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saturn_mister's Issues

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

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

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).

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

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

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

  1. load savegame from the .zip to /media/fat/saves/Saturn Akumajou Dracula X - Gekka no Yasoukyoku (English v1.021).zip
  2. load Akumajou Dracula X - Gekka no Yasoukyoku (English v1.021)
  3. 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:
    image
  4. 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

Screen Horizontal Alignment Issue on CRT via VGA RGB

Version (or build number)

f05dd39

Single or Dual SDRAM?

Single (128MB)

Steps to reproduce

  1. Use the following settings in Mister.ini:
  2. 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.
  3. Use the following Saturn bios files: Sega Saturn 1.01 Japan
    Sega Saturn 1.01a USA
  4. Connect Mister using VGA to RGB BNC cable.
  5. Start up any game with the correct region and BIOS selected
  6. 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

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?

[Radiant Silvergun] Missing Background Textures in Stage 2c

Version (or build number)

20240504

Single or Dual SDRAM?

Single (128MB)

Steps to reproduce

  1. Map Joystick
  2. Load HiSaturn Bios Ver 1.03
  3. Load Radiant Silvergun
  4. Load Save Game 1
  5. Play the game normally up to Stage 2C.

My Save File:
Radiant Silvergun (Japan).zip

Expected Behavior

Saturn Hardware

(Timestamp 20:03) https://youtu.be/aWIhkS-er6g?si=sXdqukpApMlVgyea&t=1203

(Timestamp 21:10) https://youtu.be/aWIhkS-er6g?si=xbGvxpzy6HMNfqwq&t=1270

Actual Behavior

Stage 2C Missing Texture (Beginning of Level)

Stage 2C Missing Texture (Right Before Boss)

Missing background textures do not display, as shown in my screenshots above.

I'm not sure if this playthrough is on Mister, but this video has the exact graphical glitch I'm having:
(Timestamp 23:40) https://youtu.be/Wue0F5YyeEQ?si=g0AYRVTXpoJUJAeF&t=1420
(Timestamp 24:48) https://youtu.be/Wue0F5YyeEQ?si=WfGODlSIRv1vsZe3&t=1488

I have not beaten the game yet so I do not have level select unlocked. But my save file is nearly max level, in case it helps reach Stage 2C quicker.

On the topic of max level weapons, I have never played this game on original hardware but noticed that the high level Homing Spread (Button X on Saturn pad) lags the game quite a bit for later bosses and stages (when there's lots of targets to lock onto, like the bosses NASU or DAN-564, or Stage 4B). I don't know how much the game lags on original hardware but I figured I would bring it up just in case.

Debug Output/Crash Output

No response

Additional Context

Using latest unstable Mister nightly and 2.9v Ram.

Configuration Files

[MiSTer]
vga_mode=rgb
vga_sog=0
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 ; set to 1 for YPbPr on VGA output.
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=1 ; 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.
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.
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
osd_rotate=0 ; Display OSD menu rotated, 0 - no rotation, 1 - rotate right (+90°), 2 - rotate left (-90°)

; 1 - enables the recent file loaded/mounted.
; WARNING: This option will enable write to SD card on every load/mount which may wear the SD card after many writes to the same place
; There is also higher chance to corrupt the File System if MiSTer will be reset or powered off while writing.
recents=0

; lastcore - Autoboot the last loaded core (corename autosaved in CONFIG/lastcore.dat) first found on the SD/USB
; lastexactcore - Autoboot the last loaded exact core (corename_yyyymmdd.rbf autosaved in CONFIG/lastcore.dat) first found on the SD/USB
; corename - Autoboot first corename_*.rbf found on the SD/USB
; corename_yyyymmdd.rbf - Autoboot first corename_yyyymmdd.rbf found on the SD/USB
;bootcore=lastcore ; uncomment to autoboot a core, as the last loaded core.

; 10-30 timeout before autoboot, comment for autoboot without timeout.
bootcore_timeout=10

; Option to load the custom font. Format is plain bitmap 8x8.
; Supported sizes of font:
; 768 bytes - chars 32-127 (only alpha + numeric)
; 1024 bytes - chars 0-127
; 1136 bytes - chars 0-141
; up to 2048 - only chars 0-141 will be used.
; if first 32 chars are empty (for sizes 1024 bytes and more) then they are skipped.
font=font/myfont.pf

; USER button emulation by keybaord. Usually it's reset button.
; 0 - lctrl+lalt+ralt (lctrl+lgui+rgui on keyrah)
; 1 - lctrl+lgui+rgui
; 2 - lctrl+lalt+del
; 3 - same as 0 (lctrl+lalt+ralt on keyrah)
reset_combo=0

; set to 1 for DVI mode. Audio won't be transmitted through HDMI in DVI mode.
dvi_mode=0

; 0 - 1280x720@60
; 1 - 1024x768@60
; 2 - 720x480@60
; 3 - 720x576@50
; 4 - 1280x1024@60
; 5 - 800x600@60
; 6 - 640x480@60
; 7 - 1280x720@50
; 8 - 1920x1080@60
; 9 - 1920x1080@50
;10 - 1366x768@60
;11 - 1024x600@60
;12 - 1920x1440@60
;13 - 2048x1536@60
;
; custom mode: hact,hfp,hs,hbp,vact,vfp,vs,vbp,Fpix_in_KHz[,hsyncp,vsyncp]
; video_mode=1280,110,40,220,720,5,5,20,74250,0,0
video_mode=8

; set to 1-10 (seconds) to display video info on startup/change
video_info=0

; Set to 1 for automatic HDMI VSync rate adjust to match original VSync.
; Set to 2 for low latency mode (single buffer).
; This option makes video butter smooth like on original emulated system.
; Adjusting is done by changing pixel clock. Not every display supports variable pixel clock.
; For proper adjusting and to reduce possible out of range pixel clock, use 60Hz HDMI video
; modes as a base even for 50Hz systems.
vsync_adjust=1

; If you monitor doesn't support either very low (NTSC monitors may not support PAL) or
; very high (PAL monitors may not support NTSC) then you can set refresh_min and/or refresh_max
; parameters, so vsync_adjust won't be applied for refreshes outside specified.
; These parameters are valid only when vsync_adjust is non-zero.
refresh_min=0
refresh_max=0

; These parameters have the same format as video_mode.
; You need to supply both PAL and NTSC modes if you want vsync_adjust to switch between
; predefined modes as a base. This will reduce the range of pixel clock.
video_mode_ntsc=8
video_mode_pal=9

; 1-10 (seconds) to display controller's button map upon first time key press
; 0 - disable
controller_info=6

; JammaSD/J-PAC/I-PAC keys to joysticks translation
; You have to provide correct VID and PID of your input device
; Examples: Legacy J-PAC with Mini-USB or USB capable I-PAC with PS/2 connectors VID=0xD209/PID=0x0301
; USB Capable J-PAC with only PS/2 connectors VID=0x04B4/PID=0x0101
; JammaSD: VID=0x04D8/PID=0xF3AD
jamma_vid=0x04D8
jamma_pid=0xF3AD

; Disable merging input devices. Use if only player 1 works.
; Leave no_merge_pid empty to apply this to all devices with the same VID.
;no_merge_vid=0x045E
;no_merge_pid=0x028E

; Same as above but can add multiple devices (one entry per VIDPID). Format is VIDPID in hex number
;no_merge_vidpid=0x12345678
;no_merge_vidpid=0x11112222

; Speeds in sniper/non-sniper modes of mouse emulation by joystick
; 0 - (default) - faster move in non-sniper mode, slower move in sniper mode.
; 1 - movement speeds are swapped.
sniper_mode=0

; Uncomment following option if you don't want to see a second line for long file names in listing.
;browse_expand=0

; 0 - disable MiSTer logo in Menu core
logo=1

; Custom shared folder for core supporting this feature (currently minimig and ao486 only)
; Can be relative to core's home dir or absolute path.
; Path must exist before core start to use it, or it will fail.
; Make sure USB device is mounted before use shared folder on USB!
shared_folder=

; Custom aspect ratio
;custom_aspect_ratio_1=16:10
;custom_aspect_ratio_2=1:1

; use specific (VID/PID) mouse X movement as a spinner and paddle. Use VID=0xFFFF/PID=0xFFFF to use all mice as spinners.
;spinner_vid=0x1BCF
;spinner_pid=0x0005

; spinner_throttle with base value 100 gives one spinner step per one tick. Higher value makes spinner slower.
; Lower than 100 makes spinner faster. Negative value gives opposite direction.
;spinner_throttle=-50

; 0 - X axis, 1 - Y axis.
;spinner_axis=1

; Default filters for video scaler. Paths must be relative to "Filters" folder without leading slash.
;vfilter_default=LCD Effects/LCD_Effect_07.txt
;vfilter_vertical_default=<some_file>
;vfilter_scanlines_default=<some_file>

; Default filters for audio. Paths must be relative to "Filters_audio" folder without leading slash.
;afilter_default=LPF2000_3tap.txt

; Defines internal joypad mapping from virtual SNES mapping in main to core mapping
; Set to 0 for name mapping (jn) (e.g. A button in SNES core = A button on controller regardless of position on pad)
; Set to 1 for positional mapping (jp) (e.g. A button in SNES core = East button on controller regardless of button name)
gamepad_defaults=0

; Write out file name under the cursor in browser for external integration
; External application or script may parse the info and do some additional actions and/or send info to 3rd party server.
; Warning: it may slowdown the system or add lag while browsing the files in OSD depending on external app/script.
log_file_entry=0

; Automatically disconnect (and shutdown) Bluetooth input device if not use specified amount of time.
; Some controllers have no automatic shutdown built in and will keep connection till battery dry out.
; 0 - don't disconnect automatically, otherwise it's amount of minutes.
bt_auto_disconnect=0

; Reset Bluetooth dongle before pair dialog.
; Some dongles may have problem to pair if not explicitly reset.
; Some dongles (mostly CSR) have problem to pair with BLE if not reset in advance.
; Consequence of reset: some input devices get shutdown after reset.
bt_reset_before_pair=0

;default Shadow Mask
;shmask_default=VGA.txt

;default shadow mask mode:
; 0 - none, 1 - 1x, 2 - 2x, 3 - 1x Rotated, 4 - 2x Rotated
;shmask_mode_default=1

; Wait for specific mount before start the core.
; Attention: waiting is performing BEFORE core start, so no message will be displayed on screen!
; It's useful for debugging when core is loaded from USB blaster and games folder is on USB or Network drive.
; This option cannot be used when defmra in CONFSTR is used (i.e. if arcade rbf is loaded directly not through MRA).
; This option is ignored for Menu core.
;waitmount=/media/usb0

; Overrides for video mode
; When the core's video mode matches the parameters in the section header, any options in the section override options from MiSTer and core sections.
; Refresh rate in header is optional and, if present, must match exactly the output from video_info or the logs. For example, if it says "60.0Hz", the header needs to be "@60.0" to match.
; When the core changes video mode, MiSTer will first look for a matching WIDTHxHEIGHT@VREFRESH section.
; If no match is found, it will fall back to a matching WIDTHxHEIGHT section with no refresh rate.
; If there is still no match, MiSTer/core options will be used without overrides.
; [video=640x400]
; ...
; [[email protected]]
; ...

Opened Issues and Pull Requests

No response

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?

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

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

Rotate screen for TATE CRT users

Ask a question about the Sega Saturn Compatible FPGA Core

Hi, great core i love it. Is there any plans to add an option to rotate the screen? This would be for TATE (vertical) users using CRTs, often in arcade machines where flipping the screen isn't so easy. The PSX core currently has this option.

There are a limited number of games that support TATE on saturn (about 22, listed below):
Galactic Attack
Up'n Down, Pengo and Head On (Sega Ages: Volume 1)
Gun Frontier
Gun.Smoke, Mercs and Commando (Capcom Generations IV: Blazing Guns)
Kyukyoku Tigers 2 Plus
DoDonPachi
Batsugun
The Game Paradise!
Battle Garegga
Gunbird
Sonic Wings Special
Strikers 1945
Shienryu
Strikers 1945 II
DonPachi
Gekirindan
CrimeWave (hold L+Y and press Z)
1942, 1943 and 1943 Kai (Capcom Generations I: Wings of Destiny)
Kingdom Grandprix
Zippy Race (Irem Arcade Classics)
Vulgus and Exed Exes (Capcom Generations III: The First Generation)
Image Fight
Skull Fang

It would be a great feature, but totally understand that it's probably low priority given the smaller userbase running saturn for TATE games :)

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!

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

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

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

  1. Start a game with that uses an interlace video mode (Dead or Alive, Burning Rangers menu)
  2. 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

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

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

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

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