FPGAzumSpass Profile
FPGAzumSpass

@AzumFpg

Followers
9,464
Following
15
Media
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Statuses
920

Developing with fun

Joined July 2020
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@AzumFpg
FPGAzumSpass
5 months
I'm very happy to announce that the #MiSTerFPGA N64 core can now boot every single title that was officially released, including all regions. TLB is also fully implemented now. You can read more about the technical details that made this possible in a new article on Patreon.
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@AzumFpg
FPGAzumSpass
1 year
First game is running good with my new cycle emulator. Still a way to go before we will have this state in a #MiSTerFPGA core, but I will do my best to make it happen
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@AzumFpg
FPGAzumSpass
10 months
The first game is working on the #MiSTerFPGA N64 core, much faster than I expected. I also added audio functionality to the core. Have fun!
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@AzumFpg
FPGAzumSpass
2 years
Finally! The first PlayStation game is now playable on #MiSTerFPGA : RidgeRacer. No savestate required anymore, it loads from CD until ingame. Some bugs remain, but overall worth a try. If you don't have a second SDRAM available, I fear you have to wait some days.
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@AzumFpg
FPGAzumSpass
9 months
You can tell that the RDP still needs a lot of work, but today I'm just happy to see something running at all. Have fun!
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@AzumFpg
FPGAzumSpass
8 months
The #MiSTerFPGA N64 core can now load and store savegames to sdcard. Have fun :)
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@AzumFpg
FPGAzumSpass
9 months
Fixed some rendering issues in the #MiSTerFPGA N64 core, for example missing transparency. More details on all the recent changes are available in a post on Patreon.
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@AzumFpg
FPGAzumSpass
1 year
First sign of life on #MiSTerFPGA ! Only very basic CPU, RDRAM(DDR3) and cartridge(SDRAM) functionality working so far, but all boot stages run fine and something is visible on screen. A great starting point for the journey.
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@AzumFpg
FPGAzumSpass
8 months
Let's see what the latest N64 core update changes...
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@AzumFpg
FPGAzumSpass
2 years
First PSX game booting from CD image on #MiSTerFPGA , showing two intro FMV and title screen. Hopefully it's playable soon.
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@AzumFpg
FPGAzumSpass
2 years
6 weeks ago, I told you to stay a while and listen. Today I mean it :) SPU is now feature complete on the #MiSTerFPGA PSX core. Work on the single SDRAM version will start soon.
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@AzumFpg
FPGAzumSpass
9 months
Implemented the z-Buffer in the #MisterFPGA N64 core. Next task on the list will be missing texture modes.
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@AzumFpg
FPGAzumSpass
5 months
One year of development for the #MiSTerFPGA N64 core. From first tests to first games to most games playable. A long article covering the whole progress of this year is available on Patreon. Thank you all for this great journey and let us continue next year.
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@AzumFpg
FPGAzumSpass
2 months
I'm working on a optional HDMI output mode in the #MiSTerFPGA N64 core that allows to display 480i games in full 480p/60Hz. No more combining artifacts and no deinterlacer required.
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@AzumFpg
FPGAzumSpass
6 months
Some parts of the CPU virtual address mapping(TLB) are working in the #MiSTerFPGA N64 core. The first game is already happy.
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@AzumFpg
FPGAzumSpass
1 year
The first build of my N64 core for #MiSTerFPGA is now public. You can find it on Patreon together with details about it or you can get the source from here: No games work yet, just some simple homebrew!
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@AzumFpg
FPGAzumSpass
8 months
Let's make it short today: N64 core now supports rumble
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@AzumFpg
FPGAzumSpass
11 months
First part of the rendering is now implemented in the #MiSTerFPGA N64 core. Some stray pixels remain, but it's great to see the N64NICCC demo running.
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@AzumFpg
FPGAzumSpass
3 years
#MiSTerFPGA PSX core got regular output mode, allowing for VGA, which still needs adjusted timings. However, this enables me to finally capture the full BIOS bootup. Also NTSC mode is now supported. I added it into the video with one game you might like.
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@AzumFpg
FPGAzumSpass
7 months
Such a positive coverage is really overwhelming. Will do my best to make the core as good as I possibly can!
@ModernVintageG
MVG
7 months
FPGA Nintendo 64 gaming is here. Watch Here : #N64 #FPGA
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@AzumFpg
FPGAzumSpass
9 months
RDP in the #MiSTerFPGA N64 core is making progress: it now got 32bit RGB texturing and perspective correction. Still some more tasks open before the first games will look correct.
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@AzumFpg
FPGAzumSpass
8 months
New great games working now on the #MiSTerFPGA N64 core with the SRAM functionality being implemented in the latest update.
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@AzumFpg
FPGAzumSpass
3 years
I'm finally ready to reveal my new project: I'm working on a Playstation core for #MiSTerFPGA . As always, I learn about the system with a software emulator first. You can see the first games running in this video.
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@AzumFpg
FPGAzumSpass
2 years
BIOS is now fully booting into games on #MiSTerFPGA PlayStation core with the latest fix. No more forced fastboot. This also fixes some games, e.g. Glover is now playable.
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@AzumFpg
FPGAzumSpass
3 years
#MiSTerFPGA PSX core movie decoder(MDEC) is done. Still images and FMV work. Compression artifacts in the video are from the testrom itself and also present on real hardware.
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@AzumFpg
FPGAzumSpass
3 years
First live 3D for #MiSTerFPGA PlayStation core with the PSXNICCC demo from Krom. Code is available at Github, Beta version on my Patreon.
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@AzumFpg
FPGAzumSpass
8 months
Changes to the N64 core: - you can now play PAL games - zBuffer fix for Hexen - fix for transparent polygon edges With that fix you can now see Drake Lake in all its beauty. When in the second lap the fog is gone and the mood changes with that crystal clear water. Wonderful.
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@AzumFpg
FPGAzumSpass
10 months
The FPU for the #MiSTerFPGA N64 core is done and passes all tests. If you still don't know what floating point is or how it works and want to learn about it: I wrote an article on Patreon about this topic, where I try to explain the concept behind with simple math.
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@AzumFpg
FPGAzumSpass
6 months
More games are working or improved with the next set of TLB functionality in the #MiSTerFPGA N64 core. About 40% of all TLB related tasks are done now.
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@AzumFpg
FPGAzumSpass
2 years
Some more games are now playable on the #MiSTerFPGA PlayStation core, booting from CD Image. In the video: Gex, Crash Team Racing, Moto Racer 2 and Croc.
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@AzumFpg
FPGAzumSpass
7 months
Fixed some RDP bugs in the #MisterFPGA N64 core. But instead of comparisons, I want to show you a tool I have written today for debugging in the VHDL simulation. It can display the rendering of the RDP in a live view. Gives in nice little insight how things are drawn.
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@AzumFpg
FPGAzumSpass
2 years
2 Player support is now implemented and working for #MiSTerFPGA Playstation core.
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@AzumFpg
FPGAzumSpass
6 months
The #MiSTerFPGA N64 core now uses the correct video and audio frequency for both PAL and NTSC. Comparison below is Mario 64 NTSC: - Left is N64 HDMI modded, outputting 720p - Right is MiSTer outputting 1080p Not all games are that close yet, it's still a "work in progress" core.
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@AzumFpg
FPGAzumSpass
8 months
Implemented dual texturing for the #MiSTerFPGA N64 core. The example below shows the difference in Hyrule Field. Even with it being empty by todays standards, it made us dream of a huge world to explore when we first left the forest nearly 25 years ago.
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@AzumFpg
FPGAzumSpass
8 months
Implemented Dithering for the #MiSTerFPGA N64 core. It really helps a lot to reduce color banding. If you don't like it, you can turn it off in the OSD.
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@AzumFpg
FPGAzumSpass
1 year
Here it is finally: the start of new era. It's not like there wouldn't be plenty of ways to enjoy Mario 64 today, but there is still this special magic when I see it.
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@AzumFpg
FPGAzumSpass
4 months
I'm currently reducing the logic size of the #MiSTerFPGA N64 core by redesigning some parts, but keep the same functionality. After TLB was added, the core was at 87% logic utilization, now we already won 4% back. Final Core with all features should stay below 90% to fit well.
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@AzumFpg
FPGAzumSpass
7 months
The #MiSTerFPGA N64 core can now run Pokemon Gameboy games with the TransferPak in Pokemon Stadium. Either by using the native SNAC interface(implemented by Blue1) using a real N64 controller, TransferPak and Gameboy Cartridge or using the emulated TransferPak inside the core.
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@AzumFpg
FPGAzumSpass
9 months
Implemented more texture modes for the N64 core. Some games that went ingame before now have visible graphics.
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@AzumFpg
FPGAzumSpass
5 months
GoldenEye is finally working on the #MiSTerFPGA N64 core. The TLB implementation is about 70% complete now. A new article covering details of the last bug that prevented the game from running stable is available on Patreon.
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@AzumFpg
FPGAzumSpass
8 months
Added CPU datacache and texture filtering to the #MiSTerFPGA N64 core. There is an article available on Patreon if you are interested in more details on these and the other latest features and improvements for the core.
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@AzumFpg
FPGAzumSpass
7 months
More games are working on the #MiSTerFPGA N64 core after recent fixes. Have fun!
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@AzumFpg
FPGAzumSpass
1 year
Some more games are starting to run in my emulator after fixes with the MIPS CPU cache. One popular game that works now: Star Fox 64 (or Lylat Wars as we call it here in Europe)
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@AzumFpg
FPGAzumSpass
2 years
Thanks to Sorgelig we now have Multitrack CD Direct Audio support for the #MiSTerFPGA PSX core. Some examples of what that enables are in the video below.
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@AzumFpg
FPGAzumSpass
7 months
The film grain effect in Starfox 64 is now implemented for the #MiSTerFPGA N64 core. This completes all the VI processing features in the core. I created a long article on Patreon, telling how everything works in the VI with details, comparisons and example drawings. Have fun!
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@AzumFpg
FPGAzumSpass
5 months
The newest #MiSTerFPGA N64 core can load games much faster. To use it, you also need a new version of Mister Main. A big thanks to Markun for implementing the software side of this improvement!
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@AzumFpg
FPGAzumSpass
8 months
The N64 core now supports Flash and Controller Pak saving. That completes all saving methods for the N64, so when a game works fine on the core, you can now finish it without leaving your De10-Nano on. Have fun!
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@AzumFpg
FPGAzumSpass
6 months
You can now speak with your Pikachu on the #MiSTerFPGA N64 core using the original microphone(VRU) via SNAC. Thanks to MiSTerDolch for testing and providing screenshots.
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@AzumFpg
FPGAzumSpass
7 months
First part of the N64 core video out pipeline implemented: bilinear scaling. You can see the artifacts on the right side of the logo are gone. (Top is from new build) The feature can be disabled in case you want to keep the sharp look.
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@AzumFpg
FPGAzumSpass
5 months
Made a #MiSTerFPGA N64 core that drives the components at higher clock speed to achieve better framerates. With all the questions about potential performance improvements on the core, I had to try it :) Core and more details are available on Patreon. Have fun!
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@AzumFpg
FPGAzumSpass
9 months
The RSP in the #MiSTerFPGA N64 core now fulfills all n64-systemtests. I posted an article on patreon about details on the RSP itself, it's implementation state in the core and compare its performance and functionality with the PS1.
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@AzumFpg
FPGAzumSpass
8 months
Integrated plenty of fixes and new features over the last days for the #MiSTerFPGA N64 core. Several new games are playable now. If you want to know more about these changes, I wrote an article at Patreon that tells additional details.
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@AzumFpg
FPGAzumSpass
10 months
The #MiSTerFPGA N64 core FPU is nearly complete, some floating point demos are working now.
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@AzumFpg
FPGAzumSpass
2 years
24 Bit color for the #MiSTerFPGA PSX core is now available as public testversion. I also made a Patreon post describing more details on how the new GPU features work. Here is a nice comparison shot of stock settings vs WideScreen+Filtering+24Bit. Have fun!
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@AzumFpg
FPGAzumSpass
7 months
Some recent improvements for the #MiSTerFPGA N64 core with text, color or blending issues. I'm trying to get more of those games that already run good to also render correct so they can be enjoyed. Have fun!
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@AzumFpg
FPGAzumSpass
2 years
Some preview screenshots from the #MiSTerFPGA PSX core and another graphics improvement feature: 24bit color rendering. This allows you to disable dithering without color banding. Looks nice in some games.
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@AzumFpg
FPGAzumSpass
8 months
Fixed a bug in the #MiSTerFPGA N64 core color blender that often resulted in issues with the fog calculation.
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@AzumFpg
FPGAzumSpass
7 months
Antialiasing and Dedither are now implemented in the #MiSTerFPGA N64 core (left image on, right image off). Both optional like the other VI features.
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@AzumFpg
FPGAzumSpass
2 years
Memory cards are working now on the #MiSTerFPGA PlayStation core. Handling is still preliminary, but you can already play and share saves with a real PlayStation, Emulators and also between games:
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@AzumFpg
FPGAzumSpass
2 years
CD XA sound (FMV, background music, dialogs) soon coming to the #MiSTerFPGA PSX core. Some "work in progress" capture:
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@AzumFpg
FPGAzumSpass
6 months
More TLB progress for the #MiSTerFPGA N64 core. It's about 50% done now. New games started to work. Have fun!
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@AzumFpg
FPGAzumSpass
11 months
I spend just too much time today on the N64 FPU, but I'm happy everything looks so good already. 83% of the 2418 FPU tests are now pass, only 3 instructions still left to be implemented.
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@AzumFpg
FPGAzumSpass
11 months
#MiSTerFPGA N64 Core progress this week: - all missing 64bit CPU instructions added - CPU exception handling added - first steps for savestate loading done - allow output of arbitrary horizontal resolutions
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@AzumFpg
FPGAzumSpass
8 months
Fixed a bug that made several games crash random. Got to 55 stars now in Mario 64 without any issues. An article over at my Patreon page will tell you more about the technical details if you are interested.
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@AzumFpg
FPGAzumSpass
1 year
I'm getting more familiar with the advanced N64 RDP(GPU) features in my software emulator. Wave Race uses some of them, for example 2-pass rendering, noise and fog. I still like this game today, the colorful artstyle and how you can feel the waves.
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@AzumFpg
FPGAzumSpass
10 months
The #MiSTerFPGA N64 core does now fulfill existing RSP DMA tests plus my own new ones. What does that mean? Code and Data for the RSP coprocessor can now be loaded from RDRAM and RSP results can be written back. Implementation of the RSP internal processing can start soon.
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@AzumFpg
FPGAzumSpass
2 years
Just in case you are wondering what is happening with the #MiSTerFPGA PSX core now after release: I currently cannot really work on it as you can see. I hope you are happy with all the games that work already. I will take care for the open bugs as soon as I can.
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@AzumFpg
FPGAzumSpass
2 years
#MiSTerFPGA PSX core can do SPU audio with a single SDRAM now. It's still in the works and will be improved in the next days, but should be good in most cases. Download can be found for example in MiSTer Discord:
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@AzumFpg
FPGAzumSpass
8 months
Fixed some rendering issues for the #MiSTerFPGA N64 core. Several games are rendering much better now. Have fun!
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@AzumFpg
FPGAzumSpass
3 years
#MiSTerFPGA PSX core now passes all 101 of Amidogs CPU tests. See here for more details: Having a proven implementation of the CPU will hopefully make the further development much smoother.
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@AzumFpg
FPGAzumSpass
3 years
First part of BIOS now booting up on #MiSTerFPGA PSX core. Unfortunatly I cannot show the whole animation here, as my capture card needs a few seconds to sync after a reset, but you can try yourself, the code is available.
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@AzumFpg
FPGAzumSpass
1 year
15 years later I'm slightly out of training, but it doesn't matter because...the game now runs in my emulator. Only some more weeks until work on the FPGA core can begin.
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@AzumFpg
FPGAzumSpass
3 months
Fixed the flame rendering in Paper Mario on the #MiSTerFPGA N64 core. Flames depend on 2 very rarely used RDP features: - 8 bit framebuffers reading back pixels as grayscale, creating the shape of the flame - color combiner overflowing into negative. This creates the glow effect
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@AzumFpg
FPGAzumSpass
8 months
Fixed a RSP bug in the #MiSTerFPGA N64 core that made several games crash. Some of them are kind of playable now. Examples in the video.
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@AzumFpg
FPGAzumSpass
2 years
1 year of PSX core development, what a journey. Thank you so much for all your support! You can still experience the entiry timeline with all big steps for the core by reading and watching the old twitter posts, if you like. Have fun!
@AzumFpg
FPGAzumSpass
3 years
First sign of life of my new #MiSTerFPGA PlayStation core. You can follow the source code development here if you like:
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@AzumFpg
FPGAzumSpass
2 years
PlayStation core for #MiSTerFPGA got full savestate support now. This should speed up bugfixing a lot. Also you can now save until Memory cards are supported.
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@AzumFpg
FPGAzumSpass
9 months
Fixed some issues with random pixel flickering in the N64 core, so while the image is still missing a lot, it should be a lot cleaner now.
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@AzumFpg
FPGAzumSpass
2 years
#MiSTerFPGA PSX core got a widescreen feature thanks to @Laxer3A giving me hints how it works. Not all games will like it, but you can try yourself. It's switchable at runtime.
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@AzumFpg
FPGAzumSpass
7 months
Some example games that improved over the last few days with the #MiSTerFPGA N64 core, so you can enjoy them now. Have fun!
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@AzumFpg
FPGAzumSpass
2 years
More sound features are implemented to the #MiSTerFPGA PSX core. SPU is about 60% complete now. If you like, enjoy some Metal Gear cutscenes including full music, sound and speech.
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@AzumFpg
FPGAzumSpass
7 months
Next part of the VI pipeline implemented for the #MiSTerFPGA N64 core: Gamma correction. It's not used by many games, but makes a huge difference in those that use it.
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@AzumFpg
FPGAzumSpass
10 months
Implemented the SI DMA and PIF handling in the N64 #MiSTerFPGA core. What does that mean? Controllers are working now! I tested with a Switch N64 controller(NSO) via blueooth. Even without any adjustments the results are already very close to a new N64 pad.
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@AzumFpg
FPGAzumSpass
4 months
Another round of RDP fixes for the #MiSTerFPGA N64 core, cleaning up polygon edges and removing level of detail(LOD) fade over glitches. Have fun.
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@AzumFpg
FPGAzumSpass
2 years
Added a CD speedup option to the #MiSTerFPGA PSX core, that is aware of FMVs and CD audio and can limit the read speed to what the game is able to handle, so the core can use 8X CD speed in many games, boosting loading times a lot. Some examples:
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@AzumFpg
FPGAzumSpass
7 months
Another surprise of 3 more games working on the N64 core after I made the controller handling protocol more timing accurate. Maybe you like one of them. For me it is Body Harvest. I like large open world games and that is as large and open as it gets with N64.
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@AzumFpg
FPGAzumSpass
2 years
Last changes for #MiSTerFPGA PSX core this year: bugixes and performance improvements in the Memory/DMA subsystems. Many games running much better now. A good starting point for sound next year. Merry Christmas to all of you!
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@AzumFpg
FPGAzumSpass
2 years
Sound working for some games on #MiSTerFPGA PSX core. About 30% of the SPU features are implemented currently.
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@AzumFpg
FPGAzumSpass
2 years
The #MiSTerFPGA PSX core got a cycle accurate replication of the MIPS CPU write queue. With this new module in place, all internal registers(GPU, Timers, DMA, MDEC ...) are now accessed using the original PS1 timing.
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@AzumFpg
FPGAzumSpass
4 months
Level of detail textures are now available in the #MiSTerFPGA N64 core. One popular use is the Peach painting in Mario64. Several other games profit from sharper textures close to the camera or less flickering pixels on distant textures.
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@AzumFpg
FPGAzumSpass
3 months
With YUV textures being supported now by the #MiSTerFPGA N64 core, the last big RDP feature is finally implemented.
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@AzumFpg
FPGAzumSpass
7 months
Added Divot to the #MiSterFPGA N64 core. It's a function in the Video Interface that is mostly there for fixing artifacts in the image that are left over from Antialias. You can see it in the image below. The artifact in the shadow is gone on the right side with Divot applied.
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@AzumFpg
FPGAzumSpass
2 years
#MiSTerFPGA PSX core got a 480i to 480p hack, so you can run several games without combining artifacts. Testversion is available on the MiSTer Discord or you can watch a comparison video here. Make sure to watch in full screen. Left is 480i, right is 480p
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@AzumFpg
FPGAzumSpass
2 years
What would have happened if the PlayStation 1 CPU had a real data cache? You can find out with the #MiSTerFPGA PSX core, it's available as option. Some games profit a lot.
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@AzumFpg
FPGAzumSpass
2 years
Dualshock controller option is now working in #MiSTerFPGA PSX core. You can switch the mode between digital or analog at runtime e.g. with a button combo or with PS4/PS5 controller touchpad click and get fully controlled two motor rumble. Have fun!
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@AzumFpg
FPGAzumSpass
9 months
Implemented the first part of the RDP rendering pipeline for the #MiSTerFPGA N64 core. Gouraud shading is starting to work but still has some edge cases to be fixed. Once that works correct, I can start with texturing.
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@AzumFpg
FPGAzumSpass
7 months
Implemented "noise alpha blending" in the #MiSTerFPGA N64 core. In the video you can see what that is used for.
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@AzumFpg
FPGAzumSpass
4 months
Same scene rendered in the VHDL simulation of the #MiSTerFPGA N64 core without and with LOD textures. Next step: modify the RDP pipeline so the LOD module has a timeslot to be calculated. A test core should be ready in the next days.
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@AzumFpg
FPGAzumSpass
5 months
The video is not an out-of-season April's Fool joke, but instead showing some of the last games that didn't work on the #MiSTerFPGA N64 core until today.
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@AzumFpg
FPGAzumSpass
3 years
Polygon(triangles and quads) rendering is working now for the PSX core on #MiSTerFPGA , including flat and gouraud shading as well as transparency. Next step: textures.
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