#NES/FC/FDS/Dendy
1 messages · Page 10 of 1
or make an NES adapter for the port. Misteraddons sold one.
Want to use your NES controllers/joysticks/light guns with your Famicom? Now you can! The cable label indicates player 1 side. Only standard controllers and joysticks will work. Accessories like Super Scope, multitap, etc. will not work. Note: Not all games read input devices connected to the Famicom Expansion port. Je
I have this and it definitely works with the Zapper. The Vaus for the US Arkanoid (ONLY US Arkanoid) also works using it. The US/JP Arkanoid controllers aren't compatible.
JP Arkanoid II Vaus isn't recommended for JP Arkanoid 1. It technically works, but doesn't give the full range.
dumb question
did OSSC slightly stretch the signal horizontally by default?
I know aspect ratios for NES and SNES are fickle subjective thing but can't help but shake this feeling
also, I can't unsee the crescent moon packing heat with a long barrel FAMAS
looks that way
okay, MiSTer is definitely not outputting something similar to NESRGB signal, going by recommended settings the image is blurred out
Can you set the 240p aspect to 4:3?
actually, yeah. there's 256x240 setting for Line*x outputs and with aspect correction and adjusting Video LPF to 16MHz it's pretty much pixel perfect now
but that's a little to narrow in my eyes but that's just me
okay yeah from cursory glance at SNES, MD, and PSX cores NES is like the only one that has odd horizontal stretch
it's the way the scaler handles it. If it doesn't know the NES' PAR, it's going to just give you a W:H AR
Try loading up a street fighter arcade core. those are 384x224, so the OSSC might just give you a widescreen image
that's actually not bad
sorry, I should have specified, any cps 2 street fighter
so super street fighter 2 and beyond
could someone run this on a real frontloader nes and press left and tell me which of the numbers the triangles freak out on?
5, 4,
is that consistant?
i get a double blinking image right below the main ones
yeah that's the correct freak out
yes considtent
there's a bit of lack of consensus on which numbers it should do that on
it's 5 and 4 not 3 and 5?
k thank you
no, thank you!
I had to make.. a few changes to the ppu to make those tests all pass
Will do!!
Thank you for the new build 🙂
We get this time to time with the new build (like previous build)
On clean boot, if we launch AccuracyCoins and pass all tests and load after 2nd2006 the screen is very unstable (screen shutters).
I tested all the games on the NESDev tricky-to-emulate games page and didn't find any issues, also tested games in closed issues on the NES core to make sure no old bugs resurfaced. Everything is looking really good
Is this core cycle accurate yet? I have standards and I don’t want to sully them.
Are we a Kitrinx or a Kan’t-rinx? Let’s get 127/127 passing!!!
@warm galleon I’m proud of that one
its 128 now...
im not sure why you get those, but they seem stable for me
I think it has to do with memory state and uninitialized memory. he mentioned to me that he doesn't clear
If it is only me maybe an issue with my MiSter ^^
I have tested plenty of games without issues 🙂
I really need a high quality recording of micro machines recorded from composite on real hardware 🙁
there's one online but it's recorded at 30fps
so it misses important details
these white dots in the lower right of the character boxes is something no other emulator does afaik
Might need to ask in the MDF/240p discords, sure one of those guys is set up for that if nobody here is
Unless one of the YouTube men can help. @split mauve maybe?
omg! can you get a recording from the title screen?
Sure! one moment
the same as this: https://www.youtube.com/watch?v=AGxHeQ4kfUA
Micro Machines is practically unique in the NES library because it uses a feature not found in all NES and Famicom PPUs. That feature is called $2004 OAMDATA Read, and it was added in 2C02 Revision G PPUs. If you have a system with a 2C02G or 2C02H PPU, then this is how Micro Machines will display. If you have a system with a 2C02E or earlier...
pure gold
thank you so much
that game is like the gold standard for accurate timing of rendering enable, 2007 behavior, 2004 behavior, etc
No problem! Happy to help 👍
dot core wen
the dot may seem trivial but it means that rendering_enabled is happening on exactly the right cycle and the palette ram is behaving absolutely perfectly. it has no tolerance at all for being off
there's actually no tests for some of this stuff so the isoteric behavior of weird games is the best way to tell
micro machines has never been emulated perfectly

Outstanding! That’s really cool 😁
even with NT Mini noir ?
The last bastions of emulation resistance are slowly crumbling. First Metroid, now Micro Machines 
I think Analogue cores are far from being accurate
MiSTer does what Analoguedon’t 
I was kidding but I really appreciate the effort you and others put into this stuff. It’s the getting the trivial stuff right the demonstrates how much attention to detail you/others have
Always has done 
What’s up?
Ahh I see. 60p capture. Yes I can but I just have a Twin Famicom
And not that game
can you give this test another try? Turns out it didn't clear ram which caused issues getting an accurate output on real hardware
it should be either 3 and 5 or 4 and 6 and im not sure which of those real hardware does
it means 1 or 2 cycles of delay
always awesome to see a micromachines game running 100%
codemasters really pulled every trick in the book back then
indeed
new accuracycoin dropped lol https://github.com/100thCoin/AccuracyCoin/tree/main
They just discovered you’re going after each accuracy test and they wanna keep you busy 🤭
The new hottest game on the nes 
I wonder if real hardware can pass these new tests
MiSTer > real hardware
They can’t!
Unless they use a very specific PPU and CPU
MiSTer wins again! 
This guy has a weird hobby
np, you are free to tag me or just send me any rom you need tested
How many tests we up to now?
Gotta pass’em all!!! 
I can test again shortly!
it's okay I got one above
thanks though!
I think im all done
I have nothing left to fix
So, I hear that people are asking for SNES mouse support on the NES core...
Wouldn't that work already just through using the SNES SNAC adapter?
I don't think it does on the core, and usb mouse emulation isn't implemented
But all I know is half remembered GitHub issues
i sold my snes mouse a while ago so i couldn't tell you on that front
but i know snes pads work just fine on the nes core using the SNES SNAC adapter, along with the extra buttons (just need to code them into the games of choise because 8-bit registers are fun)
NES core release wen
meme generators can try to suppress my art
but I will prevail
Does anything currently out support that? I know that Former Dawn will, but that's not out yet
I am partly winding up Kitrinx, but I did see requests for support on the NES GitHub
Actually curious about this. I noticed that 240pee thinks that X/Y/L/R are held down when I tried a SNES SNAC adapter on the NES core, no idea if that's what would happen on a real NES if used an adapter cable or not though, or if it's even a fault in 240pee itself
Also seems like there are apparently several homebrew NES games that have mouse support
There's a Maniac Mansion hack that supports mouse (technically more than one since there's an uncensored hack that incorporates it).
Yeah I submittied a request. SNES mouse DOES work on NES core via SNAC with a SNES to NES adapter. I've used it to play the Hack of Maniac Mansion with mouse support. However, the SNES mouse is not exactly great. Would be awesome if we could use a USB mouse like we can in the SNES core. .......if you ever get bored @fierce estuary
Border?
yes nes had a border on the left and right
Unfortunately the Analogue NES consoles continue to have major bugs. Far from the best way to play NES these days.
it doesn't show those white dots, and from the various tests, it's kind of mid on accuracy
MiSTer wins again! 
Thank you for the informations 🙂
Although to be blunt, if I had an Analogue NES console I wouldn’t be able to tell.
I had an NES Mini and was perfectly happy lol
I bought one NES Mini for one of my brother he is very happy also 🙂
You don’t get to decide that
The Internet decides what makes you happy and doesn’t
trolling @fierce estuary used to make me happy but now she ignores me
too bad for her I’m the 129th test
but robby, 7 bits can only hold 128 values. are you the 8th bit?
if so, there's 127 tests beyond you
Robby’s always struck me as an integer overflow kinda guy
Searching for “Nazare” works here lol
It’s the character name played by Renata Sorrah
Brazilian actress
Sorry for the disrespect 
If 100th Coin were here, I would've asked him if his accuracy test is possible on this particularly obscure Famicom accessory for the GBA: https://youtube.com/shorts/1bK2Rmjyiwc
The Gameboy Famicom Player!
Ha, I just recently imported one of those. It's terrible and great at the same time.
Great because you get to play NES games on the go, but horrible to play?
Great because it has the audacity and absurdity to exist. Horrible because it's janky, finicky, uncomfortable and poor video quality. Though, all that said, I prefer it to the NES emulator releases they did.
It’s just a NOAC so it’d likely fail the exact same tests as other epoxy blob NOAC’s
New accurcyCoin update 👍
This one replaces RMW $2007 right?
Yes there is 4 commits and one mention $2007
Ok, 100th coin did mention in a VC he was going to remove it cause of it being console dependent
he added a new test for a new quirk I figured out with fiskbit
heavy lies the head...
Great milestone 🙂
Killing it, Kit
So it's now more accurate than an NES?
Also, I just want to say I love Kitrinx's scanlines settings. It's refreshing to see someone not hammering the scanlines.
MiSTer NES core is officially the BEST NES EVAH!!! 
Better Than The Real Thing ™
Kitrinx does what Nintendon’t
it's probably more accurate than a real nes with an everdrive at least
Time to throw our Analogue NES consoles away 
Would it be more accurate than a NES with the RGB mod? Cause I'm sure I had some tests fail with my NESRGB AV Fami
I accidentally found and fixed a bug in MMC1 too
you're gonna have a hard time passing all those tests with real hardware
pff
that janky old stuff can barely run
Ok yea it was the PPU read buffer test ROM that had issues
I guess that having Metroid and Micromachines running perfectly now is the better outcome of those tests than showing off xxx/128.
Debatable 😌
It's always worth it for Micro Machines
Amazing work. I hope we get some update videos detailing that MiSTer now passes all the tests
Would be cool if there was a way to connect a cart reader to MiSTer so we could play modern homebrews and aftermarket games.
Oh right, this test is mapperless right? I guess it would not really be possible to make a test for the different mappers since you would need a different physical cart for each with a harvested mapper from a donor cart.
Not like you can just buy one from 30yearoldnesmappersforsale.com
... that should be 40 year old
A cart reader like Sanni's is generally for dumping carts, you would just need a cartridge port and have it connected to the FPGA, thing is, I don't believe there are enough free pins on the Mister to do that even if you gave up analog
Though there are some tech demos of that being done with gameboy carts on the superstation 2
Would be cool to do though, would not have to worry about support for mappers/special chips in that scenario since it would be running off the cart and using it's hardware
Would just have to have the base console hardware emulated accurately on the fpga
right
If there are any worthwhile games with mappers the core doesn't support then let us know and maybe someone can add support.
Oh boy testing for MMC5A would be so fun!
@fierce estuary what was that term I was trolling about earlier about this core not passing, started with a d
I forgot it
nothing about MMC5 is fun
Let's hope that Furrtek will finish his MMC5 Reverse Engineering. With that in place a highly accurate mapper implementation is at least possible.
Here it is - https://www.nesdev.org/wiki/MMC5
The Nintendo MMC5 is a mapper ASIC used in Nintendo's ExROM Game Pak boards. All MMC5 boards are assigned to mapper 5.
Example games:
Castlevania 3
Just Breed
Uncharted Waters
Romance of the Three Kingdoms II
Laser Invasion
Metal Slader Glory
Uchuu Keibitai SDF
Shin 4 Nin Uchi Mahjong - Yakuman Tengoku
Bandit Kings of Ancient China
The first ga...
it's already highly accurate
I wonder why that was so high on his agenda. Is there something still unknown about it?
Could’ve been for fun
🫠🫠
Yep, it’s got so many features that I imagine were a nightmare to implement
And also there’s another variant of the mapper with even more features that no games ever used
For me personally the only mappers I would like to see that there isn't support for yet are the homebrew flashrom mappers, there are still some that are not supported, also the ones that are don't support saving to the flashrom. From what I understand though they are also quite complex.
The devs who made Lemmings, Body Harvest, and the first three GTA games? What about them, they only ever made a single NES game.
😉
The link Robby posted says that there are quite a few functions that are unknown, and some more unknowns with the MMC5A though nothing ever used it's additional functions
just breed 🥵
Was having a look through the smorgasbord of issues on GitHub. I suspect this one may be fixed now if anyone is testing:
https://github.com/MiSTer-devel/NES_MiSTer/issues/192
My favourite issue so far is renaming "periphery" to "peripheral" in the input menu. Which, as pedantic as that is, is fair. That would make more sense.
Wark tested it some days ago.
#1091056042667937944 message
Same for Eliminator Boat Duel.
Oh nice, missed those posts. Probably worth commenting on the issues that are fixed so they can be closed off
Are you suggesting that he will make more tests designed for mister to fail?
I did at one point buy a copy of Bandit Kings of Ancient China to see if it used the MMC5 split screen. Had to debug the game to figure out how it saved game data so I could cheat my way to the ending. https://forums.nesdev.org/viewtopic.php?t=12764
I think he was responding to my faux-naive musing that the people who made the videos about how many of these tests MiSTer passed, and failed, would make a new video on how MiSTer now passes them all and then some.
He knows. He is trying to troll me. But I’m on to him 📸
Haha thanks. Yeah seems like a slim chance unless he can tweak the test for his emulator to win again.
He is in communication with Kitrinx, so I expect any new tests he will run by her rather than actively trying to trip her up without warning.
Is good he removed that dud test
he added a new one because we told him about a new thing I found
so I (and I assume now he) are the only two emulators that pass it
im currently stuck on this stupid rom
there's supposed to be flicking garbage behind the 1 next to Marth's quest
but there isn't
and it's upsetting to me
you can see it drawing here
(I think) real hardware is supposed to do it
the core before my changes had some garbage there
but now there's no garbage
😡
The people demand garbage
the rom does nothing, it's just some poorly made demo from 15 years ago
but I love those, because they accidentally test all kinds of things
I have a whole collection of horribly broken roms
I pass ever single test but not this garbage rom
I was implying that you had the ability to tell a whole story with a 1 second gif. You have a reputation to keep up.
I try not to shit up Kit's threads too much. I save that stuff for waka's threads
This thread belongs to someone named batty.
Less said the better there, and yeah, let's keep this channel on topic, especially when the boss is cooking.
Well, I mentioned the Atari and Intellivision collections that used a NOAC. The NES patents expired and the games are licensed.
Yes they were be close soon 🙂
It does bring up the issue of emulating the ways in which NOAC doesn't get things right
nah. the NOAC is just an obsolete hardware emulator at this point
that's a NOAC
real hardware is kinda mid for accuracy https://github.com/100thCoin/AccuracyCoin/issues/20
i've heard about the krzysiocart before, is it any good?
no idea
Time to make the core fail the same tests as real hardware to make it more accurate. 
This is from testing a Retron 1 HD... it's a NoaC that takes carts (even runs an Everdrive N8)
funnily enough it ranks higher than an NT Mini Noir 🤣 but a bit less than the RetroUSB AVS
so yeah - why bother implementing that... if you want the palette it has you can create a custom one.
I suppose you could arguably have an option to break the audio into having reverse duty cycles...but why
First we had the dot core - next, the garbage core
But aren't analogue products 100% accurate, 0% emulation?!!
Analogue products aim to be 100% accurate to original hardware. MiSTer aims to be 100% accurate to original hardware even when original hardware isn’t 100% accurate to original hardware 
It’s wild to me that people are still figuring things out about the NES after all these years
Is the Mega Sg able to run Paprium through krikzz flashcart yet?
This is a Nintendo channel. Step away from the keyboard
Can we have a accuracy switch?
Like 90%, 100%, random% or something like that
I would give them names. Like “Retron”, “Analogue”, “NES”, etc
You have to put money into your MiSTer for the Analogue setting though
And it doesn't get turned on until Q3 of the next year
No problem, just run that ROM in Nesticle 🙂
That's an acceptable tradeoff for finally nailing Metroids and Micromachines 😉
In the meantime we will suffer through Martin's glitchless quest.
What a weird issue. Once it is figured out maybe worth the 100 coin man making a test for this garbage square issue
could it be one of those things thats different on different NES's?
Rfe: Core setting for specific console serial compatibility
it does seem like kind of a glaring bug for the dev to of ignored, even in a demo
In
we trust
I actually found the issue with it, it was both dumb and really bad at the same time
it's ironic that all the tests pass with an issue like that
but reads/writes to the ppu were happening a cycle early and that stupid demo was literally the only thing that caught it
I had broken it when I was experimenting with something as I did this refactor
I think this says a lot about "accuracy"
I mean, it was de-facto accurate
because read timing only impacts a few things which are mostly things being done wrong, and the code I wrote was compensating for the difference in read timing so the outcomes were the same
that test rom was different though because it's mapper timing was external, so it couldn't adapt to the local read/write timing
remember the PPU is supposed to be able to handle 4 different alignments so read/write timing is a bit flexible
I was going to do this for shits and giggles - inject accuracycoin into this and see how many tests are failing
https://www.gog.com/en/game/konami_collectors_series_castlevania_contra
but it seems like roms are packed inside of .exe and hex editor isn't helping me to determine where's the CV or Contra rom in it
oh well
not all things need to be accurate for every game
like the things mister failed when he made that video didn't really impact anything
Oh well, just going off you saying it was really bad, it's interesting that it still passed all tests
I trust your judgement of whether things are really good or really bad when it comes to the NES core!
one of the things I implemented in the wild impacts literally one single pixel on one screen in one known game
and it's homebrew
(8-bit stein's gate)
can someone give me a little clip of this on real NES? or at least a picture of when the corruption under the 1 is showing
This what you want?
yes thank you
Core is more than perfect now? 
Perfecter
Well, it's more consistent than real hardware
So technically a better tool for speed runs
That's a good point, removes potential weirdness from aging hardware and model variance
I wonder do all these core perfections (potentially) affect game glitches? Like solve game bugs as a byproduct
Likely no, as the goal is to match the original hardware as much as possible so all changes are done to do that.
If it fixes bugs present on real hardware then that’s a problem
Thanks, Robby AI™ !
you’re welcome
Well there are some bugs that are harmless. I mentioned this one before with PPUCTRL bug, because it's practically harmless and only occurs on some CPU/PPU alignments I don't think anyone would shed tears over this not being there.
SMB1 is the one game I think off the top of my head where it comes up, there's a good explanation in 100th Coin's SMB3 in 5μs video
The goal is still to replicate what the real hardware would do, even if it's a bug that causes stuff like that
It's trying to be as accurate as possible, not fix things
And bugs like that actually can effect things like speedruns, especially if they rely on glitching the game in a predictable way
I will shed tears, I will miss those little wayward pixels 😢
... I shall retract my statement and hand you a handkerchief
The first rom hack I ever made was to fix that corrupted line bug in SMB1 actually!
It kept popping up on the hidef nes and it was annoying me
I honestly had no idea about that bug lol
haha nice
Yea I don't know other games that may trigger it, but there is a test ROM for it
Zelda 2 does, that much I remember
No idea about others though
Does it use something similar to SMB1 for its NMI?
Yup it’s very similar
I think it’s really cool how much y’all know about the NES. It’s an impressive dedication and I respect that.
It took years and I don't even think I know that much haha
Like I know some special hardware and some oddities about them, like the NES Test Station having 4K RAM compared to the usual 2K
What mappers did you all add support for Lain? I will make a note on the sheet
40, 81, 142, 144
Nice one, thanks. There any others you are looking at right now?
Nah, the problem is a lot of the mappers are either multicart or FDS conversion mappers. A few could probably be added without too much hassle but it might not be worthwhile when you can just play the FDS image.
Like for instance Mapper 103 has a horrible banking config.
Or horribly complex like the flashrom ones for homebrew games
Watched the video. This guy is amazing. All these minute details are fantastic.
Well the idea is to do the Atari/Intellivision. NOAC comes up because that's what they used. I assume if you emulate the mapper with a regular NES the games will still work.
There’s an explanation here as well: https://www.nesdev.org/wiki/PPU_glitches#Affected_registers
the glitches like that only happen at certain alignments
they are never good, so emulators rarely provide that alignment except as an un-recommended option
it's because nintendo was shitty and M2 goes high before the bus is actually stable so continuous writes can write open bus to a register for long enough to trigger things like oam corruption and etc
well m2 goes low technically
it's active low
Does the American NES Zapper via Snac work on the Famicom/JP versions of Duckhunt and Hogan's Alley?
I don't see why it wouldn't.
Isn't the port entirely different?
I don't see why it would
the register reads are different for famicom port vs controller port zappers
iirc
Is there any sort of SNAC support for the Famicom's expansion port that the gun would have plugged into? Or does the NES core only support the NES controller ports for SNAC?
I think it's mostly wired for nes atm with the exception of glasses and some other stuff
I wonder if this works properly on real hardware
i'm a little bit confused, what's the current version of core, despite on accuracy tests and etc.?
Looks like it works

I have a mystery how that can work and also this test can work at coordinates 30, C4
When the moon hits your eye like a big pizza pie, that's a moire
idk if you want vid of those coordinates
I think I see
Glasses?
active shutter 3d glasses
I know the Master System had those, I don't recall seeing those for Famicom
Neat
How do you even use those on Mister?
I’ve been meaning to get a pair of those at some point
Heh, I am guessing my Nvidia 3D Vision 2 Glasses or the active glasses for my Samsung tv won't cut it XD
Rad Racer in ultra mega 3D
the japanese ones were active, the us ones were red/blue
In Europe we also had those red/blue glasses for Rad Racer. I cannot remember that we used them a lot. I really loved Rad Racer. Was really disappointed by Rad Racer 2 when I got to play that a few years later.
Amazing work 🥳
everything somehow works exactly the way it's supposed to
3d glasses adapter plugs into the expansion port and fits into the famicom snac adapter. Adapter has a phono plug for the glasses.
There is a famicom expansion port snac adapter?
US also got the red and blue, but I have the FC version which uses the shutter glasses. JP FDS 3D Worldrunner (forgot the JP name) actually uses red and blue glasses, as well.
Misteraddons sold it. Not sure if they still do, but it has an hdmi style plug and also fits in the reflex adapter
Waiting for the hyper-accurate release of the NES core so I can play SMB1 in hyper-accuracy mode! 
Hype! Unstable nightlies incoming?
Hopefully soon!
yeah I need to fix a small thing, it will need a lot of community testing, cause I changed.. a few things https://github.com/MiSTer-devel/NES_MiSTer/compare/master...Kitrinx:NES_MiSTer:more_fixes?expand=1
The passthrough on the 3D adapter actually works for stuff like the hudson joycard with SNAC, but the controller gets detected as a P1 controller.
Good god
I told you those last couple of tests needed a refactor
Do you know if 100 coin man is working on more tests or he drawn a line at this point?
Can a test be made for the weird garbage square issue you found? I imagine that could trip up a lot of emulators
Oh did this bring in some of the earlier work around ppu alignment?
Is that the boot variance stuff?
here, please test this a lot
save states, weird mappers, pal stuff
video settings
this is release candidate, if it passes the initial round in here ill post it in test builds
a lot changed
Oh, are there new mappers?
new PPU
Thank you ❗
NES is my favorite core, thank you for your dedication Kit.
🙂
I will do on the weekend. I guess that this is just for the accuracy fixes but not yet supposed to show the NTSC borders?
SMB1 runs flawlessly and hyper-accurately. Release wen 
I'm gonna sleep so well knowing that SMB1 is now accurate.
If you have anything more specific you want tested, let me know, otherwise I can run thru a lot of games I know with save states since you mentioned that
Can you please test Battletoads, need to 1CC it though
Japanese Battletoads (Famicom) is recommended for a 1CC. Bugfixes and much more bearable difficulty.
Ooohh, exciting~
I finished Batman - The Video Game (JPN version), Rockman 1 + 2 + 3 + 5 earlier with the new RC core.
Verified some stages on Insector X, Akumajou Densetsu & Micro Machines too.
So far, so good.
No Rockman 4?
I was missing some time, and I don't speedrun it (sole one I never had during my childhood).
Nice 😁
Okay, just seemed weird to skip from 3 to 5 like that.
The save states function are okay on the games I cited (from a previous version, creating a new state state file, rewriting an old save state file).
I know much better 2,3,5.
And I wanted to see if my 'muscular memory' was okay with the core.
It's completely intact.
it shows them, it's under the "overscan" option in audio/vido
smb is really simple, it shouldn't have changed
most games shouldn't have changed
testing things I wouldn't think to test is best, japanese games, games with complicated mappers, pirate games, etc
I was really careful to try to not break old savestates
When you mentioned "weird mappers" are there specific ones that need looked at? Are any new ones added that should be tested?
the complicated ones that count address line changes
mmc3, mmc5, that really big pirate mapper I can't remember the name of
I tried some PAL games too, like Asterix, New Ghostbusters 2 and Hammerin' Harry.
I technically fixed a bug in MMC1 too that caused a japanese game to crash
Elite is the most challenging of the PAL games and that one was working okay, so they are probably fine
In Rad Racer 1 & 2, i see a flickering line in the right part of the screen.
Are you sure it's not inside the overscan part ?
check extra sprites
does it look like this? https://www.youtube.com/shorts/-4_ZK621VEQ
Yes, it also appears with Extra Sprites enabled.
I see it in this real hardware video too https://www.youtube.com/watch?v=3me85pqMwAQ&list=RD3me85pqMwAQ&start_radio=1
Rad Racer is an arcade style 3-D racing game. The object of the game is to race to the goal within the given time limit. Along each course are several checkpoints which will increase the amount of time you have to reach the final destination. There are eight different stages with increasingly difficult roads, changing weather conditions, and a v...
MiSTer wins again
those are 2006 writes delayed interfering with the natural increment
that's probably correct behavior
someone with an everdrive can verify or not
Yes ok, but in the rbf from 25092025 is no flickering line.
that's fair, there was no 2006 write collision behavior implemented then
blizzard did some wild stuff with the writes in this game
if someone uses a crt, make sure it still works okay with the video timings, and with the overscan set to "borders" or "everything"
I changed the video module so it shouldn't lose sync when loading new games
because the ppu generates it's own signals now
Working perfectly on my CRT with overscan set to Borders and Everything
looking great so far 😁
great, the borders might actually be nice on a crt
that's what it was meant for
to hide the edge masking
if someone with a real nes could try rad racer just to verify that would be great
because mesen doesnt do it, but mesen is not quite as accurate
great, that's a win for mister
@fierce estuary idk if this is a bug or not with the Overscan setting, but loading a save state from the old core changes the Overscan? It is showing everything on the old core but then is cropped after loading on the new, even as I show it's set to Everything before loading it. Hopefully I'm explaining it right, I tried to show everything https://streamable.com/4wn0h8
sweet, I don't keep losing sync on OSSC
I had to expand the setting by 1 bit, so it's in a different position, it wont match the old core's overscan setting unfortunately, so you'll have to reset it
great, that was annoying me too
Okay, cool. I did notice a difference with that game in that clip tho. This is MMC5 Rockman 4 Minus Infinity. On the second screen, showing the devs site at 32 secs, you can see on the old core it's fully black, and on the new there is a white bar on the left and I think there was a single pixel line on the bottom at 1:01
the white bar on the left is a thing a real nes does, it's in the overscan so you dont see it on real tvs
Yeah, I have a Rockman 4 Minus Infinity repro and it does the same thing
But it isn't present on the old core
the border doesnt draw on the old core
It’s accurate behavior
Got it, just reporting a difference I noticed
see it's drawing a white border
thank you
that one goes in the "more accurate" column
fun fact, at the retro con I was at a few weeks ago, I met Infidelity, the guy who made that hack
wait
is that one infidelities?
maybe it isnt
No, puresabe I believe
the mario all stars is infinidelity, and the legend of link
this is kinda awesome to see these small but noticeable differences
Is brilliant work, and no regressions found (certainly so far)
Has anyone checked the music player yet?
hmm, it plays but looks weird
some kind of alignment thing, once in a while it looks good
@mellow dawn any ideas? I can fix it real fast if you give me a hint
this is the mmc1 fix btw, doing this in the old core would freeze it
the look option on a blank space
the single flickering pixel on the last screen of this also took a lot of effort to figure out
speck of dust indeed
"Periphery" now "Peripheral"?
that was from like, years ago
Yeah and weirdly slipped through the cracks, I had missed it until I read that ticket and checked
I have to check what's going on, my builds went from 26 minutes to 30 minutes when I merged Lain's latest code
Wait, is that NSF player built in?
yes
I never noticed it had NSF listed under filetypes you could load
Wish I had an everdrive or something to test it on a real NES, wanted to hear this One Winged Angel NSF but I think it sounds different from the youtube video, but it's also from 2013 and the creator appears to have been using some PC app to play it so it might not have been tested on real hardware anyway. Going to assume that the app was inaccurate... or maybe my ears just suck and both are exactly the same.
Stein;Gates is a new (seeing M2 logo) game ? never knew about it.
Thank for checking this issue and fixed it!
IIRC it's a super popular visual novel from a few years ago
The original I mean
So yeah, would have definitely been well after the NES's retail time
It's also a super popular anime series.
yes but it was developed on an emulator and has many problems
I see. It could hangs on real hardware or it is just graphical issues ?
it doesn't hang but it has glitches and shaky text
Steins;gate elite on switch had it packed in as a bonus game and it wasn't very long nor very good tbh.
Looking it up, apparently it was included as a bonus/side-game among re-releases of the original on modern platforms?
I guess I can see why they don't care about it working on real hardware if they never produced actual carts and only intended to include it with the main game as a bonus to run in emulation
While I like what they are doing, how much can you trust a company creating emulators/ports if their own emulation seems inaccurate enough to not produce any problems?
I mean, if the purpose is just to run that one game, I doubnt they are going to care to make a super-accurate emulator. It's only purpose is to run their one game
M2's main forte seems to be Mega Drive first and foremost
-# heh
Hey, it was either that or a Bass joke
I thought M2's forte was the 3DO. 💪

Let's keep the banter elsewhere while there is a request for testing going on for the biggest update to the core in years
can someone help me verify this bug? https://github.com/MiSTer-devel/NES_MiSTer/issues
Which bug? The link seems to just go to the list of issues
oops one sec
these bugs seem to be addressed by this:
#416
#412
#375
#367
#366
#364 - Maybe
#359
#235
#192
https://github.com/MiSTer-devel/NES_MiSTer/issues/370 this is the one I needed verified
#364 I couldn't reproduce
thanks wark
I have the rom with md5sum a6618b437fb720b275f138081058075f (NES2.0 header) that work mention on the issue. So maybe an old demo or not good header for the rom having issue ...
maybe so
either way it seems like not a bug anymore
if it ever was one
I tried to evaluate sword master and dont notice the missing channel
They posted in here the other day about something else, could tag and ask if it's still happening
@sharp geode
seems ok for me but I'm not good with sound
it might be part of the save state
I think it doesn't save all the audio info perfectly
I have a really hard time telling
There are definitely scenarios in the current released core (not your test core) where loading a game from the savestate will initially have missing or odd music, like missing parts of the song, so definitely could explain it. At the same time, at least in my experience the audio fixes itself after a few seconds.
I think that's why it is that way, to simplify the save state it ignores some audio stuff since it tends to be self correcting
@rugged storm actually implemented that so im not 100% on the details of it
I would consider it a don't-fix unless there's an actual problem with the APU missing something or timing issues
It does sound like a channel is missing still, but it’s a pretty small difference. I’ll have to learn this game so I can test it on my Famicom too
that's the last phase of the final boss so it's not that easy
but a savestate earlier would make it easier to test
possibly pausing then unpausing might help
There's a code to start on the last stage, with other codes you can probably get there super fast
For Sword Master on the NES, GameFAQs has 3 cheat codes and secrets.
This demo is working good with PAL settings but on NTSC it is only blackscreen with sounds
https://www.pouet.net/prod.php?which=91816
On the forum it is PAL demo but wonder if someone could test on real NES NTSC to see how it behaves
https://forums.nesdev.org/viewtopic.php?t=24030
Robby sent me
On AV Fami, black screen with music
thanks 🙂
PAL stuff is probably somewhat inaccurate
this is known
the next thing im going to do is try to add variable PPU alignments which is required for accurate PAL stuff
it was too much for this single PR though
does that video I posted have the missing channel?
can't seem to hear any audio from it, I tried on my phone and computer
I hear nothing
Is the blue dude supposed to have sound when firing the fire bombs?
The first vid also didn't have noises there
i was told this was a place to be
you were thinking of #1103404843512631357
thanks
yeah still missing there, compare at 15 seconds in video above to https://youtu.be/WVEposcLZcE?t=70 this at 1:10
and the real game on a real nes has that channel?
not sure, I'll try to find out
it's been 4 years, I barely remember what we left out to make it fit well. We can always include more registers if required.
Not much work and typically compatible if we use one of the free spots, but we would need to know what to include. Just adding everything is too much.
I don't think it's super important that audio restore perfectly as long as the line counter does, which it seems to
in my video, which is recorded december 2023, missing one sound channel, it should be some basses
that's the USA version?
it should be like this https://www.youtube.com/watch?v=s3y8la4BxxU
Track 13 / 17 (Complete Soundtrack)
Sword Master
Platform: Famicom / Nintendo Entertainment System
Developer: Athena
Publisher: Athena (JP), Activision (Other Regions)
Composer: Shotaro Sasaki
Sound: Koichi Ishibashi
Year: 1990 (JP)
Tracklist:
1 - Introduction
2 - Stage 1 - Forest
3 - Boss Theme
4 - Level Clear
5 - Map
6 - Stage 2 - Town
7 - S...
in USA, and maybe in JP version
I just have to make sure the real system does this
yes it does
I can get there on hardware to see
and i don't remember, which version of core was
Okay, I have that too, it was just a bit too big, one sec
What games need to be tested the most?
Nice thanks, does sound like real hardware is different
it has the channel
wonder why it's missing from the MiSTer core, that's interesting
that is interesting
ill mark that one down
im going to have to step through it frame by frame in mesen to see exactly where the $4000 writes are failing
Kitrinx said "testing things I wouldn't think to test is best, japanese games, games with complicated mappers, pirate games, etc"
the core in test builds is the same I posted here earlier
opening it to more people to test
Nice!
you can turn on NES behavior in Advanced options to pass column 15
the one in 19 he removed becacuse it wasn't a good test
Oh, there's a new test rom?
Amazing
good luck passing all those on your real nes, pff
I should try this on my famicom and twin famicom both
Are Everdrives likely to cause some of these to fail vs actually burning a real rom on a real cartridge like we tried to back in the 90's?
Always been curious.
yes
#1091056042667937944 message
There's a built RBF for the Everdrive N8 Pro that fixes 2 of the tests
but yeah it does impact them
in all fairness, a real nes does pretty well, it ranks 2nd or 3rd in accuracy
More NES than NES.
well, the everdrive is to blame mostly
but also there's a variety of PPU and CPU variations. the best one is the early G models
this test is made around that
earlier famicoms had some undesireable bugs in the PPU especially
There's enough revision differences in real consoles that I figure we can just view most existing MiSTer cores as not necessarily inaccurate so much as just another minor revision.
But I'm also wrong about most things.
there's things that can be just alignment/revision difference and things that can be just broken
like for example, if the rendering being enabled is not delayed by at least three cycles, battletoads will freeze on level 2
the target for mister, if you care, is early model G
it's the most compatible and the one you probably played on as a kid in the US
if you were a kid in japan maybe you had an earlier one, and if you were a kid in europe, your life experience is invalid
Mapper Topic - I remenber this mapper (NES 2.0 Mapper 552) is not implemented https://www.nesdev.org/wiki/Taito_X1-017
It is uses for those retail games
SD Keiji: Blader
Kyuukyoku Harikiri Stadium 1989 Edition
Kyuukyoku Harikiri Stadium III
Kyuukyoku Harikiri Koushien
NES rules. @clever scarab back me up here
This man speaks the truth!!!!
what about it?
If you were a kid in Japan with an earlier one you hopefully upgraded to one with non shitty buttons.
During my tests of new test core, on game SD Keji Blader it shows gray screen and just remember this mapper is not implemented.
This mapper was RE not many years ago (2020).
It is an RPG developed by NMK and published by Taito.
can someone test this on real hardware?
supposedly it will flicker around a lot when you press the A button
thank you
@fierce estuary think I spotted an accuracy improvement? In Tom & Jerry on several of the title cards there is a little glitchy thing on the left side, which is present on hardware, but you can see it's not there in the old core. Near the bottom left of the big triangle, I show old core then new. https://streamable.com/hrgruo
cool 🙂
you tested it on real hardware?
it's a question of it extends outside the border or not on real hardware
it's hard to tell
if anyone has a good recording setup and a nesrgb for clean pixels that would be interesting
Maybe one of the youtube men could help there
fiskbit is questioning if the timing is right or not
I’ll record it now, was on a work call
Hmm I don't see it here
I thought maybe it was being cropped out by the RetroTink but I messed with the cropping and didn't see any flickering
If you have left edge masking happening under Audio & Video that is enough to hide it. Assuming that was a capture from the core.
Good to know! I made sure it’s not being cropped out in that AV Famicom capture. I do have a rev H CPU/PPU if that affects this.
I'm happy to see the dumb borders in overscan settings now. I know I said forever ago that the mask left/right side settings did nothing, it still doesn't, but it's all rolled into the overscan setting. Kitrinx told me at the time that it's not important enough to rework and I absolutely agree with her but it's one of those mental ticks in my brain telling me this is closer to the actual hardware now. Thanks for putting in work to pass tests that don't really matter all that much
that's fine, I think it appears in the border
so it might be extending one pixel too far
I just have composite AV Fami but you can see it
Huh, yeah! I wonder why it isn’t showing on mine
Are you trying the JP version? I don't remember if US has it
nesrbg apparently breaks it
Looks like something went wrong with copying the chr data from prg. The letters are there but not the numbers (maybe some of the symbols). https://github.com/MiSTer-devel/NES_MiSTer/blob/master/rtl/nsf.asm#L96
ldx #3 ;load CHR: 128 tiles = $800 bytes
Is this using NES or famicom writing to ppu quirk?
it's random if it shows up right or not
I suspect it works with NES
It is not waiting to copy the characters to chr ram
ah I fixed the writes to be on the second cycle now with the address latching and everything
It is based on Loopy's powerpak nsf player which would mean it is always after the block to writing to ppu has past.
famicom behavior allows this
Or whichever one allows immediate writes
which is the default
Oh, and you were already using famicom?
Hmm. Maybe something else is corrupting the ppu address
Very likely to be something like that. I don't know all the things that need to happen to avoid messing it up. The asm probably needs to be fixed. I would not hold up the pr for it.
it still plays the music so ill leave it for now
if you ever feel like it maybe dig in
yep
Sorry missed your response somehow, I tried the JP version too and it’s not there. I think Kitrinx is right about it not showing up on RGB modded systems
fiskbit told me the NESRGB doesn't use the vram address to draw it but rather just guesses and uses the color in the first palette address
so it's not accurate
I didn't know that detail personally
I didn’t either! Interesting
I'd seen it thousands of times doing speedruns of the game on console, so I remembered it and saw it on the new core and randomly checked the old. Cool it shows up now.
Playing Uncharted Waters the past couple hours. At the point where I got my five galleons in Seville (the speedrunning way), no issues yet.
Usually this game loves to give trouble to flash carts
IIRC those RGB mods require you to de-solder the PPU and solder a socket in it's place that will go between the board and PPU, I think it just... mostly does it's own PPU implementation when outputting over RGB? The HDMI mods even make you do this to the CPU. So I would not be surprised if some quirks are different with these mods if they are indeed replacing parts of the PPU/CPU like that
Oh, I see the modern ones have an entire daughterboard you place over the ppu
It would be pretty amusing if people spent years trying to match hardware accuracy only to realise that the specific hardware they’re emulating is actually just everdrive + HDMI mod, and that the weird behaviours don’t actually exist on the original unmodded console with an official cart 😆
Like some Pcengine RGB mod.
Chasing the dragon.
We’ll go full circle when people have composite IO boards and when cartridge inputs become a thing
Just curious if this behavior happens with real hardware too. I’ve been playing Tiny Toon Adventure and on stage 1-2, there’s a side strip flicking on the right side of the image
yeah that's regular overscan garbage
Guess I'll play fe1 and 2 on the new core since I'm the only one who likes those games on nes.
Fe?
Fire emblem.
Absolutely great game!
Think I spotted another tiny improvement in Addams Family. Little dots on the top right of the HUD, I assume due to a screen split. Three clips, there on hardware, old core, new core.
Is it known that a save state made on the new core can break on the old core? Had it happen last night when I wanted to check something in Little Samson on the old and loading the new core save state broke the game. Idk if it's intended that the save states only work going old to new
i'd expect that, I was pretty careful to map the old save states to new values, but the new ones don't really map to the old ones, they have more info
Cool, kinda what I figured after you said you added a bit to the overscan setting that there was more info that wouldn't match. Obviously won't be an issue when the old core gets replaced.
it should (hopefully) migrate cleanly forward
two tests in the accuracycoin suite are failing when snac is enabled. is that expected? page 13 (dma 4016 read) and page 14 (controller clocking). thanks for all your hard work @fierce estuary, it is amazing!
that doesn't really surprise me, 4016 is a controller read, snac kinda does things the test doesnt like (I think it wants no p2 controller and stuff like that)
im guessing because how snac looks electrically it looks like there is an unreponsive controller connected
it's good to note, but it shouldn't impact any behavior of the system
i am using snax64 with only one controller plugged in. so that might be the reason. it works fine (128/128) when using usb (reflex adapt)
I'll look, but I suspect I can't really fix that because of how snac and the test work
it's just a false positive
I know some tests fail if you have a SNES controller plugged in for example
kid dracula might be good to test. only nes game i tried that behaved different across 3 dif mister fpga set ups
1 worked perfect, 1 worked with graphic glitches and the third just spazzed out entirely after the first 10 seconds or so
not with recent. just in the past
You joke but that's not a bad idea. Would not have to worry about mappers or other such extra hardware with a cartridge port so you would be able to verify that the core system components are functioning as they should, as well as test how a game off a real cart with a real mapper functions vs a ROM of that game with the mapper on the FPGA, would likely be helpful for development. Though you would also need the carts in question that you are testing since an everdrive can add problems and would just be emulating mappers on itself then.
I don't even understand what a mapper is but I still have fun playing the games.
Sometimes that happens, yes.
I am probably NOT qualified to explain this but I'll try. The NES/Famicom maps the cartridge directly to the system's address bus. There is only 40KB of address space left to map so that's all a cartridge gets, it's split into 8KB for the graphics (called the CHR ROM) and 32KB for everything else, the code, music, etc (called the PRG ROM). This was very limiting, but at the time was fine for things like Pac-Man and other such ports nd prices of ROM chips were high, but it quickly became far too small for more complicated console games. Supar Mario World is likely it's limit. There was ways to try to compress an optimize data storage, but that can only do so much. The FDS was originally designed to bypass this limit in a cheap way but ROM prices started to fall drastically which made it moot.
If you looked at a basic NES cart you would just see three chips, two big ones that are the PRG and CHR roms, and a small one that is the NES10 security chip (the Famicom versions would be even lacking that security chip)
But even if you could now affordably put a 258KB chip on there, the NES would only be able to access 8KB of it as a CHR ROM, or 32KB as a PRG ROM. That's what mappers are for, they "map" different parts of the actual ROMs to the address spaces the 32/8KB of the PRG/CHR ROMs. So it could for example map 4KB of one part of the 256KB CHR ROM here, 2KB there, and 2KB there, and keep swapping them out on the fly depending on what the game needs, same for the PRG ROM. It can never map more than 32KB at one to PRG or 8KB to CHR but it it can map different chunks of the actual larger ROMS to those 32KB/8KB address spaces.
Some mappers also had additional enhancements on top of this to allow for more effects or functionality, though I know very little about that.
So it's like the memory banks in a game boy rom?
I guess so? I am not familiar with those to be honest
Some could even map RAM to the ROM space, so you could render something in software for example, write it to a a SRAM chip on the cart, and map that to the CHR ROM.
The NES version of Elite did this. The NES's PPU if I recall has no functionality to "draw" things like a shape, or a line, or even a simple pixel/dot. It can basically only copy-and-paste what is in CHR ROM to the screen
And perform some modifications like flipping it
The game boy can also only access a tiny portion of the rom but switches banks to be able to offer more room. When I worked on the space world version of dx violet I had to hijack additional banks for the bigger sprites.
Which would make a game that uses wireframe 3D like Elite impossible... so they actually rendered the game's visuals in software, wrote them as tiles to a SRAM chip,and mapped that SRAM to the CHR ROM
Not sure if this is a mapper thing but it also let you offset ome tiles, this let you simulate a parallax scrolling effect, Battletoads used this to great efect
Any NES game larger than 40KB needs a mapper for this, and there were many different ones that functioned differently and had different features
Though I definitely do NOT know about the details of those differences or how they worked at a lower level
Retro Game Mechanics Explained has a great video on the parallax scrolling
2000 words: Super Mario Bros = Mapper 0 aka no extra circuitry/chips
Bandit Kings of Ancient China = Mapper 5 = MMC5
I love that most of those chips are THT. Only the MMC5 chip is SMD. Modern devilry.
The only smd chips at the time that I can think of are mmc3 and mmc5 and mmc6. Zelda (mmc1) predates it
Super Mario 3 and 2 however use mmc3
Even things like vrc6 used in Japanese Castlevania 3 that produce extra audio channels are not smd
@fierce estuary Noticed this in Celeste Mario's Zap & Dash, a hack that uses MMC5. On the new core you can see lines on the bottom right and left when scrolling, which I don't see on console or old. 3 clips comparing, console, old, new. Is it just overscan? I can clearly see the edge of it on my tv
that's being drawn in the border area, so out of the visible frame
I assume they are just well timed palette writes
most of that would be hidden by tv overscan
but i'd expect maybe a smidge of it to show if it's happening on a real system
it's the area outside the 256 drawn dots
ill check it out
Mario 3 is the biggest example I can think of of a game with a lot of gargage on the edges of the screen intended to be hidden by overscan. Actually, did overscan even hide it all? Could have sworn I saw some of it even on CRTs back in the way due to the fact that it could scroll both vertically and horizontally when NES games were meant to only scroll one way so the screen could be duplicated to hide some of that.
actually no
because the NES had borders in the overscan area, on most decent tv's the entire 256 visible dots would be showing, so you'd see the edge corruption
the left edge also corrupts but nintendo built in masking for it, but they didn't anticipate fancier games with 4 way scrolling like mario 3, so there's no right edge masking
there is in the core a setting to mask it though, if you find it distracting
Thanks, so I wasn't just mis-remembering that I saw it back in the day
In final fantasy and dragon quest there is also a lot of corruption but on the top and bottom iirc.
@mint lichen I think this is probably a minor mapper issue that is changing the palette address during overscan
the game doesn't do much there
you are sure that doesn't happen on an unmodified real console?
(nesrgb would break it)
The first clip was composite AV Fami, that's as much as I can see on my capture. I can try front loader too
when you capture on av fami, does it show the border at all?
like in super mario bros on the first level it would show a little blue/purple (sky color) on both sides
Yeah, I had it stretched this far to see on that capture
@mint lichen I think I found the issue
pretty minor
ill have a build for you in a bit
Sweet, so it was a regression?
no
we just never drew the border before
wire [4:0] pram_addr = is_rendering && in_visible_frame ? pixel : (is_pal_address ? vram[4:0] : 5'b0000));
this line should have been this:
wire [4:0] pram_addr = is_rendering && in_visible_frame ? pixel : (~rendering_enabled ? (is_pal_address ? vram[4:0] : 5'b0000) : 5'b0000);
the vram address is only used for the border if rendering is disabled
but we never drew the border before so we didnt know it was doing that
those literals are also too small but oh well
So it just wasn't supposed to have "show that stuff" turned on? My very technical understanding, haha
I'll run thru all the stuff in that hack since I know it well and it's MMC5, I just noticed that right away starting it.
I notice that the new core is way zoomed in compared to the old core, i take it the overscan settings changed?
Normal for me, I think Overscan stuff just covers up the edges you normally can't see, so not sure about being zoomed in
basically the palette ram is only supposed to use the vram_address when it's not rendering, otherwise it's just 0
in the case of those lines, it was rendering but outside the visible frame, so it was using the vram_address instead of 0, because there was never a need to limit it before
Just noticed you have a build that allows us to see all the overscan area now!! Thank you!!! Can’t wait to test. Will try tonight! 😁
it's not zoomed in but it defaults to 256x224 which is the intended viewing area, before I think it defaulted to 256x240 which shows the overscan
now you can choose how much overscan you want to see, it makes more sense in that order
I have an external scaler do the cropping, so I ended up double cropped, but that makes sense now.
the ppu generates it's own border and timing signals now
When I thought the core was more than perfect already, now this!

Analogue bites the dust! 😌
I don't think analogue has really been considered a contender for accuracy in years
Yeah Kitrinx has really outdone herself. It's like early Christmas.
im pretty happy with this
there's virtually no mysteries
no "oh this doesn't work quite the same" type roms, even the weird tests
Until the next new test rom shows up 
sure they're finding new edge case behavior all the time
but I think there's not much left that would realistically ever impact a game that wasn't intentionally trying to trigger something
Phantom System core wen
I really want to implement tas again
Thanks for everything you’ve been doing with this core, @fierce estuary
how do I keep myself busy between core builds, you might ask?
By shaking your head: #spicy-off-topic message 😅
I dare you to tell me i'm off topic
@mint lichen there you go
that fixes two little bugs, one of them being your palette thing and the other a small thing with 2006/7 vram corruption
thanks, by the way, for being so thorough in your testing
Cool, I'll run thru some stuff in a bit. And np, I just happen to be good at noticing small stuff. NES is my favorite, so I appreciate all the work to get it so accurate.
Being able to play back a TAS would be really neat, but as a speedrunner, so long as it's made very obvious one is being played.
I can make it obvious, but I don't see how it's any different than real hardware
you can run tas on real systems
also the way it works on mister, the rom resets when you load the tas script, so it can only be from the start
it would be hard to hide
I want to add button press indicator overlays too
so if people want to display their inputs they can
on automatically for tas
that sounds like a nice feature every core should have
I agree. Unfortunately there is a lot of FUD on anything not original hardware. There was even something about smb1 about preventing multiple key presses even though you could just crack open an original controller and do it too (glad nothing was done there). I think it is overblown, but as someone trying to push this more into speedrunning, I would just be worried about more concerns if being in tas wasn't clearly visible.
I think the best way to deal with that is to put a controller display on the screen
that way they can just watch and see if you cheat that way or not
Bonus you could make each controller look like the controller for the core, and you could use that same HUD for the controller mapping so like when it says "Press the button for C" it shows C on a genesis controller
Sure you can cheat on hardware but you need external hardware, rather than just running a script.
And if you were to make a fake run, you could include resets to make it look more real, so starting from the beginning wouldn't matter.
At the end of the day, if someone really wants to cheat they will find a way. I just think there should be some kind of barrier to dissuade them.
well mister you'd have to hide the start where you were loading the rom
or the script
people can just edit the core to do whatever though, just like they can modify real hardware
change the clock slightly or whatever they want
if I wanted to cheat that's what i'd do
replace the clock with a slightly faster one
nah, it is unused new old stock which has not aged like yours
I'd want like a play button showing or something, like emulators do
I can but there's no way to make it not simple to disable in code
You can turn all of those off on emulators. It's how they do video captures for youtube upload.
What Kitrinx said, if people want to cheat they will and they usually get caught. TAS/RTA communities have a pretty good honor system.
But the point is it's an extra step for someone to technically change it, rather than just hit play 🤷
I think the way I implement it won't be ambiguous
but I can't stop people from modifying it
I don't believe BizHawk shows controller input or frame counts by default anymore.
Cool, yeah, I'd just want something to tell
the loading screen will be the biggest tell
anyway I am reasonable confident that mister nes core will be the most accurate nes emulator that exists, for the time being, so I think it's fine for speedruns
if you find any more pixels out of place, let me know
you could add out of place pixels when running a tas
something like dotcrawl
but more subtle
speaking of dots, what does the "debug dots" option rely on to decide when to show them?
the dots represent when certain events occur in the ppu
mostly register writes and sprite0 hit
see the sprite0 hit drawn on the coin counter sprite at the top in SMB? 🙂
they are useful for getting a quick overfew of what is happening during a frame and when, so you can understand what might be impacting a glitch or bug or random smudge of color
see the rendering enable and the subsequent delay before it kicks in and the palette color turns into bg data?
they are a thing for me, and the bravely curious, I suppose
they correspond to a similar tool in mesen too, for comparison
mesen has really good debugging tools that are impossible on an fpga
ill give this testing another day or so and then merge the PR
Sounds good 😁 I haven’t found any issues yet
tbf there weren't many issues before
did you find the cause of missing channel on Sword Master ?
I read most issues are visible glitches. Are there harder ones to catch? Like slightly faster or slower game pace? On some SMB2 levels certain actions cause one enemy to appear or 2. Example world 4-4 at the beginning right after the fire beam. Depending on your jump you get one or two goomba's. Thought in the light of OCD accuracy I'd ask since I finished the game about 15 times very recently
Oh snap we gonna get a release soon with all this goodness?
New NES and Saturn cores is basically Christmas
I didn't look carefully yet. It's in a totally different part of the core than i've been working on so im going to focus on getting this in good shape to merge first
I don't think much of what I implemented would impact that. NMI and IRQ's are all accurate, processor is all accurate. If anything it would be some kind of sprite 0 behavior with an intentionally corrupted oam, but I don't think any commercial thing would do that in a million years
The bug you're talking about with SMB2 has to do with game logic, it has 6 bytes reserved for loading enemies and depending on where the koopa is it doesn't unload that slot for the goomba to appear.
PAL through Analog IO seems messed up
One on left is PAL from a September build, one on right is PAL on latest build posted by Kitrinx
Dendy's also got an issue (seems to be broken on HDMI output too)
Svideo?
Component through RGB SCART cable into Keene RGB2C (my crt doesn't like the sync from the SCART cable when trying to use RGB)
All the other RGB related sync stuff is off now so it's essentially just pushing YPbPr through SCART
lookin'
I also would love an SNES release with save states and rumble and all that stuff
I played thru that Celeste Mario hack on the newer core and didn't notice anything out of place in the mini games either. I'll try a bunch of homebrew stuff tomorrow.
I don't know if this is intended or not but PAL PPU on the new versions seems to have created a palette corruption bug with PAL SMB Practice ROM's savestate feature (Note the missing line on the crown)
mesen2 is a fantastic emulator for debugging
does it fix itself?
Whenever the game modified the palette data yeah it'll fix it, either by reloading the intermediate screen or waiting until something overwrites it. Also I should say this isn't exclusive the the game's intermediate screen
This doesn't happen on the older builds of the core I have
Granted, this could be some weird quirk of PAL hardware that I am unfamiliar with
The hack was probably not PAL optimized.
This hack is a practice hack for SMB1 (along with 2J and Nippon) and there exists forks for NTSC & PAL optimised builds of SMB1. I don't think the timing for writing the necessary data to RAM for savestates would corrupt the palette this way?
I can't guarantee it though, for all I know there's some weird case with the PAL hardware I am not familiar with similar to 2U Rev 0's weird NMI bug
I didn't think I touched the palette savestates at all
PAL is really shit right now
I have to implement arbitrary ppu cycle alignment to make it okay
Oh, this isn’t the MiSTer savestates I should clarify. So sorry. This is Kaname Suite’s (practice hack name) built in Savestate feature
what kind of games is dendy supposed to load
im not worried about it for now then
ill fix the analog though
what IS dendy supposed to look like
also is that a PAL tv?
Mine supports pal
I tried Flying Hero. Supports mouse/spinner when I set the game to Vaus. Tried on AV Famicom and it seems to only support the Arkanoid II Vaus.
Yup that fixed PAL and Dendy on my PVM, thanks!
PAL lives again! 
it's interesting that the vaus control for the game isnt mentioned anywhere, even the manual.
yeah PAL works now on my CRT
Ahh, yeah, sorry, the latest core is the one Lain and I linked
During some transition screen, I saw some garbage for Doreamon (in attract mode), you will find also the save state. Could someone checked if it is happens on realhardware ?
There's a Dendy option on the nes core?
yes
What does it do
You can choose between NTSC, PAL and Dendy on System type option, i think it is the video mode but I don't know the differences
Doesn’t the Dendy mess with the palette colors?
I can confirm this does not happen on AV Fami, it sits on the screen for a while then goes to two more before going to the title screen. I waited several loops and nothing like this happens. And this happened first attract loop on the core for me, so seems like a possible core bug @fierce estuary
thank you for the check !
ill check it, that's japanese?
Yep, the first Doraemon Famicom game
Doraemon (Japan) (Rev 1)
thank you
there is also the save state above if needed
Yeah. I'll have to look over the cause when I get home
Any idea how hard it would be to add chr ram support to mapper 26 (for a mega man rom hack) ?
Perhaps widely known about, but this hack is pretty cool. https://www.youtube.com/watch?v=Lg9r9_MKDHU
which hack would this be for? it wouldn't happen to be the mega man vrc6 hacks, would it?
there's a new build in #test-builds
there was an ancient addressing issue that impacted the a12 address line
oh
this corruption happens in mesen too
and nintendulator, all exactly the same
Weird, I remembered I actually have the cart, so this is cart on AV Fami https://streamable.com/ynwb2a
Nesdev to the rescue again, that’s interesting
if you set ram clear to random, it will load different every time
so, not a bug
well, not MY bug
what other game bugs are there, ill add Sword Master to the fixed list
Does your last test version fix this as well?
for me no changes, idk why
Oh weird
with the lastest test core
is that from save state or fresh?
Just to make sure I didn't mishear, this is a recording from the latest MiSTer NES test build. Do you still hear the issue here?
I didn't use a savestate
sound is correct
thanks 😄 glad I didn't mishear. Weird though
@sharp geode did you try fresh or from save state?