#NES/FC/FDS/Dendy
1 messages · Page 6 of 1
I wonder why…
Risk of people accidentally pressing it I guess
Possible interference with other mister menu hotkeys or something?
Well if it’s accidental pressing, seems like it’d be cool to give the user the option to use either 2 or 3 buttons
I agree! Lol
it could be two button if we switch to a dedicated SS button like psx
but using existing buttons it's way too easy to accidentically hit with only two buttons
that would impact even people who dont want to use it
I thought it was already updated to use a ss button but if it's not we can do that
it's better than just using the existing ones
Yes!
He is so great. Always coming out of nowhere to fix the things most needed to the full surprise of all of us.
Kamen Rider Club is working now.
And some FDS games are auto switching sides without issue now (a cooldown time have been added, as some games don't like to be switched under a second).
Does this fix Estique?
nope
Will SS button be like PSX now?
I guess I don't know how PSX is, you have dedicated load and save state buttons? I don't have any extra buttons on my snes controller
It’s just one button on PSX instead of button+start. I use the mic button on DualSense+down to save and up to load.
I prefer that way but maybe others don’t.
Yeah I don't have enough buttons lol
I just wish I could do select plus R shoulder or something.
estique is probably a bad dump
another PR for CPU part :
https://github.com/MiSTer-devel/NES_MiSTer/pull/404
https://github.com/MiSTer-devel/NES_MiSTer/issues/379
The KIL instruction now takes infinite cycles to execute, halting the CPU until a reset occurs. Resolves #379
KIL/STP/JAM/HLT is a series of unofficial opcodes that are supposed to stop the CPU after their execution: https://www.masswerk.at/6502/6502_instruction_set.html#JAM However, it would seem that on ...
I will take a look on the PR tomorrow.
I hope the dogbone helps with your aches. I like the snes controller as an alternate nes pad.
could never get used to the upward curve of the buttons on the dogbone pad
Yeah it's odd plus the round part on the front and back
I never used one but I feel they were just trying make the nes look more like a snes.
I do use my snes controller a lot for nes games on mister.
They did but they made it worse lol
It's oval shaped from the side
Dog bones for days
I guess you could say anyone that bought the new designed nes got boned 🤣🤣
Yeah it was just a way to visually modernize the nes. That seemed obvious to me as a kid. Over time it has been romanticized.
Am I on SNES?
you probably should be
I am!
Though not officially...
It's not technically Nintendo licensed >.>
But I was in that era!
KIL opcode added (PR from here #1091056042667937944 message)
EDIT : That's just a demand for some specific speedruns.
For testing purposes only, you are better off with the 2025-01-13 build.
The what now
kill...
you will notice exactly nothing because it's never used
it just breaks the cpu
but I guess it's technically there, so why not
https://github.com/MiSTer-devel/NES_MiSTer/issues/379 - not officially used in a game, but inadvertently used by speedrunners I guess
However, one area where this is quite relevant is in Speedruns making use of an ACE exploit, like Super Mario Bros. 3 Any% or Castlevania Any% w/ ACE. These runs involve setups that make use of game bugs that shift the Program Counter within RAM, where a payload can be placed to warp directly to the end credits, for example. In certain cases, depending on luck or player execution, a STP opcode may be encountered. If a platform is not emulating the behavior of this opcode correctly, it may cause the ACE to work in situations where it wouldn't on original hardware.
so manipulating the PC within RAM to run an unofficial opcode instead lol, sick
sure. okay.
though im pretty sure those exploits already work, i've seen them work
the smb3 one at least
Actually, I think the complaint was some people were doing this to speedrun, and were succeeding when they should fail because the cpu wasnt halting. Essentially they were going faster than they should be able to by ignoring the kill instructions
Thanks @timber lava , this CR is really appreciated! It may not seem like much, but things like this really help to get more adoption in the speedrunning community. I've personally been so excited seeing this growth and am grateful for fixes like this to fight some FUD in the nes speedrunning community. I may have to celebrate by submitting an ace% run in the castlevania category on my mister now
(fyi @sbdwolf)
Exactly. This allows speedrunners to execute different glitches that won't work on original hardware since the system will just freeze up.
Here is a good example of what I mean. This is a clip of me a few years ago teaching people about castlevania glitches. In the process something really weird happened. We were all excited that it may be a wrong warp possibility, but after a lot of searching, it seems this codepath very likely would have hit a kill opcode on original hardware: https://www.twitch.tv/videos/1632474297?t=00h34m27s
alright well, there you go. kil
I didnt add it
im just saying it's there now 🙂
accuracy is accuracy
Warts and all 😉
👋 I'm a moderator from smb3 and past MISTer owner. I'd like to unban mister, but the (admittedly arbitrary) goal post I'd like first is for this to be merged and in official releases. Maybe a week or two for confidence? Good support/documentation and accessibility and yadda yadda 😅 . Thanks for considering it :) 🎉
(if it does go in and is unbanned please tell me if you have to revert it 😅 )
login to github and watch the repo, it will alert you when there are new issues, PR's, etc... also our #news channel will post when the new release comes out. we aren't going to typically go out of our way to inform every speedrunning community and person manually whenever there are changes
great, thanks for the help! that was a request for the folks who wrote it or are interested (simplistic, maybe sbdwolf) in my community... I wouldn't expect y'all to tell me. similarly, it's not practical for me to watch repos at that granularity for every project I've been interested in either 😅. sorry for being unclear.
no worries!
thanks for that implementation!
Thanks for joining us and it’s awesome the MiSTer can be used for your community!
Sorg just merged the KIL opcode emulation
he's just asking paul if there's any more forthcoming changes before he does a release
When is Sorg merging the aubergine Mario sky?
Typo back again
Advanced > Video Dijitter
Get kuba on the case
@dreamy hornet , we officially summon you
There's no Roger here
Dijitter is a better spelling
you have to rub the lamp and it will sync 3 frames
😂
For people enjoying a video DEJITTER and using a PERIPHERAL.
Is that spelling corrections lol
lol that’s awesome
It was literally unusable thank you
I received my NES cart and dumped it using Retroblaster. Interestingly, I don't get the black lines, but unfortunately there's another problem. It plays at the wrong speed. It was flagged as NTSC but the music and sound are only correct if I change the flag to PAL. Don't really understand that. I am by no means an expert on NES dumping. I'm open to suggestions for sure 🙂
so you dumped the PAL version
the way this mapper works it is has two complete copies of the game on the ROM, and NTSC and a PAL version, it somehow auto-decides which bank to use
top loader
it's not mmc3 prely
ahh
wonder if the header can somehow be tweaked to fix it ?
how big is the file
513k
you might be able to split it in half depending on if you dumped the whole thing
in reality, the mapper needs to be implemented
which is basically mmc3 plus the little extra that deicides the bank
you wanna take a look? This is a bit over my head honestly
ill wait for the mapper to be finalized before I do anything with it
How would I go about splitting it in half? Is there a tool for that?
oh
the one with the lines though was the Japanese version
Is anyone working on the mapper?
I played a little bit of Estique and it’s pretty fun…I think I have the “bad” dump, but it was totally playable still
Is Estique a new cart release?
Yes, from last month.
My friends at Broke Studio published the game.
#games-and-patches message
It looks really cool - https://www.brokestudio.fr/product/chouyoku-senki-estique-fc/
Good art
Anyone know what happened here? Rest of the game was fine
Accidentally knocked the cartridge? 🙃
Do a save state right there, reboot, come back and see if it's still borked
If you are using Villena's RAM, that's what happened
It might be worthy to post memtest results
I got my sdram from misteraddons. In the sdram test, the red number is stable when the yellow number is 140. That's not bad, right?
MisterAddons stuff are the real deal. You should be fine. Very interesting bug though
yup, thats good
Pork makes good shit
Celeste NES is really nice so far.
I've recompiled the last version from today, some physics were not perfect on the demo one.
hey, i need some help with an issue. i'm having trouble getting a FF3 translation to run on the NES core. this one in particular: https://www.romhacking.net/translations/1590/
when booting it, i'm getting the following screen:
the readme of the translation also has the following info:
In order to make the translation as high-quality as possible, the patch
takes the approach of Dragon Quest/Warrior IV and expands the ROM size to
1MByte; unfortunately, some emulators don't support this type of ROM
correctly. When the ROM starts, it checks whether the emulator can handle
1MB ROMs, and displays an error screen if not. If you see the error, ask
the author of your emulator to fix MMC3 support for 1MB ROMs.
is there anything that can be done to make this playable on the MiSTer?
Thank you. Is that this one? https://github.com/iProgramMC/CelesteNES/releases/tag/demo-1.00
Absolutely.
How do you play it on snes?
There’s the Chaos Rush translation that keeps the ROM at 512k, no expansion needed
https://www.romhacking.net/translations/4760/
I assume there’s a reason you want to use this 1M version though
yeah, i wanted to use ad0220's translation. i'm familiar with the other translations. the one by Chaos Rush relies too heavily on the DS remake script and uses modern terminology. it also has some bugs that were never fixed according to the thread
Ironically I’m going through FF1 at the moment and there’s just so many versions of these games with various gameplay tweaks, translations etc it’s an absolute minefield working out which versions to actually play!
On the topic of 1M MMC3 I’d be intrigued if that gets implemented, given the MiSTer aims for hardware recreation as close as possible and as the OG NES can’t handle MMC3 ROMs above 512k it’d kinda go against that philosophy.
if (!oversized) prgsel[7:6] = 2'b00;
Could probably change that and allow oversized to check the PRG size, in addition to mapper 268 currently.
did you (or anyone else) here try out celeste mario zap and dash? https://www.romhacking.net/hacks/7915/
i had such a good time w/this game
yes! It’s super fun. I need to play more of it
Does anyone have thoughts on which palette is closest to the NESRGB "Improved" palette? I was watching a zelda 2 speedrunner last night and asked what his setup was like to get the colors he was getting and that's the hardware/setting he said he has. Here's a link to some footage with some of the more notable colors imo: https://www.twitch.tv/videos/2363058865?t=00h04m20s
The NESRGB website says Improved is based on FCEUX, but it doesn't really look like that for me when I turn on the FCEUX palette
fceux palette generally kinda sucks. I dunno what that one is but it uses very yellowy yellows and no desaturation
try my full saturation one and it'll be fairly close
try Sony CXA
Still kind of weird how the NES technically can't output yellow. The closest is either a more dull beige yellow or that deeper cheddar yellow.
nes yellow is greenish
I mean it's just dividing up the color wheel evenly, it's gonna have to fudge some
This error message looks pretty yellow $7D #1091056042667937944 message
Thanks, I'll give that a try!
what would be the best way to get this implemented? should i make a post on github?
Get someone to build and test this one line change https://github.com/MiSTer-devel/NES_MiSTer/pull/406
Oh sorg merged it already. Probably should have waited on the pr...Has any one tried it yet?
I’m not sure I understand the issue enough to test it properly (I don’t know what could break with the change). I built it so @rocky bison could give it a spin
I was about to say the same thing I really dont understand what it does enough to test it. Im guessing its only useful for certain roms.
Presumably, this error goes away
could other things break tho?
not likely. code in the cart module already wraps addresses outside the prg size. If it asks for prg address at 512KB+ but the prg size is only 512KB it wraps it back to the first 512KB. Basically limiting it in the mapper does nothing if the size is 512 or less because it is already limited in the cart module.
Someone is going to have to send me a translated rom because I don't like FF3 that much :p
I am sure it's fine but also, I don't like FF3 that much
yeah i had the same warning 😅 from what i understand it's the patch tool. i patched it in a VM just to be safe
yeah, the website warned against as much. Ive been got once by "safe" files, never again
i can drop the patched rom here if you want to do further testing. but i'm not sure if that's allowed
but for now i can just use your core file. and i'd imagine it will get added to the main build in the future?
It got merged this morning. It’s in the official unstable build now
Next NES update will have it
ahh awesome! thanks
Been playing solar jetman on nes. Out of nowhere the game shows corruption in the sprites when you are in the mothership. I replaced the rom and still no change. Did I find a new bug in the core?
game works flawlessly otherwise
I played this for hundreds of hours before this started happening
seems unlikely to be a core bug, if anything that would be a mapper bug but more likely the rom header is wrong
Works ok for me. One of my favorites. Took a while to beat in my youth when only renting it.
Note that there are passwords that can create glitches...
Glitch Level
On the password screen, type in MMMMMMMMMMMM. It will take you to a shop where there are glitched items, then an oddly colored version of Planet 5 titled U©, a glitched bonus stage, and finally Planet 12. You will have 666666 points, 6 lives and 6 jetpods. All items in the shop will be available, and you will start with the Italian racing pod.
Contributed By: Mr_A24 5 0
One of my favorites from my youth as well
I also like that one and it seems to work fine for me as well
If you use Antonio Villena's RAM, that could cause that kind of bugs for me
on the nes core? interesting
don't think i've heard any reports of NES core issues tied to the 4chip sdram yet
I had core issues with SNES and MegaDrive on the 4C RAM, yes.
I told Antonio publicly on the spanish MiSTer FPGA group he rules with an iron first, and I got banned.
So he continued selling faulty RAM to this day or at least recently.
When people finds out, it's been months since they bought the RAM, so the villain gets another sell.
Stay away from his products.
we've told people for like, years that ram was bad
I think they just said we hated spanish people or something
I am spanish. And yes, that RAM is bad, has been for years, and the person selling it is dishonest.
In other words, you were right from the beginning. But most frightening part of the story is how Antonio bans people for telling other people about these problems...
not surprised
he's always been pretty dishonest
like when sorg asked him to evalutate some 64mb ram he was considering for use with neogeo, instead he took the design and started selling it when it wasn't even finalized yet
of course we ultimately went with 128mb instead so all those people with 64mb got just crappy ram
He did a similar thing with the ZX-UNO design...
That person has been damaging the FPGA scene for years now. I hope he can't leech it anymore due to recent cheaper and more robust developments by Taki and finally gets what he deserves.
Using Sorg's work like that... It's such an ugly thing to do
I used to use some of his cases..I even backed away from that when I seen how toxic he was.
dude seems like a real bummer
Sorry to laugh but it makes me chuckle that he banned you for pointing out the flaws in his 4chip ram (which he only did to shave a couple bucks off cost for himself)
In fact, I find it so immensely stupid and evil that I find it kinda funny too
So I understand what you mean
If he cant take criticism he probably did you a favor by banning you.
The most important lesson as a creator is learning how to gracefully receive criticism and separating critique of the product from critique of yourself.
It’s not that easy honestly but there’s no winning when lashing out against criticism. Even criticism meant vindictively. Which of course wasn’t this case but it does happen.
But even though I fully understand that, banning someone for calling out faults in your product is an awful move. It shows lack of confidence in your product and being petty enough to silence people who are only trying to help.
Good advice. I should copy that and send it to all junior devs when they start doing code review
So many really struggle at first with giving and receiving feedback
That's why you call me a vocal minority when I express my disgust with lootboxes, microtransactions and games as a service?
I don't think a company that does those things counts as a creator. They aren't putting in lootboxes for some artistic reason.
Yes
is original composite video output (not encoded from an RGB palette, but generated by the simulated PPU) available in the NES core? I remember a year or two ago someone saying this was possible but low priority back then, but now it's easier than ever to output cvbs (and yc) from the mister
no, and the way composite is generally implemented it's not super possible
the ppu generates the pre-mixed signal but on mister iirc it has to be output as seperate components
fortunately it's pointless, so there's that
help, the ground in zelda 1 is piss yellow
They used those golden showers to color the cartridge.
Paul is really an angel doing the lord’s work 
I wouldn't quite agree it's pointless (there's a reason I'm interested obviously, and could make a case for it but will spare you lol)
but it's good to know it's not technically feasible and I should stop hoping for it on mister
She just has just a different perspective but means no ill-intent. Fortunately you can get a decent reproduction of a composite signal using the MiSTer’s built-in shaders and filters.
yeah of course, the point is well taken
a decent reproduction can be decent, but if you're already simulating the chips so well you could go all the way and output "the real thing", if only for preservation purposes if you want to set taste differences aside
paulb-nl saves... wherever he damn well pleases
Did FDS games not support save states before?
save states are kind of on a per mapper basis and that one wasn't added
If I counted correctly only 21 of 140 implemented mappers are missing save states. FDS is likely the only noteworthy one of that group. It is probably the most complicated mapper which is why it hadn't been done yet. Thanks, Paul
Paul strikes again
What do you think of this @fierce estuary ?
I keep wondering if chroma crosstalk is meant to be needless or something to maybe explore on a new take on an NES-core if someone were ever to do it
(Sorry if this sounds vaguely worded)
chroma-luma garbage was never used intentionally on the NES for anything because it's inconsistent with the timing that the nes uses, unlike, say, 7800
or genesis
it's possible some people guess that something might be intentional like the distortion on the gremlins rug, but there's no evidence it is
nor does it seem particularly desireable
Where is this discussion from? I want to read more about that "shining star" effect on PAL Gradius (I grew up with that).

Okkay that makes sense~
Chroma Luma garbage wen
It’s Sonic waterfall rainbows all over again.
Mario’s sky is vermillion
And now we fight.
We could probably all share screenshots and depending on our tvs and mister settings they would all look different.
sigh. periwinkle.
Mario Bros. Sky is old news. Wood Man Tree Jitter is the new hotness
I thought it was blue?
I'm going to say the sky is orange to be a rebelious contrarian.
And this is why the proletariat will never seize the means of production. Too busy fighting amongst ourselves about the color of the sky.
Our sky
Kiki dawg got that fight in them
I have zero shimmer/jitter so I have to backup that position
We are among the shimmerless. God has turned their back on us
I think my position will be that the shimmer is bad
The always effective "You can't fire me. I quit" approach
I would appreciate an overcast mod for smb that makes the sky grey so nobody argues anymore.
My tv shows Kitrinx as periwinkle and Wavebeam as blue
Can’t believe I’ve enjoyed Mega Man 2 all this time with no tree shimmer.
My entire life is a lie. It’s Mortal Kombat 2 on 3DO all over again
I beat it on original hardware not too ago but have played on mister since. I never would have caught the difference.
While exploring the tree shimmer, i tried a few games via component. It felt very off after several months of composite/rf
All these years of people seeking perfection. 3D Y-comb filters. Attenuated RGB.
All for naught.
The shaky leaves reveal the one true path.
Jitterness is Godliness, like I always say
That still is lowkey cool
Bring in the chromaluma crosstalk garbage
I'm having so much fun with the nes core. Dragon quest is the best.
Does it have rustling leaves?

Of course not.
Boooooooo
How can you even play it?
I get horribly motion sick if the leaves don’t shimmer
It grounds me in reality
I'm playing delocalization patches of the nes titles. And with xp hacks. For 1 I used 3x and for 2 I'm playing with 2x. I feel like these games are so whimsical and casual that they don't really need much grinding or challenge to be fun.
Have you tried the snes versions?
That’s the game that suckered me into a Nintendo Power sub to get a free copy.
Yeah but they feel too snesy too me. I also enjoyed the gbc versions but they have a lot of slowdown and the graphics are a downgrade. I like the nes versions most I think.
Nes version is what I grew up with the thing that I like about the snes ones is the qol stuff. 1 button press to open chest or unlock doors instead of going through the menu.
Yeah well there are not that many chests or doors.
Also with the exception of the first game which has colorful backgrounds behind monsters in battle..the others have black backgrounds for battles. Makes 2 and 3 seem like a step back on the nes. They all have the colorful backgrounds on snes
SNES Dragon Quest supremacy! 
Think you're in the wrong channel. I think the nes is hugely underrated. And ALL remakes are shit.
Hehhheyy~
👍
The delocalization patch removes the god awful "old English" the official translation is using.
I like the ye olde english
You say the nes is under rated and remakes are sh*t. Yet you even have to patch and change them to play..thats a bit hypocritical .lol
I like the old english too..it fits the game
Art thou doth the critic?
Fortune smiles upon thee
Makes it feel more Shakespearean 🤣
Does the English shimmer at least?
Hero: no
Princess: But thou must!!
"Did I fucking stutter?"
@median whale Tried to record MiSTer composite from Mega Man 2. I think sticking to comparisons as seen on CRT might be easier! It's not normally so shaking like that! Maybe just part of whatever Mega Man 2 is doing. No idea
That's PAL Mega Man 2 using MiSTeraddons active adapter
I kind of dig the slower Wood Man theme.
Yeah this is how it looks on mine. No discernible shimmer at all. Whereas dolch had tiny shimmer on his.
I'll have to test again on the CRT some other day. I also recorded Gradius, no star flicker.
Though, I thought I could see some watching through CRT when I tested, but it's been a good while since then
This is a playthrough on original hardware and it has the shimmer shines bright on this one too. I had to go through 5 videos to find one that had it.
Where is the star flicker on gradius? Ive barely played that game
Can't remember where I was first given the Gradius reference but these are the best videos I can find for now.
My understanding is you see flicker in some of the stars from the very start of the game.
PAL; https://youtu.be/_plxhmshiTQ?si=CFedQfZMGMmDYRLC&t=8
NTSC; https://youtu.be/SUIG3hhLD3E?si=uSV6Vx_IIg80VcPx&t=8
that's just composite randomly losing data because they are 1 pixel wide and the clock is not even on nes
probably depends on your tv
nes's composite is a bit non-standard, so better tvs wont lose that data
again, I can't stress this enough, no composite effects are intentional on the NES because they can't be
at least, not outside just relying on generic fidelity loss to blur edges a bit
I'm a hypocrite for exchanging an awful translation from the 80s with a lovingly created and accurate one instead of replacing a non-existent one with a lovingly created and non-existent one, yup. 
It has nothing to do with the translation or if they good or bad. You said the nes versions are the best yet you need to change them to make them playable for you .lol
I beat the original versions as well. And best doesn't mean good! 
In that case, I am the best video game player.
I might be the best at a lot of things now
Best can also be defined as the least bad if that helps.
He's the least bad Virtual Matt on the server, by far
The best is not good ..thats a really low bar for the best then .lol
As for the old english translation I like it better because I like the names better. I prefer Edrick over Loto..what the hell is a loto?!
A Roto of course. What's an Erdrick?
i’ll tell you when you’re older
So it's a boomer secret?
And its not even his real name Just a name given to the hero
So it could have been anything.so make it cool atleat..lol
If yall really want to play bad versions of those 3 games try the switch versions that were all on 1 cart
That's the most bad version.
Where did it come from? It was a phone version?
And before that it was gba or something?
There is no gba version and the gbc version are actually pretty good.
Being honest the phone version are better than those switch versions
Never played the phone versions. How did they manage that?
Even the phone version doesn't have that java look to them the switch games have.
Really? FML.
Maybe I'll try the hd2d version when they're all out. But that's gonna have to be a deeep sale.
The phone version is still a bit weird tho. It uses the vertical orientation of the phone.
That's actually pretty
I like it but I can see why some may not
I'm some tbh.
If it's of any consolation I also wildly prefer the nes versions of ff1-3.
I agree. That’s a nope from me dawg
Remaking an 8bit game to a high resolution 16bit game isn’t that appealing to me
Probably nostalgia talking, I just like my 8bit games looking 8bit
But I’m a fan of the HD2D shenanigans they did with DQ3
People can play the SNES version though which also looks nice
(Also = as well as the NES)
The switch/mobile one is awful cos it’s like half and half
It’s like playing a PS1 game with pre-rendered backgrounds rending the 3D elements at 4K
Yeah, I like a 16bit look
Just not that super high res mobile look
It looks anachronistic?
The most egregious bit is the awful flash art they use for the monsters in battles 🤮
YOU LOOK.... achromatastic...
I got the phone ones too
Never played the snes or gbc versions
Just to share:
https://x.com/redherring32/status/1892392234563080490
awesome. someone on nesdev made a flashcart for the network system and offered it to devs. can't wait to see what they do with it.
Is this that Famicom that let people look at horse racing scores and banking stuff?
usually an add-on but this version is a combined console. you could also look up reviews with the mario club card.
nintendo protoyped some simple online board games some people are now hoping to recreate
Easy there FBI I ain't sayin' nothin' till my lawyer gets here
I can imagine the kind of network speeds back then you could just go to your bank and get the info quicker
Is there any plan to add the mapper & hardware support for Former Dawn to the MiSTer NES core?
I doubt it. At least probably not without the help of the game's devs.
They are making that game really weird. It won't even run on toploaders.
toaster-only nes game
Does it have some modern chips on the board?
https://somethingnerdy.com/unlocking-the-nes-for-former-dawn/
FPGA based mapper with
Indirect access to as much data as could be stored on 4 CD-ROMs. (2.8GiB)
Direct access to up to 1 MiB of RAM
...```
seemingly more nuanced than putting a rpi in there but... yeah
Umm, that reads like nonsense. Access to 4 CDs worth of data? On a NES cart board?
Why not stick a jet engine on the back of your Ford Escort and use it to do the school run...
yep I'm with you, at some point its not a NES
arguably more of one than using the console as video out for a pi https://www.youtube.com/watch?v=FzVN9kIUNxw
ie the dev makes that argument in the link
No, it’s not an NES game.
EDIT: This isn’t a good or bad thing, it’s just using super advanced tech.
yeah, it's interesting and the folks behind it are clearly dedicated but not something I'd expect to see run on MiSTer
then again we got MSU1 for SNES so if it became more widely used then maybe but still probably not
I think its cool as hell and I’m excited to see more about it but I personally don’t consider it an NES game if they’re using hardware that’s so far above and beyond the capabilities of the original hardware.
It’s a weird hybrid thing that’s super cool.
Yeah, if that’s the case then I’m sure a core dev would begrudgingly add support to it lol.
But I am personally also totally ok with only being able to play it with an original cart.
yup
I feel like developers of that kind of extreme mapper put undue pressure on emu devs.
True, when it was near implementing it in their own emu and then support growing that seems different
Or don’t want their game being emulated
It's more impressive to paint on the canvas using the restrictions that are contemporaneous to me.
does make you wonder why not make a SNES game
or whatever
but eh, that writeup was interesting
They make a compelling argument that it's akin to a CD-ROM add-on for the NES, much like the Sega CD or TurboGrafx-16 CD-ROM, which I think is both fair and amazing. Bring on the the NES Tower of (Now You're Playing With) Power.
Just imagine the worlds that could be created with 8-Bit NES sounds and graphics. 700 MB would be bigger than thousands of NES games (maybe bigger than all of them!!) combined (if one needs that).
(if anybody is in doubt: no, I actually don't think that this is needed, not even MSU1).
I made a comment like this on a Time Extention article about the game, and the developer immediately clapped back at me to say that it absolutely could have been done on the NES back in the day. Came off as gas lighting the heck out of me.
Ah, found it.
Take what you will from it.
Oh interesting
Yeah the linked article that CountDuckula posted by the dev goes into this in great detail. They set a goal to make a mapper that was technologically AND financially feasable to produce in real life in 1994. I think it's really admirable.
So, I have to disagree with @Robby, I see this very much as a real NES game. In a way it's more authentically a NES game (based on the dev article), then StarFox is a SNES game or Virtual Racer is Genesis game.
Apparently, the code for the enhancement chip itself is written in Verilog - they already have it running on the N8 Pro, and are referring to the chip design itself as the MXM-0. (You can run a prototype of it on the N8 Pro available from their website.)
It sounds like their goal is to release the designs for the expansion chip as open-source, so it's something to keep an eye out for.
No, it's all a mapper. I think where people are getting hung up is that they designed it to it 'COULD' have been made back in the day with a custom ASIC and was financially doable if you were a large studio. But in 2025 dollars and indie reach, they are 'implimenting' it in an fpga because it's cheaper. But apparently they will opensource the verilog so you could actually manufacture it.
Oh
You need to write their articles plz
that was very straightforward thank you
I also disagree with that Robby guy btw
lol and you're welcome. That article is VERY interesting and describes it in detail. But yeah, it could use a TL:DR; But I get where they are coming from. They are very proud of their baby and overexplaining to the point where a lot of people just don't have the time to read through it all.
I mean I think the harmony cart stuff is cool too. I shouldn’t have said bs lol.
I just really like drawing a line in the sand going “this was theoretically possible given the hardware and tech at the time” and “here’s some crazy shit that pushes the boundaries of the console so far beyond it was ever scoped to do”.
Both are awesome and I don’t think one is lesser or greater than the other. But you do have to hand it the former where someone takes the time to build a format that really could’ve worked for the hardware at the time.
Anyways I’m don rambling. I just really like retro games and I can’t shut up. Sorry lol
I agree completely, and I get why so many here are protective/skeptical so the people don't get/set unreasonable expectations on what can be done on MiSTer. All gaming is awesome.
I do hope we get support for this in the core as it (from an educated but non-developer user perspective) seems doable. And if they do open source their mapper could make way for really interesting NES games in the future.
....on the other hand, if it doesn't get implemented on MiSTer, might finally push me over the edge to try modding my NES, or building one of those all brand new DIY mobos like Opentendo.
...but damn I don't 'need' another project...
I mean... is it just more storage? I'd argue that was possible back in the day if you threw enough money at it. but placing a RPi with a GPU and network access would not be feasible back then
Basically more storage and period appropriate sound chip.
I mean, it wasnt theoretically possible because the cpu they use would have been faster than the best supercomputer in the world at the time
it seems like it might not even work depending on the mods and things, given how picky it is
fwiw cd addon for NES would have been dumb at the time, FDS addon worked okay and because of it there was room for external audio, but the system itself had such poor interrupt management it would have been a disaster
frankly I absolutely don't want to see the introduction of anything like MSU1 for the NES ever
it was a travesty that it happened to snes tbh
especially with an implementation that is so anachronistic and difficult to implement
Yeah but for that I can see the logic since the Nintendo PlayStation was a real device being actively developed for.
yes but it wouldnt have worked like that
Yeah, I have no concept of how it’s implemented. At a high level the MSU1 format just comes across like a “what if” scenario.
So I get it, even if the implementation and integration isn’t accurate to reality.
GameBoy MSU1 is just funny to me, the divide is too great lol.
NES CD audio falls in the same camp for me anyways.
NES audio generation is pretty iconic to the experience, even VRC-7 is kinda jarring
What do you mean by picky? Are there some early tests of this mapper somewhere?
Would an NES even be able to realistically interface with a cdrom unit? It’s hardware from ‘83. The PC Engine I think was built with an eye towards the CD rom attachment and that came out in ‘87 (cdrom ‘88).
From there website (albeit 2022): " In other words, this mapper is real. It is not a theoretical construct! Any one of you with a genuine hardware NES (frontloader or toploader) could insert one of our N8 Pro dev cartridges and run the current build of Former Dawn right now. Compatibility with NES clones varies, but is quite good; more on that later."
there was a port at the bottom of the NES that could be used to interface with a cdrom unit somewhat
it would also need a cart of some kind that worked together with it
That’s cool. I don’t know how capable that port is at all tbh.
it had access to the 4 external ppu control pins and the external audio pin at the bottom of the NES
it was intended for FDS
Good ‘ole Faulty Disk System
but they didn't release FDS in the USA because of piracy and the lack of need of the rom price crisis subsided
the data access times would have been poor on cd's and the NES's ram is not made for caching so the unit would have needed a cost-prohibitive amount of ram to be able to use data from discs
in 1988 for example a pc would have had 512kb of ram with an expensive upgrade to 640kb
it's an 8 bit cpu of course so the banking system would have had to be pretty ridiculous
and.. who the hell could write such a big program?
So what you’re saying is that while technically possible, due to the hardware limitations so much overhead would need to be integrated for it to function that it would’ve been considered financially impossible to even consider?
Like basically redesign the whole system pretty much?
I mean yeah you could sort of cajole it into working with modern parts, it's possible in that sense, but at the time it would have been a real struggle and very inefficient and kinda useless too
like what would you do with all that space other than I guess cd audio
the NES has 52 colors it cant play video
Right, need to consider cdrom tech at the time which is worlds different than what we have today.
the programs for it are hand written in 6502 assembly
Also single speed at best so data loading would’ve been leagues slower than cartridges.
it has an 8 sprite per line limit and a lot of other limits as well that make complex and detailed scenes difficult
yes, cd speed data without a large cache would be way too slow
anyway it's all very anachronistic and unessesary
MMC5 is already too much
But that’s real!
They demonstrate playing video with their mapper. shrug
im sure they had some kind of bad apple demo but with that many colors it can't be fantastic
Right extra storage and cd quality audio. At that time period...ala the PC-Engine CD-ROM...which as you would say "it's not great.....it's awesome"
the turbo cd stuff was fraught with problems
Not bad apple:
not good video
Never said anything about being 'good' 😉
Streaming music is nice but the extra storage I wonder how feasible it would be considering the access times. But I do not know of course.
1988 is the end of NES's life span more or less
I wonder how the early PC Engine CD games handled all that.
‘83, isn’t that nuts?
tg16 was technically much more capable of using it effectively though with it's massive exposed bus and things
So it was being developed in ‘82 lol
the NES was a great machine and it's expansible nature is what let it be so successful
it's just not really a system that is well suited for huge data
like yeah you CAN do it
just like you can do it with atari 2600
it's just going to be shit
I mean, what they've posted and show and written up does not seem like shit.
in scenarios like this you just use the system as a glorified paintbrush and it really become a "what's the fucking point?" situation
Cause people like pushing the envelope in weird ways
I mean I get you, from a business and logistics scenario.
Like it makes no sense whatsoever back when the NES was being actively sold.
A novel challenge, restricting yourself to constraints of the time, a learning experience, passion project. Why does everything have to have univerally accepted point?
Even if technically possible it would’ve been fiscally impossible and a complete tech nightmare.
because now people like us have to deal with figuring out what to do with it 😛
lol I hope someone makes a cdrom attachment for the gameboy
See your head spin lol
So, bad counter argument I know. But, 32X came out. I see this kinda like that.
yeah that sure was a mistake lol
And as bad as the 32X was, I understand the rationale. I 'supposedly' cheaper add on versus shelling out money for a whole new system.
I do like some games on it haha
Hate to correct you on this, it still IS a great machine! 
I want to say that appealed to me cause I was poor and the Saturn was expensive to me........ but yeah, I ended up with two Saturns shortly after launch.
if we're real even the SNES MSU-1 featuers, which also don't work super realistically for their era, are kinda jarring on SNES
like yes it could have probably worked somewhat, but like the videos in MSU-1 are weird
and I wouldn't say the contribute well to the flow of the games in most cases
we already have mappers with large banking schemes and extra audio options that are more idomatic with the system, like the vrc mappers and the mmc5 mapper
this is just an effort to add playstation-like features to the NES which is really sort of cludgy and unartistic and I have very little respect for it, versus something like micro mages which I have a ton of respect for
it's going to make a mess for emulator developers and just give rise to a bunch of low quality junkware that we have to worry about supporting like those dumb atari carts made from a cheap microcontroller
assuming they ever release this game
i've been hearing about it for like 4 years now
does it have a date?
"It is not a theoretical construct!" - The theoretical construct is them saying that this is something the NES could have done theoretically in a contemporaneous way. It couldn't have because the hardware to do this at the time didn't exist.
it's like throwing 100MHz ARM coprocessors on carts as people have done before as well
No, all computation happens on the NES cpu and ppu. They expressly state that avoided going the coprocessor route. This is NOT like throwing an arm processor on it. It's NOT evey like the SuperFX or Virtua Racing situation. They also state it could have been technically and financially feasible to make this in an ASIC in 1989, but defintely by 1994 which is the era they are targeting.
Fair enough, my apologies, I misread 🙂
And for the record, I have no skin in this fight. It would be great to see it on MiSTer, or not. I just see lots of analogies and assumptions that clearly are not what the developer is doing and has answered in FAQs (assuming the developer is being truthful).
As to release date. There are playable demos of the game out now. I do not know if there is a release date for opensourcing the mapper.
According to their Kickstarter,
"Estimated delivery Dec 2026"
If the enhancements in this are the equivalent of early 90s super computer stuff, isn't this a bit like in thirty years time someone slapping a quantum computer into a PS4 game and doing something insane with a game?
It's not super computer stuff. It's roughly equivalent to having a CD-ROM add on to the NES like the PC-Engine had, according to the dev: https://somethingnerdy.com/unlocking-the-nes-for-former-dawn/
I've read the FAQ before, here lemme summarize my disagreements after re-reading their bullet points again:
- CD-ROMs in 1994 were max 629 MiB/660MB, not 768 MiB
- SD card slot on the cartridge to handle these oversized not contemporaneous disc images.
- 1 MiB of static RAM would have never made it onto a cartridge due to cost. The FAQ even admits this, so it would have instead been DRAM which would require a memory controller, which is more added cost, and even DRAM would have been pricy for 1 MiB in 1994 (probably would add 20-30 bucks onto the cost of the cartridge alone just to break even).
- This unlikely amount of static RAM I think is being used to help with the biggest enhancements which are the fancy bankswitching and scrolling being pushed to the theoretical limits by using metadata to free up 6502 cpu resources. So it's these main features that are heavily contingent upon a big unlikely expensive component.
- On top of them using static RAM instead of dynamic RAM, they are also using dual port static RAM which would be even more expensive. Cheaper dual-port RAM only became a thing in like the 2000s. Dual-port RAM before then was basically in graphics hardware and other advanced systems if memory serves me right.
- error correction and de-glitching features - They admit that this wasn't possible to solve at the time due to the limited development tools. This isn't as much a hardware issue, it's a "what if we had 30+ years of emulator development experience and hindsight to go back and make this better". They also say they added "hardware support" to get rid of the glitches from mid-frame interrupts, no specifics have been brought forth, unless they have it in their verilog code they posted.
- They implemented a scanline counter. back in the day when this was done it was yet another piece of hardware. In their case I am guessing it's running on the FPGA somewhere, so the cost would have been driven up again.
- DPCM sample size expansion to 16MiB, how would this have been achieved on original hardware without an exceedingly expensive chunk of ROM on the cart, or a big buffer on the cd addon that exceeded the size of any buffer on any cd hardware at the time by multiple times? I might be ignorant, but they don't go into details on how this would be possible back in the day, it seems extreme.
- YM2610 on the board, that would have been exceedingly expensive. This is an arcade sound chip that was also on the Neo Geo. The FAQ says they don't even know how they will do this without using the 6502 yet, normally these have to be driven by something like a z80.
- In the FAQ section about economic feasibility... The TurboGrafx-16's CD-ROM addon was a loss leader, like most cd addons back then, they were hoping on sales of licensed cd games to make up for the lost cost. CD-ROMs were not cheap back then. the ADPCM capabilities of the TGFX16 as well are far less than what they have spec'ed out on the NES here, and it required heavy use of the CPU and those were just 5-bit depth samples. They mention cd-rom drives in computers in the early 90's later, but what they don't mention is that those were an expensive luxury up until about exactly 1994, and still exceedingly rare to see until a couple years later.
tl;dr - If you went to your boss at game dev studio and said that you want to make an NES game that will come out in 1994/1995 that will require it's own cd addon and cost more than any NES game before it to develop, you would get laughed at hard in the face.
yeah it's not doing something quite this extreme, it's more that it wouldn't have ever happened since it wouldn't be economically feasible back then. it's no different than assumign the nintendo playstation was actually going to become a thing and that it would have been a success, and that someone would make a 4-disc game that pushes all of the hardware to the limits with 30 years of emudev and indie dev hindsight.
that game would have cost like a cheap pc
yeah. i think based on the vague kinda allusions and specs that it implies it would be like a neo geo cartridge cost back then
but that's because a lot of the hardware was actually going to be in the cd addon in their universe
which those were always priced as loss leaders, often as a promotional tool for cd-rom technology, sorta-subsidized by whoever supplied the cd tech
neogeo carts in a way were easier to deal with because of their massive multiple busses and spare cpu's that already existed in the system to drive things like audio
you could have things on ROM rather than dual port sram
yup, you had multiple faster processors on the neo geo
again, would this have been possible? less possible than the nintendo playstation becoming a reality, which I don't think Nintendo ever was going to pull the trigger on that, they were just exploring the idea internally
we also dont know what they are clocking this sram at, but I doubt it's going to be at the system's clock
i'd guess all the inward-facing components will be at a much higher clock
i would expect at least like 2x or 4x clock
the cart only gets m2 signal which means the clocking is gonna be an internal PLL or crystal
especially since it's going to be reading from the internal bram of the FPGA then
to the best of my knowledge that will be unique to any nes mapper
everything else is clocked by the system
even the konami vrc7 didn't use it's own clock right?
I’m so mad because I was about to respond with “TLDR gottem” but you outwitted me by including a succinct tldr.
that's like the only one i could think of that would
right
So basically, the only way this could’ve have been real is if a company was fully dedicated on becoming bankrupt within 6 months and not adjusting the price to sell anything, or being price competitive and becoming bankrupt in 1 month?
the NES mappers in mister only use the edges of M2 pretty much
it would be like if a company like google wanted to show off some theoretical thing
So then this is literally impossible to have existed for the NES anyways. Even if technically possible, the logistics, complexity, and finances required literally make it impossible for any company to have done.
Because the hardware structure of the NES was simply too primitive to elegant interface with a CD ROM unit so most of the hardware would’ve have to been included on a CD ROM unit:
So we’re literally back to this being some Harmony cartridge equivalent to the 2600.
it's more like would a company have made a sega cd addon soley for their one game
probably not
Yeah but this sounds way more complicated than that.
so then it's a fantasy system of "what if nintendo had officially made an NES cd add-on that exceeded the capabilities of the tgfx16-cd addon and the sega cd addon to a big degree"
At least with the Genesis it was late 90s hardware where a lot of design was extensible to working with CDrom technology. At least more extensible than hardware made in 1982. Probably designed before the CDRom even came out.
Honestly the more I read everyone’s impressions, this sounds like literally a brand new console that’s connected to the NES, just because.
I mean I’m probably wrong on that last statement. It certainly does look like an NES game and they say they developed the game in-line with the NES’s development structure,
But like given the exorbitant expenses to make this thing that vastly out dwarfs the NES hardware itself, why would anyone beholden their CDRom hardware to the NES when it would probably be a $10 BOM added expense to the CD ROM unit to make it its own console lol.
the sega cd was earlier than this, 1991. tgfx16-cd was 1989 i think
just for perspective
but the sega cd was a commercial flop, so even less likely that nintendo would try to do the same years later hehe
Yeah, I’m aware of that. The PC Engine being similar to the NES and being ‘89 is the only thing that remotely compares to this fantasy addon in my mind and the only thing that doesn’t make me outright dismiss any of their claims.
yeah
Sorry I’m not technical or as well educated as you,
i'm not either, not on the NES anyways
Just parsing it through from an economic feasibility perspective.
yup, and that's the main issue
them using dual port static ram and dual port rom really stands out as kinda giving the game away hehe
The Harmony carts I know are FPGA but there could’ve been an actually technical implementation for those, right?
Wait they’re arm right?
See I don’t know shit lol
yeah i think harmony cart has a whole ass ARM cpu on it
I mean that’s the quickest way to a solution but you could probably have designed a custom processor for the 2600 that did the same thing, right?
kinda the whole point of the harmony cart is to be a romcart
oh ok
it's to load multiple games off one cart
well never mind
there's another cart that has an arm processor that i forget the name of
another 2600 mapper
kitrinx probably knows
What I was trying to get at is the community doesn’t consider that actual 2600 games because of the modern tech used that’s way above and beyond a realistic scenario for the console at the time
Well at least I don’t anyways
their justifiation is that pitfall 2 had a coprocessor on the cart
is nes even relevant
That’s pretty cool, I don’t think I knew that
lol of course not
great. see ya in about three weeks.
yeah harmony uses a 70MHz ARM cpu and some homebrew designed specifically for it use that to do things like PCM-like audio streaming
Damn ok, 70mhz is insane for the 80s lol
harmony and melody?
more like an asic, barely would call that a processor
I would not be that harsh on the idea of the harmony cart itself. As I recall, it was designed to implement the Pitfall 2 cart in an easy way for a Rom cart. Then people thought, hey there is an ARM here. Why not use it. In some way these are all the same. Someone puts an FPGA in a SNES rom cart to handle expansion chips. Then someone says, there is a whole fpga in there so we can do MSU-1. This is similar. FPGAs are in NES ROM carts so why not use it to build a massive mapper. They all use advanced hardware to recreate legacy expansions, then someone says it is there so might as well use it and the equivalent of feature creep ensues. None of them would have been financially feasible at the time.
yeah it started out as that, but it turned into something that executes code in a way that wasn't period-accurate. I think the opposition is that new homebrew mappers that do things in an unfeasible or essentially impossible way for the period of the original hardware is a constant moving target. One day someone will implement a raspberry pi 8 in the year 2035 into a cartridge and it streams cd audio music, fmv, etc... It's just that some people think a line should be drawn for period accuracy and others disagree is all.
this guide said nothing about unlocking my nes
mom left home without telling me the number lock, guess she never found those cigarettes
I see that
has ensued since my last visit to NES thread!
it’s ok son, i am here
Yeah, great points and they’re fundamentally really cool.
I’m looking forward to this NES RPG. I like the concept of pushing hardware as far as possible. Cool to see what people can do.
the Paprium of 8bit games
hopefully without all the delays, silence and other weirdness
back in the day, if they were in Japan, they would probbly have targeted the PC Engine CD instead
which had much better graphics and sound than the NES, and a CDROM add-on
but of course there is much less of a market for that nowadays (compared to NES homebrew)
Thanks for the breakdown birdybro 👍
found the article interesting, was hoping for an informed critique 🙂
and kitrinx/greyrogue of course
Does this core support the StudyBox?
I think only if you use SNAC
Are there some videos that show this solid bar of colour? We discussed that a few weeks ago (and your never merged revision of the PPU) and it doesn't let me go 😉
I DEMAND STUDYBOX INTEGRATION!
@clever scarab per-core password locks wen
"Well son, you failed your history test so I locked every core but the Jaguar core. Play that as your punishment"
Ok so this rom patch works in Ares but not the Nintendo core - https://www.romhacking.net/hacks/8924/
Now how am I going to play Donkey Kong Country???
Totally sucks you cant play it on the NES core...I mean who want to play the superior version on the SNES?
I don’t see Donkey Kong Country FOUR on SNES!!
Is pacman championship edition borked for anyone else?
it works!
no save states though
You need this version:
Pac-Man Championship Edition (USA, Europe) (Namco Museum Archives Vol 1).nes MD5 EF824FA073B9B34FB07B9CABA33EECA0
Theres another version around that doesn't work with the core: #1091056042667937944 message
Thanks for the tip. Fixed Ghosts and Start Button Combined + CRT Overscan Hacks is 
YIQ is just rotated YUV really
nintendo didnt use it though
it also was based on the japanese standard
even the american one
also important to note is that the sony chip and etc were designed around sony's phosphors colorometry
these are kind of old things
but it's good this person is starting to explore the nes
where are the games tho?
For those of us who are dense…
Is mapper 30 supported?
Right that's why I asked thanks!
Is Estique running without graphic glitches now?
The dump was bad, but the complete version directly from the cartridge is private.
Confirmed. The fixed ROM works flawlessly in the core!
I noticed that my PAL roms have sped up music. Is this issue already known?
Do you have the system set to NTSC? This would happen when you take a 50hz game and play it at 60hz
I manually set it to PAL and it still was sped up.
The original cartridge seems to have an autodetect system between PAL and NTSC systems.
They were elusive when I asked the question the other day.
Even though I was very careful, it could actually be an issue with some of my roms, as most seem to play just fine in PAL mode. However some run at the incorrect speed.
Also there are NTSC-to-PAL conversions that are just plain poor. The opposite also happens.
https://www.youtube.com/watch?v=wiFmu3RxZh4 any CHILDHOOD OWNERS of this game?
Get a clue!
Some images for my videos are from screenscraper.fr. Please support them here: https://www.patreon.com/screenscraper
Find me on BlueSky @travplaysgames.bsky.social
***Some Intro music was provided freely by Jason Heine's Background Beats. Find your mix here www.HeineHouse.com.
*** Outro theme courtesy of Briz @citizengamer.bsky.so...
Nah but I had a friend who owned it
Ha Nintendo, the family company, with game names similar to "ku klux klan" lol
What are some good USB Famicom-like controllers?
Two button controllers, not four buttons
Also does anyone know how to save while playing FDS games
Or is that just not an option, I have auto save turned on
They should save just fine.
The save state and restore state options are faded out for me
Oh, that's different than normal saves.
Yeah, FDS doesn't support save states on the core.
Sorry, typo.
Dang well guess I gotta do the 1990s thing and let my tv on overnight if I’m busy with something else
Jk lol
As for usb controllers. I rather like the TG-16 controllers that came with the TG-16 mini console.
I got a retro bit NES style USB controller to use that core with
I may pick up a TG-16 mini controller at some point
um, grey, this is not the jaguar cd
You can do it with MiSTer
No need for the tb though lol
TB?
TV sorry
Are NES 2.0 format roms preffered to be used with the Mister? And will rom hacks still work with these?
Always use the 2.0 format whenever possible.
What's the better choice, re-building my romset from scratch by downloading 2.0 format roms, or patching my existing roms?
Rebuilding.
Patching will take a much longer process than just downloading a single zip file
Will I be able to apply translation patches to the 2.0 roms as well, or should I just patch the few unheadered roms that I already applied the translation patches for?
I think so, I’ve never had issues. But that’s a great question, maybe try one to see if it’s fine.
I was able to patch the NES 2.0 roms with the translation hacks from romhacking.net without issues, even in cases where the hashes didn't match.
Did the most recent Mister updates (update all) and now my controls via SNAC are out of whack. Is there a fix on the way?
This is the first we’ve heard about it
What’s the issue?
Does a linux update reset snac bindings?
My guess is you enabled the db9 core downloads in updateall. which gave you the unofficial cores with a different pinout. You might be able to check the date on the nes build in the menu.
gonna just put this here and then back away slowly... https://misterfpga.org/viewtopic.php?f=17&t=9239
I can finally change every color to periwinkle!
NES core is the only one i can’t get to run correctly for some reason, always boots to a grey/white screen even after i try to load a ROM. anyone else experience?
Try another rom set. I get that when I try to boot some hacked roms
Look for the fixed iNes 2.0 headered set
The htgdb packs on archive work well too.
I like those because they are already organized into folders
Kitrinx made a tool to convert nes roms too
That tool is fabulous!
it made me want to learn python 😂
I mean I haven't because I lack the discipline but that's another story
I used the tool and now all my games are periwinkle, help
That's a feature not a bug
Odd, I used the tool many times and never got that lady from Puchi Carat.
oh wait, that's Peridot
Lost a bunch of progress when I tried to open the menu to save. All I got was this square
I’ve had weird problems with NES and the OSD before. Sometimes when loading the core, opening the OSD won’t pause the game (as in the photo I took) and savestates will be broken as a result.
But the OSD has always at least saved the game to ram for me before now.
are you loading games off the SD?
Yes.
and you have autosave on?
Yep
It freezing as soon as you open the OSD makes me think it's trying to save to the SD and something went wrong. Could be just a transient thing, but it also could be a sign that the SD card is going bad
Like I said, only the NES core has ever had the OSD act up. This is the first time the OSD ever actually froze though.
I kind of doubt the SD card is going bad, or else I’d have issues with other cores.
yeah maybe not - could just be a problem where it was trying to save. But locking up there feels like an SD card thing
might be worth blowing up the nes .rbf in /_Consoles and anything NES related in the /config folder
just in case there is something there gumming up the works
Alright, I’ll try deleting those tonight then. Thank you.
I used to joke back in the day that the Game Genie was the reverse of blowing into the cart. That it sprinkled specific patterns of dust into the cartridge to produce its results!
That wasn’t very funny 
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Let's see how well the MiSTer FPGA, Analogue Pocket and Tang Console match up with the original Famicom (NES)
NES via RetroTink4K 1080p
Analogue Pocket 1080p
MiSTer is 1080p
Tang is 720p
A special thanks t...
Does anyone have any idea what could be going on here? I would expect timing differences but nothing like this. It almost seems like 60 vs 60.1 hz (losing around a seond every 10 minutes).
I did some manual spot checks in the video:
Timing Mister Ahead
0:12 0
0:15 1
0:18 1
0:22 1
0:24 2
0:34 3
0:44 4
0:55 5
1:05 6
1:12 6
1:26 7
5:24 29
But I've personally timed myself on my hardware vs original hardware on another game and have counted by the frame for at least 1.5 minutes (the section I was looking at).
I also speedran smb1 above and would have noticed the 1/2 a second this is showing for a 5 minute run.
Any idea what could be going on?
could the NES be PAL and the mister loading an NTSC rom?
I think PAL would be much more noticable though, basically losing 10 frames every second. This is much closer to 60.2 vs 60.1 I think vs 50ish.
Yeah, I wish pal was that good.
I thought maybe it was demo resetting losing something consistent but I don't think I'm finding that pattern (but could be missing something)
I wonder how the Retrousb AVS compares?
Whilst I have one, I don't have any way to record it.
More detail was posted in the comments: "The Original Hardware was my footage. AV Famicom with HiDefNES HDMI mod and had a full capacitor restore about 6 years ago. Using my personal Super Mario Bros rom dump, running off an Everdrive M8. Captured using RetroTink4k with all defaults. NTSC."
turn off the dejitter
also pal is mostly ignored, test with ntsc
I may have figured it out.... is hidefnes giving a 60.0 vs 60.1hhz signal to make things simple.... checking....
nobody should ever play NES in pal if they can help it
the timing on mister nes is very accurate
also on a real NES, the temperature of the room can influence it and the age
they degrade with time
this is why speedrunners have started putting them on hotplates and weird stuff
Got it
To get nice output it slightly underclocks the nes
mister ftw 🎆
@little schooner ^ This probably explains the timing differences in your recent video
Thank you. Now I have a picture in my head of speedrunners cooking their NES over a fire like some cowboys with a can of beans.
to clarify on dejitter, what it does is every other frame it adds 1 additional pixel to make the frames evenly sized, otherwise a lot of modern tv's freak out
it can be disabled but the timing differences are extremely minimal
the original timing of a NES runing at the specified clock speed is 60.098 fps
096? something like
60.09
ish
@little schooner would it be possible to pin a comment to that video explaining this? There is unfortunately a lot of FUD with speedrunners using mister and I don't want this to cause more issues for them.
No probs.
Do you wanna DM me the message l, I'll copy and paste it, and pin to the video.
Or leave a comment on the video and I can pin it.
Delete the video!!! 
Wouldn’t MiSTer be the most accurate way to play these games, even over original hardware because of the aging chips?
More accurate than original hardware 
I've changed the thumbnail and description and added that it's a HiDefNES.
If any here has the ability to provide actual NES NTSC footage in a way that is considered pure NES hardware, then let me know, I'll add that to the mix.
how about Famicom NTSC?
I don’t have recording equipment but I’ve got my original NES still hooked up
Thanks guys. Something to look into in the near future, when I have more time. I deffo wanna do it
If that can capture the true NES experience. It would be awesome.
I do enjoy running these tests, but hate creating wrong impressions in the process.
Just wanna make sure. The NES is at the right speed as it was back in the 80s
So the comparisons are as fair as can be.
what do you test with?
Just record default cores on systems, and run them from the first frame of moving animation. It has to be in attract mode.
I can check if I can capture 35+ mins of SMB
I have an XCapture1 which can take direct composite input from my AV Famicom
I don't have any sort of capture. Otherwise I could've tried my Retrousb AVS FPGA NES.
most emulators also run at slightly the wrong speed, fwiw
to get 60fps
they have to resample to audio to accomodate
Thanks, and no rush,
analogue be like
yes, they do that, but I thought they had some mode to do it at the native speed? maybe im giving them too much credit
anyway the NES core runs at exactly the specified clock speed of an original nes if dejitter is off, and extremely slightly slower if dejitter is on (like 1 seconds a day or something)
but remember, real hardware can vary in speed
it also has alignment stuff which can change timings
now PAL is fairly accurate but I admit we do some slightly odd stuff there to make it work better with memory
if you are playing NES games in PAL though, chances are you don't care about the speed, or life in general
I don't remember a dejitter setting in the NES core is that what it's called?
That's the one thing that let's me take off my "warts and all" glasses. Even though I grew up with PAL NES games, I stick to NTSC versions on my MiSTer. Even my Punch Out! muscle memory works when doing the mental PAL --> NTSC switch.
dejitter under advanced
I didnt originally make an option for it because it's pointless to turn it off, but someone felt the need to add it
Thanks, so turn it off for more accurate timing?
Slightly? Lol
I can not stress how marginally more accurate it is, but yes
it doesnt change the actual timing of how the system runs to be clear
the way it works is it pauses the entire system for one pixel clock, so your tv doesnt have uneven timing
so the system isnt running out of sync or anything, all the interrupts and timings are still perfect
Gotcha
I'll leave it on
it just adds a tiny real time buffer every other frame of a single pixel
I knew something was off
there are 74166 pixels for frame and it's only skipped when rendering is active which isnt for every frame, and it's only ever other frame when rendering is active, so that's a 1 pixel per every 148332 pixels worst case scenario
hopefully that puts it in perspective
Howzabout this freak romset
Of Atari Flashback games, which are ports/recreations to a famiclone system
Some roms like Adventure don't work and I don't know if it's a bad dump or whatever
lol that’s amazing
There is also the SNES romset which has exact same games looking and playing exact same
But also variyng levels of broken
I have E.T. for the NES on my MiSTer! It's actually decent!
could be the header, kit wrote some script you could run your roms through. Maybe you could try that with a copy
There was a mapper request thread on the forum where someone asked for the Flashback mapper. I believe Mister doesn't have it yet. But the separated roms may work when the whole thing doesn't.
I also wrote, you know, an atari emulator
I like checking out weird ports to other hardware
Pretty sure I played the Adventure single rom before on mister, so I think it can work. The mapper for the multicart flashback thing I'm not sure about.
possibly, I don't really remember. I did play some port of it though
I finally caved and ordered an analogue pocket. The nes core has VS system support something I been hoping the mister nes core would get eventually.
Is it the right color?
Oh that looks sick
There's a jump on the first level that was pretty annoying so I dropped it almost immediately
thank you for the share !
Is that using my pallet?
Not all the different roms work right some do have weird colors
Thats what it looks like to start Ive tried palettes and they dont seem to change anything
Maybe because vs palettes are different?
Like this
Cursed
Thats one of the roms that dont work right
Its almost like they scrambled the different roms in different ways coz all the ones that mess up dont mess up the same way
Just like I remember it
The sky's meant to be olive green!
The Vs. UniSystem and Vs. DualSystem are two different cabinet variations that use same "MDS-01-CPU" through "MDS-05-CPU" arcade boards. They are closely related to the NES.
Like two NESes, both CPUs have 2 KiB of RAM from $0000-$1FFF and a PPU at $2000-$3FFF. The PPUs are RGB ones, so colors and some registers may behave differently.
The CPUs a...
Plz implement mapper support
So I was right there are different variations in the pallettes from the different ppus
Wouldn't it take a bit more than the mapper? Gotta have a coin button too. Maybe that's something easy..
No
Away from MiSTer so without checking if it already exists on the core, can there be an option to swap the duty cycle response for music to match old clone consoles?
I keep forgetting to ask/check, but it's a fun case of what would hopefully be a minor toggle on the core to match the nostalgic NES sounds of perhaps an awful lot of people!
no, and why would you want broken audio
Nostalgia is a cruel mistress
it's a disease
The desire for broken audio to people in south america, eastern europe, some of asia, is indeed going to be nostalgia.
I doubt any "official" NES had that audio sure, but it would be what a lot of people did experience when they had the chance to play Mario. It seems to be a feature on some emulators, so the demand (if niche) is there.
Bit like asking me why play 50Hz when 60Hz exists!
IMO it would be a nice nod to have. For what it's worth, I feel like it matches my Irish memory too. Never had an NES, but whatever knock off cheap box we had at some point must have also had the duty cycle incorrect
Seeing some of the history of NES releases around the world, with seemingly varying degrees of Nintendo involvement, there may well have been one or many Nintendo approved releases worldwide that did have the alternate duty cycle response.
The Hong Kong NES having a 50/60Hz toggle is wild!
Sounds like it’s outside the scope of this core since it’s replicating official hardware instead of clone.
Perhaps. I'm not knowledgable of all the variants, but looking as I said, it might even be in official hardware too! (Just not NAO, EU or JPN)
I’m definitely not knowledgeable lol.
We are as one!
My dream is that someone comes up with the Brazilian Phantom System NES clone palette
Now
I'm not claiming there might be a bug. But I came across this post on Reddit which showed an issue with a game on the NES core.
The game is called Battle Chess. There's a flashing blue line on the title screen.
Il send the link to the post you can see the image.
I don't have my nes setup to check.
Can confirm this is happening in battle chess on my mister setup.
Cannot confirm if this is a thing on real hardware.
So... by bad they mean accurate?
Seems like it
On NES there is plenty of those kind of issues the more common is SMB3
They are still less buggy than... modern games. 
Modern “games”
I'd rather play final fantasy on nes 16 times than final fantasy 16 once.
I couldn’t care less about modern “games”. MiSTer alone gives me a library of games that I will be long dead before knowing 90% of them. And I’m only talking about the great ones here!
I like to replay the good ones from time to time.
I dunno. Final fantasy 16 may have the best “final fantasy” world of all of them. The story is fine, but the world is great
It’s no Clair obscur but what is
No final frenchtasy you mean.
Lost Odyssey 2
I know it's not as mainstream as ff but shin megami tensei stuck to it's turn based combat all these years and I immensely appreciate it for that.
That reminds me that I keep meaning to check out the nocturn remaster that came out checks notes ….5….. years ago….
Maybe I’ll just wait for the remastered remaster
Smt5v is also very good and on all modern platforms fyi.
Smt1+2 have translations on mister and are also great. I actually did a lot of testing for the gba translation of 1 during lockdown, so naturally that one is pretty good. 😅
Was nocturn really the first one we got stateside?
From mainline definitely. But Persona 1 and one of the persona 2 games are on psx.
I personally prefer mainline, but I'll try the original personas before it became school simulator in 3 at some point.
Yeah, that’s right. It was nocturn, then digital devil saga, then dds2(?), then devil summoner?
Not sure between dds and devil summoner tbh. Though devil summoner is an action game and is also getting a remaster soon.
MiSTer wins again!!! 
Is there anything that the N8 pro can do that the nes core can’t ?
There will be some obscure mappers that it supports that the core doesn't, I documented them here once upon a time
Mapper Description
12 an MMC3 variant with a simple twist, maybe the only game that uses this mapper is Dragon Ball Z 5
40 used in several cartridge conversions of the Japanese version of Super Mario Bros. 2
44 This mapper is an MMC3 based multicart Super Big 7-in-1
45 multicart PCBs, an MMC3 clone with four outer bank registers
49 MMC3 multicart, Super HIK 4-in-1
50 the N-32 conversion of Super Mario Bros. 2 (J). A hack of the YUNG-08 conversion
51 Submapper 1 is used for 11-in-1 Ball Games (JY-010)(850828C)
52 multicart mappers
56 reportedly represents a specific unlicensed reproduction of Super Mario Bros. 3
57 multicarts, GK 47-in-1and 6-in-1 (SuperGK)
58 used for a number of simple NROM-/CNROM-based multicarts
60 used for a Reset-based NROM-128 4-in-1 multicart
61 multicart mapper, 20-in-1
96 used with the two games that use the Oeka Kids tablet
99 a simple mapper used by Vs. System games such as Vs. Super Mario Bros
103 a specific pirate port of the FDS version of Doki Doki Panic
106 used by Super Mario Bros 3 bootleg
108 denotes at least four different PCBs used for FDS-to-cartridge conversions
115 Chinese releases including Thunderbolt Fighting Plane
117 used for Crayon Shin-Chan (Ch) and San Guo Zhi 4 - Chi Bi Feng Yun by Future Media
134 an MMC3-clone-based multicart
142 used for several of Kaiser's unlicensed ports of FDS games
144 allocated for the game Death Race
151 represents the VRC1 on the Vs. System
157 used for games using the Datach Joint ROM system
168 represents the board used for Racermate Challenge 2
175 used by Kaiser's 15-in-1 pirate multicart
176 multicarts as well as Chinese single-game carrtidges, mostly from Waixing
177 used for games from 恒格电子 (Hénggé Diànzǐ)
178 Various Chinese companies used this mapper
182 possible duplicate of INES Mapper 114
183 supposedly assigned to represent the pirate port of Gimmick! known as Suikan Pipe
186 used for Fukutake Shoten's Japanese edutainment game Study Box
187 MMC3-clone-bearing board: Street Fighter Zero 2, The King of Fighters '96
188 describes the board used for Bandai's Karaoke Studio
193 represents boards that use NTDEC's TC-112 mapper IC, Fighting Hero
197 MMC3 clone wired to support 512 KiB of CHR-ROM
198 used for the original Hong Kong release, Tūnshí Tiāndì - Sānguó Wàizhuàn
199 duplicate of INES Mapper 176 variant used on Chinese games
200 used on multcarts: 1200-in-1, 36-in-1
201 assigned to a multicart mapper designed to contain multiple NROM-256 games
202 used for the 150-in-1 pirate cart (which was shipped with dual sloat SP60 famiclone console)
203 multicart mapper, 35-in-1
212 another simple discrete logic pirate multicart mapper
213 a duplicate of INES Mapper 058, used on multicarts
214 used for the Super Gun 20-in-1 pirate multicart
216 used for certain games in Russian, including Bonza and Videopoker Bonza as well as Magic Jewelry II
219 MMC3-clone-bearing board, used by: Toy Story, Super 1997 4-in-1 (NT-8029)
221 used for multicarts using the NTDEC N625092 PCB
222 pirate ports of Namco's Dragon Ninja and Taito's Don Doko Don 2 AKA "Super Mario Bros. 8"
229 used on multicart "BMC 31-IN-1", is a simple mapper
231 multicart mapper, 20-in-1
238 used for Contra Fighter, a hack of G.I. Joe with Street Fighter II characters
240 used in Chinese games, Jing Ke Xin Zhuan, Sheng Huo Lie Zhuan
241 used natively by games from Henge Dianzi, a few educational computer cartridges, and mapper hacks
242 used in Chinese games, Wai Xing Zhan Shi
244 used for Decathlon by C&E
245 used in Waixing's Chinese translation of Dragon Quest IV
248 mistakenly assigned to some Chinese games, for instance, Bao Qing Tian
249 used by several Waixing games, including Golden Axe
250 a mapper by Nitra, used for pirate games such as Time Diver Avenger and the Queen Bee V
252 Waixing's Chinese localization of 三国志: 中原の覇者 (Sangokushi: Chūgen no Hasha)
Assuming everything is up to date, those are the mappers on the N8 not on the NES core, and a basic desciption of what they are for
That is quite a list .. I’m honestly amazed it’s so long .. might just get an original n8 . Thanks for the info!
How hard would it be to add those to the core? And who is the brave soul who would do it lol
I am not a dev, but if someone knew what they are doing it would be fairly straightforward for a lot of them. Issue is though the more you add to the core the longer the compile times and bigger it gets, so there there has been a reluctance from Devs who knows the core to do so. That and they mappers we don't have are largely for multicarts, Asian centric titles, and bootlegs, so they aren't terribly appealing.
I do think it would be nice if the core did have parity with the NT Mini Noir and other FPGA devices and the flash carts, but as covered, there is a cost and you need someone who wants to do them.
Yeah but how full is the core? If there's plenty of space it wouldn't hurt would it?
Well, if you fancied learning Verilog I don't think anyone would stop you from adding them 🙂
You're right! I'd rather toss money at a Patreon though lol
At the very least the mapper for the Vs. titles should be supported.
Maybe an offshoot core to properly support the arcade formatting?
157 - Datach would be cool, I have one of those
Are they not? I thought they were added
Vs works on the pocket but not on mister
damn
Whaoh, you just got me thinking. Why don't we have an "Improved" NES core someday?
Like, maybe it could display more sprites
There’s a disable sprite limit option in the core
Basically free up the limitations just enough
Isn't there already an option for that in the core?
Or you know in Mario 3
see that garbage on the screen
somehow reduce that or eliminate it
I just play Super Mario Allstars to eliminate it! 
I will take a look. I remember my FPGA NES thing had it, but I sold that...
But I didn't notice a huge diff
Cuz with ninja turltes, noticed the sprites kinda flashing still
Heh yeah
YOu know what was cool
That SA-1 addition to Super Mario World
Dinierto faced public embarrassment after claiming he could hear sound at a “loudness” level above 38, which contradicts established scientific understanding. Such a statement challenges basic principles of human auditory perception, as “loudness” levels above 38 are physiologically implausible. The incident underscores the importance of scientific accuracy and skepticism in evaluating extraordinary claims, especially when they deviate from well-established norms in fields like sensory perception. couldn't have said it better myself
Stuff like that I just love
This sounds super difficult. The games are all written specifically to take advantage of the limitations of the NES, you'd have to rewrite the game itself, or make a game specific hack that somehow counters it in real time, I don't think you can just magically make a special NES that retroactively removes specialized machine code in games
Yeah, I agree it would be difficult, but it's possible!
Oh man that must be true. I read it just now on the webs
no I think my point is that it's not lol
Well, if you redesigned the core, plus the games one by one, it could work
that's what you get from your deviation
There is a guy right now who is releasing NES games on the SNES
And it makes them run better
It's very cool
He's working on Mega Man 6 now
this guy
Infidelity
So someone out there is at least doing the roms side of things, and just using the SNES as the "souped up" NES
Souped-up NES yes that's what we shoudl all call it
Super Nintendo Entertainment Souped-up.
My brain hurt reading that lol
There are at least two
O who is the second guy?
you!
I only know of Infidelity
Also Rumbleminz
cool
Your poor significant other
he did a bunch
Yeah, he did Kid Icarus, Rygar, and Double Dragon.
Well thank you for that, I have some downloading to do now
And Blaster Master and Super Dodgeball and Chip 'n Dale
I thought Nintendo did one of those
and Double Dragon II
Double Dragon 2 that's great
Shh you're gonna dox him
He's also working on Life Force right now.
I thought that game came out years ago
I am hoping someone does the original Ninja Turtles. I know, perhaps not the greatest game in human history, but a fave from childhood times
You know, if we join forces and take over the world, we can make it be the greatest game in human history.
Who would oppose us?
Seems like a lot of effort...
Yeah but winners write the history books
Shredder
Listen to TMNT (Bluegrass Edition) by Dinierto on Udio. Discover, create, and share music with the world. Use the latest technology to create AI music in seconds.
Of all my dumb songs that one is by far the most popular apparently