SMS core

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BitsNStuff
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Re: SMS core

Post by BitsNStuff »

berighteous wrote:I can't get any games to load. Only boot loader screen. What's the trick? Am I missing something. The files are in my SMS directory.
Is your SDRAM installed correctly? The boot loader doesn't require SDRAM but you do need it for games. I don't like to tell people to be firmer with it but I had issues with mine and I do know other people did too as you do as you do have to be worryingly firm with it, I felt quite uncomfortable having to press it that firmly.

Do any of the other cores that require SDRAM work properly for you?

There is an SDRAM test you can run to check it, it's designed for faults but if if it's not connected fully you'll probably fail - https://github.com/MiSTer-devel/MemTest_MiSTer
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Re: SMS core

Post by berighteous »

Thats the problem. I forgot it needed to sdram. Still waiting for the board. Seems weird that SMS needs is when the Genesis doesn't.
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Re: SMS core

Post by Sorgelig »

Genesis has more RAM making dependence on ROM timings less noticeable.
I plan to migrate to DDR3 and see if timings will be in acceptable range.
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Re: SMS core

Post by BlockABoots »

That would great if it's possible, would this be possible on the NES core also?
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Re: SMS core

Post by Sorgelig »

SMS still heave some dedicated VRAM which gives some (only some!) chance to work with DDR3.
NES has only minimal RAM like 2KB if i remember correct. So NES uses ROM at 99% time, this DDR3 latency will break the timings.

If you need just consoles, then i suggest to buy Analog NT which can be hacked and more consoles can be added.
MiSTer is not console-centric project, and SDRAM board is absolutely required. There is no such target as try to avoid SDRAM usage. It's essential part of MiSTer and must be present.
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Newsdee
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Re: SMS core

Post by Newsdee »

The Analogue NT mini is sold out and rare even second hand. A MiSTer with SDRAM is a much better option even if the project is not console centric.

Certainly it's great if some cores do not need SDRAM, but I think the available cores right now is enough to give new users something to be busy with (and test their boards) while they wait for an SDRAM expansion.
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Re: SMS core

Post by GreyRogue »

Well, that wasn't too bad.

Just added support for Game Gear.
Tested with Tail's Adventure.
Pull request created.
albconde
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Re: SMS core

Post by albconde »

Tested a Little gamegear .
In some games the second button dont work , for example bubble booble
Some games works but a little slow , for example james pond 2 robocod

Thanks for your work.
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Re: SMS core

Post by Newsdee »

Amazing! It's great to see these cores get some much needed dev love. Thanks!
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Re: SMS core

Post by PhantombrainM »

Sorgelig wrote:hsync position will be adjusted in future release.
Games on VGA are still cut off on the left.
Two beer or not two beer? - Shakesbeer.
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Re: SMS core

Post by Sorgelig »

I forgot about it. Too many things to handle.
Hope to fix in the next release.
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Re: SMS core

Post by cacophony »

Not sure if it's a regression or not, but with the latest SMS core and mister binary I noticed what I guess is a sprite layering issue.

In Ghouls N Ghosts on the first stage, the blades that drop down are drawn behind the two wood posts instead of in front of them. Looks very odd :D

This is how they're supposed to look (starts at 52 seconds): https://www.youtube.com/watch?time_cont ... dozrRd4AyM
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Re: SMS core

Post by GreyRogue »

albconde wrote:Tested a Little gamegear .
In some games the second button dont work , for example bubble booble
Some games works but a little slow , for example james pond 2 robocod

Thanks for your work.
Fixed the second button.
Still some slow down going on. I'm not sure why yet.
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Re: SMS core

Post by kikusui »

Hi folks, a quick question. Has the "FM Sound" module from the Japanese Master System (or Mark III) been implemented in the Master System core? I could have sworn that I've seen somewhere that it does but no game I've tried seems to work with FM sound.
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Re: SMS core

Post by Sorgelig »

kikusui wrote:Hi folks, a quick question. Has the "FM Sound" module from the Japanese Master System (or Mark III) been implemented in the Master System core? I could have sworn that I've seen somewhere that it does but no game I've tried seems to work with FM sound.
not implemented.
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Re: SMS core

Post by ghogan42 »

kikusui wrote:Hi folks, a quick question. Has the "FM Sound" module from the Japanese Master System (or Mark III) been implemented in the Master System core? I could have sworn that I've seen somewhere that it does but no game I've tried seems to work with FM sound.
Some Genesis builds have options for PSG and FM. For debugging purposes. That's probably what you saw.
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Re: SMS core

Post by Sorgelig »

ghogan42 wrote: Some Genesis builds have options for PSG and FM. For debugging purposes. That's probably what you saw.
There was claim of some dev that he will add FM to SMS core.
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Re: SMS core

Post by BahnYuki »

I have the same issue with SMS being too far to the left. I have tested the new SNES and NES cores in YPbPr and they are now excellent. I have seen it mentioned in previous posts that it's being looked into. Overall SMS works pretty well and

Regarding FM support I wonder if the MiSTer can implement some of the work mentioned here:https://krikzz.com/forum/index.php?topic=6702.0

I have an Everdrive X7 and it works very well for the games that support FM audio. Here's a list of compatible gameshttps://segaretro.org/FM_Sound_Unit#Compatible_Games
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Re: SMS core

Post by Sorgelig »

i will see what can i do
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Re: SMS core

Post by kikusui »

Sorgelig wrote:
ghogan42 wrote: Some Genesis builds have options for PSG and FM. For debugging purposes. That's probably what you saw.
There was claim of some dev that he will add FM to SMS core.
Thanks for the reply Sorgelig & ghogan42. I thought I was going mad. I can't find what I had seen previously & was beginning to think I imagined talk of FM support. It would be a nice thing to have in the future though as some of those FM games sound very nice, Phantasy Star, R-Type, Double Dragon, & Wonderboy In Monsterland are the ones that spring instantly to mind.
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Re: SMS core

Post by SaschaFFM »

Edit: Post on wrong topic. Please ignore
BahnYuki
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Re: SMS core

Post by BahnYuki »

GreyRogue wrote:
kikusui wrote:@GreyRogue - while trying various things out I've come across two games that I can't make work, namely Lagrange Point & Tiny Toon Adventures 2 (both Japanese). Both of these games make use of Konami's VCR7 sound expansion. Is this implemented in the Nes core?
Grabbed the YM2413 module out of the MSX core and pasted it in. Updated the instruments to match the values listed on NesDev. Expansion (Cart) VRC7 audio is now working correctly. Tested with Lagrange Point and a VRC7 audio test Rom.

I've also swapped the settings on the joysticks. Default behavior should be contoller 1. This should help avoid confusion going forward.

Pull request created.
I was just browsing the forums and saw this in the NES thread. I wonder if something similar can be done for SMS? I always heard that MSX and SMS were quite similar hardware.
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Re: SMS core

Post by BahnYuki »

Tested out the core that was released today (12/26) I found a few of the FM voices were off. Penguin Land for instance has a pitch difference in the lead voiceon the title screen, but sounds fine in the attract mode. Afterburner and Phantasy Star lead voices sounds very offon the main menu. Overall the fact that it's working at all is very impressive.

The screen is still shifted over to the left in YPbPr...
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Re: SMS core

Post by ZReport »

Is there also a way of adding an option to toggle between PSG & FM sound? It's nice to have FM sound, but not everyone will like it vs PSG on their games.
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Re: SMS core

Post by Sorgelig »

No one currently is working on YM2413 chip, so problems with not correct FM sound probably won't be fixed.
Ping the Jotego - may be he would like to make his own version of this chip.
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