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Service Release

JTOUTRUN update: (Out Run support)

Fixed odd line in the middle of the road

Fixed PCM sounds

Fixed OSD menu (MiSTer)

Added automatic saving of service settings (Pocket)

JTSHANON update: (Super Hang-On support)

Fixed odd line in the middle of the road

Added automatic saving of service settings (Pocket)

JTPANG, JTCPS1 update: (Pang! Super Pang!, Pang! 3 and others…)

Added automatic saving of service settings (Pocket)

JTTORA, JTSECTNZ, JTBIOCOM, JT1942, JTSF (Tiger Road, Section Z, Bionic Commando, 1942, SF1, etc.)

Small fixes to DIP switch names and default settings

JTS16B (Golden Axe, Altered Beast, etc.)

Promoted to public release (Pocket)

Development News

We fixed two bugs on the NeoGeo Pocket CPU, but it didn’t make much of a difference on the games, so work on it will continue next week.

Work started on JTSHOUSE, a Namco System 1 compatible core (Splatter House, PacMania, etc.). This is a very sophisticated system with four CPUs that can all talk to each other through several devices. This is quite unusual. Most arcade systems feature two CPUs and only one of them can talk to the other.

Systems with bi-directional or multi-directional communication among all the CPUs are very sensitive to timing. MAME source code is full of comments about synchronization problems in these kind of systems because the original software relied too often on very precise timings. So even if your CPUs are moving at the right speed, you can still have problems if their relative phases are not right.

If the FPGA core has plenty of fast access RAM to keep all CPUs happy, these timing issues should never occur. But on most cores, there is not enough fast memory and the SDRAM is used instead. In these cases, the CPUs inside the FPGA may be temporarily late by 0.1 micro seconds, only to catch up soon after. This is due to the CPU waiting for the data to come from the SDRAM. I am concerned about any race condition rising among the CPUs related to a temporary delay in one of them. To minimize this risk, the new core is built with full system synchronization in mind.

The relative phase of all four CPUs will be preserved by design on this core. Temporary delays due to SDRAM waits will hold all CPUs together and the clock speed up to recover time will be done for all elements at the same time.

Hopefully, this will lead to a very stable system that preserves the timing of the CPU interactions on the original board.

Español

Actualización de JTOUTRUN: (soporte de Out Run):

Corregida una línea extraña en medio de la carretera

Corregidos sonidos PCM

Corregido el menú OSD (MiSTer)

Añadido guardado automático de los ajustes de servicio (Pocket)

Actualización de JTSHANON: (compatibilidad con Super Hang-On)

Corregida una línea extraña en medio de la carretera

Almacenamiento automático de los ajustes de servicio (Pocket)

Actualización de JTPANG, JTCPS1: (Pang! Super Pang!, Pang! 3 y otros...)

Almacenamiento automático de los ajustes de servicio (Pocket)

JTTORA, JTSECTNZ, JTBIOCOM, JT1942, JTSF (Tiger Road, Section Z, Bionic Commando, 1942, SF1, etc.)

Pequeñas correcciones en los nombres de los interruptores DIP y en los ajustes por defecto

JTS16B (Golden Axe, Altered Beast, etc.)

Pasado a versión pública (Pocket)

Noticias de desarrollo

Hemos corregido dos errores en la CPU de NeoGeo Pocket, pero no ha supuesto una gran diferencia en los juegos, así que seguiremos trabajando en ella la semana que viene.

Estamos ya con el JTSHOUSE, un núcleo compatible con Namco System 1 (Splatter House, PacMania, etc.). Se trata de un sistema muy sofisticado con cuatro CPUs que pueden comunicarse entre sí a través de varios dispositivos. Esto es bastante inusual. La mayoría de los sistemas arcade cuentan con dos CPU y sólo una de ellas puede hablar con la otra.

Los sistemas con comunicación bidireccional o multidireccional entre todas las CPU son muy sensibles a la sincronización. El código fuente de MAME está lleno de comentarios sobre problemas de sincronización en este tipo de sistemas porque el software original dependía demasiado a menudo de sincronizaciones muy precisas. Así que incluso si tus CPUs se mueven a la velocidad correcta, puedes tener problemas si sus fases relativas no son correctas.

Si el núcleo de la FPGA tiene mucha RAM de acceso rápido para mantener a todas las CPUs contentas, estos problemas de temporización no deberían ocurrir nunca. Pero en la mayoría de los núcleos, no hay suficiente memoria rápida y en su lugar se utiliza la SDRAM. En estos casos, las CPUs dentro de la FPGA pueden retrasarse temporalmente 0,1 micro segundos, y se recuperan poco después. Esto se debe a que la CPU espera a que los datos lleguen de la SDRAM. Me preocupa que surjan problemas entre las CPUs por culpa de un retraso temporal en una de ellas. Para minimizar este riesgo, el nuevo núcleo se ha construido teniendo en cuenta la sincronización total del sistema.

La fase relativa de las cuatro CPU se preserva por diseño en este núcleo. Los retrasos temporales debidos a las esperas de la SDRAM mantienen todas las CPU juntas y el aumento de la velocidad de reloj para recuperar el tiempo se hará para todos los elementos a la vez.

Esto debería conllevar un sistema muy estable y que conserva la sincronización de las interacciones de la CPU de la placa original.

Portugues

Atualização JTOUTRUN: (Suporte Out Run)

• Corrigida uma linha estranha no meio da estrada• Correção dos sons PCM• Menu OSD corrigido (MiSTer)• Adicionada a gravação automática das definições de serviço (Pocket)

Atualização JTSHANON: (Suporte para Super Hang-On)

• Corrigida a linha estranha no meio da estrada• Adicionada a gravação automática das definições de serviço (Pocket)

Atualização JTPANG, JTCPS1: (Pang! Super Pang!, Pang! 3 e outros...)

• Adicionada a gravação automática das definições de serviço (Pocket)

JTTORA, JTSECTNZ, JTBIOCOM, JT1942, JTSF (Tiger Road, Section Z, Bionic Commando, 1942, SF1, etc.)

• Pequenas correções nos nomes dos interruptores DIP e nas predefinições

JTS16B (Golden Axe, Altered Beast, etc.)

• Promovido a lançamento público (Pocket)

Notícias de desenvolvimento

Corrigimos dois bugs no CPU NeoGeo Pocket, mas não fez grande diferença nos jogos, por isso o trabalho vai continuar na próxima semana.

Começámos a trabalhar no JTSHOUSE, um núcleo compatível com o Namco System 1 (Splatter House, PacMania, etc.). Este é um sistema muito sofisticado com quatro CPUs que podem comunicar entre si através de vários dispositivos. Isto é bastante invulgar. A maioria dos sistemas de arcade tem dois CPUs e apenas um deles pode falar com o outro.

Sistemas com comunicação bidirecional ou multidirecional entre todas os CPUs são muito sensíveis ao tempo. O código-fonte do MAME está cheio de comentários sobre problemas de sincronização neste tipo de sistemas, porque o software original dependia muitas vezes de tempos muito precisos. Assim, mesmo que os CPUs estejam a mover-se à velocidade correta, pode haver problemas se as suas fases relativas não estiverem corretas.

Se o núcleo da FPGA tiver bastante RAM de acesso rápido para manter todos os CPUs satisfeitos, esses problemas de temporização nunca devem ocorrer. Mas na maioria dos núcleos, não há memória rápida suficiente e a SDRAM é usada em seu lugar. Nesses casos, os CPUs dentro do FPGA podem estar temporariamente atrasadas em 0,1 microssegundos, apenas para recuperar o atraso logo em seguida. Isto deve-se ao facto do CPU estar à espera de que os dados venham da SDRAM. Preocupa-me a possibilidade de surgir uma condição de corrida entre os CPUs devido a um atraso temporário numa delas. Para minimizar este risco, o novo núcleo foi construído tendo em mente a sincronização total do sistema.

A fase relativa de todas os quatro CPUs será preservada por design neste núcleo. Atrasos temporários devido a esperas de SDRAM manterão todas os CPUs juntas e a velocidade do relógio até o tempo de recuperação será feita para todos os elementos ao mesmo tempo.

Espera-se que isto conduza a um sistema muito estável que preserve o tempo das interações dos CPUs na placa original.

Files

Comments

Tom Moretti

Keep up the good work looking forward to all that will come in the future.

Muriel Melvin

I’m sorry if I’ve asked this before but do any of the Outrun games support steering wheels with feedback on MiSTer? I know it didn’t have proper FFB in the first place and just shook when you hit something but it would still be cool to play that way.

Denny Letourneau

Very excited to see Splatter House come to MiSTer. Thank you for this and all the hard work.

TwinFami Productions (edited)

Comment edits

2026-09-06 20:00 I can't find the Super Hang On for the Pocket. Was it ever released?
2023-09-22 15:49

Espiox

It’s in JTBIN (and should be available via the updaters soon)

Filip Kindt

Looking forward to see the end result of the 4-way cpu arcade implementation.

Ian MacPherson

Just to note, Ninja Turtles/MIA/Punkshot still broken on Pocket.

Geckofingers

Thanks JT and the team , can't wait to try Outrun when I'm home later. My favourite arcade game of all time 👍🏻

OnkelPipi

Thanks for the good news, I'm really looking forward to play Galaga '88 soon. Thanks for your fantastic work 💛

JOTEGO

It isn't. Get the latest version. I fixed it last week.

JOTEGO

As far as I know there is no force feedback support on MiSTer. I haven't checked in a while though.

FlyingCheese

Thanks for the comprehensive update. I'm having issues playing Simpsons 2P World Set 3 on my Pocket, however. Checksum 16C is always bad, and 12C is bad sometimes. The core just keeps looping trying to boot. I deleted any sav files I'd have. Was anyone successful?

Michael Johnson

@JT is the fixes for various (outrun and s hang on) being picked up by update all as I’m not seeing any cores get updated using the latest downloader v1.8? Great work though - thank you 😊

MEG4DRIVER

Thank you so much for bringing Super Hang On to the pocket <3

Mat Azel

OMG, super excited about Namco System1. I hope you can take a look at Namco System2 one day too. random, just curious question : what do you think about sony ps1 derived arcade hardware, now that a very good ps1 core is available, would it help or still a lot of hardware need to be coded in with the top board and such? (capcom uses hardware from the cps2 for BGM, I think Q-Sound)

Kent Pendragon

Brilliant, just brilliant team JT! 👏 fixing the ‘line’ in OutRun and Super Hang On is a very welcome fix. Keep up your great work!

Michele Fornasini

Unfortunately I don't see any updates available, with update_all 1.8

JOTEGO

I don’t plan to work on PS1 hardware for at least two years.

Adrien Duchemole

Thanks a lot for these updates, and good luck for that Namco System 1 core, it's among my favorite arcade systems (yôkai dôchûki, marchen maze, pistol daimyo, splatter house, so many great games ....)

Salvador Perugorria Lorente

Gracias por todo :) ¿JT16B sigue sin poder actualizarse en MiST? Supongo que excepto el core de Out Run, el resto tendrán actualización a corto plazo en MiST y Sidi 😊

Mat Azel

Of course, you have enough on your plate right now^^

MiSTer Retro Wolf

Jotego - thanks for the dedication, and a really interesting description about this 4 CPU system.

Bit2018

+1 to the Portuguese language update :)

Tetra

Thank you, I enjoy reading more about these architectures! Love your work

Steven Kirkham

I am still having issues with the Punisher for CPS2 & Tough Turf for the System16B. Can anyone else confirm if these are working for them?

jose rosales

still broken, as well as simpsons 2p

Fender

Hi Jotego, I have got some problem with some of your cores since last update. Black screen and sometimes images pop up

Fender

Altered beast, golden axe, wonder boy

Mark Saunders

Wow Outrun feels superb now , definitely see and feel the polish that’s gone into this . And Super hang On ! Lo aprecio 😎

ronalvel .

Gracias por tanta diversión !!!!

Ovean (edited)

Comment edits

2026-09-06 20:00 Hello. I cannot get any of the Jalien games to work. The credits are over the game and I can't start the game. What am I doing wrong?
2023-09-24 05:32

Michael McCann

When I start Super Hang On the bike goes right and I can't go straight.

JOTEGO

I do not support the Punisher for CPS2 directly. I think the author is greg3d. I will check the other two games (Tough Turf/Simpsons 2P) you reported. Thank you

JOTEGO

This release was made only through JTBIN as it is an update on public cores.

JOTEGO

If you are an user pocket, the Double Dragon core requires a fresh ROM as the format changed in the last update

JOTEGO

Check which controllers you have connected. The bike will react to both digital and analog controls.

Fender

Well I’m referring to Mister. Had to chance vsync_adjust to 1 from 2. Any other solution to keep the “2” setting? Thank you

Terry Goodwin

I have the same issue, using an 8BitDo SN30 Pro. Could it be dead zone related? Will have to dig out a digital only controller...

Michael McCann

I have same controller. When I play it on pocket with no controllers it works. Once I hook up dock and use SN30 Pro it stays right.

VINSTER

Same issue different controller, keep up the good work Jotego!

Steven S

same issue with this game and outrun. playing with snes switch online controller. works great on the pocket itself though.

Big Al.

I had the same issue with the 8bitdo m30 Bluetooth controller, the bike going to the left so i changed to the M30 2.4 version and it works as it should..

Big Al.

Thanks for all the work you do, just a question on outrun skidding tyre noise and when it changes gear, the sound seems to start/stop in short burst, where as I'm sure the arcade sounds was one continuous noise until you stop skidding on corners etc.. cheers

Joe303

Please make an update of Outrun because there are No Sprites on the Screen, Flicker in the Screen too. Thx

Joe303

Since Update on 07.04.2024 there ist Screen Flickering again. Please fix it. Before it works 100%

Wayne

Missing car and graphically glitches unplayable ? Why

Gavin Hughes

Will the missing car be fixed?