Currently it has slightly better sound, but the difference is very marginal
PSX Core Official Release
Re: PSX Core Official Release
So the Dual Ram only benefits for the few rare games that utilize all 24 audio channels in the PSX; I think there maybe 5 games that does this.
Without the Dual Ram there like a millisecond delay in sound for those 5 games. Odds are unless you got spectacular hearing and knew those 5 games inside and out, you never notice.
It is my great regret that we live in an age that is proud of machines that think and suspicious of people who try to.
Re: PSX Core Official Release
See a comment from Robert about that:
There will be an option in OSD or autodetect to use the second stick for Sound RAM.
Sound with single RAM will most likely work in almost every case. The only real problem is when all 24 voices requiring new data (new start) at the same time AND the data is not cached.
In that case, the sound will most likely just be slightly delayed by few samples (less than 0,1ms) but still consistent accross all voices. So even that is not an issue.
Also the Sound can also trigger an interrupt when a specific RAM address is read or written and that timing cannot be 100% accurate then. However, emulators like Duckstation also don't have a exact granularity for that interrupt(up to 760 cycles late) and games still work, so maybe it's no issue at all.
Source https://www.reddit.com/r/fpgagaming/com ... t/hrlktdo/
There will be an option in OSD or autodetect to use the second stick for Sound RAM.
Sound with single RAM will most likely work in almost every case. The only real problem is when all 24 voices requiring new data (new start) at the same time AND the data is not cached.
In that case, the sound will most likely just be slightly delayed by few samples (less than 0,1ms) but still consistent accross all voices. So even that is not an issue.
Also the Sound can also trigger an interrupt when a specific RAM address is read or written and that timing cannot be 100% accurate then. However, emulators like Duckstation also don't have a exact granularity for that interrupt(up to 760 cycles late) and games still work, so maybe it's no issue at all.
Source https://www.reddit.com/r/fpgagaming/com ... t/hrlktdo/
Re: PSX Core Official Release
0,1ms delay. Literally unplayable. lol
I love to know these extremely irrelevant issues. Just to specify what are we talking about when someone (the usual FPGA negationist / real hardware fundamentalist*) says FPGA cores aren't and won't ever be “perfect”.
*Yes, those who connect their consoles to LCDs and say they're just looking for the original experience.
I love to know these extremely irrelevant issues. Just to specify what are we talking about when someone (the usual FPGA negationist / real hardware fundamentalist*) says FPGA cores aren't and won't ever be “perfect”.
*Yes, those who connect their consoles to LCDs and say they're just looking for the original experience.
-
- Top Contributor
- Posts: 1311
- Joined: Mon Jul 06, 2020 9:37 pm
- Has thanked: 634 times
- Been thanked: 308 times
Re: PSX Core Official Release
I just got a chance to try Rebel Assault II on the official release and it still has the EE error. Where is the best place to report the problem? Should I create a github issue?
-
- Posts: 172
- Joined: Sun Mar 07, 2021 12:28 pm
- Has thanked: 31 times
- Been thanked: 48 times
Re: PSX Core Official Release
Github issue, yes.
-
- Posts: 172
- Joined: Sun Mar 07, 2021 12:28 pm
- Has thanked: 31 times
- Been thanked: 48 times
Re: PSX Core Official Release
By default the core automatically creates and mounts a new empty memory card for every game, and the uses that memory card subsequently. Did you try mounting it manually in the OSD while the game is running?
Re: PSX Core Official Release
Seems like there's no memory card interface in games? I saw the same in beta cores, though I didn't start using them until like a week ago. Very much a "nice to have" thing but it threw me off the first few times I went to save or load and the game just did it without any choosing blocks or whatever.
Is this only a thing if you don't manually mount a memory card?
-
- Top Contributor
- Posts: 1323
- Joined: Thu Jun 11, 2020 2:31 am
- Has thanked: 15 times
- Been thanked: 213 times
Re: PSX Core Official Release
A bit confused about DualShock vs. Analog settings - in Gran Turismo, analog driving controls are only available in Analog mode (NOT DualShock!)...but vibration still works (if enabled). With the setting of DualShock, vibration works, but no analog control.
Am I missing something obvious? My expectation was that DualShock would be analog+vibration and that Analog would be analog without vibration.
Am I missing something obvious? My expectation was that DualShock would be analog+vibration and that Analog would be analog without vibration.
Re: PSX Core Official Release
In most games DualShock controller starts in digital mode for compatibility reasons due to many early games being completely incompatible with the analog mode. You have to switch to analog manually with a button combo (L3+R3+up or L1+L2+R1+R2+up depending on core settings).rhester72 wrote: ↑Fri May 13, 2022 3:59 pm A bit confused about DualShock vs. Analog settings - in Gran Turismo, analog driving controls are only available in Analog mode (NOT DualShock!)...but vibration still works (if enabled). With the setting of DualShock, vibration works, but no analog control.
Am I missing something obvious? My expectation was that DualShock would be analog+vibration and that Analog would be analog without vibration.
-
- Top Contributor
- Posts: 1323
- Joined: Thu Jun 11, 2020 2:31 am
- Has thanked: 15 times
- Been thanked: 213 times
Re: PSX Core Official Release
Duly noted - but shouldn't Analog controllers disable vibration entirely, then?TLPD-AVW wrote: ↑Fri May 13, 2022 4:49 pm In most games DualShock controller starts in digital mode for compatibility reasons due to many early games being completely incompatible with the analog mode. You have to switch to analog manually with a button combo (L3+R3+up or L1+L2+R1+R2+up depending on core settings).
-
- Posts: 262
- Joined: Sun May 24, 2020 10:06 pm
- Has thanked: 137 times
- Been thanked: 78 times
Re: PSX Core Official Release
No, as the Japanese version of the Analog Controller (SCPH-1150) had rumble (albeit single-motor).
-
- Top Contributor
- Posts: 1323
- Joined: Thu Jun 11, 2020 2:31 am
- Has thanked: 15 times
- Been thanked: 213 times
Re: PSX Core Official Release
It does? Where? I can't get it to even save to a memory card I've mounted manually.AtomicShroom wrote: ↑Fri May 13, 2022 1:00 pm By default the core automatically creates and mounts a new empty memory card for every game, and the uses that memory card subsequently. Did you try mounting it manually in the OSD while the game is running?
Where is it creating these empty memory cards?
-
- Top Contributor
- Posts: 1323
- Joined: Thu Jun 11, 2020 2:31 am
- Has thanked: 15 times
- Been thanked: 213 times
Re: PSX Core Official Release
(following up on my own reply)
May have found a bug - "Arcade's Greatest Hits - The Atari Collection 1" simply will not autocreate a memory card, autoload one, or manual or autosave one, period. The green User/Save light comes on via the I/O board when the game tries to first save (upon launching one of the arcade games) and goes out when I enter the OSD (with autosave enabled), but no I/O to the sdcard actually occurs.
I've tried changing the name (removing the single quote, removing the dash, shortening the name) to no avail, and thus far it's the only title behaving this way (so naturally it was the first I tested ). Ironically, "Arcade's Greatest Hits - The Atari Collection 2" does NOT behave this way...go figure.
May have found a bug - "Arcade's Greatest Hits - The Atari Collection 1" simply will not autocreate a memory card, autoload one, or manual or autosave one, period. The green User/Save light comes on via the I/O board when the game tries to first save (upon launching one of the arcade games) and goes out when I enter the OSD (with autosave enabled), but no I/O to the sdcard actually occurs.
I've tried changing the name (removing the single quote, removing the dash, shortening the name) to no avail, and thus far it's the only title behaving this way (so naturally it was the first I tested ). Ironically, "Arcade's Greatest Hits - The Atari Collection 2" does NOT behave this way...go figure.
-
- Posts: 172
- Joined: Sun Mar 07, 2021 12:28 pm
- Has thanked: 31 times
- Been thanked: 48 times
Re: PSX Core Official Release
There is at least another game which has known Memory Card saving issues, so looks like there's still some inaccuracies causing issues there. If this is 100% reproducible, then please create an issue on Github!rhester72 wrote: ↑Fri May 13, 2022 7:10 pm (following up on my own reply)
May have found a bug - "Arcade's Greatest Hits - The Atari Collection 1" simply will not autocreate a memory card, autoload one, or manual or autosave one, period. The green User/Save light comes on via the I/O board when the game tries to first save (upon launching one of the arcade games) and goes out when I enter the OSD (with autosave enabled), but no I/O to the sdcard actually occurs.
I've tried changing the name (removing the single quote, removing the dash, shortening the name) to no avail, and thus far it's the only title behaving this way (so naturally it was the first I tested ). Ironically, "Arcade's Greatest Hits - The Atari Collection 2" does NOT behave this way...go figure.
-
- Top Contributor
- Posts: 1323
- Joined: Thu Jun 11, 2020 2:31 am
- Has thanked: 15 times
- Been thanked: 213 times
Re: PSX Core Official Release
In the process of being VERY pedantic about documenting the issue on github, it actually saved. It appears to be something with the game itself (i.e. it would do this on actual hardware), and you have to do more than just 'save' (by exiting that arcade game and switching to another) before it actually commits anything of value. Once it does, it actually functions normally as expected.AtomicShroom wrote: ↑Fri May 13, 2022 7:21 pm There is at least another game which has known Memory Card saving issues, so looks like there's still some inaccuracies causing issues there. If this is 100% reproducible, then please create an issue on Github!
The 007 issue is something else - I can reproduce that (thank you, cheats! LOL) and it manifests differently. Data of some kind is clearly written to the memory card image (from MiSTer's PoV), but the card contents itself are empty. More interestingly, if you unload the memory card from slot 1 and remount it manually, the game reflects a memory card in slot _2_ (but still empty). Not sure what in the world is going on there.
I'm declining to open a github issue on the Atari disc because I no longer think it's a core issue.
Re: PSX Core Official Release
If on a ps4 and maybe ps5 controller you can push the touchpad to switch. Works like the old original dual analog stick mode button.TLPD-AVW wrote: ↑Fri May 13, 2022 4:49 pmIn most games DualShock controller starts in digital mode for compatibility reasons due to many early games being completely incompatible with the analog mode. You have to switch to analog manually with a button combo (L3+R3+up or L1+L2+R1+R2+up depending on core settings).rhester72 wrote: ↑Fri May 13, 2022 3:59 pm A bit confused about DualShock vs. Analog settings - in Gran Turismo, analog driving controls are only available in Analog mode (NOT DualShock!)...but vibration still works (if enabled). With the setting of DualShock, vibration works, but no analog control.
Am I missing something obvious? My expectation was that DualShock would be analog+vibration and that Analog would be analog without vibration.
-
- Top Contributor
- Posts: 1019
- Joined: Thu Dec 10, 2020 5:44 pm
- Has thanked: 315 times
- Been thanked: 238 times
Re: PSX Core Official Release
Mouse click also toggles analog/digital and Mister treats the DS4 touchpad like a mouse.throAU wrote: ↑Fri May 13, 2022 11:19 pmIf on a ps4 and maybe ps5 controller you can push the touchpad to switch. Works like the old original dual analog stick mode button.TLPD-AVW wrote: ↑Fri May 13, 2022 4:49 pmIn most games DualShock controller starts in digital mode for compatibility reasons due to many early games being completely incompatible with the analog mode. You have to switch to analog manually with a button combo (L3+R3+up or L1+L2+R1+R2+up depending on core settings).rhester72 wrote: ↑Fri May 13, 2022 3:59 pm A bit confused about DualShock vs. Analog settings - in Gran Turismo, analog driving controls are only available in Analog mode (NOT DualShock!)...but vibration still works (if enabled). With the setting of DualShock, vibration works, but no analog control.
Am I missing something obvious? My expectation was that DualShock would be analog+vibration and that Analog would be analog without vibration.
...actually that's a bit strange. Wasn't the Playstation mouse a thing? Does the core support it? Wouldn't that dualshock swapping get in the way?
Re: PSX Core Official Release
Yeah the PlayStation mouse was a thing. I’m probably one of the 6 people who still has one.FoxbatStargazer wrote: ↑Sat May 14, 2022 1:18 amMouse click also toggles analog/digital and Mister treats the DS4 touchpad like a mouse.throAU wrote: ↑Fri May 13, 2022 11:19 pmIf on a ps4 and maybe ps5 controller you can push the touchpad to switch. Works like the old original dual analog stick mode button.TLPD-AVW wrote: ↑Fri May 13, 2022 4:49 pm
In most games DualShock controller starts in digital mode for compatibility reasons due to many early games being completely incompatible with the analog mode. You have to switch to analog manually with a button combo (L3+R3+up or L1+L2+R1+R2+up depending on core settings).
...actually that's a bit strange. Wasn't the Playstation mouse a thing? Does the core support it? Wouldn't that dualshock swapping get in the way?
- pgimeno
- Top Contributor
- Posts: 710
- Joined: Thu Jun 11, 2020 9:44 am
- Has thanked: 277 times
- Been thanked: 226 times
Re: PSX Core Official Release
Just a guess, I haven't tried yet, but probably when the mouse is configured as a controller, the analogue toggle function with mouse click is disabled.
Converters I've written: Floppy DIM/FDI/FDD/HDM to D88, D88 to XDF, Tape SVI 318/328 CAS to WAV
- HerrBerzerk
- Posts: 273
- Joined: Tue Feb 01, 2022 1:45 pm
- Has thanked: 122 times
- Been thanked: 39 times
Re: PSX Core Official Release
Does anyone know: Is the speed of the core (frames per second) identical to the real PSX? I never owned one, but did it really not even run with 30FPS in many games, or at least had slowdowns? Thank you!
- Chris23235
- Top Contributor
- Posts: 983
- Joined: Sun May 24, 2020 8:45 pm
- Has thanked: 127 times
- Been thanked: 197 times
Re: PSX Core Official Release
From what I have seen it is fairly accurate. 30 FPS simply weren't the norm, we were happy when everything moved in a more or less regular way on the screen.HerrBerzerk wrote: ↑Sun May 15, 2022 4:58 pm Does anyone know: Is the speed of the core (frames per second) identical to the real PSX? I never owned one, but did it really not even run with 30FPS in many games, or at least had slowdowns? Thank you!
- aberu
- Core Developer
- Posts: 1192
- Joined: Tue Jun 09, 2020 8:34 pm
- Location: Longmont, CO
- Has thanked: 247 times
- Been thanked: 411 times
- Contact:
Re: PSX Core Official Release
Yes, slowdowns were a thing. They were pretty common back then.HerrBerzerk wrote: ↑Sun May 15, 2022 4:58 pm Does anyone know: Is the speed of the core (frames per second) identical to the real PSX? I never owned one, but did it really not even run with 30FPS in many games, or at least had slowdowns? Thank you!
birdybro~
-
- Top Contributor
- Posts: 1441
- Joined: Mon May 25, 2020 7:54 pm
- Has thanked: 497 times
- Been thanked: 467 times
Re: PSX Core Official Release
On the other hand, a big number of games ran at 60 fps. Quite a feat, considering how relatively puny that hardware was.
A good article about pushing PS1 hardware to the max: https://www.racketboy.com/retro/games-t ... tation-ps1
A good article about pushing PS1 hardware to the max: https://www.racketboy.com/retro/games-t ... tation-ps1
CRT SCR$ Project - building a collection of high-quality photos of CRT displays
CRT ART Books - retro-gaming books with authentic CRT photos
-
- Posts: 172
- Joined: Sun Mar 07, 2021 12:28 pm
- Has thanked: 31 times
- Been thanked: 48 times
Re: PSX Core Official Release
I’ve been playing Spyro - Year of the Dragon for days now and it has pretty much been perfect, except for today. After a long play session I opened up the OSD for it to auto save memory cards. Normally this works fine, except this time the music stopped playing and the game froze completely. Then it threw an EA (SPU timeout) error at me. After rebooting, I found out it also failed to save any of my progress since last time I opened the OSD. Bummer. So yeah, be careful, there’s still quite a few hiccups hiding in there!
-
- Posts: 180
- Joined: Sun May 24, 2020 9:13 pm
- Has thanked: 186 times
- Been thanked: 34 times
Re: PSX Core Official Release
I find once you've saved a game that it's worth pulling up the MiSTer menu so the front-end can commit the save to disk.
Try that, or even the Save Memory Cards option (assuming it's still there, I've just pulled the latest PSX).
Now I'm off to go test FF7 and see if the lag between the menu and world map is still lagging or not
Try that, or even the Save Memory Cards option (assuming it's still there, I've just pulled the latest PSX).
Now I'm off to go test FF7 and see if the lag between the menu and world map is still lagging or not