Search found 107 matches

by TLPD-AVW
Tue Nov 12, 2024 8:26 pm
Forum: Arcade Cores
Topic: Would Love to See More Classic Arcade Cores
Replies: 82
Views: 31940

Re: Would Love to See More Classic Arcade Cores

I've actually tried to use JogCon on MiSTer via SNAC a few months ago, but I couldn't force it to switch to NeGcon compatibility mode on system start.
Shoutouts to Taito for coding proper JogCon recognition in Arkanoid R 2000, only to make it limited to saying that this controller is not supported.

by TLPD-AVW
Mon Nov 04, 2024 4:51 pm
Forum: Linux
Topic: MiSTer Static Backgound Disappeared
Replies: 5
Views: 984

Re: MiSTer Static Backgound Disappeared

The static screen is generated by Menu_MiSTer core which was updated a few days ago. Some releases from this year had complaints about broken static from some users, so it's likely that the latest release broke it again. If you are really bothered by the lack of static, you can try to download a previous menu version , rename it to "menu.rbf&q...
by TLPD-AVW
Fri Nov 01, 2024 2:39 am
Forum: Arcade Cores
Topic: Konami 4-Player Arcade Games
Replies: 2
Views: 778

Re: Konami 4-Player Arcade Games

4 player arcade cabinets had dedicated control panels for each character, where switching character implied player moving to other panel. If you don't want to set up multiple controllers just to switch characters, you can use 2 player variant roms present in the Arcade/_Alternatives folder. 2 player games had proper character select screens instead...
by TLPD-AVW
Sat Oct 26, 2024 11:03 pm
Forum: Arcade Cores
Topic: Would Love to See More Classic Arcade Cores
Replies: 82
Views: 31940

Re: Would Love to See More Classic Arcade Cores

Pole Position is complicated by the fact that is the only somewhat popular system to run on Zilog Z8000 processors. I don't know if there's an available HDL replica of this CPU to build the core around.

by TLPD-AVW
Thu Oct 17, 2024 12:19 am
Forum: SNES (Super Nintendo Entertainment System)
Topic: Force 256 px toggle on CRT's
Replies: 2
Views: 1097

Re: Force 256 px toggle on CRT's

By default the SNES core always outputs resolution with 512 pixels horizontally, doubling pixel width when games are supposed to display 256x224. This is done intentionally to prevent output dropouts on HDMI displays, perceptible to any resolution switches, as sometimes games can keep switching from 256x224 to 512x224 (e.g. when displaying textboxe...
by TLPD-AVW
Sun Oct 13, 2024 3:35 am
Forum: Game Boy Advance
Topic: NiGHTS into Dreams: Score Attack
Replies: 2
Views: 1646

Re: NiGHTS into Dreams: Score Attack

Nights for GBA is a Multiboot game. Multiboot refers to GBA's function allowing console without a cartridge to download data into RAM over multiplayer cable and launch from RAM directly. Since MiSTer's GBA core does not allow launching Multiboot software directly, you have to convert it into a proper cartridge image. I've used a program called Mult...
by TLPD-AVW
Sat Sep 21, 2024 11:53 pm
Forum: Neo Geo MVS / AES / CD
Topic: Bug? Metal slug
Replies: 5
Views: 2724

Re: Bug? Metal slug

That's not a bug. Metal Slug 1 does not use full horizontal resolution for its gameplay area and attempts to mask screen edges, not quite reaching the full height. I believe that Neo Geo core has a setting to crop the image to a narrower resolution properly if that bothers you.

by TLPD-AVW
Fri Jun 21, 2024 10:00 am
Forum: Arcade Cores
Topic: Are vector-based games looking off to anyone?
Replies: 16
Views: 3870

Re: Are vector-based games looking off to anyone?

FPGA64 wrote: Fri Jun 21, 2024 8:34 am

Its restricted by the need to support CRT. If CRT support was removed the resolution could be increased.

Vector display cores actually run at 480p resolution, this makes them unusable on 15khz CRT televisions without using scaler.

by TLPD-AVW
Sun Apr 14, 2024 2:16 pm
Forum: Other Computer / System Cores
Topic: MSX2 how to load .rom files?
Replies: 3
Views: 3866

Re: MSX2 how to load .rom files?

If you want to use cartridge of floppy disk files with MSX2, I recommend to not use the "MSX" core (which is actually based on "modern" 1chipMSX project instead of actual MSX2 computers), but rather use a beta version of the "MSX1" core upgraded with MSX2 support. It is currently listed on GitHub as a separate branch o...
by TLPD-AVW
Sun Apr 07, 2024 9:52 pm
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 581
Views: 2220294

Re: N64 Core

virtuali wrote: Sun Apr 07, 2024 9:30 pm

Tried it right now, side by side Mister and real N64, they are identical. There are other games in which timings are off on Mister, like Knife Edge and WCW Nitro, and they show exactly the same issue on Ares.

Huh, thanks for checking. I remember the forest stage killing the framerate really bad in particular, but maybe I'm just misremembering.

by TLPD-AVW
Sun Apr 07, 2024 9:16 pm
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 581
Views: 2220294

Re: N64 Core

Is it me, or Cruisin' USA runs too smooth on the N64 core? I played the game on a real console a few years ago and I remember framerate being a bit lower.

by TLPD-AVW
Sat Mar 09, 2024 6:09 pm
Forum: Genesis / Mega Drive, Sega CD, 32X
Topic: Trouble Running Knuckles in Sonic 2 on Mister FPGA - Black Screen Issue
Replies: 7
Views: 6351

Re: Trouble Running Knuckles in Sonic 2 on Mister FPGA - Black Screen Issue

There's a working Sonic 2 & Knuckles rom with a md5 hash of bdd13934f4f31bf4d849ef8597d4a07c. I checked it against the rom listed in No-Intro's database (Sonic & Knuckles + Sonic The Hedgehog 2 (World) (Rev A) (Lock-on Combination)) with a hex editor and it differs in exactly 4 bytes.

by TLPD-AVW
Thu Feb 15, 2024 10:23 am
Forum: Sega Saturn
Topic: Sega Saturn Core in Development
Replies: 995
Views: 689730

Re: Sega Saturn Core in Development

I have a good v2.5 SDRAM board from misterfpga.co.uk, ordered in 2020.

by TLPD-AVW
Tue Jan 23, 2024 10:27 am
Forum: Sega Saturn
Topic: ST-V Core?
Replies: 8
Views: 5795

Re: ST-V Core?

ExCyber wrote: Mon Jan 22, 2024 11:40 pm

ROM cartridge support is probably a very low-priority task for the Saturn core, though (only two games use them, and both have patches available to use a RAM cartridge instead).

Both Ultraman and KoF 95 cartridges have been supported by the Saturn core for a long time now. No need to patch discs to play them.

by TLPD-AVW
Sun Jan 21, 2024 4:35 pm
Forum: Commodore 16, 64, 128, VIC-20, PET
Topic: Ballblazer C64 NTSC
Replies: 16
Views: 12031

Re: Ballblazer C64 NTSC

An update on the Ballblazing situation, the newest version of the core not only makes the Remember cracked version playable in NTSC, it even boots the original .g64 disk images. Now the third best version of the game can be played in its original intended speed.

by TLPD-AVW
Fri Jan 12, 2024 11:20 am
Forum: Sega Saturn
Topic: Castlevania - Symphony of the Night (v1.0)[Meduza Team]
Replies: 20
Views: 11606

Re: Castlevania - Symphony of the Night (v1.0)[Meduza Team]

The color of PCB has nothing to do with board versions. Different vendors make boards out of different materials. For example, https://MiSTerFPGA.co.uk uses black PCBs for all their products.

SDRAM board has a copyright notice on it, the board revision is also listed there. If your board is v2.9 or newer, it should be fine for the Saturn core.

by TLPD-AVW
Thu Dec 14, 2023 4:19 pm
Forum: Neo Geo MVS / AES / CD
Topic: Neo Geo Cue Files
Replies: 16
Views: 10378

Re: Neo Geo Cue Files

If you want to see a simple example of the copy protection in action, just fire up Robo Army and let it run through the demo for three cycles...you'll then be greeted with this fun message in blue text on a black background: Thanks, that's just what I asked for in the first place. However, I've left the attract mode running for some time, yet no i...
by TLPD-AVW
Thu Dec 14, 2023 12:55 pm
Forum: Neo Geo MVS / AES / CD
Topic: Neo Geo Cue Files
Replies: 16
Views: 10378

Re: Neo Geo Cue Files

Literally from your page:

Todo: How does the in-game protection work ?

by TLPD-AVW
Thu Dec 14, 2023 9:10 am
Forum: Neo Geo MVS / AES / CD
Topic: Neo Geo Cue Files
Replies: 16
Views: 10378

Re: Neo Geo Cue Files

rhester72 wrote: Wed Dec 13, 2023 11:46 pm

@pac the obvious CP that prevents boot entirely, agreed - UniBIOS doesn't do anything for the ones with in-game protection.

Are there any examples of obvious in-game copy protections checks? Where game works at first but then suddenly stops.

by TLPD-AVW
Wed Oct 04, 2023 4:04 pm
Forum: Genesis / Mega Drive, Sega CD, 32X
Topic: MiSTer Nuked-MD Mega Drive Core
Replies: 153
Views: 84788

Re: MiSTer Nuked-MD Mega Drive Core

I am surprised to learn that Alien 3 for Master System seems to run fine on the Nuked-MD core. This game is notorious for not booting at all on actual Mega Drive consoles. Is this a bug, or was something intentionally tweaked in the core to make this game playable?

by TLPD-AVW
Tue Aug 29, 2023 7:30 am
Forum: Arcade Cores
Topic: Battletoads
Replies: 37
Views: 13351

Re: Battletoads

Just struck me as odd considering the similarity in the hardware and the six year gap between games. I was not saying there was anything underhand involved Later release date doesn't mean more complex hardware. There's a reason why Cave core got DoDonpachi support before Donpachi, an earlier game in the series. Hardware designs can actually get si...
by TLPD-AVW
Thu Jul 27, 2023 3:58 pm
Forum: Commodore 16, 64, 128, VIC-20, PET
Topic: Ballblazer C64 NTSC
Replies: 16
Views: 12031

Re: Ballblazer C64 NTSC

I found a peculiar thing. Setting the Turbo mode option to "Smart" makes the core pass the Lucasfilm Games screen. What's even more interesting, the same trick works even on a .g64 of the original game disk! There's a catch however, as the game's GUI shows graphic corruption. So the game is playable but not in a 100% perfect form.

by TLPD-AVW
Wed Jul 26, 2023 1:15 pm
Forum: Commodore 16, 64, 128, VIC-20, PET
Topic: Ballblazer C64 NTSC
Replies: 16
Views: 12031

Re: Ballblazer C64 NTSC

Yes, tested with stock Commodore KERNAL and disk roms. JiffyDOS doesn't help either.

by TLPD-AVW
Mon Jul 24, 2023 6:35 pm
Forum: Commodore 16, 64, 128, VIC-20, PET
Topic: Ballblazer C64 NTSC
Replies: 16
Views: 12031

Re: Ballblazer C64 NTSC

No luck with C128 core. Freezes with C64 mode option set to either "pure c64" or "C128 extensions".

Also, I read the docs attached to the REM version and they say that the game was cracked from disk, not a cassette. Why would it access the motor then? Weird.

by TLPD-AVW
Mon Jul 24, 2023 12:36 pm
Forum: Commodore 16, 64, 128, VIC-20, PET
Topic: Ballblazer C64 NTSC
Replies: 16
Views: 12031

Re: Ballblazer C64 NTSC

Thanks for responding, I've opened an issue on github for REM version not working in NTSC mode.

by TLPD-AVW
Fri Jul 21, 2023 10:26 pm
Forum: Commodore 16, 64, 128, VIC-20, PET
Topic: Ballblazer C64 NTSC
Replies: 16
Views: 12031

Ballblazer C64 NTSC

I'm having trouble finding a version of Lucasfilm's classic game Ballblazer for Commodore 64 which would boot in NTSC video mode. There are .tap files of European cassette versions which work only in PAL mode, the .d64 version from Remember claims to be region free, yet it freezes in NTSC for me, and the .g64 image of the American Epyx release seem...
by TLPD-AVW
Wed Jul 19, 2023 8:33 am
Forum: Game Boy, Game Boy Color
Topic: Super Game Boy SNES core with MSU
Replies: 54
Views: 43001

Re: Super Game Boy SNES core with MSU

It's a Game Boy bootrom (also traditionally mistakenly called "BIOS") stored inside the Super Game Boy cartridge, similar to bootroms you can load in the Game Boy core. The .sfc file is the SNES part of the SGB rom, .bin file is the Game Boy part of the SGB rom.

by TLPD-AVW
Fri Jun 09, 2023 4:44 pm
Forum: Sega Saturn
Topic: Sega Saturn Core in Development
Replies: 995
Views: 689730

Re: Sega Saturn Core in Development

Most likely that accurate analog video output timings are of lower priority currently. My CRT also displays Saturn shifted to the left, but the image signal itself is very stable. This will be probably tweaked some time later.

by TLPD-AVW
Sun May 28, 2023 8:34 pm
Forum: Arcade Cores
Topic: Tapper Arcade Video Resolution
Replies: 12
Views: 7176

Re: Tapper Arcade Video Resolution

So, as I understand, MCR3 is a true interlaced video system (480i), and MiSTer core outputting progressive 240p video on analog display is an imperfection of the core?

by TLPD-AVW
Tue May 16, 2023 6:12 pm
Forum: Arcade Cores
Topic: Tapper Arcade Video Resolution
Replies: 12
Views: 7176

Re: Tapper Arcade Video Resolution

Currently the core outputs video with the these specs: 511x240, 15.78KHz, 59.7Hz. The picture is clearly in progressive scan with blank scanlines every other line. The core also has an option titled "Deinterlacer Hi-Res" which, I assume, turns the video from 240p to 480p, making it lose sync on 15KHz TV.