MiSTer updates and changelog

For MiSTer project updates only, developers releasing MiSTer cores can post updates here.
paulbnl
Core Developer
Posts: 174
Joined: Sun May 24, 2020 8:48 pm
Has thanked: 15 times
Been thanked: 123 times

Re: MiSTer updates and changelog

Unread post by paulbnl »

New Core: Super Game Boy
Flandango
Core Developer
Posts: 201
Joined: Wed May 26, 2021 9:35 pm
Has thanked: 18 times
Been thanked: 177 times

Re: MiSTer updates and changelog

Unread post by Flandango »

New Core: Tomy Tutor
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK TripleZ80:
- ASO/Alpha Mission/Arian Mission: added SNAC DB15 support (tested with DB15 Splitter for official MiSTer by Antonio Villena).
User avatar
aberu
Core Developer
Posts: 945
Joined: Tue Jun 09, 2020 8:34 pm
Location: Longmont, CO
Has thanked: 200 times
Been thanked: 306 times
Contact:

Re: MiSTer updates and changelog

Unread post by aberu »

Arcade: Mystic Marathon, Turkey Shoot, Joust 2:
- Updated Framework (Variable Refresh Rate support added)
birdybro~
User avatar
Sorgelig
Site Admin
Posts: 781
Joined: Thu May 21, 2020 9:49 pm
Has thanked: 1 time
Been thanked: 182 times

Re: MiSTer updates and changelog

Unread post by Sorgelig »

Main:
- MGL: add setname tag to make a separate profiles for same core.
- Video mode switching optimizations (Martin Donlon).
- other fixes and tweaks.
FPGAzumSpass
Core Developer
Posts: 240
Joined: Sat May 23, 2020 12:55 pm
Has thanked: 20 times
Been thanked: 219 times

Re: MiSTer updates and changelog

Unread post by FPGAzumSpass »

PSX:

Games affected by fixes:
Gouketuji Ichizoku 2, Eggs of Steel, Dragon Ball Z, Final Fantasy VI, Final Fantasy IX, Ape Escape, Aconcagua,
Slam Dragon, Rascal, Time Bokan Series - Bokan GoGoGo, Final Fantasy Tactics, Vigilante 8, DoDonPachi, X2 - No Relief

new features:
- added pause from CD slow -> will pause the core if data delivery from e.g. SDcard is slow instead of possibly crashing the game (can be disabled in OSD)
- add function for autoincrement savestate slot when saving
- add 24bit dithering option for VGA out

changes/fixes:
- Mixed: updated sys/framework
- Mixed: remove start button from savestate save/load combo
- Mixed: Digital pad can now use left Analog Stick as virtual DPad
- Mixed: improve timing closure for spuram to savestate readback (second sdram only)
- Mixed: added timeout to still pause the core if a game requests CD or SPU but doesn't read the requested data
- Mixed: show saving info overlay if OSD is closed
- Mixed: removed pause from heartbeat
- OSD: option for CD slow overlay: show only slow reads or slow reads and seeks
- OSD: autosave when opening OSD is now renamed and default
- OSD: show save status in OSD (not saved, saved, saving)
- CD: always accept reset cmd, even with second response irq pending
- CD: don't ignore pending speed change time when going into seek or read
- CD: don't ignore pending seek time when read/play is started while seek is still ongoing
- CD: remove periodic driveDelayNext where it's not required
- CD: don't fetch sector from HPS again if last fetch was from same sector
- CD: allow commands to execute while CD sector fetch from HPS is ongoing (fixes hangs when HPS is busy)
- MDEC: fix softreset from CPU write
- CPU: fix design flaw that didn't allow to pause CPU for DMA when CPU is constantly doing memory accesses
- GPU: clear texture cache when drawmode texture width changes
- DMA: increased CPU to DMA working ratio when transmitting data from VRAM to RAM
- GPU: fix video out read offset when framebuffer in vram is not 4 pixel aligned
- GPU: wait for previous draw calls pixels to be fully written before next readback
- GPU: write pixels to 64bit word aggregation timeout can be skipped if pipeline is done(speedup)
- GPU: allow output of videodata while core is paused(fixes glitches when unpausing)
- GPU: restructure most GPU modules to complete VRAM request even when core is paused
- GPU: don't reread fetched vram data after unpausing
- GPU: skip drawing line primitives that are fully outside the drawingArea
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK Ikari Warriors (beta):
- Ikari Warriors, Ikari JP, Victory Road, Dogou Souken:
added SNAC DB15 support (tested with DB15 Splitter for official MiSTer by Antonio Villena) and SNK LS-30 rotary native support using
custom adapter following DB15 pinout (button wires F, E, D and C carry the data), see Readme.md for instructions.
All SNAC stuff works using standard MiSTer binaries.
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK Ikari Warriors (beta):
Update: fixed Ikari Warriors.mra incorrect buttons declaration.
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK TANK/TNK III (beta):
Update: added SNK LS-30 rotary native support using
custom adapter following DB15 pinout (button wires F, E, D and C carry the data), see Readme.md for instructions.
All SNAC stuff works using standard MiSTer binaries.
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK Ikari Warriors (beta):
Fix: fixed all .mra files. The ampersand (&) character, used in a text string, has been replaced in .mra files since, in fact, being xml files, it was causing validation errors.
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK Ikari Warriors (beta):
Fixes:
- Removed the one pixel shift of the background layer (no more grey line on Ikari intro scene or yellow line at top of screen in Victory Road).
- Fixed all .mra files due to an error in the configuration of the buttons.
- Removed a silly error introduced by mistake that did not pause one of the CPUs when showing the OSD menu and caused errors when restarting the core.
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK Athena/Fighting Golf (beta):
Fixes:
- Removed the one pixel shift of the background layer (no more strange lines in Fighting Golf).
- Added DB15 SNAC support.
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK T.A.N.K. (beta):
- Fixed typo in setname in T.A.N.K_Japan.mra (thanks to Toryalai1).
paulbnl
Core Developer
Posts: 174
Joined: Sun May 24, 2020 8:48 pm
Has thanked: 15 times
Been thanked: 123 times

Re: MiSTer updates and changelog

Unread post by paulbnl »

Gameboy, Gameboy 2P, Super Gameboy:
-Window start fixes (Ant Soldiers, Mealybug tests)
-Custom boot roms
-Wisdom Tree & Mani 161 mappers
-Update framework

Super Gameboy:
-Add delay to included boot rom (Tetris DX)
-Fix random freeze after reset or rom load
RndMnkIII
Core Developer
Posts: 71
Joined: Mon May 25, 2020 1:20 pm
Has thanked: 2 times
Been thanked: 38 times

Re: MiSTer updates and changelog

Unread post by RndMnkIII »

SNK Athena/Fighting Golf/Country Club (beta):
Update:
- Added Country Club game using analog sticks to simulate the trackball controls.
Flandango
Core Developer
Posts: 201
Joined: Wed May 26, 2021 9:35 pm
Has thanked: 18 times
Been thanked: 177 times

Re: MiSTer updates and changelog

Unread post by Flandango »

New Core: Casio PV-2000
FPGAzumSpass
Core Developer
Posts: 240
Joined: Sat May 23, 2020 12:55 pm
Has thanked: 20 times
Been thanked: 219 times

Re: MiSTer updates and changelog

Unread post by FPGAzumSpass »

GBA:
- fix starting the core with "Sync core to video = off"
- autodetect RAM now has fallback to DDR3 when romsize exceeds SDRAM size
- add OSD option to allow GPIO features for romhacks(e.g. RTC and Rumble)
- add gamma for 2x rendering
- correct color 6 to 8bit color interpolation for 2X rendering
- update framework
FPGAzumSpass
Core Developer
Posts: 240
Joined: Sat May 23, 2020 12:55 pm
Has thanked: 20 times
Been thanked: 219 times

Re: MiSTer updates and changelog

Unread post by FPGAzumSpass »

GBA2P:
- option to load different games for player 2
- option to duplicate saves from player 1 to player 2 when loading a game
- fix/remove automatic reset of audio select mode
- fix Sound DMA empty fifo handling
- fixed edge case where the last pixel of the last sprite per line could overwrite a pixel of a previously drawn sprite
- update framework
FPGAzumSpass
Core Developer
Posts: 240
Joined: Sat May 23, 2020 12:55 pm
Has thanked: 20 times
Been thanked: 219 times

Re: MiSTer updates and changelog

Unread post by FPGAzumSpass »

PSX:

Games affected by fixes:
Dino Crisis 2, Suikoden, Vagrant Story, GTA, Transformers, Micro Machines, Rugrats - Search for Reptar

new features:
- option for fixed CD speed added(1X-8X)
- optional hack to limit CD read speed to capability of the game -> allows to use 8x CD speed in more games without CD read overflow
- add gamma feature from framework

changes/fixes:
- CD: fixed bug with second command writing fifo values while IRQ is still pending
- CD: increased minimum seek time until better values/model are implemented
- CD: don't ignore pending work time when starting another work command
- CDXA: ignore sector if there is still data in the decode fifo
- GPU: invalidate texture cache after vram access from fill, cpu write or copy
- SPU: set priority from KEYOFF > KEYON to KEYON > KEYOFF
- DMA: slow down RAM->SPU transfer to 4 cycles per 32bit
- DMA: allow address zero as linked list next address
- Interlaced video out while paused will use only odd/even line data(half resolution) to fix artifacts on HDMI and flickering on analog out
- SNAC: ack glitch filter: Filters out any glitches of the ack signal that could happen with longer cables
- Memcard: fix wrong lastData responses
- error overlay off by default
pram0d
Core Developer
Posts: 9
Joined: Tue Jul 26, 2022 5:27 pm
Has thanked: 1 time
Been thanked: 24 times

Re: MiSTer updates and changelog

Unread post by pram0d »

Raizing:
- Sound Pause Added (Thanks Zakk)
- Backend centralization of gp9001 code
- gp9001 graphical fixes
- sprite lag adjustments for Garegga, Batrider & Bakraid
User avatar
Kitrinx
Core Developer
Posts: 169
Joined: Sat May 23, 2020 2:14 am
Location: NYC
Has thanked: 1 time
Been thanked: 131 times
Contact:

Re: MiSTer updates and changelog

Unread post by Kitrinx »

New Core: CreatiVision (aka Dick Smith Wizzard)
-Also supports Laser 2001 computer
-Full cart library works
-This core requires a bios, read the readme for more information
-Cassette loading will be fancier in the future but for now there is a basic writer to enter in .bas files
pram0d
Core Developer
Posts: 9
Joined: Tue Jul 26, 2022 5:27 pm
Has thanked: 1 time
Been thanked: 24 times

Re: MiSTer updates and changelog

Unread post by pram0d »

Raizing:
- Sprite Flickering Fix for gp9001
pram0d
Core Developer
Posts: 9
Joined: Tue Jul 26, 2022 5:27 pm
Has thanked: 1 time
Been thanked: 24 times

Re: MiSTer updates and changelog

Unread post by pram0d »

Raizing:
- fixing dtack setting on 68k that resulted in sluggish gameplay in some spots.
pram0d
Core Developer
Posts: 9
Joined: Tue Jul 26, 2022 5:27 pm
Has thanked: 1 time
Been thanked: 24 times

Re: MiSTer updates and changelog

Unread post by pram0d »

Raizing:
- implement screen flip dip switch. Enable this in the dip switches menu to flip the screen 180 degrees in the other direction. This was requested from CRT users who had monitors physically turned the opposite way.
Post Reply