Ahh, didn't think of that. Thanks.Chris23235 wrote: ↑Sun Apr 24, 2022 4:01 pmJust put the folders with the games in subfolders calles "shmups", "rpg", etc,Chilli_Vibes wrote: ↑Sun Apr 24, 2022 3:45 pm Just tried this for the first time, really impressed. And, on a CRT, the PS1 looks so much better than running a software emulator with shaders.
One question, would it be possible, in the future, to browse a directory for games ? I would like to keep directories of shmups, platformers, rpg, racing, etc.... At the moment, it seems you can only have one game in each folder, and that folder has to be named the same as the file.
Nightly Public Builds for the PlayStation Core
- Chilli_Vibes
- Posts: 129
- Joined: Sat Mar 12, 2022 4:47 pm
- Has thanked: 53 times
- Been thanked: 33 times
Re: Nightly Public Builds for the PlayStation Core
Re: Nightly Public Builds for the PlayStation Core
Is dual SDRAM still an option in the latest cores? Is it the SPU Ram option in the video&audio menu?
If yes, when that option is greyed out does that mean that my dual ram is not working?
If yes, when that option is greyed out does that mean that my dual ram is not working?
-
- Core Developer
- Posts: 385
- Joined: Sat May 23, 2020 12:55 pm
- Has thanked: 42 times
- Been thanked: 414 times
Re: Nightly Public Builds for the PlayStation Core
Yes, this is the option for dual sdram.
It's greyed out if the switch on mister to use dual sdram is not set. (there are 4 big switches in the middle of the board, the one closest to hdmi must be on)
It's greyed out if the switch on mister to use dual sdram is not set. (there are 4 big switches in the middle of the board, the one closest to hdmi must be on)
- Caldor
- Top Contributor
- Posts: 930
- Joined: Sat Jul 25, 2020 11:20 am
- Has thanked: 112 times
- Been thanked: 111 times
Re: Nightly Public Builds for the PlayStation Core
Has anyone tested the rumble support? Anyone know how to get it working and what controllers it might support? And what games to test with?
I have been testing with Medievil, I remember that having rumble.
I have been testing with Medievil, I remember that having rumble.
- LamerDeluxe
- Top Contributor
- Posts: 1239
- Joined: Sun May 24, 2020 10:25 pm
- Has thanked: 887 times
- Been thanked: 284 times
Re: Nightly Public Builds for the PlayStation Core
You have to set the controller to dual shock in the core menu. Also remember some games had the shock effects turned off by default.
To turn on the analog mode press L3+R3+up or down on the d-pad. Analog forced got removed already, it forced analog mode on always, but that could cause trouble.
I've been comparing the dual shock effect to my PSOne and for a lot of games it works well. Some racing games, like Gran Turismo, Colin McRae Rally 1/2 and Jarret & Labonte stock car racing, have the shock effect going constantly, which doesn't match the behavior on the PSOne.
To turn on the analog mode press L3+R3+up or down on the d-pad. Analog forced got removed already, it forced analog mode on always, but that could cause trouble.
I've been comparing the dual shock effect to my PSOne and for a lot of games it works well. Some racing games, like Gran Turismo, Colin McRae Rally 1/2 and Jarret & Labonte stock car racing, have the shock effect going constantly, which doesn't match the behavior on the PSOne.
- Caldor
- Top Contributor
- Posts: 930
- Joined: Sat Jul 25, 2020 11:20 am
- Has thanked: 112 times
- Been thanked: 111 times
Re: Nightly Public Builds for the PlayStation Core
Yeah, I already tried Dualshock mode. I have been using my 8Bitdo SN30 Pro+. Pretty sure it should have rumble? I have tested with Medievil because I know it had rumble support, but does not seem to work with it.
Re: Nightly Public Builds for the PlayStation Core
I have an 8Bitdo SN30 Pro (not plus), and I can't get Ape Escape to work right.
I have tried setting input1 mode to DualShock on the core OSD, and then pushed L3+R3+up (also tried L3+R3+down) but only one axis on the left analog stick seems to be working. Using latest nightly build.
So, is there any detail I may be missing, please?
I have tried setting input1 mode to DualShock on the core OSD, and then pushed L3+R3+up (also tried L3+R3+down) but only one axis on the left analog stick seems to be working. Using latest nightly build.
So, is there any detail I may be missing, please?
-
- Core Developer
- Posts: 385
- Joined: Sat May 23, 2020 12:55 pm
- Has thanked: 42 times
- Been thanked: 414 times
Re: Nightly Public Builds for the PlayStation Core
did you map the axis on mister main before starting the core?
Re: Nightly Public Builds for the PlayStation Core
That was the problem. I seem to be pretty stupid sometimesFPGAzumSpass wrote: ↑Tue May 03, 2022 4:50 am did you map the axis on mister main before starting the core?
Thanks!!!
- Caldor
- Top Contributor
- Posts: 930
- Joined: Sat Jul 25, 2020 11:20 am
- Has thanked: 112 times
- Been thanked: 111 times
Re: Nightly Public Builds for the PlayStation Core
Have you gotten rumble working for anything?vanfanel wrote: ↑Tue May 03, 2022 9:43 pmThat was the problem. I seem to be pretty stupid sometimesFPGAzumSpass wrote: ↑Tue May 03, 2022 4:50 am did you map the axis on mister main before starting the core?
Thanks!!!
Re: Nightly Public Builds for the PlayStation Core
I've tested PSX_unstable_20220429_14b864.rbf with a Dualshock 4 controller connected via USB.
Metal Gear Solid has a handy vibration test function in the Options and these are my experiences:
1. Rumble works when input 1 is set to "Dualshock" in OSD (digital controls).
2. Rumble does not work when input 1 is set to "DS Forced Analog" in OSD.
3. Rumble does not work when input 1 is set to "Dualshock" in OSD after pressing L3+R3+up (analog controls).
4. Following the above, when I switch back to digital controls via L3+R3+down then rumble does not work as well.
Let me know if you want me to test things further!
Metal Gear Solid has a handy vibration test function in the Options and these are my experiences:
1. Rumble works when input 1 is set to "Dualshock" in OSD (digital controls).
2. Rumble does not work when input 1 is set to "DS Forced Analog" in OSD.
3. Rumble does not work when input 1 is set to "Dualshock" in OSD after pressing L3+R3+up (analog controls).
4. Following the above, when I switch back to digital controls via L3+R3+down then rumble does not work as well.
Let me know if you want me to test things further!
-
- Top Contributor
- Posts: 468
- Joined: Sun May 24, 2020 7:17 pm
- Has thanked: 35 times
- Been thanked: 99 times
Re: Nightly Public Builds for the PlayStation Core
but last unstable is from yesterday
and 20220502 has rumble related change
and 20220502 has rumble related change
CPC-Power Staff
Re: Nightly Public Builds for the PlayStation Core
No, I don't feel any vibration on Metal Gear test or Ape Escape.Caldor wrote: ↑Wed May 04, 2022 6:45 amHave you gotten rumble working for anything?vanfanel wrote: ↑Tue May 03, 2022 9:43 pmThat was the problem. I seem to be pretty stupid sometimesFPGAzumSpass wrote: ↑Tue May 03, 2022 4:50 am did you map the axis on mister main before starting the core?
Thanks!!!
I have configured input1 as DualShock on the OSD. Analog features work perfect!
So, it seems no rumbre for now on our 8bitdos? Maybe it's something on the Linux side of things...
Also, can you point me to information regarding how to get one different Memory Card for each game?
I have "Automount Memory Card 1" set to "NO", so I guess that should create a different .SAV for each game? Or maybe I am wrong?
Re: Nightly Public Builds for the PlayStation Core
Alright. Just ran the same tests on PSX_unstable_20220503_16cd40.rbf with a Dualshock 4 controller connected via USB.
Using vibration test function in the Options of Metal Gear Solid, these are my experiences:
1. Rumble works when input 1 is set to "Dualshock" in OSD (digital controls).
2. Rumble does not work when input 1 is set to "Dualshock" in OSD after pressing L3+R3+up (analog controls).
3. Following the above, when I switch back to digital controls via L3+R3+down then rumble does work again.
Apparently rumble does not seem to work together with analog controls yet.
Using vibration test function in the Options of Metal Gear Solid, these are my experiences:
1. Rumble works when input 1 is set to "Dualshock" in OSD (digital controls).
2. Rumble does not work when input 1 is set to "Dualshock" in OSD after pressing L3+R3+up (analog controls).
3. Following the above, when I switch back to digital controls via L3+R3+down then rumble does work again.
Apparently rumble does not seem to work together with analog controls yet.
Re: Nightly Public Builds for the PlayStation Core
Does anyone manage to make the analog work as it should (like in Descent, for example, it supports both the original analog flight stick and the earlier Dualshock model which didn't have rumble but it had the analog driver on it)?
I can't make it work. The controller won't respond to any input while analog or wheel analog is selected.
I can't make it work. The controller won't respond to any input while analog or wheel analog is selected.
-
- Top Contributor
- Posts: 1018
- Joined: Thu Dec 10, 2020 5:44 pm
- Has thanked: 315 times
- Been thanked: 238 times
Re: Nightly Public Builds for the PlayStation Core
Using dualshock setting and a DS4 via USB, I can't get soul reaver to recognize analog input, even when analog mode is selected via mouse click. Contra PQR I do get a rumble shake when turning on vibration in soul reaver's in-game options menu, even in analog mode.
I did configure the analog sticks in the Menu core, but I noticed when defining buttons in PSX, it never asks you to move the sticks.
I did configure the analog sticks in the Menu core, but I noticed when defining buttons in PSX, it never asks you to move the sticks.
-
- Core Developer
- Posts: 385
- Joined: Sat May 23, 2020 12:55 pm
- Has thanked: 42 times
- Been thanked: 414 times
Re: Nightly Public Builds for the PlayStation Core
Yes, sticks are only configured in main, not in the core.
DS4 is proven to work with analog, but i'm not sure what the problem is in your case, sorry
DS4 is proven to work with analog, but i'm not sure what the problem is in your case, sorry
- Alkadian
- Top Contributor
- Posts: 728
- Joined: Thu May 28, 2020 9:55 am
- Has thanked: 294 times
- Been thanked: 119 times
Re: Nightly Public Builds for the PlayStation Core
Rumble is working fine on my side. It is absolutely brilliant!!
I have tested Driver and Medievil with a DS4 which I have picked up just yesterday.
Thanks @FPGAzumSpass!
I have tested Driver and Medievil with a DS4 which I have picked up just yesterday.
Thanks @FPGAzumSpass!
-
- Top Contributor
- Posts: 1018
- Joined: Thu Dec 10, 2020 5:44 pm
- Has thanked: 315 times
- Been thanked: 238 times
Re: Nightly Public Builds for the PlayStation Core
Alright I just didn't have the DS4 configured correctly in the menu core somehow. Dual sticks and rumble all working together in Ape Escape and others.
Re: Nightly Public Builds for the PlayStation Core
I managed to get rumble and analog controls working with a DS4 as well.
Using the clickable touch pad on the DS4 controller to switch between digital and analog controls is a lot easier. Using L3+R3+up/down works too but only if you don't press the direction keys too long.
A big thank you to the PSX core developers. This is truly awesome!
Using the clickable touch pad on the DS4 controller to switch between digital and analog controls is a lot easier. Using L3+R3+up/down works too but only if you don't press the direction keys too long.
A big thank you to the PSX core developers. This is truly awesome!
-
- Posts: 172
- Joined: Sun Mar 07, 2021 12:28 pm
- Has thanked: 31 times
- Been thanked: 48 times
Re: Nightly Public Builds for the PlayStation Core
I’ve been toying with the core and I noticed that the scanline filter remains applied even when the game outputs a 480i resolution, which makes no sense since interlaced content, by definition, doesn’t have static scanlines.
Am I missing something or can something be done for mister to turn off scanline filters when 480i modes are used by games?
Am I missing something or can something be done for mister to turn off scanline filters when 480i modes are used by games?
Re: Nightly Public Builds for the PlayStation Core
Thanks for this.
Are there known issues with using 32MB 2.2 XS SDRAM for the second module? I definitely have the right configuration, but the SPU RAM option in the PSX core is still grayed out.
..is there any (other) way to test whether dual SDRAM is working?
-
- Posts: 156
- Joined: Mon Jun 08, 2020 2:02 pm
- Location: Manchester, UK
- Has thanked: 72 times
- Been thanked: 23 times
- Contact:
Re: Nightly Public Builds for the PlayStation Core
Is anybody having any issues with the last three nightly builds - none work for me, the Bios doesn't load. Works fine up until the first build from 2nd May, after that I just get ED and a black screen.
I'm running off an external HDD for my PSX library, not the SD card.... any ideas? Have I missed something?
I'm running off an external HDD for my PSX library, not the SD card.... any ideas? Have I missed something?
Re: Nightly Public Builds for the PlayStation Core
bios file for every region is now required (if you play pal or jap games)RascalUK wrote: ↑Fri May 06, 2022 12:26 pm Is anybody having any issues with the last three nightly builds - none work for me, the Bios doesn't load. Works fine up until the first build from 2nd May, after that I just get ED and a black screen.
I'm running off an external HDD for my PSX library, not the SD card.... any ideas? Have I missed something?
boot.rom for us
boot1.rom for jap
boot2.rom for pal