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2 weeks are gone again and it might not be the most interesting read, but I still want to give everyone the chance to know what has happened, as not all of you are following all commits:

- CD seek times have been added. They are not fully correct yet, but still allowed for many games to work now, e.g. Novastorm or Megaman X4

- Related to this change , a bunch of other fixes for the CD have been done, e.g. for Gex FMV, Tony Hawks loading time, missing FMV audio in Firo and Klawd or missing voice lines in Soul Reaver

- Furthermore you can now switch CDs from e.g. first disc to second without opening and closing the Lid in the OSD. Together with this change, some fixes have been done to allow switching at all for games like Dracula or Arc the Lad 3

- Music CD support should be also complete now. You can listen to music with SoundScope in BIOS and swap your Music CD in for games like Vib Ribbon. Note: only multi-bin and CHD music discs are fully supported currently. 

- fix for texture rendering in Next Tetris

- fix for savestate creation resulting in hanging game


Next step will be the DualShock controller option. The current analog controller doesn't support the full rumble and automatic analog/digital mode switch, so it's worth having that.

Markun, who has done other parts of the Core before(e.g. Mouse, Cheats and Libcrypt)  already made a good step in implementing it and I will take over his work.


Thanks a lot for your support and until next update, have fun!

Comments

Anonymous

Hello, thanks a lot for your updates and the awesome work! I recently stumbled across how the old Unreal (1) engine approximated bilinear filtering with texture-space dithering (via this Tweet https://twitter.com/donzanoid/status/984394246391201798 linking to https://www.flipcode.com/archives/Texturing_As_In_Unreal.shtml - essentially using the lowest-significant bit of screen X/Y coordinates to slightly shift texture coordinates U/V) and wonder if this is something that would fit the texture unit.

FPGAzumSpass

I tried it in my emulator to have a comparison. The unreal method with 2x2 lookup table seems a bit too noisy in the background, so i added a 4x4 lookup table version. https://postimg.cc/NywTbZNJ

Anonymous

As currently https://github.com/MiSTer-devel/PSX_MiSTer/tree/main/releases only includes the single SDRAM-Version of the core, as only that can support the analog IO-board, might it be possible to make the "SDRAM2 for Sound"-option completely optional? Meaning that the analog IO-board functionality comes back when de-activating the "SDRAM2 for Sound"-option? This would then mean that there is only one adaptable merged version of the core.

FPGAzumSpass

No, a build that could have the "SDRAM2 Sound" option able to activate, can not support the Analog board, because the pin function cannot switch between Analog and SDRAM at runtime.