MiSTer-devel / PSX_MiSTer

PSX for MiSTer
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Unable to launch a PSX game using a command #294

Open Waifu4Life opened 3 months ago

Waifu4Life commented 3 months ago

So I've been working on a project with a PC launcher called Playnite. With the help of the MiSTer Scripts Remote and Tapto, I can launch my MiSTer games via my PC. Here's a video example for NES games: https://www.youtube.com/watch?v=AMr6OmZpFi8

I managed to launch every game from any consoles including consoles with optical media such as Saturn, PCE CD and Mega CD, but for some reason, PSX games won't launch, I just get a black screen. I think it may be a BIOS loading issue since the BIOS normally load when manually choosing a game via MiSTer, but I'm not sure.

Here's a command to load a Saturn game (which works): curl --request GET --url http://192.168.2.100:7497/api/v1/launch/Games/Saturn/Bug!/Bug!.cue Here's one for a PSX game (which does not work): curl --request GET --url http://192.168.2.100:7497/api/v1/launch/Games/PSX/Bomberman/Bomberman.cue

Anyone has an idea of why it's not working with this system alone?

birdybro commented 3 months ago

@wizzomafizzo might know. You might need to launch it as an MGL instead with a delay, because the core needs to allow the BIOS to initiate. Also you can try it with the startup BIOS disabled.

Waifu4Life commented 3 months ago

@wizzomafizzo might know. You might need to launch it as an MGL instead with a delay, because the core needs to allow the BIOS to initiate. Also you can try it with the startup BIOS disabled.

Hi there, thank you for the reply. I'm already chatting with Wizzo on his discord. As for your BIOS suggestion, I can't see such a setting in the PSX core.

wizzomafizzo commented 3 months ago

@birdybro do you know if we have documentation available that can guide a user through viewing the main logs if they're not familiar with using SSH?

I have done some troubleshooting but we cannot get any generated MGL to work. I'm not sure yet but my hunch is this is a config issue with the PSX core not a specific script problem

This may be unrelated. But I actually quite frequently get reports that the PSX core mgl launching has stopped working. In every case before it "fixed itself" after running an update. Though I don't think there's ever been a psx core update during that whole period

Waifu4Life commented 3 months ago

@birdybro do you know if we have documentation available that can guide a user through viewing the main logs if they're not familiar with using SSH?

I have done some troubleshooting but we cannot get any generated MGL to work. I'm not sure yet but my hunch is this is a config issue with the PSX core not a specific script problem

This may be unrelated. But I actually quite frequently get reports that the PSX core mgl launching has stopped working. In every case before it "fixed itself" after running an update. Though I don't think there's ever been a psx core update during that whole period

Hi there,

Thank you for replying here, will be easier than on Discord. If it helps, here's some info regarding my setup.

1- I don't use any Update scripts, mainly because I don't want everything available on MiSTer. I only play Japanese game consoles/handhelds and a handful or Japanese arcade cores. When a core, Main MiSTer or Menu gets an update, I just download from my PC and transfer vis FTP.

2- The only scripts running on my MiSTer setup are: timzeone.sh, remote.sh, tapto.sh and because you asked to install it, favoties.sh.

3- Speaking of which, this is the resulting MGL file of adding a PSX game to favorite: `

_All/_Console/PSX
<file delay="1" type="s" index="1" path="/media/fat/games/PSX/Bomberman/Bomberman.cue"/>

`

4- I'm running: PSX_unstable_20240706_06d0f9.rbf and MiSTer_unstable_20240711_135204

Hope this helps

birdybro commented 3 months ago

Can you try to run the normal stable build instead? This core frequently can have marginal timing issues even when it meets timing in the unstable builds.

@birdybro do you know if we have documentation available that can guide a user through viewing the main logs if they're not familiar with using SSH?

I have done some troubleshooting but we cannot get any generated MGL to work. I'm not sure yet but my hunch is this is a config issue with the PSX core not a specific script problem

This may be unrelated. But I actually quite frequently get reports that the PSX core mgl launching has stopped working. In every case before it "fixed itself" after running an update. Though I don't think there's ever been a psx core update during that whole period

https://mister-devel.github.io/MkDocs_MiSTer/advanced/console/

Does increasing the delay in the MGL help?

Waifu4Life commented 3 months ago

Can you try to run the normal stable build instead? This core frequently can have marginal timing issues even when it meets timing in the unstable builds.

MiSTer, PSX or both?

birdybro commented 3 months ago

The stable PSX core.

Waifu4Life commented 3 months ago

The stable PSX core.

OK, so I replaced the unstable core for PSX_20240418.rbf, rebooted and now I am able to boot PSX games from Playnite. Mind you, Favorites.sh still won't boot any games. I personally don't plan to use this script, but if you guys want me to run some tests with it to help with your PSX MLG problem, I don't mind helping.

birdybro commented 3 months ago

Nice. Yeah the unstable builds can come with issues like that. When we do new releases of these kinds of cores that push the limits of the system we often run multiple seeds of builds for many hours to get one that has the "best quality of fit" and then test it for known marginal timing issues (issues with timing in the design that are not caught by timing analysis or that only occur "on the margins", roughly speaking).

Waifu4Life commented 3 months ago

Nice. Yeah the unstable builds can come with issues like that. When we do new releases of these kinds of cores that push the limits of the system we often run multiple seeds of builds for many hours to get one that has the "best quality of fit" and then test it for known marginal timing issues (issues with timing in the design that are not caught by timing analysis, roughly speaking).

Well, if I ever get issues with a core in the future, I'll try a stable version to see if it solves the issues. Thanks again!

wizzomafizzo commented 3 months ago

Thanks @birdybro I'll remember this if it comes up again!