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birdybro odiaboeeu kimwi asturur jurkevicz akuma-git iequalshane bzhxx nolannicholson sonic74 pspndsgbasp sergeymakeev tonytaveras twinkle006 aziaardalansaturn_mister's Issues
Antonio builds wont boot games. 4 chip RAM issue?
I have an Antonio build and the RAM chip uses 4 chips, and the only thing I can do with the build right now is load the bios, if I load a game it locks up on the Sega Saturn logo. after doing the boot animation. Is this fixable?
Core doesn't build due to inconsistent debug ifdef
There's some assignments that are made on ports that are conditionally created on debug ifdef (suggest building without debug defined to confirm). I'm building on quartus 17.1 on linux. Thanks for your hard work :)
Akumajou Dracula X - Gekka no Yasoukyoku (English v1.021) hang after defeating Succubus
Version (or build number)
20231018
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
- load savegame from the .zip to /media/fat/saves/Saturn Akumajou Dracula X - Gekka no Yasoukyoku (English v1.021).zip
- load Akumajou Dracula X - Gekka no Yasoukyoku (English v1.021)
- start the game, and load the save game with 102.6% of the game, starting in the room at the right of the save game room:
- enter into the pink false savegame, starting the "Nightmare" screen, and defeat the enemy ("Succubus").
Expected Behavior
It should work like in the following YouTube video, i.e. exit the scene after defeating Succubus: https://www.youtube.com/watch?v=BisuaEUlqOk
Actual Behavior
After Succubus being defeated, the music ends, and there's movement, but it gets stuck. It happens both if pressing start or A for speeding-up the scene, and also waiting until it finishes by itself. See mp4 video I've just made it, it is a short video, but it is like that, but in an infinite loop. The video works, but the audio stops. Just in case for you it means something
sotn_saturn_hang.mp4
Update 1: it behaves the same having the holy water secondary weapon instead of the clock.
Update 2: it behaves the same disabling (debug): SSCP {Direct|DSP} sound / CD audio
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
CHD support planned?
Ask a question about the Sega Saturn Compatible FPGA Core
Is CHD format support planned, or will the core only be supporting BIN/CUE format? All my Saturn roms are currently in CHD format.
Thanks
The fmv cutscenes in Panzer Dragoon are freezing. Also no music on the first level
Version (or build number)
20230829
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
Play the game until you get a fmv cutscene right at the beginning. It will play a little bit and freeze.
You can hit start and skip it.
There is also no music on the very first level.
Expected Behavior
I was expecting the fmv to fully play and music on the first level.
Actual Behavior
The first fmv freezes and there is no music on the first level.
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Is NetLink support possible?
Ask a question about the Sega Saturn Compatible FPGA Core
Hello! I was curious, is it possible that one day we could see NetLink support added to the MISTer Saturn core? NetPlay is back and working for users on actual hardware: https://www.segasaturnshiro.com/saturn-community-projects/online-play/
So I was thinking it might be fascinating to see if a device like the MISTer could make that experience easier (and less hardware dependent with extra adapters and a dreampi).
No battle sound effects (whooshes, hits) or voice samples in VF2
Version (or build number)
231010
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
Using HiSaturn 1.01BIOS as boot.rom
Load Virtua Fighter 2 (Japan) (Rev C) (42M)
Expected Behavior
Sound effects (hits, whooshing noises) and voice clips should play during battle.
Actual Behavior
No battle sound effects or voice clips in game. Menu sounds, fight announcer etc all fine
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Death Crimson has vertical lines on the screen
Version (or build number)
20230829
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
Just start up Death Crimson and you get the lines right away.
Expected Behavior
Just no vertical lines covering the screen.
Actual Behavior
There are a bunch of sequential white lines covering the screen.
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Albert Odyssey - Unreliable saving, losing data
Version (or build number)
231018
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
Play Game
Save Data at Save Point In-Game
Open OSD
Save Backup RAM
Reboot MiSTer
Load Save Data In-Game
Expected Behavior
Reliable saving
Actual Behavior
When playing Albert Odyssey using the v1.00 USA BIOS, I'll open the OSD and select Save Backup RAM. After a reboot of the MiSTer, sometimes it will have saved, sometimes not. I've tried rotating through multiple saves spots, overwriting, etc and it seems to happen without a pattern. Most of the time it didn't save correctly. The date/time is also incorrect as the BIOS settings aren't saved when loading a disc.
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Rams with 4 chips
hi @srg320 , i read the readme, where is specified that the first ram should have 2 chips.
I assume you are doing something special with the 2 chip configuration, and i have a setup with 128megs on 4 chips, and i wonder if that can be an issue.
Do you know anything about that?
thanks for the fantastic work!
Multitap emulation for usb ports
Ask a question about the Sega Saturn Compatible FPGA Core
Recenly I've played Bomberman for 10 players on real console using 2 multitap adapters. It would be great to have such option on MiSTer. Is it possible?
Screen Horizontal Alignment Issue on CRT via VGA RGB
Version (or build number)
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
- Use the following settings in Mister.ini:
- vga_mode=rgb ; supported modes: rgb, ypbpr, svideo, cvbs. rgb is default.
ntsc_mode=0 ; Only for S-Video and CVBS vga_mode. 0 - normal NTSC, 1 - PAL-60, 2 - PAL-M.
composite_sync=1 ; set to 1 for composite sync on HSync signal of VGA output. - Use the following Saturn bios files: Sega Saturn 1.01 Japan
Sega Saturn 1.01a USA - Connect Mister using VGA to RGB BNC cable.
- Start up any game with the correct region and BIOS selected
- BIOS screen and game screens are horizontally misaligned on the screen. The screen is moved over to the left, which cuts off part of the game and leaves some empty black screen space on the right.
Expected Behavior
BIOS and game screen should be centered on the screen without anything cut off on either side.
Actual Behavior
Screen is off-center to the left which cuts off part of the game and there is a small empty blank black space on the right.
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
[MiSTer]
key_menu_as_rgui=0 ; set to 1 to make the MENU key map to RGUI in Minimig (e.g. for Right Amiga)
forced_scandoubler=0 ; set to 1 to run scandoubler on VGA output always (depends on core).
;ypbpr=0 ; (obsolete. see vga_mode)
vga_mode=rgb ; supported modes: rgb, ypbpr, svideo, cvbs. rgb is default.
ntsc_mode=0 ; Only for S-Video and CVBS vga_mode. 0 - normal NTSC, 1 - PAL-60, 2 - PAL-M.
composite_sync=1 ; set to 1 for composite sync on HSync signal of VGA output.
vga_scaler=0 ; set to 1 to connect VGA to scaler output.
hdmi_audio_96k=0 ; set to 1 for 96khz/16bit HDMI audio (48khz/16bit otherwise)
keyrah_mode=0x18d80002 ; VIDPID of keyrah for special code translation (0x23418037 for Arduino Micro)
vscale_mode=0 ; 0 - scale to fit the screen height.
; 1 - use integer scale only.
; 2 - use 0.5 steps of scale.
; 3 - use 0.25 steps of scale.
; 4 - integer resolution scaling, use core aspect ratio
; 5 - integer resolution scaling, maintain display aspect ratio
vscale_border=0 ; set vertical border for TVs cutting the upper/bottom parts of screen (1-399)
;bootscreen=0 ; uncomment to disable boot screen of some cores like Minimig.
;mouse_throttle=10 ; 1-100 mouse speed divider. Useful for very sensitive mice
rbf_hide_datecode=0 ; 1 - hides datecodes from rbf file names. Press F2 for quick temporary toggle
menu_pal=0 ; 1 - PAL mode for menu core
hdmi_limited=0 ; 1 - use limited (16..235) color range over HDMI
; 2 - use limited (16..255) color range over HDMI, for VGA converters.
direct_video=0 ; 1 - enable core video timing over HDMI, use only with VGA converters.
hdr=0 ; 1 - enable HDR using the BT2020 color space (faux-HDR, use color controls to tweak).
; 2 - enable HDR using the DCI P3 color space.
; 3 - enable HDR without color space conversion.
fb_size=0 ; 0 - automatic, 1 - full size, 2 - 1/2 of resolution, 4 - 1/4 of resolution.
fb_terminal=1 ; 1 - enabled (default), 0 - disabled
osd_timeout=30 ; 5-3600 timeout (in seconds) for OSD to disappear in Menu core. 0 - never timeout.
; Background picture will get darker after double timeout
video_off=0 ; output black frame in Menu core after timeout (is seconds). Valid only if osd_timout is non zero.
osd_rotate=0 ; Display OSD menu rotated, 0 - no rotation, 1 - rotate right (+90°), 2 - rotate left (-90°)
vga_sog=0 ; 1 - enable sync on green (needs analog I/O board v6.0 or newer).
Opened Issues and Pull Requests
No response
Attract mode bug in Virtual On (USA)
Version (or build number)
20231018
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
In attract mode of Virtual On (USA), for some reason, the demo ALWAYS defaults to the exact same virtualoids and arena on every loop, while on original hardware, it always will play a different, random set of virtualiods and arenas.
Expected Behavior
Every time the attact mode loads a demo fight, it should be a random selection of virtualoids and arena.
Actual Behavior
The attract mode ALWAYS defaults to the exact same virtualoids and arena on every loop
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Sound issues in the latest saturn cores
Version (or build number)
20240227 and its the samedown to 20240222 not tried anymore
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
just load a game up
Expected Behavior
No response
Actual Behavior
sound now breaks up and crackles on the high end it's the same on my both mister, and other people in my discord has the same issue on the newest core
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Latest Dual Ram Crash
Version (or build number)
20240315
Single or Dual SDRAM?
Dual (128MB + 128MB)
Steps to reproduce
Latest Dual Ram Release Crashes upon Loading.
Expected Behavior
Crash while Loading
Actual Behavior
Dual Ram Crashes when Loading Core. Single Ram No Longer Loads Virtual Fighter 2
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Interlace modes slightly off-sync on real CRT. Combing artifacts are visible
Version (or build number)
20240323
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
- Start a game with that uses an interlace video mode (Dead or Alive, Burning Rangers menu)
- On a real CRT, observe visible combing artifacts that are not observed from a real Saturn
Expected Behavior
Not seeing combing artifacts like on real hardware. This is hard to show an example of because it's hard to record a CRT.
Actual Behavior
Switching between a real Saturn and MiSTer, the combing artifacts are visible on the CRT. Both my Saturn and MiSTer are outputting RGB that is converted to YPbPr with a RGB2COMP.
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
issue of inserting a new bin+cue
Version (or build number)
20231018
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
No response
Expected Behavior
launch the other game
Actual Behavior
I can launch the first game,but the second game can not boot after I insert a new bin+cue file,i need to press ‘reset’ then i can launch the other game
Debug Output/Crash Output
No response
Additional Context
no
Configuration Files
no
Opened Issues and Pull Requests
No response
Black screen on monitor whenever there is a scene change in die hard arcade
Version (or build number)
20240323
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
Run and play die hard arcade on a pc monitor. The screen turned black for about 5 seconds whenever there is a scene change and the game is still running in the background regardless. Quick time event thus occurred when screen turned black, unable to see a single thing failing the mini game every single time as a result.
Expected Behavior
Screen should quickly resume whenever there is a scene change and not stuck on a black screen for 5 seconds.
Actual Behavior
The screen turned black for about 5 seconds whenever there is a scene change and the game is still running in the background regardless. Quick time event thus occurred when screen turned black, unable to see a single thing failing the mini game every single time as a result.
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Innacurate Sound Effects in Grandia (v20240304)
Version (or build number)
20240304
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
The sound effects in the UI menus are easy to find and sound innacurate to original hardware
Expected Behavior
No response
Actual Behavior
Sounds Effects (particularly in the UI) are innacurate to original hardware
Debug Output/Crash Output
No response
Additional Context
No response
Configuration Files
No response
Opened Issues and Pull Requests
No response
Astal Audio 1st level
Version (or build number)
3-23-24
Single or Dual SDRAM?
Single (128MB)
Steps to reproduce
Get past the rescuing the bird section in the first level.
Expected Behavior
Audio resumes as normal
Actual Behavior
Audio is skipping and inconsistent.
Debug Output/Crash Output
No response
Additional Context
Happens on single and dual RAM.
Configuration Files
No response
Opened Issues and Pull Requests
No response
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