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On a MiSTer FPGA PSX core, first determine whether the symptom is a game-compatibility problem or a video timing and output-chain problem. Record the exact game release, core build, display path, and settings; then change one relevant option at a time. Fixed blanking and crop controls address sync and geometry changes, deinterlacing controls address interlaced scenes, and rendering options address color or texture appearance. Disable Fastboot and unsafe speed options before deciding that a game itself is broken, and keep the error overlay enabled so any fault code is available for diagnosis.

This guide is specific to the MiSTer PSX core. Other PS1 FPGA implementations may use different names, menus, or capabilities, so do not assume that a setting described here exists on another platform.

Start by capturing the setup

Do not begin by changing several switches at once. A before-and-after record is what lets you separate a core issue from a display issue and return to a known-good state.

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  • Game identity: write down the title, region (NTSC-U, NTSC-J, PAL, or another release), disc revision, and whether the problem appears on the first boot, after a save, or only in a particular scene.
  • Core state: record the PSX core version or build date and the MiSTer system software version if known.
  • Output path: identify the display, whether the signal travels over HDMI or an analog/VGA path, any converter or switch in between, and the cable type.
  • Video settings: capture Fixed HBlank, Fixed VBlank, crop settings, deinterlacing mode, Sync 480i, dithering, 24-bit rendering, Texture Filter, and any scaling or aspect-ratio choices.
  • Compatibility settings: note Fastboot, CD seek or CD speed options, and every other unsafe or speedhack option.
  • Symptoms: describe whether the image loses sync, rolls, jumps, shakes, crops, flickers, bands in color, or shows incorrect textures. State whether the symptom follows a resolution change or remains constant.

Take a photo or capture of the problem if possible, but keep the written settings as the authoritative record. Change only one setting between tests and restore it before testing the next option when you need a clean comparison.

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Classify the symptom before touching options

What you see Most likely class to investigate first First comparison
Display reports no signal, rolls, or loses lock when a scene changes Timing, blanking, scaling, or the output chain Fixed HBlank and Fixed VBlank; then Sync 480i for HDMI
Picture jumps vertically, is cut off, or changes position between scenes Vertical or horizontal crop and blanking interaction Fixed VBlank with the appropriate crop option
Interlaced scene flickers or has combing Deinterlacing choice and display handling of 480i Weave versus Bob; for HDMI, test Sync 480i
Checkerboard patterns, color bands, or a noticeably different texture finish Rendering and post-processing choices Dithering, 24-bit rendering, and Texture Filter separately
Hang, crash, missing graphics, or incorrect behavior tied to a title Compatibility setting, BIOS, SDRAM, or a core/game issue Disable Fastboot and unsafe speed or CD options; read the error overlay

A PS1 game can deliberately move the image beyond the nominal screen area and can switch resolutions during play. Therefore, a symptom that occurs exactly at a resolution change is not automatically evidence that the game is unsupported or that the core has incorrect emulation.

Fix sync loss and resolution-change instability

MiSTer FPGA Documentation notes: If you experience problems with sync or the resolution changes don’t look right to you, give these options a try and see if that remedies the problem. The controls below target different parts of that problem; use them as controlled comparisons rather than a universal preset.

Test Fixed HBlank first for horizontal timing

Fixed HBlank holds horizontal blanking at a stable value while the game changes modes. The documentation says it generally preserves the original 4:3 output and can improve stability when a title varies resolution or places the image outside the normal bounds. Enable it, return to the exact scene that caused the failure, and check whether the display remains locked and whether the left and right edges still look correct.

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Do not judge Fixed HBlank solely by whether the image fills a modern widescreen panel. The useful result is stable timing with the intended 4:3 geometry. If the picture becomes stretched or gains an unexpected border, compare the display’s own aspect and scaling controls rather than compensating with an unrelated core option.

Use Fixed VBlank for vertical changes

Fixed VBlank stabilizes vertical blanking. It also enables vertical crop choices intended for common 224p and 216p material. If the image moves up or down between menus and gameplay, is clipped at the top or bottom, or changes apparent height in a PAL title, enable Fixed VBlank and compare the available vertical crop settings.

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Crop is a geometry decision, not a compatibility fix. A crop that looks right in a 224-line game may remove content from a 216-line scene, and a setting that suits one title may be wrong for another. Record the title and region with the crop choice so you can revert it when changing games.

Consider horizontal crop for PAL-specific framing

The guide identifies horizontal crop as useful for some PAL games. Use it only after confirming that the problem is a consistent left/right framing issue in a PAL release. It is not a general remedy for every PAL timing change, and it should not be used to hide a cable, scaler, or display overscan problem.

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For HDMI, test Sync 480i when switching to 240p

Some displays take too long to accept a transition from 480i to 240p or briefly report no signal. On HDMI, the MiSTer option named Sync 480i can speed those resolution changes on many displays. Test it with a scene that reliably changes mode. A display that still blanks may be rejecting the timing, so test a different input or direct connection before labeling the core incompatible.

Use the documented screen-shake example correctly

Metal Gear Solid is the documentation’s example of a game whose deliberate screen shake can cause a modern display to lose sync. If the failure coincides with the shake effect, compare Fixed HBlank and Fixed VBlank before changing game-specific compatibility options. If only that effect fails while ordinary menus and gameplay remain stable, the pattern points toward timing tolerance in the display chain rather than a broad failure to run the game.

Choose a deinterlacing mode for interlaced scenes

Weave: the stable default

Weave is the default mode and is often preferred when you want a steady picture. It combines the two fields of an interlaced frame. On a modern progressive display, it can expose combing on motion, but it normally avoids the constant vertical jitter associated with Bob.

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Bob: sometimes preferable on a CRT

Bob displays fields in succession and therefore looks jittery on many displays. Some CRT setups nevertheless look more natural with Bob because their motion and scanline behavior resemble the original presentation. Choose it only when that trade-off is intentional; a jittery result is expected behavior of the mode, not proof of a broken game.

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Separate deinterlacing from sync

If an interlaced scene flickers, test Weave and Bob without changing blanking or crop at the same time. If the entire display loses lock during the transition into 480i, investigate Sync 480i and the HDMI chain separately. This two-part test tells you whether the issue is field reconstruction or the display accepting a new timing.

Diagnose color, dithering, and texture appearance

Dithering

PS1 games often rely on dithering to make limited color output appear smoother. The MiSTer dithering option can improve a checkerboard-looking image in some games, but it can also introduce color banding that you dislike in others. Treat it as a per-title visual preference. Compare a flat gradient, a dark shadow, and a bright sky rather than judging from one busy scene.

24-bit rendering

The 24-bit rendering option may smooth graphics in some games. Smoother is not automatically more accurate: it changes how the core presents the source image and may alter edges or gradients that were intentionally quantized. Test it with the same camera angle and lighting before deciding whether the result is an improvement.

Texture Filter

Texture Filter applies optional smoothing to 3D textures. It changes the visual style, especially on distant walls, floors, and large polygons. A sharper or blurrier texture after enabling it is an expected presentation change, not evidence of an emulation error. Keep Texture Filter tests separate from dithering and 24-bit rendering so you know which control produced the difference.

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Do not confuse a preference with a fault

If a title is otherwise correct but its colors or texture edges look different after a setting change, restore the previous value and compare. Report a rendering bug only when the artifact remains with the documented visual options at their neutral or default values and can be reproduced in the same scene.

Remove compatibility risks before diagnosing a game

Turn off Fastboot for a clean test

Fastboot can cause bugs in a small number of games. If a title skips its startup sequence, displays incorrect early graphics, hangs during initialization, or behaves differently from a normal boot, disable Fastboot and repeat the test from a fresh launch. Keep the result tied to the exact region and release because startup behavior can differ between versions.

Disable unsafe speedhacks

Speedhacks can sacrifice compatibility. Faster CD seek or CD speed settings may shorten loading in some situations, but games that depend on original timing can hang or crash. Before reporting a title as broken, return these options to their safe or default values and reproduce the same steps. Only after the safe configuration fails should you compare one performance option at a time.

Keep compatibility and picture quality separate

Fastboot and CD timing options can change whether a game runs; dithering, 24-bit rendering, and Texture Filter change how it looks. Do not use a rendering option to fix a crash, or a speedhack to fix a color artifact. Separating those questions prevents a visual preference from masking a real compatibility regression.

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Read and preserve the error overlay

Leave the MiSTer error overlay enabled while diagnosing. Its code narrows the fault category and gives maintainers something more useful than a description such as “graphics glitch.” The official PSX guide lists these examples:

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Code or category What it indicates What to record
E3–E6 GPU hangs The exact code, scene, game release, core build, and settings at the moment of the hang
E9 GPU FIFO overflow Whether it occurs during a resolution change, effect, or ordinary gameplay
ED CPU data or bus timeout The code plus BIOS status, SDRAM presence, and whether the failure is repeatable from boot

ED can also point to a missing or corrupt BIOS or absent SDRAM. Check those prerequisites before treating ED as proof of a game-specific defect. Photograph the overlay if the message disappears after a reset, and transcribe every character exactly.

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Check the physical and display path

Once core settings are controlled, isolate the output chain. Connect the MiSTer directly to the display if a switch, receiver, scaler, or converter is involved. Try a known-good cable and input, disable display-side “auto” processing when the display offers a fixed timing mode, and compare another monitor or television. A second display that remains locked under the same core settings is strong evidence that the first display or converter is the limiting component.

HDMI and analog output are not interchangeable tests. The analog I/O path has an 18-bit output limitation noted in the official documentation, and the related option affects VGA/analog output differently from HDMI. If you use analog, record the specific board revision and signal path; do not assume that an HDMI result predicts analog behavior. Check settings and cable compatibility before considering an accessory, and verify the exact hardware revision if you eventually need a replacement or expansion.

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Use a repeatable troubleshooting procedure

  1. Reproduce from a clean boot. Start the same game release and return to the scene that demonstrates the problem. Note whether it occurs at boot, during a mode switch, or only after a specific action.
  2. Save the baseline. Record all core, MiSTer.ini, display, and output-path settings and capture the error overlay if present.
  3. Confirm the output path. Test a direct connection and a known-good cable before changing emulation settings.
  4. Classify the symptom. Choose timing, geometry, interlace, rendering, or compatibility as the primary branch.
  5. Apply the smallest relevant change. For sync, compare Fixed HBlank; for vertical geometry, add Fixed VBlank and the appropriate crop; for HDMI 480i transitions, test Sync 480i; for interlace, compare Weave and Bob; for appearance, test one rendering option.
  6. Repeat the exact scene. Do not judge a setting from a different level, camera angle, or display input.
  7. Return to safe compatibility settings. Disable Fastboot and unsafe speed or CD options, then reproduce any crash or hang.
  8. Check prerequisites for codes. For ED, verify BIOS and SDRAM; for GPU codes, retain the exact code and timing of the failure.
  9. Compare another display path. HDMI versus analog, or a second monitor, can reveal whether the core or the display is rejecting a mode.
  10. Document the winning combination. Write down the per-game settings and the trade-off, such as stable sync with a crop or a less-jittery Weave image.

When and how to escalate an unresolved issue

After safe settings and a controlled output path still reproduce the fault, check the upstream PSX_MiSTer repository and its issues for a matching report. An issue entry by itself does not establish that a game is unsupported or that a fix has shipped; verify the affected core build and the report’s reproduction details.

A useful report includes:

  • Game title, region, disc or release revision, and the exact steps that trigger the symptom.
  • MiSTer PSX core build and system software version.
  • Display model or type, HDMI or analog path, cable or converter details, and whether another display was tested.
  • Every relevant OSD or MiSTer.ini option, including Fixed HBlank, Fixed VBlank, crop, deinterlacing, Sync 480i, dithering, 24-bit rendering, Texture Filter, Fastboot, and CD or speed settings.
  • The complete error-overlay code and a photo or capture when available.
  • Whether the behavior changes when one named option is enabled or disabled.

This level of detail lets maintainers distinguish a timing negotiation failure from a core emulation fault and avoids turning a display-specific symptom into an unsupported-game claim.

Decision guide: which setting to test

Symptom and setup Test order Trade-off to watch
PSX core loses sync during a resolution change on a modern HDMI display Fixed HBlank, then Fixed VBlank; test Sync 480i for 480i-to-240p transitions Stable lock may require title-specific crop or display scaling choices
MiSTer PSX screen shaking causes a blank or rolling picture Reproduce the shake, compare fixed blanking, and test a direct HDMI path Do not mistake a display’s sync tolerance for a universal game failure
Picture jumps or is cropped in a PAL game Fixed VBlank, vertical crop, then horizontal crop if the left/right framing is the issue Crop values that suit one line count or region can remove content elsewhere
Interlaced scene looks unstable Compare Weave and Bob without changing other settings Bob can be preferable on some CRTs but is visibly jittery on many displays
PS1 FPGA color banding or checkerboard texture Compare dithering, then 24-bit rendering, then Texture Filter one at a time Each changes appearance; none is a universal accuracy fix
Game has graphics glitches on MiSTer plus hangs or crashes Disable Fastboot and unsafe CD or speed options, then inspect the overlay Faster loading settings can break games that rely on original timing

There is no documented aggregate percentage that describes PS1 FPGA compatibility or the frequency of these visual symptoms. Treat each result as a reproducible observation for the named title, release, core build, and display path rather than as a general compatibility rate.

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