SMS core

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theflynn49
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Re: SMS core

Postby theflynn49 » Sun Apr 21, 2019 11:52 pm

I just opened an issue on github about this list. https://github.com/MiSTer-devel/SMS_MiSTer/issues/38

albconde wrote:The core is now very good ,thanks to all involved.
Tested a lot of gamegear games , almost everything works.

Some games with problems in gamegear:
Bram stokers Dracula : problems when you start to play,
Hook : Blackscreen when you start to play
Lion King : Blackscreen when you start to play

In some games in gamegear ,like baku baku , Some sprites seem displaced 1 pixel to the right ,to see this problem start playing, when an ítem reaches the bottom ,moves a pixel to the left

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Re: SMS core

Postby theflynn49 » Tue Apr 23, 2019 8:11 am

albconde wrote:The core is now very good ,thanks to all involved.
(...)
Bram stokers Dracula : problems when you start to play,
Hook : Blackscreen when you start to play
Lion King : Blackscreen when you start to play
Baku Baku , Some sprites seem displaced 1 pixel to the right
(...)


All games works for me with the latest core.
https://github.com/MiSTer-devel/SMS_MiSTer/issues/38
The core hasn't been released by Sorgelig yet, but if you're impatient testing it, you'll find it here https://github.com/theflynn49/MiSTer_cores

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Re: SMS core

Postby albconde » Tue Apr 23, 2019 12:41 pm

thanks , tested and lion King ,hook , and dracula Works in your version ( dont work in oficial 20190421 , but Works in version 20190421 in your repo )
Baku baku problems are fixed too.
In some gamegear games with multiplayer link,there are some errors , for example G-loc some times apear an error "check cartrigde" , and in mortal kombat "link error" and "existence of second fighter established wait" (us version , jap Works) , buster ball show "link error 1" , super colums show "error !!" ( in jap version , us Works)

Some others gamegear games with problem in your last version:
Evander Holifield : Black screen
Ernie Els Golf : only show codemaster logo
Micromachines 2 : pink screen (last version works : 20190420 in your repo)
Striker ; only show sega logo ( last version works ; 20190411 oficial)

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Re: SMS core

Postby breiztiger » Tue Apr 23, 2019 4:50 pm

sorry but with SMSFLY_20190423 version

http://www.pouet.net/prod.php?which=65338

doesn't have sound after some time (and garbage sound just before)

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Re: SMS core

Postby theflynn49 » Tue Apr 23, 2019 5:30 pm

OOps my bad, I made a too bold of a move on the mapper in this release. You can stop testing until I push a hotfix for this

About the sound, I know there are issues with the FM thing, but I didn't touch this (yet)

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Re: SMS core

Postby theflynn49 » Tue Apr 23, 2019 6:42 pm

Ok,

You can use SMSFIX_20190423.rbf I just uploaded.
Els Golf still doesn't work, but lots of the games I broke are running again.
Evander Holyfield : still KO
Micromachines 2 : works again
Striker ; still KO

Sorry about that.
Last edited by theflynn49 on Thu Apr 25, 2019 8:12 pm, edited 3 times in total.

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Re: SMS core

Postby theflynn49 » Tue Apr 23, 2019 6:43 pm

breiztiger wrote:sorry but with SMSFLY_20190423 version

http://www.pouet.net/prod.php?which=65338

doesn't have sound after some time (and garbage sound just before)


I looked briefly into this, It seems to work if you choose "FM sound disabled" in OSD
The demo you provided might be a good way to debug this BTW ... thanx

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Re: SMS core

Postby albconde » Wed Apr 24, 2019 8:07 pm

Some more test:
Gamegear :
Pro Yakyuu GG league : Black screen , this game and the other three baseball games not working have only 128 Bytes of backup
they seem to be the only 4 games with this amount , the rest have at least 8 KB ( http://www.smspower.org/Tags/MemoryBackup )

Master System :
f16 fighter \fighting falcon : graphics problems
Wanted : red screen
Walter payton football : screen flashes
pit fighter: refuse to get to gameplay
super space invaders: refuse to get to gameplay
excelene dizzy collection : only work panic dizzy
loretta no shouzou : graphics problems

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Re: SMS core

Postby PsyFX » Wed Apr 24, 2019 8:50 pm

I'd also like to add, a possible issue with the "border" function
Don't know if this a glitch or intended function?
I am using HDMI, at 1080p
Some games the border mode turned off, have a noticeable Line on the left side of the screen
Such As Gauntlet, Paperboy, Power Strike &II, Wonderboy III
While others such as Shinobi Wonderboy &II, R-type the left line is not noticeable, Cause the overscan is black so the line blends in.
Would it be possible to add some kind of "size" adjustment, etc?

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Re: SMS core

Postby theflynn49 » Wed Apr 24, 2019 11:28 pm

Thank you albconde, I'll look into all these. The clue about the ram size is very interesting, I'll have another look into this too.
I've fixed Evander Holyfield's : the game is kinda buggy and needs proper BIOS register initialization to work properly. (latest core 20190424 my repo)

Thank you also PsyFX, I just noticed this too, the extra line probably comes from the latest changes (1 pixel desynchro between background and sprites) : I had to change a lot of things in the horizontal logic and probably have messed up something

I noticed that border doesn't do much in PAL mode, works better in NTSC.

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Re: SMS core

Postby slingshot » Thu Apr 25, 2019 9:30 pm

The extra column at the left side is also obvious in the Alf game for example. And there the upper part is fixed scroll area in some screens, which is extended by one pixel to the left. So I guess the problem is only that column must be part of the border.
Reverting x<=232 to 233 in vdp_background fixes it, not sure about other implications.
Upd.: I see sprites can go out of the screen at the left side, and appear on the right (can be seen on R-Type title screen). Not really remember how it's done, but I guess it shouldn't be fixed by moving the border, but doing something with the sprites.

The 128 byte save RAM size means it's a serial EEPROM.

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Re: SMS core

Postby theflynn49 » Thu Apr 25, 2019 10:11 pm

@slingshot : which core did you use ? I think I fixed that. The source of the problem was that the sprite shift was using the wrong clock in vdp_sprites, this made the 1-pixel off bug from the sprite to the background random. This is fixed in my latest core. But theses thing are tricky ;)

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Re: SMS core

Postby PsyFX » Thu Apr 25, 2019 10:27 pm

May I suggest another solution / addition, add the ability to change the color of the overscan / border?
Referencing Sorgelig's "feature request: color for border" from the "Scaler" thread.

Don't know if that Scaler or Core specific feature, but just tossing that out there.

For some it would be nice to change the color, if you choose to use the border function.
Personally I'd prefer to maximize the screen area while keeping the proper aspect ratio.
Last edited by PsyFX on Thu Apr 25, 2019 11:37 pm, edited 1 time in total.

theflynn49
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Re: SMS core

Postby theflynn49 » Thu Apr 25, 2019 11:31 pm

@PsyFX : I thought that the border color (overscan) was set by the game itself via vdp register $08

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Re: SMS core

Postby theflynn49 » Thu Apr 25, 2019 11:46 pm

Early testers may try my latest core SMSFLY_20190426.rbf
What still does not work is :
Els Golf (needs special RAM in this codemasters mapper, not written yet)
Buster Ball (still has a comm pb)
FM sound still as it is

I didn't test everything, so expect all type of misbehaviour :D

edit: there are a lot of things I forgot lol
- I haven't look at the albconde SMS list yet
- the baseball games type

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Re: SMS core

Postby theflynn49 » Fri Apr 26, 2019 2:25 pm

Some news mainly about the SMS list

F16 fighter \fighting falcon : graphics problems : WONTFIX, uses display mode M2
loretta no shouzou : graphics problems : WONTFIX, uses display mode M2
note: the core supports only mode 4 with extensions 224/240; TMS9918 mode 1, 2, 3 not supported.

Wanted : Works if you set the Parameter "FM Sound" to Disable
Walter payton football : Works if you set the Parameter "FM Sound" to Disable

pit fighter: Works if you set the parameter "Lock mappers" to Yes (core >= 20190427)
super space invaders: Works if you set the parameter "Lock mappers" to Yes (core >= 20190427)

excelene dizzy collection : WONTFIX : the game does not work into Emulitious either, at first glance it react like it uses a new sort of mapper.

GG status
-Games involving comms : should work with (core >= 20190427, including Buster Ball
-Games with sprite position and column 0 problems : should work.

Still pending :
- Els Golf (need special addition to the coremaster mapper)
- the baseball games type

Please give me a few minutes to test the core before I commit it. https://github.com/theflynn49/MiSTer_cores

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Re: SMS core

Postby slingshot » Fri Apr 26, 2019 4:06 pm

theflynn49 wrote:@slingshot : which core did you use ? I think I fixed that.

Tried the current MiSTer repo (with mapper lock), the left column bug still there. Check with the Alf game. It's not the sprites, but the background.

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Re: SMS core

Postby theflynn49 » Fri Apr 26, 2019 4:23 pm

slingshot wrote:
theflynn49 wrote:@slingshot : which core did you use ? I think I fixed that.

Tried the current MiSTer repo (with mapper lock), the left column bug still there. Check with the Alf game. It's not the sprites, but the background.


I just tried it, I can't reproduce, sorry. Could you be more specific ? Do you have this on other games ?

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Re: SMS core

Postby slingshot » Fri Apr 26, 2019 4:49 pm

theflynn49 wrote:I just tried it, I can't reproduce, sorry. Could you be more specific ? Do you have this on other games ?



Didn't notice it in R-Type anymore, but here's in Alf:
alfbug2.jpg


Note that little brown line on the left, which comes from Alf's finger from the right:
alfbug1.jpg


I know this was fixed once. But now if I change x<=232 to x<=233, then the bug will move to the right side.
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Re: SMS core

Postby theflynn49 » Fri Apr 26, 2019 6:05 pm

here are mine.

20190426_194831a.jpg

20190426_195051a.jpg


You are using NTSC VGA I guess ?
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Re: SMS core

Postby slingshot » Fri Apr 26, 2019 6:13 pm

Both NTSC and PAL mode shows the artifact, with or without scandoubler. Note that I'm using MiST, and borders are always on. But this should not make a difference.

And just another strange issue :)
if I not define USE_SP64 to speed up synthesis, many normal sprites will missing.
//`define USE_SP64

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Re: SMS core

Postby slingshot » Fri Apr 26, 2019 6:34 pm

I've drawn a red line where x==0. That position should be the first displayed column (at least it was when I last worked on the core).

Now seems it's no more at zero position, and what's most interesting, it's not even consistent:
Photo0049.jpg

Photo0050.jpg

Also shows the missing sprite without USE_SP64:
Photo0053.jpg
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Last edited by slingshot on Fri Apr 26, 2019 6:51 pm, edited 2 times in total.

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Re: SMS core

Postby theflynn49 » Fri Apr 26, 2019 6:37 pm

I just pushed my version SMSFLY_MIST_20190427.rbf here https://github.com/theflynn49/MiSTer_cores
Do you mnd to test it ?

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Re: SMS core

Postby theflynn49 » Fri Apr 26, 2019 6:51 pm

about the x=0 position, there is a x<8 hide column thing (vdp_main line 131)

which sources did you use to recompile the core ?

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Re: SMS core

Postby slingshot » Fri Apr 26, 2019 6:52 pm

theflynn49 wrote:about the x=0 position, there is a x<8 hide column thing (vdp_main line 131)

which sources did you use to recompile the core ?


Just found out that column_mask and pal are not connected correctly in the MiST toplevel. But correcting them won't fix the issues. Will try from your repo.


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