gamepad and keyboard
I found what it is the issue for xevious I have an extend x68000 input on config/inputs I remove it to fix my issue don't understand how it appeared
xak - the art of visual stage (1990)(microcabin) - Graphic layer issues during the intro, in game we still have intro graphics on graph G2 (set to off permits to mask them)
the player is text layer not sprite it is interesting all those debug options to see how it is composed 🙂
ultima v warriors of destiny (1989)(pony canyon) doesn't have any sound on title screen and in game
Check a YT video and it has sound. With ctrl+s we can set sound on or sound off in game but no difference.
https://www.youtube.com/watch?v=kCJt4MHaXuQ
Le test du jeu : https://retroarchives.fr/ultima-v-warriors-of-destiny/
Ultima V : Warriors of Destiny
Développeur : Infinity Co., Ltd.
Éditeur : Pony Canyon, Inc.
Année de sortie : 1990
Nombre de joueurs : 1
Plateforme : Sharp X68000
Résolution native : 768x512
Support : Disquette
Langue : Japonais
Découvrez mon premier roman, Les Tiss...
thunder force ii (1988)(technosoft) - missing spite layer we can't see the plane
sol-feace (1990)(wolf team) - part of the start screen has text layer like you could see on the screenshot
Also during the opening, the music end before the end of the opening
oh interesting I think that Sol-Feace issue might be new (at least the text issue)
it is
man i love, the (1989)(thinking rabbit) - I saw something that could be a bug with playing debug option meanwhile the game seems running ok
Graph G0 and G2 set to OFF + G1 and G3 set ON (screen without images)
Graph G0 to G3 set to ON (screen with all images)
Graph G0 set to OFF and others set to ON (one part of the image is black)
Graph G2 set to OFF and others set to ON (screen with all images) -> this behavior doesn't seem right and maybe link with the issue saw in Xak game
The game Power League presents issues when transparency is set to MAME or PX68K; however, when it is set to PUU mode, it runs without errors
Mame/px68k
Puu
The same occurs in the introduction of the game Dino Land; in the PUU, the developer’s logo is displayed correctly.
Mame/px68k
Puu
The game Deflektor has issues with the text layer
On
Off
star mobile (1991)(mnm software) - after showing MNM logo, it shows this error
Try rebooting the core a few times
I get messages like that regularily when booting up Chou Ren Sha
When rebooting it increases the chance to get in
Yeah, I get those too occasionally but it does seem like I get them a lot less when I launch hdf files via MGLs (i.e. Neon68K)
Thank you! I know what I’m trying tonight.
Been hoping forever that work resumes on this amazing puter
new test version , fixed orange bug in text layer in akumajo dracula , argos no sensi works ( rygar ) , fix background in super hang on ( game can crash in hdf ( same in xm6g ), in d88 work without problems ) . Some adjust to fast clear , fix thunder force 2 ,fix some problems with sprites ( marchen maze , moon cresta ) . Some big changes internaly , so regresions are expected.
Wow, you are incredible!! 😮
I though this historically fundamental core was abandoned, and now you come and perfect it... I can't believe it!
EDIT : Only works with Transprency : PUU.
Fixed a graphical issue in stage 6 of Akumajo Dracula that occurred when the lion was destroyed and the area began to fill with water.
Now I believe it is perfect. 
@uncut mantle would you like us to start putting these builds in the WIP repo so more folks can see them>
or keep them on the discord for now
Fixed a map distortion issue in Final Fight that occurred in 31 Hz mode at the beginning and end of stages.

The 🐐 @uncut mantle
heavy nova (1991)(micronet) works now with floppy and HDF !
Albconde do you have some crackling sounds with floppies during load (count down) of Super Hang On ? It is also present on previous build.
It is fixed
Fixed also 🙂
A-jax continue screen and Cameltry start screen are good now !
Fixed and the game is playable .
Graphics on opening are fixed but music stops before end of opening
Fixed with last update
you can put the build in wip if you want , i update the code in my repo yesterday , the next changes will be clean orphans files and signal , try to fix some bugs in text layer , try to fix some problems with the color palette , and try to consolidate the transparencies and priorities . Thanks for the testing . I think with this done i will upload code to oficial repo and made a "checkpoint"
That is going to the right direction now.
Thank you so much albconde!
So much, so much love for you, thank you albconde !!
inindou datou nobunaga (1991)(koei) - Graphic layer issues (not a regression)
memtest68k is not black screen with the last update
This one is fixed also
V-Ball is fixed with the last update
Wow, sounds like a massive update with many fixes !
Completely unexpected and out of nowhere! Thanks!
In this latest build, I am seeing some flickering in square areas in Star Wars Attack on the Death Star.
@uncut mantle I have a question, the mouse is connected to the port of the main unit of X68000 or is it using the side port on the keyboard ?
I need to check , never touch this part , is conected in the side port of the keyboard
Thank you ! It could explain why I couldn't enter the dungeon of dungeon master. On manual, it is said if the mouse is connected to the side of the keyboard could implied issues. The manual recommends to connect mouse to the main unit of the X68000.
that is very interesting 👀 I tried at some point DM and failed but didn't check any more furter that issue
thanks ,this is a regresion in the previous version ( 20260227) good catch.
It is not a regression but on Bubble Bobble the "Push to start" P1 and P2 flickers.
And I would like to know if someone managed to activate this mode
https://bubblebobble.fandom.com/wiki/Sybubblun
I managed it after 10th tests 🙂
More steps
Once the title screen appears you must quickly hold the ‘Opt 1’ key and while holding it type ‘sybubblun’
If you’re successful a jingle will play.
You can then hit the space bar to get the menu screen, and move down to ‘configuration’
With the last update we see some hidden fixes for this game tacolis (1989)(t.a) but still needs fixes at least on menu
With all debug set ON the menu doesn't permit to see which option we can choose
with Graphic Layer set to OFF it is visible. The previous version it is not visible.
There seems an issue with Alien Syndrome with the latest test core. I get a black screen pretty early on ( i can see the title screen of a split-second). At least with Retrotink 4K. The game is still running in the background. Some flickering, but no stable image.
Try adding this to your MiSTer.ini:
[arcade]
video_mode=1920,1080,60
vsync_adjust=2
I think some Jotego cores have wonky video parameters calculation... so it has to be worked around. I reported it, but he didn't seem to want to fix it for some reason.
It's the Sharp X68000 core. Not Arcade.
Ah! Sorry! I thought I was on the Arcade channel! 😄
On HDMI with MiSTer Scaler Alien Syndrome works good on my side
if you test on HDMI do you have also black screen on your side ?
It works with an few days older test core.
works for me too, i do not have the retrotink , you test with original video frecuency or 60 hz ? ( option in audio & video)
I can't even enter the Mister menu anymore. Very strange. Have to check what's going on with this specific game. Maybe it saved some settings internally.
yeah, seems ok here (going into a tink)
I even deleted the X68K-Alien_Syndrome.CFG and .s2 files. I give up for now. This is too time consuming for a single game.
which profile are you using on the tink?
I have found that one of my tvs doesn’t like the x68k one
I don't use premade profiles. It's probably related to refresh rate stuff. Even though other games are fine. Will test later more.
With the newer core, I was able to play a while but after high score entry there were white horizontal bars on the menu screens. Game was ok though still had glitch line (Thunder Blade)
I found the issue. The shimmer free scaling setting in mister.ini caused it.
I changed
[video=256x464]
vscale_mode=1
video_mode=256,464,60
to:
[video=256x464]
vscale_mode=1
video_mode=512,464,60
Now it's fine.
I am testing new values that @buoyant bay put together. I think they posted them here. Is that from that?
Do you mean me? No, i don't use newer values. Had them already.
If you want, this combines modelines with scaler presets.
Nice. I see you put exact refresh rates in the mister.ini. Will tinker with it later.
I found a CRT mask (scanlines are useless in HDMI mode with higher resolutions) that actually looks nice for Sharp X68000 & Retrotink 4K. I use SLOT725TVL.
You mean higher resolutions than 15khz/240p? Yeah I probably should put a little finesse into my presets to remove scanlines from the 31khz modeline morph presets.
Yeah, most games are in 31KHz mode unfortunately. Some you can force in 15KHz, and some has an option menu. But not that many.
Yup
Some games change resolution if you press the HELP key
Gradius 2 hides the 15khz mode behind pressing F6
I found that one by accident
Mahou is having an issue booting completely (can’t think of the whole game’s title) but it’s one of the shmups
Very cool shmups I should say lol
Mahou Daisakusen , I assume
Yes that one!
Yep, it holds at the "6MB" screen.
For the 4K Tink vscale_mode=1 is better though, vscale_mode=0 leads to scaling artifacts (weird horizontal steps).
that's a good shout. that's gotta be better for the morph too @buoyant bay
I really like how perfect some ports are. I love the PC Engine version of Dragon Spirit, but the Sharp version is better. Great one!
X68000 ports are awesome, especially some of the capcom arcade stuff
the only port i've found disappointing so far is R-type. they kinda dropped the ball with the music and graphics
Chase HQ is one of the really bad X68000 ports. Don't know why. Probably the wrong people.
HDF or floppies ?
I have it on floppies but I think for HDF it is working
HDF. I'm pretty sure it worked before.
Yes it was
I will check today with last unstable and last release
After checking it works with last unstable and stop working (hangs on 6MB screen) with this version (X68000_Albconde_TEST_20260215.rbf)
Good detective work.
Oh wow, I remember that Super Hang on hang from testing way back when, thank you!
The best news! I’ll test it as well
Without Turbo set the game is slow if you want to play it better to activate turbo
A question about Akumajou Dracula: in the core version, the MIDI start screen was black, but in emulators, it appears dark blue. I found the background error in Chorensha. This also causes the dark blue screen to appear, but on the start-game screen, the background isn't completely black, just like in XM6G or MAME. Is this correct in the original hardware?
This is the version with this change ( and some little fixes in text layer ) I think the efect is correct , but if someone can confirm in real hardware will be good
Next step try to fix regresions and then upload the code to mister repo
- naious (1990)(exact) had text layer issues on the opening maybe still remains only graphical layer issues with last update !
Fixed 🙂
momotarou densetsu (1988)(hudson soft) - Hudson logo screen and title screen are fixed ^^
if you can test the layers problems detected , I change this too.
regresions found for now :
crystal tower
mahou
ilumination lasers ( weird if you disabe graphic layer the game avance)
star wars atack of the dead start
mahou still hangs on 6MB
star wars atack of the dead start still has flickers
I’m away from home for a few days but will be happy to compare Akumajou Dracula when I get back, if someone else hasn’t covered it by then
will test other two
what is the issue with ilumination lasers ? If I disable graphic layer, the background becomes black on my side.
the game lock in start screen if you disble layer graphics the game show the best scores and the atrac mode ( and you can play )
I couldn't reproduce I have just the rebuild version of this game. I tried with CPU turbo and none turbo
the game works for you ? , in my case the game lock in start screen
yes it is working it plays normally
using HDF illumination laser rebuild (2000)(myo game)
there is two versions of the HDF
illumination laser rebuild [4mb, x68030] (2000)(myo game) -> this one i didn't test it
weird , i will test later in my other mister in my mister pi with the game in usb the game lock , previously work i use and hdf
crystal tower -> it seems to hang with floppy and hdf
I'll take a look. I was using vscale_mode=0 in my own Mister.ini, but that's not bundled with my presets (only vsync_adjust is defined in the X68000 lines). I was leaning on the Morph presets to ensure it's decimated and integer scaled back up. But admittedly, I am new to some of this so wouldn't be surprised if Vscale_mode=1 from MiSTer is more elegant.
I assumed with Custom modelines (that are already integers) that the vscale_mode was kind of pointless as it's already dictated. Especially when going to a scaler.
thanks for the testing , i will center in the regresions next days . Most of the transparency problems in the option by default (mame) must be fixed too , and the lines in garou sp and strider too
Could someone else test illumination laser rebuild to check if it is working or not
Its a good question. I don't know if the scaler is doing any work with those custom modelines.
@warped bay Would a custom modeline like [video=256x224] vscale_mode=0 video_mode=512,448,60 need to set vscale mode=1? Or will it output that res directly into the morph/tink with no scaling
you're good dude. I'm actually curious if vscale mode matters since it's not going into a TV - it's going into a 4k scaler
Yeah, I honestly tested a lot of the bugs I was seeing against a standard 1080p mister scale and didn't see any difference. But I can't imagine a scenario where the Vscale_mode=1 would cause an issue so might just be better safe than sorry.
vscale 1 doesn't change output resolution, the hdmi will output that video mode
First time I ever got Final Fight and Street fighter II to run properly with midi. Super Hang On made it into a race finally but before I finished this happened
Froze like that
Do you use d88 or hdf ?
Hdf
First time I’ve ever gotten that far, used to hang before race started
I think the hdf is corrupt , if you can test with the d88, they are very slow to toad ( 5min ) , but i think do not broke the game , in XM6G ( in my opinion the best emu ) the hdf have the same problem
Ok, thanks, I’ll give that a try
Also on the positive side, first time I’ve gotten into Hellhound and Phalanx with midi working, thank you!
thanks for testing , the midi fixes came form Wrak91 , Rebel40 and Yosinda .
I intend to do a more thorough midi test later and will report back, So Pumped that this core is seeing active development again, Thank YOu and the other contributors
It is fixed also
It is not a regression but it seems just text layer issue for star cruiser (1989)(arsys) on the loading screen (with the correct behavior from YT video)
downtown nekketsu monogatari (1990)(sharp - sps) - title screen is good now
thanks tested ilumination laser in my other mister lock to but i found the diference if you set video frecuency : original work , if you select 60 hz lock
great find !
You can easily see it in TATE mode games. The scrolling shows weird horizontal "steps", with vscale_mode=0, using the Tink.
vsync_adjust or vscale_mode?
Sorry vscale of course.
Sounds good. My ini files originally assumed vscale_mode=0 but I just updated them when set to=1. I'll test both and probably revert.
If you have cho ren sha 1.01 can you test if the backgrouns made the fade efect or some parts are black ?
It is not a regression for "ultima iv quest of the avatar (1988)(sharp - hudson)", two graphical layer are overlaid on start screen but if we can pass this screen there is great artwork during the opening !
Ok will check
Nice! Todays update also fixes the IGS booting logo in Cyber Core.
I have this behavior
this is the correct behavior ,What resolution do youuse in Mister? , is weird too i think i fixed this but in one of my mister.ini is correct and in other no in 2560x1440 is correct but in 1920x1080 part is black
Based on what Zakk said, I don't think you need a vscale mode at all. I think your initial suspicion was corrent - the modeline outputs the resolution. then the display (or external scaler) deals with it
on this test I use ; 8 - 1920x1080@60
Great that the X68000 core is getting worked on again 🙂 . There should be an option implemented in the core to switch between 15k / 24k / 31k resolutions since the key on the keyboard to switch resolution on a lot of games does not exist on an USB keyboard. And the ultimate game to test if the core is getting better is Phalanx - that game only starts with heavy graphic errors - is that fixed ?
Right, just confirmed. But setting it to 1 didn't do harm, 0 did.
i have the same and the fade efect not work , in akumajo dracula the midi screen is dark blue ?
that’s…odd….I wouldn’t expect either to do anything
Ah no. I'm wrong. No vscale at all makes a scaling mismatch too. For me (on the Tink) vscale=1 is mandatory then. At least for TATE mode games. I have to test horizontal games later.
Phalanx work but if you select the music the game is slow . You can not change the resoluition in the core , you need to select the key in the core you can select diferent keyboards and some have the key that you need : https://github.com/MiSTer-devel/X68000_MiSTer/blob/master/Doc/keymap.pdf
Here with same resolution 1980x1080
it's probably because it's defaulting to 0. @warped bay I'm probably misunderstanding, but while 1 doesn't change the resolution, we are getting scaling artifacts in vertical games if we don't set it, so it must be affecting something?
Isn't 1 = integer scaling and 0 scaled to fullscreen before it get out of the Mister?
This would be a scaling mismatch, right? I mean for external scalers then.
yes, but if you're specifying a resolution, it shouldn't scale anything
or so I thought
it should say "ok, if this is what you want me to spit out, that's fine - your TV can deal with it"
that's why I'm confused. It shouldn't be doing any scaling because it's the resolution out of the core
Maybe when you use "auto fill" on the Tink it works that way. edit: actually not.
ok , this is the normal behavior , now try to undestand why some of my mister ini make this screen or chorensha black , if you see videos in you tube about chorensha in mistere you see the problem : https://www.youtube.com/watch?v=CPCh0EzDhlE but this seens to be a mister.ini configuration problem
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So how would I map the HELP and OPT1 (that are used most of the time for resolution switching) keys from the X68000 keyboard to any key on an USB keyboard with this ?
select in the core kbd layout : Us ALT , and check in the pdf the position of this keys
So you select in the Core = kbd layout and with the Use ALT option you can switch an USB keyboard key to the function of the X68000 key ? I'm a noob on this LOL - I think I need instructions with pictures LOL. And is the kbd layout option on the Inputs ?
Is there a chance to get the Sharp "Help" key on a different keyboard key? I mean my German layout from the Rii minikeyboard doesn't allow the "Help" key press.
In the core you have an option "key layout" have 4 values : jp fund , jp post , us std and us alt
Thats exactly what I mean - that HELP and OPT1 keys from the X68000 keyboard should be implemented in the menu or in the Input mapping that you can put them on a button on the controller.
the position of the keys are in the pdf in each model , you not change the keyboard , you select a distint layout
So i theory we would need a european or german layout too in the menu?
if you select in the core us alt the position of the keys are asigne to values :
Ah OK I got it now - sorry for being dumb. Thanks for the help. But it would be simpler / better if you could map the HELP / OPT1 keys to the controller on the input mappings.
is not your "regional" keys (
This doesn't work. Neither the Japan or US layouts allow the Help key to be pressed (at least on my German layout Rii).
☹️
I tried all buttons, with all switch keys, never got it to work.
Thats not good 🙁 . Any ideas @uncut mantle ?
The only way will be to add more layout ... i think
ok you do not have a full keyboard
it scales input -> whatever output res you set
So, only numPad keyboards would work? I mean the big standard keyboards.
the problem is that the x68000 keyboard have more keybs than an normal keybord
I honestly don't know 100% what happens if there's no integer scale that will work
time to midi test all the games that used to give me trouble: Mahou Daisakusen hdf gets stuck on loading with 6MB in top left corner of the screen
oh right, and since some of these are 2xed in order make it out of the HDMI port, the scaler is doing something - I forgot about that. It should be a clean integer scale, but maybe not
@buoyant bay @amber hemlock is correct. We do need vscale_mode=1 to force integer scaling in instances where the modeline and the internal resolution don't match
Happy to hear that. I'm just a dumb user, you are the expert. But i guess you would figure it out, if you had an external scaler.
issue known
Geograph Seal and Nemesis Kai 90 now seem great with midi 🙂
Yeah, this is what i wondered a few minutes ago too. Probably makes sense.
Need to think , i do not see a clear solution for all cases with no full keyboards , you need to change from one layout to other to have all keys
Die Bahnwelt hdf, when I go to options, and select "only midi" (2nd one) the game freezes, no sound
Aren't there some special keys unique to all country layouts?
each game have his own keys in the end this is a computer and you need all
The idea of the layout is tkhe x68000 have more keys than an normal keyboard , y made two layout and have all
but if you use a not full keyboard you can miss keys
the ones maping in the key you do not have
That is exactly the problem - I have an USB keyboard and even if you select JP Pos. then there are not enough buttons on the standarad USB keyboard that HELP / OPT1 is mapped on a key.
A proper working virtual keyboard maybe. I mean there is one in the core, but it doesn't work all the time.
Thats exactly why I mean that HELP / OPT1 should be implemented in the Input mapping of the core - that should be possible or not ?
realy i do not know i never try to do this , you can remap keyb to joystick button , the problem is the game can use one of the >100 keyb there are no standars keys for a task this is a computer , the programer decide with keybs he use in his game
oh wow, Garou Densetsy Specual and 2 now work with midi, I am SO LOVING THIS!
Are there sound fonts for Sharp Midi? I mean is it supported?
As you can see in this list https://gamesx.com/wiki/doku.php?id=x68000:game_notes HELP and OPT1 are used most of the time for resolution switching. In the rare cases that use other keys then keys like F2,F10 or SHIFT are used = those are on any standard USB keyboard. So HELP and OPT1 on the controller input mapping would help a lot.
Last Tempest (d88) loads like this, then goes to black screen and never seems to do anything else
I wonder if we can use zakk's chording to bind those keys
yeah noticed it also
I do not see a simple solution for this , let me think in this , and yes if someone with mister code knowleg maybe can give us a good solution
Carat - Magical Block (hdf) loads and music sounds fine, but the graphics are a muddled unrecognizable mess
interesting, why high scores scroll in, the text is totally readable
if you pulse buton 2 repeatly you can get on game
dshadoff has working a bit on keyboard to add X6000 keyboard layout from X68000Z
Yes maybe he can help us in this
ahhh, cool, will try, but don't think it's possible to choose midi that way
Be Rain runs (slow to boot), but prompts me to insert disc C, and I'm honestly not sure what the proper procedure is to do that...
The best way is to read manual if it is available
but time to time you need to put on drive 0 if drive 1 doesn't work
I think drive0 was the solution, let's see...working!
midi automatically enabled, but there are a few small crackles/pops
After switching to midi, Overtake (hdf) freezes like this, Google Translate says it’s some kind of “address error”
out of the 15 midi-enabled games that used to give me trouble, NINE now work, incredible progress!
Note that the IGS logo sometimes has issues on real hardware too. Like probably 40% of the time. It’s a weird issue
oh and for the record, I wasn't able to test a d88 version of super hangon
normally it works what is the issue ?
I don't have a .d88 version to test
Just tried the midi-enabled d88 version of Bosconian, and I can't seem to figure out how to select midi on boot, pressing "2" on my U.S. keyboard doesn't do anything, in previous core versions I think just pressing 2 on the keyboard worked, but it's been a while
With this program it is possible to convert floppies to d88
https://misterfpga.org/viewtopic.php?t=5786
I didn't know Bosconian has a midi option ... Try to change layout to US on the OSD option just in case
Yeah, need to track down the special midi-enabled version of it. Doh! My fault, forgot I had my 2.4ghz dongle for keyboard plugged into my Batocera box. Works perfectly now. Highly recommend you check this midi version out if you get the chance. The mighty Yuzo Koshiro worked on it!
I found it is an older version (maybe hack) and we could choose on shell between FM or MiDi but has issue with my I/O board doesn't work for the moment 🙁
Sound like the one, prompted for FM or Midi with 1 or 2 on boot, good luck, I just run MT-32 off mister with a Pi.
Ys I, II and III from BEEP also work great on the core. They propose a sound mode 🙂
"The Newzealand Story" has in-game map problems and inter-phase map problems too.
Are these known?
(Conversion is arcade-perfect apparently! :O)
Falcom Early Collection (2022)(beep) - Romancia has transparency issue but selected XEiJ it is good
Just wanted to say that it is very nice being able to play Akumajou Dracula on this core and have it be absolutely great to play through. The little text layering issue that used to exist is gone. Good god this game is hard, but now I anxiously await my pi-hat to arrive so I can hear even more audio greatness. Thanks for all the work on this core. (It really opened my eyes to how finicky HDMI and the weird resolutions of this core can be when trying to also incorporate a CRT in the mix. heh).
Hi i have a proposal about the keyboard thinking in the yesterday conversation , y create a new layout named "mister" this layout is the same of Us STD except :
-- windows key is not assigned to any value
-- application key is not assigned to any value ( a lot of keyboards do not have this key)
-- F12 is not assigned to any value (mister menu)
The rest of the values without direct key are access with a combination of "Windows" key + other key with this model :
HELP --> WinL + H
OPT1 --> WinL + 1
OPT2 --> WinL + 2
XF1–XF5 --> WinL + F1…F5
全角 (Zenkaku) --> WinL + Z
半角 (Hankaku) --> WinL + X
カナ (Kana) WinL + K
記号入力 --> WinL + ;
登録 (Tōroku) --> WinL + T
ローマ字 (Romanji) --> WinL + R
¥ (Yen) --> WinL + Y
I upload a test core , you need to select in the menu the kbd layout "mister" and can test the combination, give me your opinion , but remember than x68000 is a computer you always need a keyboard to use all functions
With WinL + F3 I can coin on kyuukyoku tiger !
What's WinL?
It is Windows key on the left of space key
Arh, my Rii has only a Windows key on the right side. I hope Space key works then.
Test with the win key in you keyboard if there are only one is normaly winl
in the worst case i can implement (winl or winr) + key
Yeah, seems to work with the HELP key. Thanks!
good if no one find a problem with this keyb disposition we can put this by default
Sometimes the switch between the resolutions is a bit rough though.
I mean 15-31KHz
Yes the switch is "software" base not a real option, for this i think i can not do anything , is the same en the original machine or in a mister change of resolution . but all things you see comment , in the end the solution of keyboard i think is not bad
Yes, it's a great solution. Thanks for doing this.
I just checked for that Mahou shmup, doesn’t get past the 6MB >>>> screen
Yes is a regresion , i will try to fix
Is one of those “graph”?
Awesome idea
maybe i miss this , in this file who is the graph key ,is mapped in the us keyb ? :https://github.com/MiSTer-devel/X68000_MiSTer/blob/master/Doc/keymap.pdf
I can check once I’m home, but I think you have to hold it to enable midi in some games if I recall
no probem in add more keybs if are lost , the idea is have a layer with all the keys . Only help me to check if all keyb are mapped ,thanks
Managed to grab this from some midi notes I had: While booting right-click on mouse and hold 登 key (to left of help key) on virtual keyboad. This is how I enabled midi with old core for stuff like Sol Feace. Wolf Team seemed to use this method often.
Ahhh: https://nfggames.com/forum2/index.php?topic=5613.0. I think you might have that covered already, but hard for me to read Japanese characters on my phone
How to activate midi in Arcus Oddysee, Granada and Sol-feace
i think is mapped in scroll lock key
That's awesome ❤️ Tested this with a lot of games from the list I linked above on a RGB CRT and switching to 15K works perfectly with the OPT1 and HELP keys 🙂 . Thank you for making this.
madstalker80 on the OSD (button/key remap) you can map Win+something with a button on gamepad also
@amber hemlock do you have audio glitches on Cyber Core ?
Audio glitches for Cybercore are actually normal if you have more than 8MB of ram mapped
I made a hack that fixes the game bug since it occurs on real hardware too
Here’s the hack if you’re interested
“This one is really weird. There's a PCM address table in the executable that seems to be all correct, but it gets overwritten at runtime by.. something(haven't figured out what yet) and the invalid value 0x00808080 ends up in the table. Later on this value gets used as a source address to copy memory to the PCM hardware via DMA. This happens no matter how much RAM you have... but if you have more than 8MB, the DMA ends up reading uninitialized data which comes out as harsh and unpleasant audio. If you have 8MB or less RAM, I think it just reads all 0s which is completely silent.”
No problem! I’ve been out of town for the past few days but I’ll be back in about 2 hours and then I can do some original hardware testing if anything is needed to be tested
Not sure if Akumajou Dracula was compared yet
not for the moment I think for Akumajou Dracula
The Marble Madness port is great too. I love the high resolution. And even with joypad control it's perfectly playable.
Yeah the marble madness port is excellent! I bought a trackball just for it. One thing to note: if you use a trackball and notice the game feels insensitive, as in you have to really spin it to move, simply set the Input device to “mouse” and it should be much better
Idk if this applies to mister but it probably does
I see that the Salamander issue was fixed too, works fine from disk image.
Whoa! Gives me ideas for my no-joystick arcade cab 🙂
I thought the x68k mouse had a built in trackball
One of them does yes, but there’s also a full on trackball mouse. And a mouse that can’t convert to a trackball
Here’s what the trackball I have looks like. This is the CZ-8NT1
I'm back home, and this is what the MIDI config screen looks like for Akumajou Dracula
also, I recorded a run a while back that has the full intro so you can compare that
https://youtu.be/mmqjuk-2lZ8
I've been working on this for months and finally got it today!
This is recorded from a real Sharp X68000 XVI Compact computer, with a Roland CM-64 for MIDI music.
oops sec
wrong link lol
ok fixed
thanks , one question , to all people that can test this , in the core the midi is blue or black , I have a strange "bug" but not sure is it core related, configuration or mister framework related , in my case if use mister mode 8 , (1920x1080) the midi screen is black , but in mode 14 (2650x1440 ) the midi screen is dark blue , this is correct with the test from MP2E , Wark use the same mode 8 , send me his mister.ini and he have the blue screen , but i do not have it with the same ini ... so i am a little lost , maybe i need to clear my sd , reinstall all and test again .
Thinking have tried to rename your config directory just for the test
fresh install with mister fusion + update all , and the same problem , no idea.
what STD?
https://github.com/MiSTer-devel/X68000_MiSTer/blob/master/Doc/keymap.pdf US std in this document
So back in 2019 BEEP re-released Cotton for the Sharp X68000. But this wasn't just a quick hack to the title screen and repost, Success seemingly used the original source code and added a new playable character, and a new selectable easy mode.
Back in July of last year I learned about this and spent literally days searching every corner of the web I could find for a public copy to try on my X68000. Eventually I found that if I wanted to have a copy, I needed to buy the physical version and copy it myself.
So I did! And I copied it and fully tested it. I can't share it here per the rules, but if you search the archives, you'll find it.
Would be happy to hear how well/not well it works on MiSTer!
oh also: if you want to try the new content, press left on your gamepad at the title screen. This will open the options menu where you can change all sorts of things, including which character you play as and the difficulty

No problem! Also realized I posted the wrong picture, that’s just the manual.
Anyway I think it should work great on mister
The official release with floppies hangs on logo screen but HDF play well
Aw.
This can be played off hard drives as well, just need to copy the contents of both disks with human68k or lhes
The manual actually even talks about how to copy to a hard drive
It seems to work fine on MiSTer. But the loading times are really high. What is the "pause key"? Usually ESC works, but not here.
escape should work
Not sure why it wouldn’t
Yeah though, one thing I did notice is that if you hit a Game Over screen, it takes like 8 whole seconds to load the title screen again
ended up profiling the hot code paths and made a patch to optimize it
I cut it down to like 2-3 seconds
This doesn't contain the actual game data but if you copy the executable on this disk over the Cotton one, and then play it it'll reduce load times
Are there more re-releases for the X68000?
I know of a few more. There's Metal Orange EX by Cyberblock. I have no idea if there's any differences with that re-release
wasn't the variant of chourensha 68k included on the X68000 Z an updated version? not technically a rerelease i guess, but worth mentioning
also Ys I and II got a BEEP re-release and those are seemingly very faithful conversions of the PC-88 games
but those are already dumped and publicly available
ChoRenSha68k did get a v1.10 about a year ago but it's public on their website
it's possible the Z version has differences though, I'm not sure
ahh
There was a rumor going around that the X68000 Z version of Aquales that comes in the EXACT bundle had the copy protection removed
this is false, it was confirmed to just be the regular retail release
though I ended up cracking the copy protection for Aquales anyway
so it all ended well I guess
If anyone learns about beep editions that aren’t dumped yet and have original content, I would probably buy and dump them. Or any undumped media for X68000 in general
As long as it’s not like $1000 plus to buy at least
Can’t do anything about that lol
Oh right, I forgot about that too
A shame though that the Ys re-release is Japanese only.
Yeah I agree! I would love to play it but have very poor Japanese skills right now
They even can detect if you have the rare Mercury Unit, and if you do, it uses the OPN Yamaha chips to play the original PC-88 songs
It’s not really essential but it’s cool
Ah crap. Well the link doesn’t work but I did make a video comparing the two quickly
Watch "Ys II - BEEP version for X68000 - Compare OPM and OPN via PilederX" on Streamable.
Had to re-record it, there's not a huge difference but I thought it was pretty cool
Maybe one day the core can get Mercury Unit v4 support? 🙏
that would be nice
dumb question, but does analog video output work on this core identically to a real machine, or does it all get upscaled? i've just been using it over HDMI up until now, but would like to get a dedicated trisync monitor eventually
With a decent PC CRT monitor i guess. Most don't support the 24KHz modes though. NEC had ones.
you can get the original video output, but you need to add a bunch of stuff to your MiSTer ini, from what I read here. It sadly does not support direct_video right now. But if you set up a couple of custom modelines for the X68000 core it can output basically everything 1:1
not supporting direct_video meaning you can't just turn direct_video on and get the original picture. It does work with direct_video dacs and the like
I got some 15KHz Capcom games even working on my Sony CRT TV.
ah i see, thanks. i knew about the lack of direct video support, but was wondering about native resolutions. good to know
yes, but i'm talking about using the core with an original monitor designed for the X68000 (assuming one was lucky enough to own such a display)
probably better to just use custom video modes for compatibilities' sake though
Should work yup. Though I can't confirm for sure, a proper trisync monitor is probably the biggest missing thing from my X68000 collection
I'd be worried about sending it overseas, especially now with tariffs..
but one thing that does work is using an OSSC Pro and scandoubling 15khz and 24khz resolutions, and using passthrough mode for 31khz resolutions then hooking up to a PC CRT monitor via VGA
I did that for a while but the screen started "wobbling" up and down and it was driving me nuts
now I just use a retrotink 4k and an LG OLED, with my 15khz PVM for any game that supports 15khz
MiSTer can internally scandouble of course
I wonder if it works with 24khz resolutions, I would guess only 15khz
yeah, those monitors are tough to find, and very expensive. i've shipped smaller tubes overseas before and they were... mostly fine, but that was years ago
OSSC/pro definitely seems like a good solution. i'm lucky enough to have a presentation monitor that supports both 15 and 31khz, but not 24, which is why i asked
24KHz modes didn't work for me, via Mister+Retrotink 4K+LG OLED
hmm I'll have to test that too. That's weird
24khz isn't super important thankfully. only a few games support it, and they usually have a 31khz mode too
though 24khz usually fills more of the screen which is nice
that's true, i just try to avoid accidentally feeding my monitor(s) resolutions they aren't capable of
yeah smart
interested to know if 24khz can be linedoubled though. that would be very helpful
I've accidentally turned on my PVM when the X68000 was outputting 31khz once or twice and immediately realized and shut it off
24khz can be line doubled with an OSSC Pro, maybe an original OSSC too paired with a DAC
I did that and it worked on my Dell PC CRT
I forget the exact model but there's like millions of them
i do plan to integrate an OSSC pro into my setup eventually, but i like to run everything direct from the source if i can help it
Yeah me too. I actually ended up phasing out using it
it's a good scaler but the issue with line doubling and passthrough is that then you need to get the optimal sampling for the picture to look proper. At least imo
the issue is that if it samples at the wrong samplerate, then it just ends up looking even softer and crappier
ah yeah, it turns out kinda blurry otherwise no?
yeah
shame
I quickly ran out of profiles too, so many games use different resolutions and each OSSC Pro profile can only realistically handle like maybe 2-3 if you are smart about it
the Tink4k seems almost necessary for X68000 in the modern day
probably the Morph would work too actually
I haven't tested it
ah i see, i didn't know it was so limited in that regard. the tink 4K sounds better for the X68000, but a big reason for why i'm so invested into the OSSC pro is because of the downscaling and analog output capabilities
The issue is that the OSSC is digitizing the signal I think. If it were an analog to analog line doubler I don't think any real configuration would be necessary
but the only device I know like that is the old xRGB line doublers from micomsoft
that would probably work well though
shame there's no mode to skip the ADC
i owned an XRGB-1 many years ago. amazing picture from that thing despite it's simplicity
Hehe. I fried an old consumer model CRT not realizing that it didn't have safety features built in to handle bad signals. Kept trying to get Akumojo Dracula working on my CRT and while it would occasionally work, the slightest thing and it would start rolling like crazy. After a while of bad signals being fed, the TV would no longer accept any signal. Standard output from my Twin-Famicom would no longer sync. Must have fried the circuit.
Thankfully, my current CRT (A 2005 Memorex) simply will not show anything until it has locked onto a signal. If I accidentally forget to switch it off when messing with the Sharp X68000 core, it'll just go to a blue screen and say "no signal."
Yes using floppies with current implementation took at least two times compared to real hardware
I was probably around 7-8 minutes or longer.
Wow. That’s pretty insane
It takes about 2 minutes on my X68000
Still a while but not that bad
Well, maybe it was 5, but it felt much longer. LOL. I'm not used to this anymore.
Yeah understandable! I try to avoid the load times any way possible too. Thankfully, most games can be installed to a virtual hard drive and the load times are way better there
I think cotton loads in like 15 seconds off hdd
Well on a X68000. Idk if the core is slower but I’d imagine it’s probably just as fast
We need more HD installed games. Some HDF seems broken, other games are missing in the neon68k collection.
There’s a really good set of SCSI disk images on the NFG games forum, but the core doesn’t support SCSI yet
Would love to see it implemented though, then we can use the same images people use on original hardware
I like the XM6g collection in HDS format, even trainer versions are included.
Nice, I’ll have to check it out
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Everyone is curious about the Sharp X68000 computer as it has some of the best retro games of all time and is considered a retro pc gaming powerhouse so it's time to do a series on the Sharp X68000, the Sharp X68000s best games and Sharp X68000 hidden gems! So let's talk about Shar...
On this video he uses SCSI disk images from NFG games forum
I wonder if you could extract the game versions/folder from the HDS images.
Or a direct convert to HDF, i don't know if it's possible
Which tool do we need for that?
This tool editd169e permits to edit HDF, HDS etc ...
One point for HDF it choose directly the correct mode but for HDS you need to select it on the list
I can open the HDS with the "Human HDD SCSI" profile. Extraction of the files seems to work. But how do i convert it to a HDF image that works with the Mister core?
You could use a HDF working on MiSTer remove previous games, copy new files and adapt autoexec.bat to launch the new game or run LHES and browse to run the new game
https://hp.vector.co.jp/authors/VA013937/editdisk/index_e.html - you can use this tool EditDisk to import files into a HDF (site is no longer online since a year or two, but it is archived along with files on Wayback machine)
nice, forgot NFG archived it too 😄
it's a great tool, used it heavily for most of my X68k/MSX setups
I wonder why some preinstalled HDFs are missing in the neon68K collection. Flying Shark i.e. is working fine for me (at least level 1 looks fine).
Salamander HDF seems fine too, after it was fixed back then.
Flying Shark has some issues the plane was shiffted on the right (present on last unstable) so you could go out the screen and not easy to play
Plays good enough for me, should be at least in the "Major bugs" section then.
I can see any issue with the plane position. Starts centered and it doesn't leave the game area.
flyinng shark have problems in "test" cores ? i think this is fixed
Works greats Yeah, it's probably fixed
I mean it was fixed with last test updates but the current release or last unstable (on github) has plane center issue
At that point the last github version seems very outdated.
ok thanks , yes when i finish with the regresion i will uplod the code to the oficial repo
yes and neon68k is around mid-2025 ^^
But got an update not so long ago. But yeah, just a translated game.
And a strange one: The New Zealand Story works fine via HDF, but the disk image version shows some error code at the boot.
i know this would be a low prio, but i'm wondering if we also can have serial connection, as we have for the other computer cores (ao486/minimig/etc). Afaik, X68K had PPP client and as well serial terminal progs to connect to BBSes
the plan if fixes first , then try to optimice and add other things if there are space in the core , the core is big
well, if this get implemented, I have a PPP ready HDF , will add some more terminals too
some games use RS232 for multiplayer
great news for multiple MiSTers owners 🙂
Shoot Range
I see rs232, i press like instantly 😄
For me I think it is working with floppies need to test again.
What are the error codes you have ?
Hah, and of course now it works. And i tried it many times yesterday. And no, Turbo was not enabled.
It is better to reload the core on the OSD between games if you don't do it yesterday during your test.
I think some states remains if we swich game to game without reload the core.
Yeah, this happen especially with HDFs. Often a reset is enough, and the game loads properly.
This is actually a good hint for Mister cores generally. Sometimes they freeze the whole system.
yup 🙂 happened to me as well, different (mostly the heavier like ao486) cores
Arcade cores, oh boy
not playing arcades much tbh, mostly computer cores and consoles
though i would love me some jamma setup and all in an arcade cabinet 😄
until then, will settle in the near future for a 2nd MiSTer, dual ram this time
2026 started quite nicely on the computer cores, a lot of them are getting attention and improvements ❤️
just curious, how much X68000 (in current state) occupy, as logic utilization ?
I was reading the #1466808873485598833 , very curious if that 68881 could fit on MiSTer
my last beta : Logic utilization (in ALMs) : 35,774 / 41,910 ( 85 % )
Total registers : 41274
Total pins : 145 / 314 ( 46 % )
Total virtual pins : 0
Total block memory bits : 1,424,716 / 5,662,720 ( 25 % )
Total RAM Blocks : 292 / 553 ( 53 % )
Total DSP Blocks : 38 / 112 ( 34 % )
Total HSSI RX PCSs : 0
Total HSSI PMA RX Deserializers : 0
Total HSSI TX PCSs : 0
Total HSSI PMA TX Serializers : 0
Total PLLs : 3 / 6 ( 50 % )
Total DLLs : 0 / 4 ( 0 % )
the problen is not add the 68881 only you need to add the tg68 with 68030 for later modes ( when is ready ) , and do not think we have enough space for all, We are usgin the fx68 with only emule a pure 68000
It is not a regression - For Akumajou at this part when the whip strikes the green part a small glitch (white and yellow) appears time to time
I didn't see it on the capture shared by @rotund parrot
https://imgur.com/a/0fsFADM
also on the same stage the color water differ between the capture of MP2E and a screenshot from MiSTer
Capture of YT video
screenshot of the MiSTer
I tried different transparency but still the same
@uncut mantle thank you so much for your work on the core. ❤️ I love that you care for this wonderful computer.
One request (though I’m not sure if you can change that) the floppy disk emulation is way to slow.
Loading times are so much longer than on real hardware, it’s sometimes unbearable. 😕
And HDD versions not always exist.
Thank you again and have a nice weekend.
There was a ton of effort invested into neon68k some time ago. I think it would be very hard to try to keep up with the changes in the core lately, but is anybody keeping a spreadsheet with known games on one axis, core version on another axis, and test results ?
Having something like that available to everybody would be very helpful
(and might help somebody who may try to keep neon68k up to date)
I think we are waiting for stuff to make it upstream. Don't want to do another big update for a core not everyone will have access to
Yeah, but tracking testing on a spreadsheet is always helpful
(even just to have a list of games would be helpful)
yeah, that's a good shout. let me see if it's shareable
It should also help passersby to know whether "game x" is currently working, and what the most recent version of the core is (even if it's not official)
It is not a regression - Royal Blood (19xx) (Koei) has text layer issue on atratc mode
hey, nice to have you back!
I found a regression between the version poc key (from yesterday) and the version 27/02/2026 it is link to graphical layer for Jesus II
Screenshot of the issue (last test version)
screenshot of 27/02/2026 (correct behavior)
What do you do when the incorrect behavior is cooler than the correct behavior?!
You can keep the RBF. In case of N64 I keep some showing Mario with weird faces 😅
going to report some issues i found while testing games on the latest core from @uncut mantle. forgive me if any of this is user error, as i don't own real X68000 hardware to verify with. feel free to correct me if any of this is expected behavior
-ACTIVE SHOOT: missing sound effects, projectiles freeze when fired and eventually slow the game to a crawl
-GAROU DENSETSU SPECIAL: missing sound effects
-GENOCIDE 2: game freezes when opening core menu
-ILLUMINATION LASER: enemy explosion sound effects are rather grating/distorted (unsure if intentional, need comparison to real hardware)
-R-TYPE: game boots, but then quickly resets before returning to normal
-SUPER STAR SHOOTER: same as above; boots, quickly resets, then all is normal
-Y2: player ship does not appear once the game begins. stage and enemies all appear normal
all games were tested via .HDF using a mixture of different core settings. will update when/if i find anything else
in R-type "the reset" is the r-type logo loading two times in the begining ? this is normal game loading , in disk is slow and you have music when the game load in hdf is fast and the loading take little time
the logo comes in, the music begins, but then gets cut off and starts again. i will try a .d88 floppy image later, thank you albconde
Yes , this is normal boot in hdf , thanks for testing
hi the problem for mahou is the fix for super hang on and is midi related . I made a change that make the two games working , this can affect to the midi , try to test with a raspberry 3 but my usb a to usb a cable do not work ,so need some people with mt32 pi test the midi games in this build . I will revert this change if breaks anything . The transparency in the water in akumajo is changed too.
Great fix 
@verbal jolt Y2 using floppy the player ship is visible and the game seems playing great (an issue on the HDF or on the core ?)
mahou daisakusen goes in game but i don't have MT32 pi to test MiDi on my side. FM sound plays great. FM Sound for this game needs to be select on configuration menu because it activate MiDi automatically
I will test the MIDI functionality using the SC-55. I am redoing the cable, and afterwards I will test the MT32-pi.
Is the game titled Mahou Daisakusen?
MIDI does not work with it; only FM audio is supported.
Earlier, I tested SSF2 and Akumajo, and MIDI operated correctly with the SC-55.
seen than Mahou Daisakusen support only SC-55mkII, SC-88
That i want test is in general games with midi support i touch the int in the midi module in the core to made the fix for mahoy and super hang on
I just want you guys to know that y’all nerdy as hell but also we’re all in your debt for working so hard on helping improve this core. Y’all good people, thank you.
MIDI is functioning correctly in Super Hang-On
There is no audio output from the SC-55 when running Mahou Daisakusen.
Mahou should work with a regular SC-55 too. It might not be as good as a mk2 for the game, not sure, but the regular SC-55 should still sound ok
mahou work with midi in previows version ?
Found this:
“On the other hand Mahou Daisakusen only supports the 55 MkII or 88, as it uses the extra polyphony that the original 55 doesn't have (meaning some notes are cut-off early). “
Makes sense, so some notes are cut off early. And some channels may be missing too
My SC-55 is a MkII, and I intend to test it with different core versions.
for example with this version with the midi fixes and without my changes
I do not know; I had never tested this game before.
the key is test with the wark91 version without my changes if is in this version works is a regresion if in this version do not work ,never work previously and is not related to my changes
I have just tested it with the version that includes Wark91 MIDI modification, and it also does not work. Therefore, it is not related to your changes.
thanks , if you have time test another games with midi support , my fear is my changes could break midi at some point
I believe that MIDI has never functioned correctly in this game; I will test it in the emulator using the HDF.
You mentioned only FM sound being supported, does that mean the game is playing FM audio?
That could narrow down what is going on. Mahou Daisakusen detects if a midi card is available on start up, and automatically switches to midi output if it is there
So that would mean it’s not being detected properly, or failing some early test
It detects that a MIDI board is present and switches to MIDI mode; however, as soon as the game starts, there is no music. In the menu, if I switch to FM, it works
Ah I see. Thanks for clarifying
The same behavior is observed in the floppy disk version as well
I will test it using an emulator on the computer.
yes MiDi is activated by default on the core and Mahou switch to midi at the startup need to go to configuration to set FM
It works correctly in XM6G; I will check the Java open-source version to see whether I can investigate the issue there.
I was unable to get MIDI to work in the Java version. 😅
When using FM, it works correctly; did it not work previously?
This one is fixed !
Title screen of air management - oozora ni kakeru (1992)(koei) is fixed !
For this one after changing Sound to MT-32 and exit configuration menu, the message changes,
The new message said "An unusual command was executed."
Before we have an address error.
Could someone who has an MT32‑Pi check whether it appears in the control menu on the MiSTer OSD? I am not sure why it has disappeared on my system. I do not know whether a menu update caused it to stop appearing. I rebuilt the cable, but that did not help. It used to appear before, and I was able to control the MT32‑Pi from there.
That is strange; I am not sure what the issue could be, as it was working before. Thank you for checking.
its the cable - it's always the cable
I have just rebuilt the cable; I will try using a different USB cable. Mine is connected directly to the GPIO, and I do not have a HAT.
When in doubt, yank that cable out. As I await my MT32-Pi kit to arrive from Mister Add-Ons, I hacked together a janky cable myself. Worked great for a bit, then some static started showing up then it got all garbage-like. Just from the cable moving a bit. So the connections for the MT32-Pi apparently need to be aboslutely spot on perfection.
it’s very finicky
Even the MT32-Pi Lite is very finnicky.
Hope with MiSTer 2 we could have MiDi (MT32) integrated along main mister ^^
Either way, the advancements made in this core over the past month alone have been incredible. Thanks to all those whose efforts have gotten us here. This is a system I had no idea even existed but wished I had access too back then. heh.
I was testing the Castlevania and i listen some pops when using FM
Yes they are present on HDF but not if you using floppies
Can someone check a regression on akumajou? On the title screen, while looking at the castle, before the title descends, there is a line of pixels that flashes...its below the 2nd bank of clouds. let me see if I can get a video.
(maybe this was already known)
I don't see it on my side using floppies or hdf ... could someone else check it ?
could be my image. I checked the latest stable core (from may) and it had the problem, but it was higher up
I've got the same issue on my MiSTer Pi. I only tried the 3/07 and 3/14. Looks like it happens regardless of my modeline settings. But that's not the only artifact in that scene on mine. There are others higher and lower in other cloud layers.
yeah, same. I wonder if it's the neon68k image
Maybe Wark rolled their own hdf
I tried not to use HDF for the moment because I knows some have issues or core issues (we can see with audio glitches with hdf and FM not present with floppies in Akumajou)
but if you test with floppies is it the same ?
I'll try here in just a bit.
to add insult to injury, I think this build has the 9.2 bug
audio bug I mean
@buoyant bay are you on an SD card or NAS?
Okay, that was a fun diversion converting dims to d88s. Now how do I boot from floppy instead of hdf? Or do I need a system HDF to boot the floppy from?
@icy shuttle SD Card
just boot the core and then us the floppy disk option in the menu to load the d88s
I think i need to reset my core settings as it's saved with an hdf
well that rules that out. I have used Wark's image, ini, and we are on the same unstable main, and I get glitches and he does not. I have tested on 2 mister pis and 2 de10s
@uncut mantle you have it on your side ?
Weird. Something might have happened during conversion of my floppy files. Mine just keeps playing music and never goes to the intro after picking sound card.
i was testing and i do not have , i think is a timming issue in the video is the last line of the group of clouds that move at incorrect speed ( at the velocity of the lower cloud )
i put the memory to 120 mhz to increase the bandwith of the sdram , maybe is too much is some cases
you need to wait a long time 🙂
6 to 9 minutes
Well, I've got nothing better to do I suppose
Wow, you weren't kidding! I thought for sure you were pulling my leg.
Regardless, I have the same artifacts so seems to support the timing issue diagnosis.
i wonder if it's the grandia issue
Finally ordered a MT32 Pi Hat & Raspi. Plug & Play ready. Super excited.
best use for a PI, other than being ssl proxy for MiSTer
Previously it is working with FM, but hangs at 6mb because of midi
The high-resolution 31 kHz map in Final Fight has been fixed. I will complete the entire game to verify the remaining aspects
I believe this is a random issue 🫠
@uncut mantle @lethal scroll @thorny tree thank you all for the advice and testing 🙂 i re-tested some games using .d88 instead of .hdf, and found that R-type and super star shooter are fine. however, the issues with active shoot (frozen projectiles), genocide 2 (crashing when opening menu), and Y2 (invisible player ship) still persist
unsure if any of this is expected behavior, user error or core bugs. can try any suggestions you may have, thanks
Does the XDF format actually load faster than D88? Would it not be ideal to change the core format to XDF instead of D88?
that’s a good question
I wonder whether it would be possible to load a predefined list of floppy disks for a game, so that they would not need to be loaded one by one. I believe RetroArch has something similar.
that’s basically what the HDFs are doing
When a game uses more than three floppy disks, it really becomes cumbersome to load them one by one. I am aware that some will say this is how it works on the original hardware. 😅
Thing is, most people using original hardware nowadays don’t bother with floppies unless the game forces them to, most games are run off virtual hard drive
It’s way faster that way
Current SASI support is good enough to use some images, hopefully one day we get SCSI too
Then we can use incrediblehark’s hdd image which makes things very nice
But yeah for instance, Cotton takes about 2.5 minutes to load off Floppy on my X68K. But only about 13 seconds off hard drive
Or 40 seconds if you include boot up time to the image
It’s a stark contrast
right now, using floppy disks seems to maybe be more stable, but .hdf is really convenient. it's very cumbersome to constantly switch discs; garou densetsu special has 9 of them!
Also, not sure if this is known here but very recently a new tool for X68000 called Xdfboot was released
It allows booting pretty much any 2 floppy game straight from hard drive, with load times bypassed
There are already tools like this that exist but this one seems to have very high compatibility, it’s just limited to 2 disk games
So it seems that SCSI support is the best option, since there are hard disk images containing nearly all games, based on what I have seen
Yup
there are a few games that i can't even find in .d88 format
Is there any game that has never been dumped?
There’s a few listed here
Also the beep version of Cotton wasn’t dumped publicly until I released it I think
I couldn’t find it anywhere at least
One thing I found is that all of the X68000 collections of disk images I could find had games with their copy protection disabled via hacked copies. This isn’t necessarily a problem because that’s more convenient for users
But it bothers me because the original may not be preserved in some cases
So I’ve been buying any game that interests me and making backups then comparing to public backups
It’s been interesting
For instance, a JP user released a patch for A-Jax that I would love to try
But it requires a copy of the main game executable that has not been modified
And all the copies of Ajax online I found are hacked
So the patch just refuses to apply
why would they make a patch for a game that doesn't have a proper dump
perhaps it was made using a private copy, and they didn't realize an unmodified version hasn't been dumped?
There may be dumps, just not public ones. I’ve heard that there’s a Japanese community that has better dumps than can be found online
Like with games we don’t have
Im hoping one day to see that archive, though i cant speak japanese so i think the chances are very low
This has been a theme though. Another user named HUYE made a script and some tools to copy Aquales to a hard drive and play it, but he explicitly left in the copy protection. Also of note is that if you use a publicly available Aquales disk image with his installer, it will always trigger the copy protection
He says in the readme to use your original Aquales disk
If you did and had disk1 in the drive, it would work
I know for a while the set of disks for Akumajou Dracula had an EZ mode hack applied to it which limited damage taken to 1 HP no matter what enemy/stage. Though it seems like now the most commonly archived sets contain the proper version.
oh yeah, dumb question; is a keyboard required to skip to the title screen of certain games? i've just been using a controller thus far, but i noticed a lot of games have opening sequences that can't be skipped
Normally both format will load around the same time.
Puu san has two version of x68000 xdf one and d88 one because both took too many logic elements.
The version xdf seems to took around the same time to load like the hardware but I didn't test actively if it good compatibility.
For Y2 At the beginning, I have the player ship but after a bit of time the game seems to become broken ...
interesting, thank you. odd that the ship doesn't appear at all for me
strangely, in my testing, the stage continues to scroll and even makes it all the way to the boss, but that's as far as it gets
Great improvements to the core
A thing i noticed is
The real 10mhz speed matches more with the Turbo mode activated.
The normal mode speed is much slower than the real machine.
i noticed that as well. many games slow down quite a bit at normal speed
how fast are the two speeds on a real machine? 10mhz and 12mhz?
the XVI and XVI compact were created a few years later and yeah it's 10mhz or 16mhz, selectable by a switch on the top
ahh 16mhz
X68030 runs at 25mhz
And x68030 works at 25 mhz
there's also the rare XVI Compact RED ZONE that can overclock to 24mhz as well
Yes, the Redzone is an overclocked version of x68000 xvi compact
is there a reason to use a 24mhz red zone model over the X68030's 25mhz
X68030 swaps out the Motorola 68000 CPU for a 68030 which adds a data cache and some things. And I don't think the clock speed can be set to 10mhz?
so there's some games that might break basically
The core is 10Mhz and turbo mode 20Mhz normally (if I check with Chorensha we have those informations with cpu power on the shell)
I bought the equivalent of an XVI Compact Red Zone thinking that it would be the most compatible, while still offering a pretty solid speed increase
I did read that you can hold certain buttons during start up of an X68030 to set compatibility modes, though idk how well they work
if they work well then I guess I should have bought an X68030 heh
so far 24mhz has mostly been enough to run everything at full speed. Though I do have some issues when I try to use the Mercury Unit PCM sound emulation via PilederX at higher sample rates
I can completely break the audio if I try 32khz for instance heh
I think an X68030 or CPU accelerator is needed for that
yes, the X68030 has some issues with retail games. there are games that need patches to work on it.
another place where the CPU Power can be seen is in LHES file manager.
A friend of me has an X68030. There are key shortcuts for compatibility mode.
but these compatibility modes are not perfect and patches are required for run specific games.
Ah I see. Makes sense
It's nice to play Granada on X68030, because there are zero slowdowns and music plays correctly
but should be loaded in 10mhz compatibility mode
by the way. the dragon buster is working well in the new core. no more disaligment in sprites.
so, you have a REDZONE, @rotund parrot ?
then you can play Mahou Daisakusen in a decent way.
Pretty much. I don’t have the cool Red Zone shell, and I think whoever modded it just swapped out one of the clocks for a higher spec one
But it works very well and stable
so, you have a modified XVI compact
I have the full size XVI. It can play Mahou, but some slowdows in certain places.
Nice! Love the look of the full size XVI too
it's preferable to set it in slow cpu in options, because the game suffers in high cpu option.
but you, with the 24mhz can get some power
And how is your performance with Geograph Seal?
Very good, I’m not sure on the exact FPS but it feels very playable. I think it’s at least 20 fps and sometimes 30 I think
Just loading Mahou Daisakusen now, I have played it before but I think I completely overlooked the cpu setting
wow, working really well! Thanks for the recommendation!
It does drop frames a bit sometimes when there's a lot going on but CPU High is definitely the way to go
That’s why I mentioned having speed levels to improve Turbo mode compatibility, with variations. Of course, I don’t know if it’s possible, but it would be nice to have.
I tested Final Fight, Gradius II & Akumajou Dracula with the MT-32Pi Lite.
So far, so good.
I noticed something strange with the SF2 when running from the HDF: it’s getting a buzzing noise in the audio. When using the floppy, this noise doesn’t happen
Floppy wins again 😅
I saw on Puu’s blog that he implemented SCSI support in the FM Towns core he’s working on
Maybe there’s a way to add it to the X68000 core
Well done! I'm still stuck on him. I think it's my least favorite checkpoint to get through in the game. That clocktower is a brutal run.
Well, if it only had Puu’s transparency, that would be a problem
Puu transparency
Other transparencies
So looking at the Neon68k testing sheet, I think it would actually be more work to adapt it into something you guys could use (because it's something from when we first started doing research to when we shipped the first release - it is layers and layers of crap). So here is what i propose: a fresh spreadsheet that folks here can use to document compatability and then, once albconde gets their changes upstreamed into a new stable, we can do a new neon68k release based on that new spreadsheet (and, of course, credit everyone here who wanted to be credited - that would be important to us).
- Should we go that route?
- If so, should we base the list off of d88s? Is there a big folder of converted HDFs folks are using?
hi, i do not want to made any promises , but my plan is , first try to fix the remaining regression without made more fixes , then upload the core to mister repo and maybe and request an official version . Then start with the things than can cause more regressions , D88 , Sasi problems and study all alternatives ( xdf ) , the core is very big we can not have all options . So my opinion is for now, the more usable are de HDF , the D88 are very slow , and i do not know if i can improve this , i only touch the Amstrad cpc and pcw disk drive
I agree. This feedback would be helpful to:
- albconde as he makes fixes,
- users trying to figure out what is working or not
- testers to check what needs to be tested next
Need to make sure that testing is done by version though, especially when versions are produced rapidly
yes absolutely
Let me know when the spreadsheet is ready so we can add the tests
SFIII 3.3 😅
I'm just really impressed with all the advancements in this core. As a huge fan of the Castlevania series of games, being able to play the X68k version basically perfectly is such a nice treat. Looking forward to my MT32-Pi Hat kit to arrive later this week to hear the great audio. Thanks to all for their efforts!
The latest core version fixed the horizon line issue in Terry’s stage in Garou Special.
Could someone run a test? When opening the game Genocide 2 and the Zoom mascot appears, try entering the MiSTer OSD. In my case, every time I enter the OSD, the game freezes
i've been running into this same issue on both .hdf and .d88
Unusual behavior, could this be an issue with the game dump?
unsure. i'm leaning towards core bug due to the nature of it
SCSIのコマンドは複数セクタまとめて読み書き可能です。SDカードも同様なのですが、簡略化のためSDカードの読み書きはセクタ単位で行っています。 セクタ単位でのSDカード読み書きの後、読み書きを終了する手続きがあり、その完了パルスをもってSCSI側は...
A new post by Puu-san specifically regarding the SDSCSI FPGA
The post was made in January 😅
Perhaps this is a way to add SCSI support to the X68000; the code was implemented in the FM Towns.
The last changed of fmtowns and scsi HDD required to use 2nd SD card on Io/board not easy but directly connected to the fpga
SCSI would need a portion on the MiSTer side and a portion on the core side, similar to how PC Engine/TurboGrafx's CDROM does it
You'd also need to know the full set of SCSI commands to be emulated
would it? I have been meaning to look into Grabulosaure's sparcstation implementation since it doesn't seem to hit mister main at all?
Well, you get to emulate a SCSI host, and also a SCSI target, and the SCSI bus as well. I don't know what he has implemented or what it supports/doesn't support
All the cnosoles with CD are hitting MiSTer main to do the file access
But basically, the core side needs to implement to electrical protocol, and the MiSTer process gets to access the *.HDF (or whatever file type) as though it was a raw device
Since those files have some additional header/formatting/housekeeping stuff going on, it makes sense to keep that away from the core and into the MiSTer process, especially if there is the possibility for units of various sizes or special SCSI commands
yeah, that would be the main downside: no chd support
(anyway, I've got to go get some sleep now)
all that's required is the core asks for data at lba X and main can do whatever.
cdrom support has additional wrinkles like 'how do I support the play command sanely'
the way the srg320 derived cores do this is not the only way; Robert did it completely in-core on the psx
I dont know if I said before
The ADPCM sounds higher in the real system.
It sounds in low volume in the core.
And... looking in lhes CPU power. It seems the 10mhz mode runs at 91%
Is posible than the graphic pileline made cpu wait at this point in some circunstances in the core , i will change this part
I dont remember the exact number of 16mhz in real system. I have the computer packed because I was moving this week. But it was arround 180% dont remember well
I will check after work I didn't know LHES has it.
The other thing about SCSI is that it's a multi-drop bus, and by the time the X68000 was available, it was no longer uncommon for people to have more than one unit on it - everybody would have (at least) one hard drive, but other devices like CDROM became more common.
You can draw the line at various different points between core and Main, but it doesn't really make sense to embed anything beyond the electrical signalling level inside the core (since data requests pass through main anyway). virtual hard drive formats, CHD, and CD audio-or-data-read state are good examples of things that make sense in Main
So it is the MPU Power 93% for normal (10Mhz) and 180% for Turbo (20Mhz)
The real system 10mhz is 107%
What is this MPU power you are referring to - what does it represent ?
I'm also not clear which of the various X68000 machines puu was targeting originally
But there are many possibilities for discrepancy...
The MPU power in a real x68000 is arround 105-107% shown in the LHES
MPU = microprocessor ?
Yes
Then. It depends the computer model can have more ram speed, or video speed. Marginal differences
OK, so I wonder what goes into that calculation. Usually, if anything, FPGA implementations tend to overlook the penalty of RAM refresh, so FPGA usually turns out a couple of percentage points too high
Not sure what would make it low, unless there is an actual clock speed deviation
The slowdown is very noticeable in the Genocide 2 intro
When using turbo, it matches better the original speed. A little fastet maybe, but not like a 16mhz machine.
Also, although I'm sure that this is using a cycle-accurate 68000 CPU implementation, the Hitachi
HD68HC000 might have made a minor change to one or two instructions to speed them up by a cycle.
this version is only for test the speed i made changes in the video pipelines . Goemon is a good reference is one of the persons in spain with more know of this machines , so probably is right . Gracias Pep
It's interesting to me that the reading on real hardware is not 100%
You would think that the author of the original program would have normalized the value to 100%
There is tool could help to get the right speed
https://modelrail.otenko.com/assets/x68000/spdcheck.zip
we have the time taken between the start and the end of the test
it could be great to pass it on real hardware
in the last core the mpu give the same than previous 92%
puu core give 109%
last oficial core give me 91,4 so is not related to my changes
i was testing with phalanx vhd if will be good si someome confirm with this vhd in a real machine at 10 mhz the value but probably Goemon is right
Well, the speed could be so many differnet things. The important thing is to understand what exactly is being measured.
in xm6g the value of mpu = 86.2 as 10 Mhz with phalans vhd . xm6g normaly is acurated , but best is to confirm with real machine at 10 mhz , the previous version can have slowdowns in some cases with a lot of graphs . I think i fix this with the last version by not completily texted
It could even be that the clock ticks aren't correct.
the puu version is 109 but his 68000 core is not acurated
If the test is measuring number of executions of an instruction loop against a series of "realtime clock" ticks (or is it VSYNC interrupts ?), then it's important to know which of the measures it is, and what are the instructions in the loop (and do they access ports or memory ranges which might invoke wait states, etc)
Because any or all of them could be wrong
10 mhz runs phalanx perfectly, no problem. the original phalanx.
there is an HDD image of phalanx that has a ADPCM fix, and it requires a faster machine to work well
the one I have in my mister is an HDD version that it's fixed
there are games that have slowdows but are perfectly playable in 10 mhz on a real x68000
Gradius II, Granada or Ghouls'n'Ghost ( the part of the trees and the rain )
I need to test these ones with normal speed in the core for test how they behave
I suppose they will have much heavy slowdown
the thing is... there are games like Granada or Genpei Toumaden that lose the sound in 16mhz mode in real X68000 XVI.
in this video at 9:41 you can see the velocity 107.5 % who confirm the info form Goemon
iNFORMACION PARA ARRANCAR DESDE PUERTO SASI QUE VIENE DE ORIGEN EN X68000.
ARRANCAR CON SOLO UNA DISQUETERA OPERATIVA HUMAN SYS.
IMPORTANTE: PARA SASI , EL SCSI2SD TIENE QUE ESTAR CONFIGURADO EN ID3 (CONECTANDO EL SCSI2SD A UN PC Y ABRIENDO SCSI2SD-UTIL.EXE Y CAMBIANDO EL VALOR QUE PREDETERMINADO VENDRA EN 0)
This guy i know him he is from my region
But really, the only I can say is congratulations to you all that fixed all these things and made this core better than ever.
the core still need a lot of work ...
Yes, but it got a great improvement
It 1000 time best option to play this core than play x68000z. The core works 1000 times better.
X1 Emulator running on X68000 core 🙂
Dark Storm works less better plenty of missing graphics
dang! thanks to albconde this core is shaping up nicely!
Playing 2P at the same time on Mahou
https://note.com/retoropc_etc/n/n1b4cffe92cfe
It is working 🙂
Wow, very nice!
F3 for player two and after F1 player one in selection player
Got my MT32-pi today. Akumajou Dracula sounds amazing. Quick question. I assume saving with a preinstalled HDF still isn't possible?
It depends how the hdf is made but I remember there is a version the save is not possible.
I think the HDF from Neon68k set could save
Mmh, have to check. I assume the game saves automatically after completing a level boss?
My version doesn't work.
Yes the save is possible at certain points
SharpMZ emulator woud work fine too #1047332497492553799 message (GameBoy or MSX ones not so much on current core capabilities #1047332497492553799 message or #1056033525922537542 message )
or at least that was the situation 2 years ago
The game only saves after you lose all your lives, and the Continue screen provides an option to save. If you do not save at that moment, the game progress will not be recorded.
At least, this was the only way I was able to save the game. 😅
There is also this emulator MSX but we have already a core for it
https://github.com/kunichiko/X68000_MSX_Simulator
X1 is for waiting a core 🙂