Chris23235 wrote:Great work, many many thanks for this new core. I tried Lethal Excess and it finally boots, it still has graphical glitches, but on the old core the game never managed to even come to the loading screen.
slingshot wrote:Try out, report issues and enjoy!
RealLarry wrote:Many thanks for this great work! Are external devices, like USB2RS232 and USB2IEEE1284, still supported? I could continue my tests then...
What about overclocking, is the steroid mode still there even if it defeat the purpose of cycle accuracy?
sebdel wrote:If you want to test:
DSOTS: the very first fullscreen with the ULM logo has a white glitch at the top.
Cuddly: the infamous fullscreen with the TCB logo at the top has a wide column full of crap at the far right of the screen.
Both are really dark.
slingshot wrote:Of course NTSC will work, the PAL and NTSC mode switch does not depend on the main clock crystal, just NTSC machines were equipped with a bit different crystal:
32.0424 MHz for the ST
32.2159 MHz for the STe
slingshot wrote:Chris23235 wrote:Great work, many many thanks for this new core. I tried Lethal Excess and it finally boots, it still has graphical glitches, but on the old core the game never managed to even come to the loading screen.
Turn off blitter in the main menu, and it won't have glitches.
jamesrc wrote:3.The recent City Frames demo. Now, granted, this could be Blitter timing as it's an STe Demo, but hear me out. It runs great for about three minutes from the time the music starts. No complaint. Then it reaches a part of the demo that causes the MiST to output... something my monitor can't sync to. It's much the same effect I'd get running a full screen in 15khz before this was supported. Hitting Space at this point will successfully return me to the desktop. Here's a quick photo:
I see, that's great. Just curious, in which way did the programmers of Lethal Xcess use the blitter, so that it glitches now? Is it a timing problem?
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