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About vanfanel

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  1. Who said otherwise? Workers have to be paid for their job! I am talking about a ROM being freely available until this commercial thing was set into motion.
  2. The hell happened with the free ROM released a couple of years ago for the MegaDrive/Genesis??? It seems to have disappeared from internet. I hate that previously available ROMs vanish just because some idiot decides to cash on it.
  3. My guess is an ARM core running Linux, just like the community-driven FPGA efforts.
  4. It was NOT sarcasm, but a fact: an FPGA implementation that is half-accurate won't show video slowdown in situations where real HW wouldn't. It just makes no sense. In such implementations, you may see games just break, but internal design timings affecting gameplay would be very rare. This is not emulation, where CPU / memory bandwidth can be depleted during some frames causing host-level slowdowns... My guess is that you never played Metroid or Super Mario Bros. 3 on the original hardware: anyone who did, remembers those games had major slowdowns when several sprites are on screen at once.
  5. Running games from SD slot can't impact a game's slowdown. That's just imposible, it makes absolutely zero sense.
  6. @Enragedwhale Very good news, as I have spoken with Kevtris and he could see the defect. He's currently busy, but he will investigate. Record more NTSC games if you can, please
  7. Fantastic! If you get to upload a video, we can pass it to Kevtris on discord so he can see there's tearing with SMS NTSC games on 60Hz video modes. For uploading I can recommend dropbox, or maybe we could exchange Telegram so you can send me the videos directly if that's OK so I can send them to Kevtris, or you can give them to Kevtris directly on discord. Some seconds of video, even at 1080p, shouldn't be so big. I can convert the videos from 4K to 1080p if needed. How big are the video files straight from the GoPro? Also, in the Castle Of Illusion video you have uploaded I can't see more than 5-6 frames and tearing is not visible. Is it supposed to be visible there?
  8. Hi, I had a lengthy conversation with Kevtris about this yesterday on Discord. Initially he noted that these games ("Deep Duck Troube", "Bart vs Space Mutants", "Batman Returns" and "Master of Darkness") are all PAL-only releases. So Kevtris tested them with a 1080p 50Hz mode, instead of a 1080p 60Hz mode, and he could not see any tearing. I replicated that configuration, and I couldn't see any tearing in 1080p 50Hz mode either. So my conclusion was that these are PAL games, programed for a 20ms per vblank period, while NTSC only gives the games 16ms per vblank period, so these strange tearing problems would be due to the game's code being prepared for 50Hz instead of 60Hz. The problem is that games like "Alex Kidd in Miracle World" and "Castle of Illusion", which are both USA & Europe ROMs/carts, also show the exact same tearing in 60Hz. However, Kevtris can't replicate that tearing (I repeat: Master System NTSC games on a 60Hz video mode) on his setup. So, do you have any means of recording the defect so we can show him? If we don't, I fear he won't be able to fix it. Also, tearing is present on GameGear games in 60Hz modes. Which of course is NOT supposed to happen because GameGear is ~60Hz.
  9. Look closely at the upper part of the screen in "Batman Returns" and in "Master of Darkness" as you scroll on the first level on any of them. You will see the tearing. Also, please note the missing notes in the music of "Rastan" in FM mode. About the MiSTer, I didn't bring it up this time. I would really want the MegaSG cores to be on par with those on the MiSTer, really. But being closed, we can't fix anything, only you can.
  10. I use to think the same, but try the Genesis Plus GX core or the MESEN core on the Raspberry Pi 4 BUT disable vsync and enable 1-buffer mode on the RetroArch video options: you will be surprised to find the exact same lag you find on an FPGA MegaDrive/Genesis implementation and the same level of correctness In fact, for Master System games you will be better server with RetroArch running a Pi 4 in single-buffer mode + no vsync + no threaded video + 45ms audio buffer than you will be with the MegaSG and it's poor attempt at a Master System mode. However, RetroArch defaults to triple buffering + threaded video on the Pi to fake performance an pretend the thing is able to emulate a PSX (when it is NOT), which gives the Pi the bad reputation about input lag.
  11. Preferences? Do you even read me? I have BOTH: Analogue consoles and the MiSTer (just because Analogue consoles were released before the MiSTer: I wouldn't have them otherwise). So what preference? I will repeat: I have several MiSTer setups, SuperNT and MegaSG. MegaSG FM audio in Master System games: Rastan is missing notes. It's totally obvious, it's NOT an opinion, it's a fact, there's nothing here you can deny or discuss: read me again -> On the MegaSG, FM AUDIO IN SMS MODE IS BROKEN BECAUSE ONE OF THE BEST GAMES IN THE PLATFORM LACKS/MISSES ACTUAL NOTES. Do you prefer that way of expressing it? MI-SSING NO-TES. Relativism won't get you anywhere when you have missing notes, it's wrong, broken, bad, defective. MegaSG shows tearing in SMS scrolling games -> the SMS graphics are objectively broken. It's a fact, it's not opinable, it's a real defect, there's NOTHING to discuss, it's a MATERIAL fact, and again relativism won't get you anywhere. I could do the same for the MegaCD compatibility problems that the MegaSG has, and for the 1080p scanlines problem in the SuperNT core, but it's the same. FACTS: you can't argue on something that is REAL. Do you know where do we have perfect AUDIO AND VIDEO without those DEFECTS? On the MiSTer. There's no opinion about this: these are facts.
  12. What preferences? This is not about preferences but implementation quality, correctness and features. MegaSG vs MiSTer MiSTer -Perfect audio and video, no desyncs, no tearing even in single buffer mode (zero lag). All MegaCD games work, even Virtua Racing works because we have a PUBLIC Sega custom chip (SVP) FPGA implementation on board. MegaSG -Wrong SMS FM audio (Rastan sounds like ass), wrong SMS graphics (tearing, f**ing tearing, no matter what buffering mode you chose), some major MegaCD games crashing. SuperNT vs MiSTer MiSTer -Perfect implementation with almost ALL custom chips on board, again in public form. StarFox, Yoshi's Island, Super Mario RPG... yeah, they all work here with ZERO problems. -Perfect video for all TVs thanks to infinite configuration options. SuperNT -No custom chip support beyond DSP-1. No Starfox, no MarioRPG, etc. Bah. -Bad 1080p scanline alignment. No, it's not about preferences but technical facts. Not only the MiSTer cores are public (you're possibly USA-based so you don't know the importance of things being public) and open, but they DESTROY the Analogue cores in every possible way.
  13. Do you even know what you are talking about here? The MegaDrive and SNES cores on the MiSTer are WAY better than the ones on the MegaSG and SuperNT. I have several MiSTer setups, the SuperNT and MegaSG, and I rarely use the Analogue consoles anymore. I updated the MegaSG, saw the new fullscreen pixel blending (which I already had on the MiSTer more than a year ago) and put it to storage again because on the MiSTer I have better MegaDrive audio, flawless video on Master System mode (MegaSG SMS still tears in scrolling games), MegaCD, NES and all cartidge custom chips on the SNES core implemented, with a more polished core too. Oh, and NeoGeo, Commodore Amiga and AtariST implemented with absolute perfection. Analogue consoles are.. meeeh, by now. But he MiSTer is on another level, you can't start to compare. It runs circles around anything Analogue has done so far, both in core availability and in core quality/fidelity. The public cores have won the FPGA race for retro, there's no rival by now. Also, being public (vs the closed cores on the Analogue consoles) the MiSTer cores are also a true hardware preservation effort, while Analogue cores are private and a simple economic operation for people not related to me and I don't care about (same as they don't care about users being left with major bugs years after the MegaSG was released).
  14. Ouuuyeah!! I hope tearing in Master System games has been fixed too...
  15. Yeah, but you are talking abut SELECTIVE blending in both cases. MiSTer also has UNSELECTIVE blending- which is blurry but looks like an RCA-connected MegaDrive, not like that ugly selective solution that makes some parts of the screen look different thank others, ruins text in a lot of games and doesn't do proper transparency on others. Unselective is only present on the MiSTer core. And in theory te slider in the MegaSG core should allow it, but it does not. That problem would take 5 minutes to be fixed or patched for personal preferences on an opensource core. That's why closed solutions are inferior (apart from bit-rot, etc).
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