Mister SNES port to MIST possible?
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Re: Mister SNES port to MIST possible?
Try this please:
https://github.com/gyurco/SNES_MiSTer/r ... tag/test15
(and watch out especially for sound issues - there's a big DSP optimization, hopefully not buggy)
https://github.com/gyurco/SNES_MiSTer/r ... tag/test15
(and watch out especially for sound issues - there's a big DSP optimization, hopefully not buggy)
Re: Mister SNES port to MIST possible?
Gehstock wrote:Code: Select all
Flow Status Successful - Wed Sep 11 21:47:40 2019 Quartus II 64-Bit Version 13.1.4 Build 182 03/12/2014 SJ Web Edition Revision Name snes_mist Top-level Entity Name SNES_MIST_TOP Family Cyclone III Device EP3C25E144C8 Total logic elements 24,429 / 24,624 ( 99 % )[/quote] 8O 8O 8O [quote="alexh"][quote]Total logic elements 24,429 / 24,624 ( 99 % ) Total combinational functions 24,150 / 24,624 ( 98 % )[/quote] How did you manage to get that to route? With Xilinx FPGA's I'm lucky if I can get 70% full and still route.[/quote] Really? With modern FPGA families? FPGA's usually have spare routing resources, on purpose, to avoid that kind of problem.
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Re: Mister SNES port to MIST possible?
slingshot wrote:Try this please:
https://github.com/gyurco/SNES_MiSTer/r ... tag/test15
(and watch out especially for sound issues - there's a big DSP optimization, hopefully not buggy)
Hmm still same. Green text on the field and freezing. Actually gets more graphic corruption than before as it plays too. Don't think Tecmo SB uses DSP, just Regular ROM with Battery.
Re: Mister SNES port to MIST possible?
What version? I played about 5 minutes of Super Bowl I, US.Televicious wrote:slingshot wrote:Try this please:
https://github.com/gyurco/SNES_MiSTer/r ... tag/test15
(and watch out especially for sound issues - there's a big DSP optimization, hopefully not buggy)
Hmm still same. Green text on the field and freezing. Actually gets more graphic corruption than before as it plays too. Don't think Tecmo SB uses DSP, just Regular ROM with Battery.
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Re: Mister SNES port to MIST possible?
It was the case with Virtex6 760, Virtex7 2000T and Ultrascale XCVU440. I've not been MrFPGA for 1-2 years so it may have improved. Maybe the problem is with big Xilinx devices? I know they are not a monolithic die. They are 2 or sometimes 4 die and perhaps when your logic and clocks cross die the tools just don't optimise well?ijor wrote:Really? With modern FPGA families? FPGA's usually have spare routing resources, on purpose, to avoid that kind of problem.alexh wrote:How did you manage to get that to route? With Xilinx FPGA's I'm lucky if I can get 70% full and still route.Total logic elements 24,429 / 24,624 ( 99 % )
Total combinational functions 24,150 / 24,624 ( 98 % )
Re: Mister SNES port to MIST possible?
I recorded audio tracks from Chrono Trigger Demo Mode for visual comparison of DSP optimization with previous|original version of DSP implementation.slingshot wrote:Try this please:
https://github.com/gyurco/SNES_MiSTer/r ... tag/test15
(and watch out especially for sound issues - there's a big DSP optimization, hopefully not buggy)
On next screenshots: upper stereo track is audio from Test Core Ver10, lower stereo track from Test Core Ver15. Both tracks look(sound) almost identically with visual difference in noise transition parts(but sound the same). As for highest possible level of comparison, it seems we need real SNES for recording with same hardware in addition to audio tracks from MiST.
So, well done. Thank you, Slingshot! This additional 5% of FPGA will be useful for other features.


Last edited by arty on Tue Oct 22, 2019 6:53 pm, edited 1 time in total.
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Re: Mister SNES port to MIST possible?
Thanks for testing!
However about extra features: as GSUand SDD1 could fit now, the limit is the extra memory bandwidth they're using.
However about extra features: as GSUand SDD1 could fit now, the limit is the extra memory bandwidth they're using.
Re: Mister SNES port to MIST possible?
You're welcome!slingshot wrote:Thanks for testing!
However about extra features: as GSUand SDD1 could fit now, the limit is the extra memory bandwidth they're using.
Needless to say it would be great to see these extra chips for SNES in action on MiST.
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Re: Mister SNES port to MIST possible?
That's the one. I tested 2 and 3 also and did not see any of the same issues. Madden works perfect and other tecmo games are good too. I did try different roms also and the issues persisted. Sometimes it takes a bit before it starts acting up. During plays the current down and yards to first pop up on the field and they are bright green instead of silver. Occassionally they come up silver. Then as I play through the game I get graphic corruption in the playbook on that latest version. I haven't had any interceptions happen on the newest core yet, but I did have it freeze regardless randomly and on the previous at least twice in a row the ball was intercepted and it froze.slingshot wrote:What version? I played about 5 minutes of Super Bowl I, US.Televicious wrote:slingshot wrote:Try this please:
https://github.com/gyurco/SNES_MiSTer/r ... tag/test15
(and watch out especially for sound issues - there's a big DSP optimization, hopefully not buggy)
Hmm still same. Green text on the field and freezing. Actually gets more graphic corruption than before as it plays too. Don't think Tecmo SB uses DSP, just Regular ROM with Battery.
Also, curious, which GSU chip were you thinking to implement?
Re: Mister SNES port to MIST possible?
slingshot wrote:Thanks for testing!
However about extra features: as GSUand SDD1 could fit now, the limit is the extra memory bandwidth they're using.
thank's for your job!!
thanks to the core of the snes and the new fixes for the core minimig aga the old mist has a new life!
I tested the core v15 on Super Mario World USA, Super Metroid and Knights Of The Round without freeze for over 2 hours:
Link of Video from my Youtube Account: https://youtu.be/4-IUAKJoT1k
:
Re: Mister SNES port to MIST possible?
And did you use the save/load feature before the freezes, or just happened without that?Televicious wrote: That's the one. I tested 2 and 3 also and did not see any of the same issues.
Well, neither of them at the moment, I don't think I can find a way to satisfy the memory bandwidth requirement.Also, curious, which GSU chip were you thinking to implement?
Re: Mister SNES port to MIST possible?
Old, but not obsolete - as the Terminator said.gtv3000 wrote: thanks to the core of the snes and the new fixes for the core minimig aga the old mist has a new life!
Re: Mister SNES port to MIST possible?
And did you use the save/load feature before the freezes, or just happened without that?slingshot wrote:Televicious wrote: That's the one. I tested 2 and 3 also and did not see any of the same issues.
I used the savings with a 2 x 64k file size for Super Mario World USA and Super Metroid JAP and they work properly, after 1 hour of play I played another 40 minutes at Knights Of The Round with no freeze, I have a MIST rev1.3 with Hinix memory
Re: Mister SNES port to MIST possible?
I used the savings with a 2 x 64k file size for Super Mario World USA and Super Metroid JAP and they work properly, after 1 hour of play I played another 40 minutes at Knights Of The Round with no freeze, I have a MIST rev1.3 with Hinix memory[/quote]slingshot wrote:And did you use the save/load feature before the freezes, or just happened without that?
Re: Mister SNES port to MIST possible?
slingshot wrote: Old, but not obsolete - as the Terminator said
I had put the MIST on sale to buy a MISTER or wait for an FPGA all in one more powerful but with the core of the SNES and that of the AMIGA fixed I decided to keep it

I had put the MIST on sale to buy a MISTER or wait for an FPGA all in one more powerful but with the core of the SNES and that of the AMIGA fixed I decided to keep it

Re: Mister SNES port to MIST possible?
Good decisiongtv3000 wrote: I had put the MIST on sale to buy a MISTER or wait for an FPGA all in one more powerful but with the core of the SNES and that of the AMIGA fixed I decided to keep it

Actually the problem is with the "more powerful" FPGAs that even they have more internal RAM/more logical elements, in this price category, the speed grade is not higher. So even if there's place in them, you still won't get any CPU core running at 100MHz for example.
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Re: Mister SNES port to MIST possible?
I have tried both with and without .sav mounted, but had not written the file. Usually to recreate the interceptions I play as a terrible team against the packers or vikings preseason man vs com in the snow since that was the first time I noticed it, but I've had it happen in all sorts of different settings and games and com vs. com is the easiest way to test. Sometimes it will play through whole games with minor corruption. Only have 2 roms of this, I'll try some different ones, but this is the only game I could find that still has significant issues. Also, a fave. I have tried some hacked roms and had issues too, but I wasn't expecting total compatibility with those. Some of the hacked ones actually run really well though.slingshot wrote:And did you use the save/load feature before the freezes, or just happened without that?Televicious wrote: That's the one. I tested 2 and 3 also and did not see any of the same issues.
Well, neither of them at the moment, I don't think I can find a way to satisfy the memory bandwidth requirement.Also, curious, which GSU chip were you thinking to implement?
Re: Mister SNES port to MIST possible?
Please help..
tried every version of snes rbf
tried 3 usb pads, cheap chinese snes pad, psx classic usb and I just got the official licenced megadrive pro 6 button usb pad
every pad in windows works. mapper.exe used for example megadrive pro 6 button pad
joystick_remap=0F0D,00C1,1,2,4,8,200,20,10,100,0,0,400,800,40,80
in the mist menu works, in joystick test every button on the pad i press shows up on the mist with the correct description (A or select etc)
while in a snes game I can press start + Select and the mist menu appears.
NOTHING will work in a snes game.
I've tried joystick swap (in early snes rbf) latest snes rbf its not there, i'm using VGA output.
thanks.
tried every version of snes rbf
tried 3 usb pads, cheap chinese snes pad, psx classic usb and I just got the official licenced megadrive pro 6 button usb pad
every pad in windows works. mapper.exe used for example megadrive pro 6 button pad
joystick_remap=0F0D,00C1,1,2,4,8,200,20,10,100,0,0,400,800,40,80
in the mist menu works, in joystick test every button on the pad i press shows up on the mist with the correct description (A or select etc)
while in a snes game I can press start + Select and the mist menu appears.
NOTHING will work in a snes game.
I've tried joystick swap (in early snes rbf) latest snes rbf its not there, i'm using VGA output.
thanks.
Re: Mister SNES port to MIST possible?
Never mind got it working.
no idea why i just formatted the sd card and copied it all over again.
now works
no idea why i just formatted the sd card and copied it all over again.
now works
Re: Mister SNES port to MIST possible?
This Core works great !
But I need help to rename HI, Lo and ExHi roms.
Is There a specific table online or can I use a tool to recognize and rename all my roms ?
Thanks for your help

But I need help to rename HI, Lo and ExHi roms.
Is There a specific table online or can I use a tool to recognize and rename all my roms ?
Thanks for your help
Re: Mister SNES port to MIST possible?
Most of the ROMs are Lo, there are only one or two ExHi, the rest is HiDanyPPC wrote:This Core works great !![]()
But I need help to rename HI, Lo and ExHi roms.
Is There a specific table online or can I use a tool to recognize and rename all my roms ?
Thanks for your help

Re: Mister SNES port to MIST possible?
Ok, thanks Slingshot
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Re: Mister SNES port to MIST possible?
How do emulators distinguish these automatically? I'd assume that this is e.g. stored in the header of smc files. Couldn't we just parse the header during upload? Like we do with the load address of c64 cartridges?slingshot wrote: Most of the ROMs are Lo, there are only one or two ExHi, the rest is Hi
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Re: Mister SNES port to MIST possible?
AFAIK they're using some heuristics to look at instructions at the possible entry points, and use what's more plausible. On MiSTer, it's implemented on the ARM side.MasterOfGizmo wrote:How do emulators distinguish these automatically? I'd assume that this is e.g. stored in the header of smc files. Couldn't we just parse the header during upload? Like we do with the load address of c64 cartridges?slingshot wrote: Most of the ROMs are Lo, there are only one or two ExHi, the rest is Hi
Re: Mister SNES port to MIST possible?
https://github.com/mist-devel/mist-boar ... oreDocSNES "ROM Validation and SAV File Generation" section.DanyPPC wrote: Is There a specific table online or can I use a tool to recognize and rename all my roms ?