Search found 380 matches

by FPGAzumSpass
Tue Mar 19, 2024 2:11 pm
Forum: Nintendo 64 (N64)
Topic: N64 Core Development Ends
Replies: 43
Views: 5855

Re: N64 Core Development Ends

Primeira_Fase wrote: Sat Mar 16, 2024 6:57 am

It seems like these guys found a solution to the latency issue in DDR3 on another FPGA board, but it's DDR3 memory as well.

https://www.ultrafp64.com/

Look the logs.

Completly different story.
Mazamars has a dedicated DDR3 that is not shared with other components. With hardware like this, we would have zero issues.

by FPGAzumSpass
Tue Feb 27, 2024 2:32 pm
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

You database is not working, make sure you download it and put it with the correct name in the folder on the sdcard.

Double check when starting OoT that in system settings the CIC is set correct and no "database missing" overlay appears

by FPGAzumSpass
Wed Feb 07, 2024 6:38 pm
Forum: Sony PlayStation (PSX)
Topic: Audio skipping issues using SSD
Replies: 4
Views: 1367

Re: Audio skipping issues using SSD

Unfortunatly external drives via USB will result in increased access times, no matter how fast the drive itself is.
As the PSX core needs CD data in realtime, every random delay can lead to issues.
Therefore I cannot really recommend anything USB based.

Network drives however work fine and SDcard also.

by FPGAzumSpass
Sat Jan 20, 2024 5:12 am
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

Not yet, need to look what the issue is.

by FPGAzumSpass
Sun Dec 31, 2023 12:58 pm
Forum: Sony PlayStation (PSX)
Topic: How to Install the 2X PlayStation Core?
Replies: 5
Views: 2232

Re: How to Install the 2X PlayStation Core?

I don't get the question...just copy over the rbf with winscp either into the root folder (where mister.ini is) or where your psx core is (games folder?)

by FPGAzumSpass
Sat Dec 23, 2023 9:35 am
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

Old cores are here: https://github.com/RobertPeip/Mister64/releases However with the N64 core (and PSX core?) the output resolution for vscale_mode=5 appears to be the full 2048x1536 with black borders around the image (So it appears to be integer scaled the same as vscale_mode=1) and with vscale_mode-4 running Super Mario 64 it shows 1936x1440, wh...
by FPGAzumSpass
Fri Dec 22, 2023 5:45 am
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

I have also run into this yesterday when i made further changes. I don't understand why it's sometimes there and mostly not.
As my new build has this 100% of the time, i can easily research it and i will fix it.
I don't have a solution ready, but i can promise you to look into it after the christmas days.

by FPGAzumSpass
Wed Dec 20, 2023 7:51 am
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

I put a new version on discord that should fix it, you might want to test.

by FPGAzumSpass
Sat Dec 09, 2023 6:35 pm
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

Bio wrote: Sat Dec 09, 2023 4:43 pm

Does everything get in-game now? If so, remarkable.

I'm only aware of Jet Force Gemini that crashes in the new game intro, everything else should go ingame unless there was a recent regression.

by FPGAzumSpass
Sat Dec 09, 2023 8:47 am
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

Sounds like your TV has to sync because of the resolution change.
You can try to set vsync_adjust = 0 in your mister.ini to test if that is the issue or not.

by FPGAzumSpass
Thu Dec 07, 2023 4:55 am
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

You can put a request in the mister main repo on github and you will get an answer from Sorg if he will (consider) implement or why it is not useful or needed.

It's a valid request, because often you don't know the defaults and might want to go back to them, so you can try it.

by FPGAzumSpass
Mon Nov 27, 2023 5:29 am
Forum: Nintendo 64 (N64)
Topic: N64 - analog down also sends d-pad down to Zelda OOT Redux
Replies: 4
Views: 3045

Re: N64 - analog down also sends d-pad down to Zelda OOT Redux

edr wrote: Mon Nov 27, 2023 1:54 am

The N64 core controller config does not ask about mapping the d-pad at all in any case, only the analog stick is mapped in the core.

Other way around: the core only asks for DPAD, Stick is only mapped in Mister Main.
Don't move the stick in the cores input config and it should be fine.

by FPGAzumSpass
Fri Nov 24, 2023 4:49 am
Forum: Nintendo 64 (N64)
Topic: N64 Core
Replies: 507
Views: 672466

Re: N64 Core

Please be nice to each other, everyone might decide what they like more. Is 60hz objective better? yes Does every NTSC game run at steady 30fps? no Are 288 pixel height better then 240? yes Does every PAL game use that? no In the end it's all just subjective. Some from Europe went for NTSC versions as early as they could due to the framerate, some ...
by FPGAzumSpass
Wed Nov 22, 2023 6:17 pm
Forum: Sony PlayStation (PSX)
Topic: Does the 480p hack actually work?
Replies: 2
Views: 4838

Re: Does the 480p hack actually work?

Yes, only for 480i and also only for HDMI, not analog out.

the purpose is to get rid of combining artifacts from 480i not for outputting 480p over analog for CRT monitors.

by FPGAzumSpass
Fri Nov 17, 2023 4:28 am
Forum: Nintendo 64 (N64)
Topic: Anyone got the Transfer Pak to work with PKMN Stadium?
Replies: 21
Views: 10051

Re: Anyone got the Transfer Pak to work with PKMN Stadium?

Yes, currently only MBC5 with fixed rom and ram size is really implemented, but second gen uses MBC3 and a different rom size, so they don't work yet.

by FPGAzumSpass
Sun Nov 05, 2023 1:16 pm
Forum: Sony PlayStation (PSX)
Topic: Final Fantasy VII Cutscene Glitches
Replies: 25
Views: 12299

Re: Final Fantasy VII Cutscene Glitches

Wow, I have never seen that and cannot imagine what the reason is.
Thank you for testing and reporting back.

by FPGAzumSpass
Sun Nov 05, 2023 5:55 am
Forum: Sony PlayStation (PSX)
Topic: Final Fantasy VII Cutscene Glitches
Replies: 25
Views: 12299

Re: Final Fantasy VII Cutscene Glitches

Did you try to swap the sdcards to be sure it is really the board?
Could be it was only a setting in the end and it would be great to know if that was the case.

by FPGAzumSpass
Sat Nov 04, 2023 11:55 am
Forum: Nintendo 64 (N64)
Topic: Nintendo 64 Input Situation
Replies: 85
Views: 27853

Re: Nintendo 64 Input Situation

I'm not aware of such a function, sorry.

by FPGAzumSpass
Sat Nov 04, 2023 8:24 am
Forum: Nintendo 64 (N64)
Topic: Nintendo 64 Input Situation
Replies: 85
Views: 27853

Re: Nintendo 64 Input Situation

Rumble seems to work only wireless for now, but that works fine.
Assignment LEDs are all on for wired and first one for wireless.

Maybe you are on some old "zImage_dtb" image?

by FPGAzumSpass
Wed Nov 01, 2023 6:10 am
Forum: Sony PlayStation (PSX)
Topic: Final Fantasy VII Cutscene Glitches
Replies: 25
Views: 12299

Re: Final Fantasy VII Cutscene Glitches

if you want to go one last step further, you can try with my mister main and mister.ini that i used to run the test on my side: backup your files (rename is best, otherwise you cannot copy anyway) unzip and copy the attached files to your sdcard cold boot your mister without bluetooth/network, only one usb controller or keyboard run the newest core...
by FPGAzumSpass
Sun Oct 29, 2023 3:53 pm
Forum: Nintendo 64 (N64)
Topic: Anyone got the Transfer Pak to work with PKMN Stadium?
Replies: 21
Views: 10051

Re: Anyone got the Transfer Pak to work with PKMN Stadium?

I mostly wanted to get the basic internal core features working and that goal is reached. At this point it "just" needs to be improved for better user experience and some other memory controllers (MBC) added. As this is less important than other core work, i postponed it. I'm pretty sure at some point it will get a better handling, either...
by FPGAzumSpass
Sun Oct 29, 2023 9:00 am
Forum: Nintendo 64 (N64)
Topic: Anyone got the Transfer Pak to work with PKMN Stadium?
Replies: 21
Views: 10051

Re: Anyone got the Transfer Pak to work with PKMN Stadium?

It cannot use the gb core save file, it uses it's own format currently. This may change in the future. Format of the n64 save(assuming Pokemon Stadium): first 128kbyte are flash save of pokemon stadium, next 32kbyte are big-endian swapped gb save, next 96kbyte are unused And yes, i completed the GB game(german Red) inside Pokemon Stadium and also s...
by FPGAzumSpass
Sun Oct 29, 2023 4:12 am
Forum: Sony PlayStation (PSX)
Topic: Final Fantasy VII Cutscene Glitches
Replies: 25
Views: 12299

Re: Final Fantasy VII Cutscene Glitches

This is so strange: we tried yesterday in discord with the same core, both NTSC and PAL -> worked fine you get no CD overlay -> not a CD read issue So I really have no idea what the reason can be at this point. If you had access to a different sdram i would swap that for test, but if everything else works, it's really not worth to buy one just for ...
by FPGAzumSpass
Sat Oct 28, 2023 9:08 am
Forum: Sony PlayStation (PSX)
Topic: Final Fantasy VII Cutscene Glitches
Replies: 25
Views: 12299

Re: Final Fantasy VII Cutscene Glitches

Anyway, if anyone could offer some help, that'd be great, but no worries if this is just a random bug that's only on my end. Please go in Miscellaneous and set: CD Slow Overlay: On CD Overlay: Read+Seek Also make sure all other settings there are at default, especially: Turbo: off Pal 60Hz Hack: off CD fast seek: off CD Speed: Original Limit Max C...
by FPGAzumSpass
Fri Oct 20, 2023 8:21 pm
Forum: General Discussions
Topic: The “Cycle Accurate” Conundrum and Is There a List of Cores That Are?
Replies: 78
Views: 18959

Re: The “Cycle Accurate” Conundrum and Is There a List of Cores That Are?

No worries :) There is no reason to hide the shortcomings that exist. Maybe if you want to sell a product? It should be obvious when looking at the github issue lists or active commits to all kind of cores that most are not 100% perfect. But just because it's not 100% doesn't mean it cannot be very good. In the end we have a small device that does ...
by FPGAzumSpass
Fri Oct 20, 2023 11:59 am
Forum: General Discussions
Topic: The “Cycle Accurate” Conundrum and Is There a List of Cores That Are?
Replies: 78
Views: 18959

Re: The “Cycle Accurate” Conundrum and Is There a List of Cores That Are?

The core in its current state is timing accurate and passes all tests Definitely not. A quick run in GT1 Arcade mode will readily demonstrate that. Setting Turbo to Medium resolves it as a workaround, but per the developer it can never be made "timing accurate" due to DE-10 performance characteristics. Exact. PSX cannot fulfill all timin...
by FPGAzumSpass
Sat Oct 07, 2023 6:58 am
Forum: Nintendo 64 (N64)
Topic: N64: To PAL or not to PAL?
Replies: 11
Views: 6604

Re: N64: To PAL or not to PAL?

Some games have the "wrong" speed for me with NTSC, being used to PAL.
And for some i just prefer the text to be in my language.

So i accept lower FPS and even blurrier image.

Games that have slowdown are sometimes better for me on PAL, as i like static 25fps or even 17fps more than fluctuating 20/30.

by FPGAzumSpass
Fri Oct 06, 2023 11:24 am
Forum: Nintendo 64 (N64)
Topic: Getting the Plumber 64 Game to Work...
Replies: 10
Views: 4737

Re: Getting the Plumber 64 Game to Work...

Only use Lodgenet if you don't want to save ;)

But both standard PAL and NTSC should also work with the patches available if you use the right one matching the version you have.

by FPGAzumSpass
Fri Oct 06, 2023 11:23 am
Forum: Nintendo 64 (N64)
Topic: N64: To PAL or not to PAL?
Replies: 11
Views: 6604

Re: N64: To PAL or not to PAL?

You can also do that native on the core. Just set system type to NTSC with a PAL game and you get 60hz.
But if the game uses more height than NTSC allows or cannot handle the higher speed, it might not work.

by FPGAzumSpass
Thu Oct 05, 2023 6:10 pm
Forum: Nintendo 64 (N64)
Topic: Getting the Plumber 64 Game to Work...
Replies: 10
Views: 4737

Re: Getting the Plumber 64 Game to Work...

if the logo comes up and hangs afterwards, you didn't patch it right. Everything else is likely set up correct.

Patches and patchtool can be found here: https://vampier.net/N64/