#NES/FC/FDS/Dendy
1 messages · Page 4 of 1
Weird, I wonder why these have stumped people and been undumpable.
Question for you internet detectives: Can anyone tell me who developed Karakuri Kengō Den Musashi Lord: Karakuri Jin Hashiru! ?
I checked so many different sources and couldn't figure it out
Is that it?
Tose Co., Ltd. (TYO: 4728) (also called Tose Software) is a Japanese video game development company based in Kyoto. It is mostly known for developing Nintendo's Game & Watch Gallery series, various Dragon Ball games, as well as other Nintendo products. Tose has developed or co-developed over 1,000 games since the company's inception in 1979, but...
From what I can tell that's specifically the game boy version but both games came out the same year so I imagine the simple answer is they made both
Dear GreyRoug NES core developer for the Mister FPGA,
I hope this message finds you well. I would like to express my deep admiration for your hard work and dedication in enhancing the gaming experience for the Mister FPGA community. It's evident that you strive to provide the highest quality possible in every aspect of your work, which is why I feel compelled to reach out.
I'd like to highlight a specific game that, despite not being officially licensed, boasts impressive quality and deserves consideration for inclusion in the library of games running on the Mister FPGA. I'm referring to Street Fighter IV for NES. While it's not an authorized version, its quality and the passion behind bringing a unique experience to players are undeniable.
One of the notable features of this game is its sound. With some digitized voices, it adds a unique dimension to gameplay, providing an immersive experience that is truly exceptional. However, there's a small hurdle preventing this brilliant game from being fully enjoyed on the Mister FPGA: the mapper.
I understand that fixing the mapper may pose a technical challenge, but I kindly request that you consider the possibility of working on it. Your skill and expertise are invaluable, and I'm confident that with your talent, Street Fighter IV for NES could be optimized to run flawlessly on the Mister FPGA, providing gamers with an unparalleled gaming experience.
The inclusion of this game in the Mister FPGA library would not only enrich users' experience but also further highlight your work as a developer. Your contribution to the retro gaming community would be truly valued and recognized.
Please consider this request earnestly, and know that I'm available to provide any support or additional resources that may be needed to facilitate this process. I look forward to seeing Street Fighter IV for NES come to life on the Mister FPGA and deeply appreciate your time and consideration.
Best regards,
[Vector78]
I don't think Greyrougue is on Discord, but he is on the forum. If you post this in the Mapper Request thread he will likely see it:
This is an interesting request. Would it be simple to implement?
no, I absolutely hate it
I've implemented it before, evaluated the results, and deleted the PR
it's a garbage feature that will just clutter the core with useless timings consumption and more code to maintain
Have you thought about adding jailbars?
i've thought about adding jailbars to you 

What did you hate about it? Serious question, not critisizing. I've never had the chance to experience it but had considered the mod on a real NES before.
I hate how all the sound effects are off-center
it's extremely distracting
like when you pick up a heart or whip it comes out of one side or the other, there's no way to center it
additionally some songs are stereo if they use triangle and one or more square, but if they are only triangle or only squares or prefer one or the other greatly, the entire music sounds off to the side
it's really crappy
Thanks, that is good to know.
Yeah, generally stereo sound needs to be mixed by the artist who created the audio/soundtrack for proper separation.
people out there trying to add stereo sound to their NES, meanwhile the majority of my time playing SNES as a kid was on a crappy, tiny little TV with only mono sound
I first played nes on a b&w tv an uncle gave me. Only had the 2 screws in the back and a tiny speaker in front
Anyone have a recommendation for a gamepad that has separate turbo buttons?
Joycard. Similar to the NES pad, but with turbo for B and A similar to the TG-16 controller. It was originally for the FC with the Hudson Bee on it, but NES got a grey version.
Like original controller or a new one?
@clever scarab either.
I like the 8BitDo pc engine controller. It’s NES style with two dedicated turbo buttons on top.
@clever scarab I guess I should clarify that I was looking for one that is wired and has the NES style connector. I got a Reflex with NES controller adapter
The one on the right has a Famicom plug, but there's a gray US version from Sansui that has a NES plug.
@granite pivot I am looking for a wired gamepad that has separate turbo buttons , not turbo switches
I don't think there is one from the likes of Nintendo, Hori or Hudson.
There are some newer 9-pin ones on AliExpress.
What do you need this for? STGs?
@viral halo well I have a Reflex adapter and one of the NES controller plugs for it. I like using wired controllers that are meant for a real S
NES/Famicom
As do I. Unfortunately, I don't know of any quality ones that have dedicated turbo buttons.
For now I just use my dog bone NES controller and turn turbo on and off
I tried out the Hori PC Engine-controller once on NES for Turbo - was pretty neat
Yeah, I actually prefer using the 8BitDo TG16 controller for all 8-bit games. Feels great and the built in turbo buttons are awesome.
I prefer the nes modkit. Don't need no turbo buttons.
Sorry, not all of us are good at video games! 
You're not good at video games because you're great at video games! 🫡
That twist on the Robby formula! 
making them, anyways.
Damnit I thought there was something serious lol
Hi all, I’m trying to use a guncon 2 with the NES core. I can see my crosshair and have calibrated successfully but cannot seem to figure out the trigger. No matter what I do the button does nothing. ☹️
https://github.com/NolanNicholson/GunCon2-MiSTer#guncon-2-performance-on-mister
not certain if that's out of date, or if it guncon 2 still has issues with NES
it's out of date, I was able to use my GunCon 2 with the NES core just fine despite what that guide said
I did have initial trouble also though, can't remember exactly what it was, something with the controller port settings
in the core itself
I think it was needing to have the GunCon as the p2 controller, p2 set to zapper, and there was a specific setting for mouse/joystick trigger, needs to be set to joystick
Also, the core doesn't let you set where the expansion lines are at manually, which is problematic for some controllers. I understand that snac doesn't have enough pins for some controllers, but some controllers behave differently when they are plugged into port 2 than when they are plugged into the expansion port.
Thanks guys I got it figured out. Apparently I wasn’t making my way all the way through button mapping. I thought the UI used to specify that you could press space to skip a particular mapping but inside the core it didn’t say that. Once I realized that option works I ended up skipping my way through all the less used buttons and finding the mapping for the zapper trigger.
not really
they are all the same pins, that go to the same two registers
the problem is there is not enough pins
you have 8 pins that somehow have to represent 15
you'd need some goofy abstruse and confusing option to cycle between which input pin does what and it would just be a useless terrible feature for some edge cases
I just want to force the expansion port for JP games. Not use all pins
Controllers actually work through the passthrough on the 3D adapter, but take the place of the first controller, even when a USB contoller is connected.
USB controller should be the priority
My point is that some controllers don't go to those same registers and act differently from port 2 (JP and US Arkanoid controllers are incompatible, but US Arkanoid Vaus works with US Arknoid from the expansion port. The reverse isn't true for JP Arkanoid and Arkanoid II)
and some controllers act like controller 1 when plugged into the expansion slot
and some of these features like FC multiplayer aren't even supported outside of snac.
Also, there's a FC adapter for SNAC/SNAX, but acts as an NES adapter, even for SNAX?
IIRC, port II in arkanoid II acts as a debug port if you try to use a JP Vaus controller with it.
IIRC, I get the same behavior when I plug the controller in the NES in port 2 using a FC to NES adapter.
If the problem was the pins, shouldn't it be behaving differently than how it does on real hardware when plugged into port 2?
Then again, the US controller only partially works from SNAC and has the range incorrect.
Even if it's not doable with snac, I would still like the option to use P3 and P4 controllers from the expansion port
and have the mouse as JP Vaus controllers only working on the JP version of Arkanoid
I just want to be able to use FC controllers without swapping ports
and the current options for FC devices are already confusing and different from how they work on actual hardware
What do extra pins have to do with the FC expansion slot being detected as a third controller port?
and why does that always get brought up when that's the main thing I'm trying to ask for?
Yes, I understand the expansion slot has more pins, but some 7 pin controllers still behave differently from the expansion slot than they do from port two.
and many FC controllers work as a regular pad when plugged in to the first port
and my point is not all controllers in the FC slot use the pins the zapper uses and wouldn't work from the zapper port
and some of these only use the standard controller pins
you're an expansion slot
Too late. Other FPGA implementions have an expansion slot or FC controller emulator options and this core has two options for vaus, both of which apply to US and JP Vaus, despite them being different.
im gonna have to gut and rework the input at some point
it's a total mess and I hate it
at least Zapper and 3D work. My mind is a mess. Thanks for the WIP Vs. core.
Having a great time with zelda redux. I like the original but you borderline need a guide to find all the hearts.
https://store.steampowered.com/app/2685090/Ufouria_The_Saga_2/ this comes out tomorrow!
Upyo! How's everyone been?SUNSOFT's Ufouria is back!- An authentic evolution of the original "Ufouria"!Rampage through the fluffy feltwork arts-and-crafts recreation of the world of Ufouria, with your trusty crew from the original game in this exploration-based action side-scroller. Of course, newcomers to Ufouria are welcome too!- Adventure in ...
Feb 28, 2024
^ game is good, you guys should check it out if you like the original 👍
the art style is beautiful when you're actually playing it. the trailers don't do it justice
Gonna have to play the original, started it a while ago and got sidetracked but from what I recall it was an enjoyable game and a sequel some 30 years later is crazy!
Anyone seen the Famicom Disk games kinda mess up on the core, specifically on saving?
So an example is if I play Zelda, die and save, and then “Backup Save RAM” it is fine. However, should I then press the “Backup Save RAM” option again the game does some very odd things such as bouncing back to the FDS BIOS, game freezing and/or glitching out etc
Hello, I wanted to comment a bit on this: I went to a friend and we tried using his Vaus and Vaus 2 JP controllers in Arkanoid 1 and 2, japanese version. The famicom got a single plug for joystick, and while both controllers worked in the first game, none worked in Arkanoid 2 no matter what we did.
The game were run from an everdrive, no original cartridges.
I just got a spinner for my mister and I tried the game there, and I got the exact same behaviour: spinner works perfectly fine in Arkanoid, and is never recognized in Arkanoid 2.
The fact the same issue is shared amongst two widely different hardware setups makes my head spin, but I'm easily confused
IIRC, you have to press the button on the Vaus to start the game in Arkanoid II.
Oh my, in the literal hour we tried to get it working, I can't believe we never thought of using the button to start.
What a stupid decision though, the only NES game to not start with start ever, on a single weird condition on top of it XD
Thank you so much Brian
What sort of spinner did you get?
The Egret 2 thing. Although it isn't weighed, I took my luck and it turns out it works quite wonderfully in the Mister after some setup. Mister never ceases to be amazing!
Ah nice. I once considered that one, but figured it would better to hold out for the Ultimate Spinner, which is still out of stock.
Same, i just got discouraged 
Hello all, anybody know how the NES core handles FDS saves? For example I’ve saved TLoZ and I can see it in my MiSTer saves folder. Am I right in thinking when FDS saves a game it simply makes a backup of the disk with that save data, in the saves folder? And if so then presumably changing the .sav file extension to .fds turns it back into a standard disk image?
no idea but that would be neat to have as an option on some early computer cores
Sam's Journey on Nintendo's legendary 8-bit console has begun! 🤩
Fancy a brand-new platformer for your NES? Head over to the poly.play online store and choose your favorite edition and add-ons:
https://www.polyplay.xyz/search/?lang=eng&qs=sams+journey+nes
Like the music remix in the trailer? Download the full trailer song by Taxim:
https://www...
damn, that looks really cool
It's a cool game, I have the C64 game that was released several years ago.
I tried changing the extension on a Famicom Disk System save from the core from .sav to .fds and it isn’t a valid FDS image. Does anyone know how to write the save .sav file back onto the .fds Rom file? Eg for use on an FDSStick etc?
I think I’ve worked it out, opening the sav and FDS files in a hex editor showed the file header in the sav had some extra data before the header, removing said data and changing the file extension to FDS seems to have fixed it
@fierce estuary Would it be possible to apply these as optional enhancements to the NES core? https://www.youtube.com/watch?v=8RrQrATnXXY
My primary goal (or experiment) in this video was to
remove the limitations of the NES (and Famicom)
sound chips.
LINKS:
Akumajou Densetsu - Demon Seed
https://url.kylxbn.com/BDKKdp
I started with the triangle channel and was able to make
it output pure triangle waves. Then, I also modified the noise
channel so that it can output floating poin...
no
I actually resent that video quite a bit
it's pretty gross to say "perfect" when it detracts from audio quality
videos like that only serve to mislead randos into asking for things that aren't beneficial
I tend to dislike "I made old thing better" videos
Any estimate on when the nes core will get the fw update?
I agree 'perfect' is subjective, but a modern take on some old chips would be cool. Do a lot of randos come in here asking about that video?
Curious what makes it an impossibility
Hope the mapper 99 can be included 🤞
Can’t remember the status of the beta code
it may be possible. But so much work nobody wants to bother with it
You look different today Robby. 
@fierce estuary what’s a silly mapper that you’ve been asked to add, but it’s a bad idea?
idk, scroll up
Mapper 99?
I’m honestly surprised no FPGA device has tackled Mapper 159 support yet, given that a Dragon Ball Z game is on that mapper. (Plus, that game has an absolutely banger soundtrack.)
Maybe because it’s not well known?
At least I never knew about it myself haha
Yeah, I’m surprised that it’s kind of obscure. The game actually got a full English translation, too:
It’s part of a trilogy that follow the events of the show/manga - the sequels work on MiSTer (they use a different mapper), but not the original game.
cool, thanks for the link!
Now I want to play that... I hope the mapper gets added!
it's not complicated other than the fact that it uses an eeprom which is annoying to implement
fwiw it is implemented other than the eeprom
module Mapper16(
actually it looks like grey did add the eeprom support
does it actually not work?
I just tested all 3, 1 doesn't boot at all, 2 and 3 boot fine.
i can boot all seven of the famicom dragon ball games.
Including #1091056042667937944 message?
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I didn't try the unpatched version
I’ve tried both patched and unpatched; haven’t had any luck with either.
Yep, you’re right - fixing the header solved my issues with the title.
How does one fix the header?
here is the files https://github.com/Kitrinx/NES_Header_Repair
Now I wish I knew how Python works...
I managed to get it to work now. Thank you.
I am playing Famicom Tower of Druaga right now and it is kind of amazing
Which versions of the dragon quest games on nes are recommendable? I've been eyeing the delocalized versions.
Versions... there's a lot of choices to explore depending on your preferences
I'd like them to be as close to the original version as possible, though I really dislike the the English localization and would like to keep the battery save functionality.
I have been enjoying Dragon Warrior, but I don't really engage with the text a lot
romhacking.net has a ton of variations and I think there you will find hacks that get you what you want
Who is the best person to discuss the NES MiSTer core code?
I'm getting desyncs on the NES core and I was wondering how stable it is. Is it possible to actually detect (without guesswork) the beginning and end of a frame?
I believe that is generally @fierce estuary
yes very
in fact I did a SHIT ton of coding to get rid of the extra pixel in that core, so it has consistent frame timing
NES and SNES naturally will have one extra pixel every other frame, when rendering is enabled. In our core, on frames that are lacking the extra pixel, it pauses the core for one ppu cycle to generate an extra pixel without impacting the accuracy of the core
consequently every frame has exactly the same timings, the only time it should desync is when you load a game
Okay. Would you be willing to pair for a few minutes to try to figure out what's going on? I basically wait for 1 frame (calculated either manually by me or using the vsync value from the core's video settings), send the input, wait for another frame, etc. in a hot loop. When it works, it takes about 20-25 seconds to desync. I wait about 10 frames after loading the ROM to account for some startup timing issues, which helps but didn't correct it.
I'll be in the voice chat if you want to pair
maybe start by explaining what your goal is?
TAS replay.
I have an existing tas core for nes
somewhere around
Watch as a special version of the NES core with programmed inputs beats the game in 4:54.20. The world record for this game and class is 4:55:74. It's incredible that a human can come that close to a bot.
the proper way to do tas on NES is by controller signals btw
I mean, through SNAC sure
This is the first video in my in-depth, multi-part series on the Nintendo Family Computer, better known as the Famicom. Over the subsequent videos in this series, we’re going to take a closer look at this game system and deconstruct it to understand how it works.
We’re kicking things off with a high-level overview of the system by talking about...
This is a must watch, thank you @gilded idol
heck yeah! looking forward to the rest of the series on famicom he does. Ken's videos are great
as a fan of I AM ERROR it was a lovely video
Very well done video. I'd still like to grab an original Famicom one day.
they kinda suck tbh. the hard wired controllers esp. the av famis are better, but honestly, the original hardware for all the nes stuff is so old and gritty it's hard to go back to after mister
It's hard to go anywhere after mister
The OG Famicoms also only have RF out which is a pain, AV Famicom does composite with the same cable you use for SNES.
The design of the original is iconic though, looks good on a shelf
the NES is nice, has composite out
You mean composite? I thought it didn't support RGB? I haven't tried the HD Retrovision cable with it, though.
I’ve retired my original Famicom but it does feel nice having it on the display shelf.
Sorry, composite not component, typo there
I feel like FPGA technology is the definitive console killer. Recreating hardware in hardware allows for near-perfect compatibility with next to no noticeable drawbacks, and with seamless clean HDMI output without complex mods, scalers, or cable solutions.
It’s certainly put my NES and SNES on the shelf.
Sorta still wish we got an NES-core that reproduces the composite output more accurately than the current one~
The fact that it does all that AND can change into so many different configurations is so mind boggling to me. My chimp brain can't handle it tbh.
The moving trees in Contra have nothing to do with the composite output. They are only in the Famicom version, which uses a different mapper.
I know about that but I'm talking about this effect on static trees on original composite output:
Mega Man 2 is a darling of the NES' library and is one of the most popular Mega Man games of all time. However, with almost 40 years passing since its release, it is natural to ask; is Mega Man 2 as good as people say it is? Well, here are my thoughts.
***The Screen will rapidly flash white at various moments of the game. At these times in th...
FPGA probably isn't any more a console killer than emulation boxes. And alot of FPGA is essentially emulation, just in parallel. Only a few cores actually try to copy what the original circuits do.
nes composite is terrible
even if I implemented composite generation though, there's no means to output a combined composite signal on mister
only split chroma luma
it's fairly easy to implement though
Can we also get jailbars?
So you basically want to emulate a poor composite signal that's only on some models of the NES?
No he wants to go to jail because that's where he belongs. 
I guess it's due how some of the earlier NES-games like Gradius used the cross chroma-luma composite signal for some effects like twinkling stars (while in cleaner signals they're static)
Yes, is that so wrong?
no games use composite for effects because the timing doesnt really allow this to be done reliably
unlike, say, 7800
anything that happens is just serendipity at best
like the messed up rugs in gremlins is clearly just some serendipitous outcome that some dev thought was nifty
I’d still be interested in seeing it as a toggle in the settings, especially if it could be implemented in a way that faithfully replicated the NTSC color generation of the original hardware.
NES RGB palettes have always been divisive, and being able to flip back and forth between a conversion of the original composite chroma and the palette RGB could be a good reference.
Huh, can you elaborate? NES being composite and even RF-only back in Famicom's launch sorta has me feel devs definitely experimented with some tricks from composite output with some earlier games + the NES-models at the time (such as Gradius-example I mentioned above)
I get that and noticed it with the AV Famicom, but the trees in contra (not the moving ones in the FC version) didn't look like they were moving. Some trees did look like they become whole trees when you move, which is an odd effect. I was a bit confused becuase I know some older games use effects, but the shimmering trees didn't look like they were moving to me and the JP Contra has actual moving trees. I also some some pictures of really bad composite with artifacts and was assuming the effects were due to that and not just from composite.
simplifying it a little, composite artifact colors are caused when you place pixels in a certain way to exploit blending or certain colors. To do this you need the clocks to be reliable multiples of the ntsc clock more or less. NES doesnt follow ntsc clocks, they used hacks to make it compatible, so you can't reliably place pixels in such a way
so the most you can do is kind of rely on some subsampling "smudging" which really isnt terribly different than just a gaussian filter
it's technically horizontal only, but who cares, the tv set is already gonna have massive bloom
I really love this NES core.
Looks so brilliant on my JVC D-Series.
Amazingly sharp.
Never experienced an NES like this.
Was using composite before haha.
nes is extra interesting in that the composite is out of spec in a variety of ways
other than the even frame lengths and the off-spec voltages, it also does not subsample but instead produces 444 composite rather than 4:1:1. This means the interpretation and effects of it are even less defined and highly device-specific
on capture cards some of these off spec aspects can manifest as jagged edges
most analog filters on tvs will rectify this though
as an example of the undefined nature
so in a word, nes composite is hacky and horrible and has virtually no deliberate "enhancements" other than simple signal degradation
is arcade support planned? not playchoice, the vs versions
so this has arcade support? it is not in the regular core
ok. there is this to look at for now i guess
I have a branch somewhere with some preliminary mapper 99 stuff
Plz release
uwu
Understandable
the special palette aspect of it makes it a bit annoying
properly headered nes2.0 vs roms have palette info in them but who really uses those other than me and a handful of people?
seeing a bunch of annoying "the colors are wrong in vs castlevania" bug reports is almost a good reason not to have it
If I remember correctly that was the pending issue?
I made the four palettes for it, but you have to manually select the right one
but the pending issue was some parts of the actual mapper needed implementation
it's not a complex mapper
simpler than mmc1
That sounds good
it's not "just" a mapper though, it has some special hardware behavior with coin registers and things, but not much
Control probably needs update to insert coin
I think I dealt with both the dips and coins
the coin count register didnt seem to need to be added
no, no MRA's, those wouldnt work for this
yes, that's the format vs and pc10 take for nes, except for really garbage distros like mame stuff
they lack a lot of critical info though and really shoudlnt be used
they rely heavily on external databases to work
You mention this. What exactly is left?
some of the actual memory mapping registers
it's not hard
technically the defining aspect of vs is that it can actually be "vs" too which is of course a huge can of worms, the two linked systems
If you happen to find time Kitrinx, I would happily test the mapper
but we're ignorning that for now
for those i'd have to do something like robert did with gba, have two copies of stripped down versions of the core
the actual linking isnt too hard but that would also need the redone version of my ppu to work well
Oh yeah, forgot about that
it uses those 4 external bits that people exploit for the nes rgb kits if i'm remembering right
i'd have to look again but it uses not-usually-implemented registers
the ppu is a fun little basket of nintendoish quirks
the palette stuff is just copy protection, and has two special qualities
Would it support increased sprite limit
one is that it has more colors than a standard nes, 64 rather than 52
so you can't just switch around a regular palette
the other is that they are swizzled around to be in strange orders, just for copy protection. That could technically be automated
but it would rely on accurate headers
Right
and yeah the sprite limit doesnt have to change
the behavior is mostly standard nes
the rgb palette is unique, generating it was effectively the same as pc10 with just more colors and different orders
I used my desaturated pc10-better logic to make more accurate-in-spirit versions
like the pc10, vs cabs usually had specific crts and filters over them to make the colors less garish
probably what ill do is add one base palette directly into the core as a lut, then 4 swizzle luts, and require proper headers
my script im pretty sure makes them correct
and just force that palette for any vs games
there's literally no other loadable vs palettes in existence im aware of and they aren't subjective like composite-based ones either, as the vs games were defineable absolute rgb values
people are going to hate it so much
that one has a good color balance.. good daily driver
i really like magnum especially for ninja gaiden. the blues are beatiful
core just needs a tint knob like an old 80s set
blue, purple whatever
turn the knob and quit griping
Can’t you just patch the arcade games to run on a regular nes
some people can
but the mapper assignment may or may not be changed
it is not just mapper 99 really
bit of a sticky wicket
I see, thank you
oh yah you betcha
When playing the japanese rom of ninja gaiden on the core, I have very rarely graphical issues where part of the level are broken. Do you know if this also happen in original hardware ?
maybe bad rom
Checked the rom, the crc is verified at No Intro. I use headered rom.
willing to bet it's a header issue if it's not original behavior
Oh look, its your script
I just finished the nes version of dragon quest 1 for the first time. While it's a fun game I think unlike ff1 I actually prefer the remakes tbh.
yeah and even the NES version of DQ1 is an improved version of the original lol
i think ff3 and dq4 are the about the best rpgs on the platform. theres a flood of them on there but almost all of them dont come close
Mother 1 is still really good. I actually prefer it to 2 and 3.
all i can say about mother is that its very grindy, but thats extremely typical of famicom jrpgs really
Dq4 is the one dq I still haven't played at all... sadly there aren't good options available on mister. There isn't even a retranslation that gets rid of the old English as far as I'm aware.
Dq1 is waaaayyy grindier
The only one for dq1 I could find was 10 times gold and exp, which is waaaay to much
yeah thats a pinch much
hmm
Looks interesting
I had to power through that one with Exp rate booster patch during grinding- anyway yes I agree (I prefer the GBC-version the most, feels like keeping old-school look while importing the good stuff brought from SFC-version)
I found a double exp hack for dw1 that works well with the delocalization patch.
Sadly the double exp hack doesn't work with the delocalization patch for dw2, as it either crashes the game when you encounter the enemy or makes the enemy give you tenfold exp
Separately they work fine.
What was the original code base that the NES core was based on?
New NES update?! 🤯
someone just posted a license file for pedantic reasons, that's all
Ah, thanks for clarifying. I hadn’t looked at the diff
it's me, i'm miss pedantic
it immediately made me want to find a way to fuck with the license
if I were more motivated i'd rewrite the rest of the core and license it in something better than gpl3
That would be cool 🙂
Sending my motivating vibes!
what is the clock rate of the nes controller
It's polled once per frame so 60 hz.
NES and Famicom controllers are operated through a register interface that is connected to the controller port and expansion port, as well as hardwired controllers on the Famicom.
For most input devices a standard procedure is used for reading input:
Write 1 to $4016 to signal the controller to poll its input
Write 0 to $4016 to finish the poll...
seems like the controller can be read whenever for the current state of it
I just tested the real cart on a famicom AV, and I confirm having same rare graphical issues. So not an issue with the core.
it has no clock rate, it's polled programatically
thank you for testing
NES controllers are polled usually three times once per frame, but sometimes different permutations of that
the reason it's 3x is because there's an issue with DMA that can sometimes cause the reads to be corrupt
i've used draw-a-dinosaur on the nes core before though and it works, and that uses extensive input hacks
Out of genuine curiosity, what's wrong with the GPL3 license from your point of view?
this is a great question, and the main reason I dislike it as a license is how hostile it is to other work and other licenses. Like for example, the mister framework is GPLv2 or 3, and technically speaking it's an infectious license, which means any kind of other license that might have any other restrictions, such as non-commerical (which is hugely relevant in retro circles) are incompatible. In FPGA code in particular it's very debatable if it even applies at all being hardware designs, but given the nature of the pick and mixing of parts in this kind of code, it's very obtrustive. Second, as a license, it's just shitty in general. It's a way of making your work toxic to use in any kind of commercial project, which isnt the point in the licence. De facto, a commercial project wont go near any kind of GPL library, because it could jeopardize everything for them. It's not supposed to exclude it's use, it's supposed to keep the source open. If you want to exclude commercial use you should use a non-commercial license, which is what I tend to favor.
I like to share knowledge but I dont like people profiting from my work without a kickback
Guess I should mistrust Google. First hit claimed once per frame. Probably was only about a typical case.
once per frame is the generic use case
but it's not always
it can be once per 3 frames, five times a frame, whatever
it's a matter of just reading and writing to a register programatically
I realize, but I’m trying to determine the theoretical maximum thoroughput to determine what level shifter to use
Clock is like 250khz at 10 bits per frame, so that’s 2.5mbps
I dunno divide the number of CPU clock cycles er frame by 9 or 10
@fierce estuary Thanks for taking the time to do that very complete explanation, really 🙂
Welcome to the second video in my multi-part series on the Famicom. In this video, we’re going to take a closer look under the hood, as we dive into the Famicom’s central processor and learn what makes it tick… literally! We’ll talk about some of the interesting background associated with Nintendo’s use of the 6502 and start exploring the mechan...
So I am watching the thing that @gilded idol posted. Which version of the RP2A03 does the MiSTer core most closely resemble @fierce estuary ?
do youmean 2C02? It's closer to the NES one with the delay but the differences in the 2A03 were very minor
I cant remember if it ever made it into the release core but there used to be a toggle for the famicom delay behavior and the nes delay behavior, but in practice it makes little difference to just always have the nes behavior. A few very old games, like donkey kong, can fail if used on the famicom style one, but nothing fails on the nes one and there's no practical processing differences
Hello! Does the NES core intentionally allow the JAM/STP/KIL unofficial opcodes to let the CPU continue running after their execution?
I don't have a MiSTer myself, but I speedrun Castlevania and we have a few runners on MiSTer. Recently an ACE exploit was found that allows skipping to the credits early, but this setup involves the risk of running into one of those opcodes.
I've found out that emulators seem to be a bit 50/50 on the emulation of these opcodes. To my understanding (I'm not an NES researcher) on original hardware these opcodes are supposed to stop the CPU 100% of time time. But it seems like some emulators (like NESHawk and Nestopia) emulate that behavior, while others (like Mesen and puNES) just ignore the opcode. One runner used a test ROM on the MiSTer, and is seems like it's falling in the latter category as well.
I tested with sbdwolf on v240408 of the core
Maybe Kitrinx could help on that? I have no clue myself!
I actually have no idea. the 6502 implementation is complete and used in many mister cores so I assume it is functionally accurate
Might help if I shared the test roms. I believe these were made by threecreepio and should be fine to share.
This is what I'm getting on an AV Famicom with an Everdrive N8 Pro
Meanwhile, looks like running these on MiSTer makes this test fail
Running these on various software emulators will result in different results, as I mentioned
I just ran the 02 test but could run others if it would be helpful
huh
This is a bit beyond my knowledge as I don't fully understand how the instruction decoding process works, but I believe this CPU-halting behavior should be a general behavior of the 6502? - https://www.pagetable.com/?p=39
yes, it seems it does not stop the CPU on those opcodes. Is this standard 6502 behavior or specific to the 2A03?
I'm not 100% sure but I believe it to be standard 6502 behavior
Here's a forum thread discussing it in regards to "Commodore and Atari" for example (which is where I found that article) - http://forum.6502.org/viewtopic.php?f=1&t=1406
yes, it looks like these opcodes are just supposed to shift T all the way and effectively put the cpu in a deadlock
Is this something that should be fixed?
theoretically yes, but it doesn't really have much practical impact
but it should be made accurate at some point
not many people intentionally break the cpu
I noticed in dragon warrior 2 that there are still some flickering pixel when 5 people stand in a row even with sprite limit turned off. I know it's a hack but I was wondering why that happens.
Should I open an issue somewhere, in regards to the KIL opcodes? Though I wouldn't know where, if this is an issue with the 6502 implementation itself.
Yes that would be helpful, it's always good to log legitimate issues so they are documented, especially if there is a corresponding test ROM that fails.
Got it, I'll open an issue on the nes core repo later today.
the game is probably programmed to do it. some games are aware of the sprite limit and try to mitigate it themselves.
Did the core fail any other tests that pass on real hardware or just this one opcode issue?
Is there somewhere you can download these tests?
if you understand the nature of these opcodes you'll understand why they arent very important
using any of them makes the cpu basically unresponsive. it crashes the system until you cycle it
Sounds useful
I posted the tests here - #1091056042667937944 message
not respecting them might have been intentional
I don't think any commercial games make use of these opcodes ever? It's not even like the SNES version of this opcode, which puts the console in a low power state. If one of these opcodes ever gets executed, in all likelihood something went wrong within the game's code. So it's pretty useless.
However, the one case where this is relevant is with some speedruns making use of ACE exploits, such as Super Mario Bros. 3 Any%, or more recently Castlevania Any% w/ ACE. In these cases, if an emulator allows the CPU to continue running after one of these opcodes, the ACE might still work in situations where it shouldn't on original hardware, thus creating an inaccurate advantage so to say. On speedrunning leaderboards, platforms that don't accurately replicate these opcodes are generally not allowed, at least for categories where this behavior is relevant (which is what we're looking to do with Castlevania).
nothing CAN make use of them. they freeze the cpu.
it literally halts the system
if you use them, the system goes fizzzzz
the useable undocumented opcodes exist and function
the halt ones don't
it's a fairly easy fix
im wondering though if we should, because if a game is glitchy and accidently spits one of those out, it's better for the user that their game doesnt crash
Ah, good to know. I was wondering about that, but a handful of licensed titles do use other unofficial opcodes, so I figured it probably would've been more apparent if their behavior wasn't being emulated.
I'm not sure about that. If a game is ever encountering one of these opcodes, it usually means something went wrong and the Program Counter somewhere it shouldn't be. It might be preferable to stop the CPU before, for example, some save data could get corrupted.
Yeah, it could. But I'd say at that point what's going to happen next is pretty unpredictable.
yes
if it gets to the point it's trying to KIL things are out of shape, but, in NES games it's very easy to accidentally hit a glitch
i've spent a lot of times debugging "bugs" that are actually just original game glitches
I don't know if this is something that's easy to implement, but one solution could perhaps be to leave this up to user configuration?
it could, with a boolean port. im inclined to have original behavior default, but I also believe in ideal user experiences which is why i'm pretty warm to extra sprites
Gotcha.
since this CPU is used in at least 10+ cores though it should be fixed
coming from people's reports? I have seen dozens of reports on the MiSTer forum about slowdowns and whatnot from people that doesn't seem to have played a NES back in the day, and for some reason they think the games were always running at rock-solid 60FPS, which is a VERY funny thing to think about the NES library 😄
slowdowns, or one person thought a little glitch worked on some bosses that it doesnt on a real nes, someone found some glitchy slowdowns in super mario that was original behavior, various graphical glitches that were just part of the original system, etc
in all fairness a flickering line in the middle of the screen would be considered a bug by modern standards, but that's just how games were sometimes
It’s why I always try to ask bug reporters if they’ve verified on real hardware first. The MiSTer’s cores are accurate enough that you need to always reference the original behavior first.
I'm getting close to the end of dragon warrior 2 and I don't understand why this is considered one of the not so great dragon warrior/quest games. It's a great sequel to the first dragon warrior and a natural evolution. What am I missing?
It’s a combination of western perspective due to how late it came out and because DQIII is better.
I enjoyed it too. Critiques I've seen were that the grinding is brutal. I think that's true but I'm slogging through DQ V because of grinding too.
In Japan DQII came out well before FF but in the US it came out after FF, so that has a slight bit of impact too.
I play without a guide, so I don't grind I just try to find my way which takes a while 😅
Also Japan didn’t get the improvements done for the U.S. release of the first Dragon Quest, so a lot of the accessibility and graphical improvements in DQII were a bigger leap.
TLDR; American perspectives has diminished its importance
Thank you for attending my Rob Talk
Wow that sounds really fun and also hard.
I did the same thing last year with all the final fantasy games. It's just a different mindset.
DQ1 is a simpler game that is already good and fun. DQ2 was definitely a big upgrade, but wait till you get to DQ3 and DQ4 and you'll see why it's kinda seen as lesser. The game is extremely grindy, grindier than DQ1 somehow, the game's balance is pretty bad, you go from one spot to the next and the monsters just ruthlessly destroy you if you haven't overgrinded in the previous spot. DQ1 sorta was like this, but not to the same degree. DQ2 had these ridiculous bad design decisions too like invisible doors, tons of random treasures invisibly hidden with zero clues.
The story is good and it's part of the original trilogy of 1-2-3, the Erdrick saga which is referenced and played on heavily way later in the series, so it's a fundamental part of the series that I think everyone should play.
It's a good game for it's time, but when compared to what came after it in retrospect it's definitely not as good as it could have been.
cool interview with Yuji Horii on the challenges with DQ2, he admits it had a lot of problems
I think this is one if the reasons I like to play old games I didn't play before in order. DQ2 isn't getting worse because it's sequels are greater.
Hope I can finish 1-3 before the remake hits, if rumors are to be believed.
Damn @warm galleon coming in here to steal my thunder
exactly
and he one upped me
it's best personally to play them in order
especially everyone should play dq1-3 before playing the latest one because it does some powerful callbacks
the others merely have soft references the way ff series does
I already played dq11, but I didn't play it in 2d yet!
ah
so you got that story element of dqxi without the backstory of the original trilogy. that's okay too, the game is still great
no I think he had a markedly lesser experience
for me i was in tears emotional when the tail end of the story of that one kicks in that directly relates to the original trilogy
He missed all the important story bits
meh, you still get them, but there's just kind of a big nod to the fans and the weight of it is cool
All the complex story bits
lol
I pinged you because I forgot it did a callback lol
I got it Robby, my experience was ruined! 
lol I’m kidding sorry.
I don’t think it matters
You could say that you "Robbed" yourself of the full experience.
Holy cow, that took forever. Now I'm ready to finish this game!
I'm still working on the first one, lol
I finished the 2nd by now.
I beat them all years ago you u slow pokes
I'm starting dragon warrior 3 now. Too bad they only made 7 of those games.
Have you all seen the GDQ of DQ1?
yeah, it's kinda nuts
I love it so much
I love MiSTer so much
Oh yeah? Why don't ya put a ring on it?
Truuu
No, I love MiSTer more.
I love MiSTer most. The mostest of the most. 
Wait I can marry my MiSTer? Is it possible in Germany? Denmark I bet for sure.
I also I love my MiSTer so much. Don't even try to compete.
It is. I am married to it right now.
I like where this conversation is going.
just gotta get a couple snac adapters and a link cable
Someone married the Berlin Wall, soooo
She had to watch people rip her husband to pieces live on television, it was heartwrenching
I get why you'd marry a pillow but why'd you marry a wall?
For the fame
those broad shoulders
or if you want someone who will always beat you at tennis
Has anyone managed to get "Doraemon" (1986) to run? All I get is garbage on the screen.
It's fine to me
Weird; must be a ROM thing.
NES core ver. 24.04.08. Game Gun Sight (Japan) having one problem: one kill insta-death. Not even entering HARD password for enabling 1-hit death, i got insta-kill by one bullet shot. I don't know why, but it's weird
SHA-1 file is correct. Cheats not available
sounds like a rom header problem, fix your header
I really doubt this is a core bug from the sound of it, it's probably something wrong with the rom, can you test the same rom on another device?
lemme check on real hardware with everdrive
my guess is ok with the same rom
so, on console nothing wrong
it's like game checks on copyrights and if something wrong with PRG or CHR, game enabling Hard mode (Konami anti-piracy)
and how the game should actually works
I can confirm the issue too.
With a file freshly dumped from my JPN cartridge, the game is playing correctly on up-to-date Mesen2 and Ares.
iNES 2.0 header seems correct, mapper 5.
But the same file have a problem with the NES core (NES_20240520). The player is insta-killed with a single bullet.
The US version of the game (Laser Invasion) isn't affected.
entering password NAKA for stage 4 still having one hit death
interestingly the "Spiritualized" NES core on Analogue Pocket exhibits this same bug, which probably means the NT Mini has the same issue too, although I don't have one to test
or maybe not I guess depending on if it's an issue with the mapper emulation
but yeah definitely worth writing up an issue on github so this is tracked
For both cores to have an issue, that’s probably using some weird tricks
I've opened a ticket for the account of Death Devil, as it will be better documented there.
it could be like initial ram values or something
damn where is that branch where i added an option to change ram values
yeah was gonna say, time to test on that hhee
Here’s a branch 🎋
🚨 CODE VIOLATION 🚨
You have violated rule #937 -
talking about the Japanese version
so it actually is just game behavior, that makes sense, I didnt expect it was a hardware bug with such specific impact
however, why cant it access that chr bank?
https://tcrf.net/Special:Contributions/Chiizo who is this chiizo person? their contrib history is filled with konami anti-piracy contributions there
they might have a good idea
does the japanese version of bucky o hare do the same thing?
looks like it checks it the same way
nvm bucky o hare is mapper 4 (mmc3)
no
game plays regular
Please tell me, is it possible to run dumps with multi-game roms? For example, the Mesen emulator copes well with this.
Sorry
Some multi game roms work, some don't. It depends on if the mapper is supported yet or not.
If you think about it, the MiSTer is effectively a multi-game rom
What carts are you trying to run and what mappers are they?
what kinda of multicarts you wanna try it?
if you have a NES rom, what is the easiest way to find out what mapper it is?
I guess something to do with looking at the header? https://www.nesdev.org/wiki/NES_2.0#Header
NES 2.0 extends the iNES single file cart format to better describe NES/Famicom-compatible cartridge hardware. Some of its purpose include:
Removing the need to use ROM checksums, or other information outside the header, to disambiguate emulation behavior not encoded by iNES.
Making room for new mapper allocation.
Allowing for larger ROM sizes....
NES2EDIT/iNES Header Editor should do the trick.
Don't forget to use NES 2.0 headers when necessary.
Thanks chaps
Had a sidebar chat with @rare edge and the Mapper is 205 which we don't support currently
Here are Disch's original notes:
= Mapper 205 =
Example Games:
15-in-1 (can be set via solder pad to show a 3-in-1 menu, with different games than the other 3-in-1 cart)
3-in-1
Registers:
Regs at $6000-7FFF means...
Here are Disch's original notes:
= Mapper 205 =
Example Games:
15-in-1 (can be set via solder pad to show a 3-in-1 menu, with different games than the other 3-in-1 cart)
3-in-1
Registers:
Regs at $6000-7FFF means no SRAM
$6000-7FFF: [.... ..MM] Game Mode / Block
$8000-FFFF: MMC3
Notes:
These multicarts select the game mode by writing to $6000-7FFF, the individual games then use traditional
MMC3 style regs at $8000-FFFF. The MMC3 regs only swap to pages within the block specifed by the game
mode. This can be easily emulated by ANDing the page numbers written to MMC3 with certain values, and then
ORing them with other values, based on the selected block.
Chart below to illustrate:
Block PRG-AND PRG-OR CHR-AND CHR-OR
0 $1F $00 $FF $000
1 $1F $10 $FF $080
2 $0F $20 $7F $100
3 $0F $30 $7F $180
For details on MMC3, see mapper 004
Is there an issue with mapper 118? I can't get "Armadillo" to work.
Pleae check your ROM dump.
Mapper 118 should work fine as I've played through Armadillo during last month.
And the core should have not changed since.
Besides final fantasy, dragon warrior and mother, are there any other really good turn based jrpgs on nes?
Mother 1
Never mind, didn't see you said it.
Fire Emblem 1 and 2.
Also Megami Tensei.
Crystalis isn't really turn based.
I've never actually played through any of these but if you want some different flavors of rpg: lagrange point is sci-fi, glory of heracles is greece mythology, and adventures of musashi is ancient japan
you could also look at sweet home, although the rpg element kind of takes a back seat the further you get in the game. But it is a unique combo of horror / puzzle / rpg
Go to romhacking.net and search the NES fan translations for roleplaying.
metal max is also pretty unique
I actually already finished fe1 on the core. 😅 lagrange point and Hercules look interesting though. For megami tensei I might opt for the snes remake, but not sure yet. I feel like nes rpgs are a bit hard to get into, but even harder to get out of.
Thank y'all for your recommendations.
lagrange point has really interesting audio, it used an fm synthesis chip in the cart
kind of a mid game though
Actually I feel that Fire Emblem,at least of that era, is too hard to the point that you need to optimize your play too much to be fun. It also has too much "use a guide or you'll miss this character".
2 is actually not so bad because it's one of tge few FE games that lets you grind.
I actually didn't think fe1 was too hard. Sure there are some moments you might lose a guy but that's normal for those kind of games.
What’s the best fire emblem to get started with? One of the new ones on switch?
Maybe Awakening on the 3DS for me.
Others could say Blazing Blade or Sacred Stones.
Depends on which flavor you want. My favorite is fe6.
I also really liked path to radiance.
I really enjoyed Lagrange Point but it is very, very unforgiving on the encounter rate
If you can look past it having to be turn based RPG I can also wholly recommend Radia Senki: Reimeihen which has an English patch
I don't mind random encounters. What's the game about?
Lagrange Point is basically about a biohazard outbreak in space colonies after folks moved into space in the future, you basically go on a mission to find a dude and uncover what happened
Sounds neat
@fierce estuary what’s your favorite Famicom game?
that's tough. Maybe zelda. it really depends on my mood
I dont have a clear favorite
What’s your favorite unknown game?
how unknown does it have to be to be unknown
because obviously I know it if it's going to be my favorite
like is crystalis known or unknown?
because i'd say crystalis if you just want a "not a blockbuster" game or solar jetman if you want a really obscure game
Did you play the redux romhack? It's rather neat I think.
Zelda 1 and 2 redux are nice for the QoL stuff they bring to the table and to mix it up for those that played the games to death, and making it more accessible for modern gamers isn’t a bad thing, but the originals just feel “right”, even if some elements drive you crazy
the redux patches for zelda 2 helped me get as far as I ever have in that game, I've always just kind of bounced off of it in the past. still never beat it though. Maybe one day
I beat it on the NES Mini thanks to save states. That Death Mountain gauntlet can be brutal.
I'm boring. My favorite NES game is Super Mario Bros. 3. 
Other favorites of mine would be:
Punch-Out!!
Contra
Castlevania
Life Force
Mega Man 2
Metroid
For me:
Castlevania
Super Mario Bros.
Tower of Druaga
The Legend of Zelda
Door Door
Metroid
Tetris
Goemon
It must be peak Konami with the NES and Famicom. Never again so many great games
Woah the fact that nobody is even mentioning final fantasy. Or dragon warrior!
Gun-Nac, Super Mario Bros 3, Zelda, the rest is just Mega Man games
In no particular order
I tend to do casual/first runs with redux-patches, later runs on original rom for Retroachievements meanwhile...
Hooh, some favorites I might think on top of me head
- Castlevania 3 (JPN)
- Kid Dracula/Akumajou Special - Boku Drakula-Kun
- Quest of Ki
- Gradius 2 (FC)
- Nazo No Murasame Jo
- Magical Doropie ~~ (NOT KRION CONQUEST)~~
- Konami Wai Wai World
- Goemon 2
More mainstream ones: SMB2 + SMB3, Kirby's Adventure, LoZ1, Metroid, Kid Icarus, Mega Mans, Castlevania, Punch-Out!
Prolly might be more I haven't thought yet about
It's not doing anything particularly groundbreaking but I always liked Air Fortress. Throw some Ninja Gaiden 1 in there as well, I always enjoyed the pacing it had when you blast through stages. Also always enjoyed playing TMNT 2, 3 and Double Dragon for some beat em up action
Real guilty pleasure of mine is Fester’s Quest, always gets slated, but it’s pretty fun
That’s because it’s awesome but they made the game impossible hard
Communication issue meant they didn’t include any form of progression saving either lol
Ahh but the bugs that were present in the NTSC version that made it hard were fixed for the PAL release, so I never understood why everyone moaned how difficult it was lol there’s patches to fix them on the NTSC version now too
https://youtu.be/eZc3S0gSEg0?feature=shared
This video covers it all really well
Examination of the questionable weapons design and the second release of Fester's Quest
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omg
I had no idea! 🤯
It’ll change your life, never again will Fester’s Quest illicit feelings of anger and nausea
Dragon Warrior is really good too. Not yet finished though
I feel like I don't understand how to effectively play TMNT 3
Not sure that I do either, but it's been a long while since I've played it. Jump kicking seemed pretty effective
Honestly, I do love those games. And they were basically my gateway into RPGs back in the day. But it wasn't until the SNES that I really fell in love with the genre. Final Fantasy 4 (aka 2 at the time on SNES) was the game that turned me into an obsessed RPG fan!
My first "real" rpg other than pokemon was golden sun and I get it's a bit hard to go back to the 8bit rpgs. But ever since I played through all the final fantasy games and now dragon quest games I simply can't stop playing them.
It's like the time I thought olives are kinda nasty but actually they are delicious and I've wasted all this time not eating them.
Yeah, I love playing early RPGs. Just played through the remake of Wizardry recently as well, and it was super fun.
I'll wait for that one to drop in price.
Add mapper 205 (Tested on 9in1) and mapper 208 (Tested on Street Fighter IV) and reworked nsf player posted in test builds. @rare edge
this is a dream? I can’t believe it... thank you very much, I’m shocked)
Great work @mellow dawn , always nice to see new Mappers being added 🙂
Are you able to test the 3-in-1 game you were wanting to play and let us know if it is working as expected?
Yes, everything works great, thanks.
Thank you GreyRogue!
I will update the spreadsheet I have keeping track of Mappers once this goes live
Random video of me playing Megaman 3. Can you guess what is being used to play it?
IT’S MISTER!!!!!!!!!
nope hehe it’s a real NES this time because In testing out this
DAMNIT, the one time I used that joke!!! 😂
Also that’s pretty cool. What is it a replacement cart slot?
Dang and here I am playing nes on mister like a caveman. 😭
But like a caveman from the future, it’s very complicated
No, mister is surprisingly easy to use, hugely versatile and fun for hours on end. At least I'm a happy caveman.
mister is great
Also nes and gameboy is best ||everything more than 8bit computation was a mistake||
Run-ahead but for life
I was going to guess Robby's 🥧 5️⃣ that you stole by sneaking into his house during the dark hour.
"You've got a 🥧5️⃣ in there?"
Only thing a 🥧5️⃣ does that mister doesn't is play am2r. I'd love a am2r core. 😦
Is that the LaserBear NES slot in a custom 3D printed sled?
We have solved the problem and will be sending everyone who has already received their kit/unit a replacement Flex PCB. All new and pending orders will come with the new Flex PCB as standard. This is currently in pre-order. We are fulfilling the original batch of pre-orders at the moment and will catch up quickly. Th
looks similar
Well that’s interesting
WAVE 1 SHIPPING NOW, COMPLETION EXPECTED END OF JULY/04 WAVE 2 ON SALE NOW, SHIPS SEPT/04The Ninten-Drawer is the best 72 pin connector upgrade for the original Nintendo Entertainment System. Using a more reliable NES002 (AKA "Toploader") style cartridge connector and distinctive "drawer" mechanism, the Ninten-Drawer
Use this link to SAVE $5 on your first order at PCBWay: https://pcbway.com/g/A311e7
The original NES 72-pin cart connector has proven to be unreliable over time. There have been some replacements and “upgrades” over the years to fix the connector's issues, but they too have problems of their own. Now we have a new Mod kit called the Ninten-D...
or you could just cut the leg of the cic chip thing
I bent all my pins back
Did the same, popped the 72pin into a pot of boiling water on a rolling boil, then bent back the pins
Couple up with disabling the CIC chip and had no issues at all
Omg you boiled it? Were you making Nintendo soup?
That clear case NES is really tripping me out somehow. It looks so different than other skeleton systems I've seen.
NES modding is cool as hell. If I weren’t such a cheap I would totally have a slick clear case too
delicious nes broth with hints of resistor and diode accenting a stew of fresh asics and wild-caught roms
Maybe boiling is easier lol. I just took a little dental pick and bent each one individually.
Do you have a cool tricked out NES?
I have a famicom AV in my basement somewhere with an RGB mod
Damn that’s pretty cooo, mine just has ninja turtle stickers lol
the mister core is a lot better than the real nes though, so it's retired
How would you know that
It’s not like you wrote the core

I ran test roms and they said "Better than the real thing, baby" so I know it's good
Another easy NES mod a lot of people don't know about is removing the region locking from controller ports. Bizarrely the NES controllers were region locked, so one sold in the US wouldn't work in Europe and vice versa. You just need to solder a jumper wire on the controller ports to make them accept any controller.
I suspect a lot of people in Europe will have picked up a cheap US controller over the years and assumed it was broken because it was unresponsive on their European NES
You can also do it on the controllers themselves incidentally and make those multiregion
flashback to shooting the duck hunt duck
Haha I read years ago boiling it was a sure fire way to get it going, not sure if it does anything other than make it easier to bend the pins though!
If it works, it works! 🍻
I’ve just got into the habit now of boiling any connectors on NES’s that don’t work right now, I think if nothing else it’s become one of those weird superstitions I’ve made for myself 😂
“Wow it smells so good in there! Are you making dinner?”
“No, just boiling some Nintendo pin connectors…”
Cheftendo 
Lol I grew up with this thing.
Whoa, for a second there I thought batty had returned to us! 
Lol
I miss batty 😭
What are the most popular improvement hacks for metroid on nes? Metroid Mother looks interesting but metroid plus saving seems also good. I know the game doesn't really need improvements and I can use savestates instead of saves but still.
Oh, and no one dare answer zero mission!
Have you seen Metroid MSU1?
That's just for sound though isn't it?
I believe it had some other QoL features. I'm not sure if there's a good summary of it out there
It actually does a lot more than that. It adds a full map feature and inventory screen similar to Super Metroid.
have you considered just playing Zero Mission instead
It's not canon and not historically accurate I'm afraid.
But I will acknowledge the fact that it had the original game as an unlockable, which all remakes should have tbh.
zero mission is a better game than the original
but the original gets a nod for being first
it hs a lot QoL shortcomings though
sitting there killing enemeies spawning for 20 minutes to refill your health, for instance
I wouldn't say it's a better game per se. I actually prefer nestroid and played zero mission first. Yeah there are a few minor things that could be improved, that's why I asked for opinions. I'm now giving metroid mother together with the full life at start patch a whirl. Took me some time to get used to the sprites, but it's definitely a great game.
I got Metroid mOther patch and Zero Mission. They both rock. 👍
Don't forget the mother 99 patch
Makes you restart with 99 health when you reload your game.
I do like the map on the SNES port
That goes a long way
oh wait, that is what @hazy marsh is talking about
lol
When the Famicom was first released, it could make sounds unlike any console we'd ever seen—which only evolved further over the decade that followed.
In this Grab Bag-esque episode, I'll be discussing the audio output of this simple game system.
Radical dude! 
Nice! I like how he talks about the US model NES, as well as Famicom. Surprised to hear mention of Silver Surfer and definitely agree it has incredible music.
i like how he explains what the channels sound like too. also that jab at people that never played nes games lol
FDS sound channel is interesting. Some games make better use of it than others, but Doki Doki Panic uses it mostly for sound effects.
Dracula II's music seems rushed. Other Konami games like Gyruss made much better use of the FDS sound channel.
I find metroid, zelda, and that miracle baby game to be some of the best uses
They're also some of the best use of your time.
Bio Miracle Bokutte Upa!! such a good game
It looks cool. Need ot plaz it
it does odd things with the FDS channel, it was a game I had to test a lot implementing the audio
Nothing makes me more nostalgic for the NES than early 2010s electropop
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Yeah I will close my issue ticket for the mapper 210 🙂
Compilation in progress.
nice, will check it later
which one should download: unstable or this one?
nvm, Gun Sight works properly now
@grand jewel you can close issue
I forgot to close it earlier, thanks.
Tested NWC as working. Legit stoked about it. Got the worst score and couldn't be happier about it.
Wish I knew enough to code the mapper support for Campus Challenge
I thought CC already worked
It didn't work for me, quick test after I verified NWC working, so not thorough. Will test again here soon after work.
Please look at the game on famicom - Heisei Tensai Bakabon, personally it doesn't work for me...
Is your rom from no intro set?
Doesn’t work, as in, doesn’t launch?
artifacts and freezing
What Mapper is it using?
the game from the no-intro collection started working, why?
So you have a ROM that is in no intro that isn't working for you?
no, everything is fine, I just don’t understand why the roms from the goodnes assembly don’t work?
Header issue maybe?
Is there a way to use the dipswitches in the core or no?
it's not impossible to add them
there's ample bits now and it can be made to be selective based on mapper
Awesome! Thank you!
so currently it's handled within MMC1 and not a new mapper module?
would probably want to detect the exact rom and unhide the DIP switch option conditionally
counter[28:25] <--- this needs to be variable based upon the dip switch setting in that mmc1_nesevent module
would change this --> assign irq = (counter[29:25] == 5'b10100); to something like this --> assign irq = (counter[29:25] == {1'b1, nwc_dips[3:0]});
might have a test build for ya in a jiffy here... lemme see if i got it right
@fierce estuary do the mappers have an output that i could use to detect if it's using that mapper?
first time mucking about in the mappers in nes
trying to get a hide signal for the osd
of course
oh shit
but I mentioned it to paul already
well there is an enable input hrmm
okay well paul can see my diff here and use it if he wants to
something like this sorta
.mapper_flags (downloading ? 64'd0 : mapper_flags),
it's part of those im pretty sure
ahhh okay, there's a whole different ecosystem with the nes core that i was trying to thumb through lol
assign mapper_flags[7:0] = mapper;
thanks!
Hi everyone - can the core imitate different PPUs? Like I have a VS tent and if I put the wrong PPU (including bootleg ones) I get funky Colors
VS uses special palettes as copy protection and is an RGB system
technically those palettes exist somewhere in this thread, I made them the last time this topic came up
#1091056042667937944 message
wrong color on the background sky
they're VS blue colors and not the blue i grew up with
mapper 99 merged to main core wen
was going thru the games that use 3d glasses
looks like this one has a bug
Highway Star (j) (fmg pirate)
odd not sure why that one was bugged
found an alt version, runs fine
rad racer?
i'd ask you test it to make sure the header and game itself actually work
Highway Star (j) (fmg pirate) is known to be a corrupt dump.
Classified as 'baddump' on some databases.
I have the cart of Highway Star. It uses the Famicom 3D glasses and looks much better than the red/blue 3D of Rad Racer, partially because Square didn't adjust the cues properly for the non-shutter 3D glasses.
FC glasses work great with mister via SNAC too. Definitely more comfortable than the SMS glasses thanks to the strap.
My red blue glasses don't work with Rad Racer for some reason. They work with other stuff
I wonder how much palette choice impacts those red/blue glasses
Why not just pick the same colours as original hardware? 
(Don’t answer that. I’m messing with you :D)
The reason is the developers not adjusting the 3D properly.
Thank you so much. That makes perfect sense.
I think the kitrinx palette is pretty much what the colors are internally before the analog out makes them wonky. Personally I like the kitrinx saturated palette best.
I use the Kitrinx palette too. I was messing around with her because we chatted a few weeks back where she explained the challenges of designing the palettes 🙂
Not got around to testing this yet
#unstable-nightlies message
Am I right in thinking the FDS fix is to stop that random garbled mess that occurs when backing up the save game to SD?
Not sure if this is useful to anyone
Hello, I cannot seem to get past the title screen on Nintendo World Championships 1990. Has anyone dealt with this and maybe have a fix? Could it be a mapper issue?
Huge thank you for that!! 
it is the 2nd controller that can start the game
really appreciate the tip, never knew!
I learned it lately 🙂
New issue, same game. Once I beat the super mario 50 coins and the screen says beat the stage in rad racer, it goes black and stays that way until the 5 minute timer is up and it shows the score total for all 3 games. no button presses on either controller does anything after going to that black screen. No way to play this one?
Maybe if you could make a save state before the game goes to black screen we could opened an issue ticket
Seems like there already is. posted in there - https://github.com/MiSTer-devel/NES_MiSTer/issues/211
I see normally it seems to be fixed with the last unofficial update regarding last comments of this ticket.
The unstable build
#unstable-nightlies message
oh, I had no idea. I'll grab and try it after mowing the lawn.
Okay, was able to test the latest unstable core and it works perfectly now. Thanks again @timber lava 
I feel like this is a question that I already know the answer (no), but just in case I'm missing something: is it possible to get a Virtual Boy controller working over snac? Like, reading the extra buttons.
I think a grand total of two homebrew games (one of which is physical only as far as I know) use it, so not a huge loss if not. It just would be neat if did work.
As in NES games that use the VB controller?
Or do you mean for a theoretical VB core?
What connector type did VB controller use out of interest?
Unless the virtual boy controller uses the same protocols as an SNES or NES then it's probably not currently possible.
Until there is a vb core
SNAC is just wires. It uses the original NES way of communicating with those wires
if you can use a vb controller's extra buttons with an original NES, it'll work. If you can't, it won't work.
I'm using the VB adapter that the Reflex adapt uses plugged into a SNAX. It definitely works as a SNES controller in the NES core (ABXY diamond mapped to the dpad, as its supposed to according to this: https://www.nesdev.org/wiki/Virtual_Boy_controller).
The one game I found that works with a VB controller (Candelabra - Estoscerro by sly dog studios) just doesn't seem to detect it as one. Or... has a bug that resets the option in the menu back to NES controls when saved, who knows! I certainly don't have a way to test it on real hardware.
Ah well, not a big loss: I'll just play it with the other control scheme: two NES controllers.
Okay, I looked into it more (and by that, I mean seeing if anyone in MisterAddon's discord asked about it) and I guess the game requires a special adapter and physical modification to the controller itself. That answers that.
It still works as a SNES controller though. Might be useful for something a la Smash TV, I guess. If anything like would ever exist on the NES...
it's just the nes controller protocol
if it works it works if it doesn't it doesn't
Okay, I found a raw input tester for NES, and yep, it does indeed read all the buttons on a Virtual Boy controller via SNAC. Either its the game or I'm not saving the settings right.
IIRC candelabra requires modding the VB controller itself. I think I fell down this rabbit hole last year. Decided it wasn’t worth hacking up the controller.
Yep, I read your post on the Mister Addons discord. Now that I read it closer, I think what you linked to was just so you could use the A/B button as A/B buttons instead of using the diamond right dpad, but it's hard to say if the game expected it be that way. Especially since I don't think the game dev ever posted the modification video he promised. Either way, the game def. does not seem to want to switch to VB controls even though the SNAC adapter does work and all inputs are being read by the core.
IIRC some homebrew games make use of the extra buttons on a SNES controller, which should work via SNAC at least
Yep, Full Quiet is one (wouldn't use the extra buttons with a VB controller, but does with a real SNES controller).
Nova the Squirrel too (does work properly with a VB controller although using a DPad as ABXY isn't great)
what a useless game hack
if it's really that bad I can add some controller modes in the future
but I find game hacks like this distasteful
I don't know if this is the appropriate place to ask this or not, so if not please point me in the right direction. I've noticed that when loading a different rom from the OSD menu while already playing a game, (e.g., changing from rom A to B) if there is a .sav file for B on the system it will be used, but if not, the .sav for (or equivalent data, I guess) for A will "persist" into the boot to B.
Is this intended behavior?
it doesn't clear ram
it's sort of intended
the real system has a lot of different behavior for the initial state of ram, but not many things (if anything) requires it being clear
some things do benefit from it being "dirty" though
really it should be an option
like clear: 0xFF, 0x00, Random, None
Does Pac-Man championship edition work for anyone else? I just get glitched graphics, I swear this used to work.
Nvm that I apparently had a bad rom, I was like 100 percent sure I’d run this before though. Oh well happy to get it going.
thanks Kitrinx!
I guess follow up question, does a soft reset on the NES core act the same way as original hardware wrt ram?
Don’t thank her, it’ll go to her head. You gotta say “it’s about damn time!”
One RAM clearing method by Christmas?
can you be more specific? which ram?
chr ram? prg ram? system ram? OAM ram? Palette RAM? which mapper?
the timing with the ram is used is accurate in all cases, the initial values of ram are accurate in some cases. RAM decay of OAM isn't implemented because it's kinda pointless. Usage patterns are accurate.
a lot of cases the initial value isnt really known (or cared about) because the game properly initializes it when it boots
only a few sloppy games dont and that's where it can matter
some RNG in games is based on initial ram values and it being "dirty"
hopefully somewhere in that meandering answer I have covered your question
there's a particular battletoads game where initial ram values will break it if they aren't 0xFF
but im pretty sure we added a thing to fix that
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Core By - @fierce estuary
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(please consider joining the MiSTer FPGA's Patreon to help support development)
I can't, unfortunately. I guess I just mean whatever ram you were referring to by "it doesn't clear ram".
prg ram in that case (the battery backed sram for saving)
your meandering did hit a few of the points I was wondering about, but I'm not sure if I understand yet. The game I found this in was the legend of zelda
I do speedrun attempts on the mister, and therefore one question is will resetting at different places in the run/gameplay affect the state of ram in different ways
and if so, is this behavior consistent with original hardware
I can’t speak to this example specifically, but usually with MiSTer, the answer is “yes, unless proven otherwise”, especially on more mature cores like the NES
That might not be the case with newer cores that are still in very active development, like the Saturn, for example
soft reset should be very accurate to the original system
loading a rom is hard to define "accurate" because the original system had no particularly defined behavior for changing carts
some cart ram had defined behavior
the behavior of reset vs power cycle is different
thank you!
Really digging this new Mario 3 hack
Yeah it’s legit amazing
The standard ROM works, but the safe overscan hack doesn't. It used to work, though. Some other hacks that work on real hardware like some of the arcade Gradius hacks also have issues with the latest NES core.
"work on real hardware" is pretty dubious with hacks, are they using headers? what are the correct headers for these hacks?
I think that's the issue since they have 1.0 headers. They aren't in the database and the header fixer doesn't detect them. I'll try editing the Pac-Man CE header to match the non-hacked version.
odd. I got the same behavior in Mesen when I changed it to match the header of the non-hacked version.
a few of these hacks use mapper 19
Actually, I think all of them use mapper 19
I'll try some non hacked Mapper 19 games to see if they still work.
The gradius AC hack that doesn't use mapper 19 works. The Twinbee and Mappy hacks with mapper 19 work.
and non-hacked mapper 19 games work
namco mapper, it has several submappers
that's a messy mapper
it's probably an assumed ram issue
that would be my first guess
it's using the mapper with an odd ram configuration
is it really 19? why use that? for the sound?
yes, these hacks use the namco sound chip
The Gradius hack uses it for a recreation of the AC boot up screen.
it looks like the licensed games it's used for arent very popular so it might be an issue with the mapper or an unexpected non-standard usage of it, or an incorrect header usage for it
Actually, the boot screen is literally all the Twinbee and Gradius Mapper 19 hacks are used for. Main gameplay is standard NES sound. Both have hacks without the boot screen.
I got the Pac-Man CE hack working. Just had to patch the Pac-Man CE rom with the correct header and it carried over.
TBH, those Gradius Hacks are a mess to sort out. From a Japanese page that gives you links to multiple patches.
Pac-Man CE hack is just for overscan, but it makes a difference on CRT.
mister is 100% reliant on headers, so it stands to reason
we dont really fudge it with some things that seem harmless
I'm glad your header fixer exists. Thank you
Just tried out the NES core for the first time today and having some issues with audio. I get video but no audio at all. I’m sure it’s a setting I’m overlooking. Running my audio from the 3.5mm jack. Anyone got a good place for me to start looking?
check the volume?
Yeah, check the volume slider in the menu
Having issues with Pac-Man Championship Edition Demake after core update. I'm wondering if anyone else is having the same problem. The game is now unplayable.
If you download the previous .rbf does it still work for you?
Game works perfectly on NES_20240408.rbf. When I update to NES_20240912.rbf it's unplayable.
Are you using the overscan hack? It's a header issue with Mapper 19 games. Kitrinx's script fixes the rom from the Namco Museum Archives with a 2.0 header and I used the online patcher at romhacking.net to make a patched overscan ROM with the NES 2.0 header
checksum doesn't match the one with the online patcher, but it does put out a rom with a 2.0 header that works on mister.
The games still work, but the core is now more sensitive to poor headers
Whoa yeah, it's busted for me too.
Definitely worked previously.
No clue what version of the game I have since I've had it for so long. All I know is that it used to work, but now it doesn't.
Okay, so I downloaded another version, and that one works. So yeah, some version out there does not play nice with the latest core. Was easy enough to "fix" at least.
The change is probably this one
It requires the header be more accurate for mappers 210 and 19
can you post the checksum of the one that worked for you?
I...don't know how to do that. 
CRC32: 39E8AE60 from the Namco Museum Archives with fixed 2.0 header - works on MiSTer
CRC32: D29874B6 Pac-Man CE with overscan patch that works on MiSTer
no worries
thanks!
Downloaded that patch and now it works. I didn't even know this hack existed, thank you. This hack fixed my OCD with this game on a CRT, the overscan on the scores up top always bugged me. I wish I knew about it before I made my physical cartridges.
I saw that, so the header is the issue
@DiniertoDesigns Re: MiSTer
We are willing to work with MiSTer devs a little while after the game releases to implement MXM-1 on it which would then allow Former Dawn to run on it.
But not until then, because of the predictable increase in piracy that would occur if we did.
Well, it’s good to know they are willing to work with mister devs
So is MXM-1 some custom chip in the cartridge?
Stuff like that always makes projects like this feel less impressive to me since they couldn't have been done back in the day on the hardware. I get that a lot of NES games used specific chips to enhance them back in the day, but those chips were designed at the time that the hardware was still on the market. A custom chip designed 30 years later just makes it feel a lot less impressive than it does at first glance.
Regardless, the game still looks fantastic on its own merit. And I'll be happy to pay them for a rom that I can play on my MiSTer some day in the future.
As a mister enthusiast I'm all for chip gatekeeping
I would also gladly buy the game if it turns out as good as it looks
Yeah i bought a xenocrisis rom a couple months ago for mister and it's pretty old.
Not interested in buying a full cartridge though
tbh that mapper is pretty uninteresting to me
it's kind of like the atari arm things
i'm much more impressed by Micro Mages
like if you want to make a game that needs all that power just make it for snes
we have better systems for that
@AndreaBogazzi @DiniertoDesigns Yes; we're doing something similar to what @theurquanmaster did for the Children of Infinity KS campaign.
I.e. we will release everything, including MXM-1, under permissive open source licenses.
If we meet the stretch goal, we'll release MXM-1 before the game comes out.
I went to their website to see if they had an explanation of why they are creating a new mapper and it might be in the 100,000 word essay talking about their process but idk who is going to read that.
I did catch that "Therefore, the only way to play Former Dawn properly on a toploader NES will be to mod the unit."
Which seems insane to me.
Oh, they have a tldr; It's an audio expansion thing.
yes
basically it's like a feature bloat mapper
the game will only play properly on original famicoms or modded nes
it seems to be a mapper more complex than the nes itself
seems like it kind of got away from them
Oh boy
I'm morally opposed to adding crap like this to emulators, people will ask for it for sure but like, I don't think it's fair for developers to continually be chasing whatever insane add ons people wind up cooking up...
some stuff is ok I guess, like hombrew games/rom hacks that use slightly bigger roms, or yeah stuff like MSU-1 for SNES that is at least a standardised thing that is shared by a bunch of hacks and games
but yeah random bespoke mappers and add ons like this are kind of silly
Adding it to the emulator just means preservation of the homebrew scene. It's not really different from games like Hayazashi Nidan Morita Shougi 2 on SNES that had a one of a kind enhancement chip for the game's AI, except it's more recent by devs who want to see how much they can push the console.
I mean it's very different, the former released during the actual system's lifetime and therefore we know it was feasible for the time, you could whack any modern hardware that you like in a modern cart and be wildly out of spec, even if you try to write an entire essay to try and justify to yourself that it isn't cheating...
not that I don't think that stuff isn't fun or cool, but it's a hardware project at that point
I don’t consider it an NES game myself. It’s the same with 32X, it’s reliant on hardware far beyond the capabilities of the base Genesis that we don’t consider them Genesis games.
But we don’t have any classification of games that go way beyond original hardware so it’s just easier to say it’s an NES game.
Like the Atari carts with ram chips.
What do you think of Blazing Rangers? That game uses mapper 0 and it's one of the better NES homebrews I have played. I found Boulder Dash to be one of the more impressive 2600 homebrews. Uses a bigger cart than bitd, but doesn't use the ARM and the demo works on mister (full version probably does too, but game is only sold physically with no digital version of the full game being sold).
I respect that
I just dont see why we need to make up big fancy mappers when things like mmc5 exist
if you cant make a game with mmc5 you probably shouldnt make it for nes
you aren't "pushing the system" making bigger mappers, you're just using the system as a pass through for some big powerful modern chip on the cart
i think the distinction they draw about processing makes sense, tho
all the actual computing is happening on the NES same as with any older game
it's closer in some ways to being a "real" NES game than a SuperFX or MSU-1 game is to being a "real" SNES game
I just wanna play the game, sounds like I can do it on consoles and PC though
Still there's something nifty about playing it on MiSTer as dumb as it sounds
I disagree with that logic, or that example rather. We call Star Wars Arcade a 32x game because it 'requires' a 32x to be played. This new homebrew, requires a Famicom(or modded NES) to be played. So to me, it is a defacto NES game.
Not asking any MiSTer dev to support it. Just adding my opinion here. I get that it's new and modern, but the argument thata it isn't a insert-system-name- here game because it utilizes hardware beyond original system doesn't sit well with me. By that analogy, StarFox is not a SNES game because it uses the SuperFX. Virtua Racing is not a Genesis game of the Sega Virtua Processor. And most every NES game is not a NES game because of the different mappers.
^Not meant as an argument or debate, just adding different perspective.
The argument sits well with me!
I hate MSU-1 quite a bit as well. It's a matter of scale though, and mostly likely the majority of the processing is not done in the 6502 but rather only basic fetches of pre-processes information. On the atari arm "mappers" for instance all the physics of the game are done in the 75mhz arm chip and the system is simply used bluntly as a paintbrush.
that's not really a co processor as much as a whole alternate system
I always thought the MSU-1 was supposed to be a “what if the Nintendo PlayStation was real”
in this case they specifically talk in their blog post about the limitations they put in place for the project and doing 100% of the computation in the 6502 was one of the main ones
like, i agree that games that just use the underlying platform as an output pipe are pretty badly missing the point but there's at least a specific attempt on this one to not do that, whether or not you agree the spot they fell accomplishes it
in this case it's being highly anachronistic and simply replacing the system. It's like taking a hand screwdiver and gluing it to the end of a drill and saying "Look I made this using only hand tools"
like just freaking use the right tool for the job
dont play stupid games
sort of, but IIRC the way it approaches the content it loads is pretty anachronistic in a way that i have always thought is neat but not very faithful
that said i have a new appreciation for it ever since people used it to more effectively simulate the BSX games
It’s pretty cool, I like it a lot.
i'm trying to think what i've actually used it for in practice
FF6 T-Edition has an MSU-1 soundtrack pack purely to get around bugs the author introduced into the music playing over time. that's fine by me inasmuch as T-Edition is an insane Frankenstein's monster held together with spit and prayer
the BSX stuff again is a very neat and appropriate use
i made a hack myself of Final Fantasy C2 (this is a hack of FF4 to implement a version of the FF2 storyline) to insert FF1+2 music in place of the FF4 stuff, but that was purely as a personal exercise lol
The Killer Instinct MSU-1 patch adds in FMV and music from the arcade game. It’s this weird ass amalgamation but it’s absolutely awesome.
the tokimemo MSU-1 version is also neat on a similar level, since it pulls in stuff from the superior PC version
you're a weird ass amalgamation