The curious case of Bugs Bunny in Double Trouble (Genesis)

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  • #35277
    paulsaltine
    Participant

      This was brought up in an OSSC/Framemeister group on social media, and no one really had an answer. Someone posted saying they couldn’t get Bugs Bunny in Double Trouble on the Sega Genesis to work with the OSSC. I owned a copy of the game so I threw it in my Genesis to see if they just had a bad cart or not, and to my surprise I had the same problems.

      It’s not that the game completely doesn’t work, that’s not really the case. The game starts fine (the first few screens are in 320×224, then the main game is in 256×224) and the menu screen is also fine. However once you enter the stage after about 1-2 seconds the OSSC completely loses sync. If you pause the game the sync will return and the picture comes back, and if you die and the game over/death screen appears the image and sync returns.

      What exactly is going on here? I find it strange that this hasn’t been mentioned elsewhere before.

      My setup and specs:
      North American Model 2 Genesis
      Kohatu SCART switch
      Insurrection CSYNC Genesis SCART Cable, RGC male-to-male SCART cable from the switcher to the OSSC
      Display: LG 20MK400H-B

      OSSC on screen display (does not change when sync dies, except the green LED turns red)
      AV1 RGBS 262p 15.69 kHz, 59.91 Hz

      Pressing info gives:
      Prof.2 256×240 262p, and either 450580 or 450581

      #35292
      BuckoA51
      Keymaster

        I can replicate it here, the MD’s output split between a multisync CRT and the OSSC, the game works fine on the CRT but the OSSC loses sync (red light comes on) during normal gameplay. Pausing the game causes the OSSC to sync up again, but as soon as you unpause, within a second or two its back to not being able to sync.

        Very curious!

        Japanese MD1
        Voultar RGB bypass
        FBX M1 Mini Mega
        Retro Gaming Cables BNC RGB cable
        Extron Crosspoint switch/splitter.

        #35326
        paulsaltine
        Participant

          Yeah I don’t really have a good explanation to what’s going on. I also tried the game in generic 4:3 mode since that’s how I get my SNES to keep a stable sync, but still nothing.

          #40430
          caseyw1286
          Participant

            I have the same issue with my copy. Not sure what the problem could be.

            #40435
            Zacabeb
            Participant

              Does it make any difference if you ramp up the pre/post sync coasting?

              Maybe the devs used some down-to-the-metal graphical trickery that affects the signal and throws off the sync structure/integrity. It would be interesting to see how the sync looks on a scope.

              #41500
              marqs
              Participant

                Maybe the devs used some down-to-the-metal graphical trickery that affects the signal and throws off the sync structure/integrity. It would be interesting to see how the sync looks on a scope.

                Yes, most likely. Haven’t checked this particular case on a scope, but for example 256->320col change induces this kind of a glitch on the middle vsync, making its length shorter than usual.

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