#NES/FC/FDS/Dendy
1 messages · Page 14 of 1
yeah the smaller fpga runs a mips softcore or something which runs the os
Mall Brawl is good stuff
I'd guess mostly that the more experienced devs aren't interested
i would rather someone just make a mister handheld
though i do think porting the framework/cores to a new architecture would be good, if it's a worthy upgrade
But who shall do it? And why do it if this doesn't lead to any improvement
In my eyes we all would be better off without a MiSTer2
There is nothing really stopping one from putting a de10 nano in a handheld form factor, its not much bigger than a pi, and not like you will need the analog board for that
Pretty sure the whole point is that it will lead to improvement
Marginal improvement at the cost of development resources?
It's not that we can have both. I don't see anybody porting all Jotego cores ATM
Except Jotego himself of course
it would be a big help for 5th gen console cores and some newer arcade cores as well
I guess he would. But for the price of not developing new cores
It would help some 5th gen cores. But better is the enemy of good
Having 5th gen be accurate would be a very big plus for a lot of people
Also potential for things like a 32XCD core, or more accurate 32X or CD cores
The current SegaCD core is rather lacking
Yet it uses most of the FPGA
Accurate is a relative term. ATM the MiSTer community seems healthy. Cheap boards from QMTech and Taki lead to new interest. 5th gen has still potential to improve on MiSTer 1. 6th gen is highly probable to be out of scope for FPGA. Except you are striving for a formal MAME to Verilog conversion. Which is an improvement just on paper.
MiSTer 2 has the risk to convert development resources to porting resources. Not real improvement
Saturn is using up pretty much the entire FPGA and realies on a hack that could make things unstable to make it run at full speed on single Ram, N64 isn't even 100% Hardware complete but can't do anymore on the current fpga, even the GENESIS core is using up tje entire FPGA, we've gone beyond the limits of the de10
And still Saturn is improving more quickly than let's say Galaxian
Interest, same reason theres no gamecom core
And Galaxian is certainly more lacking than any Saturn game
But intetest cant get you past a hardware limitation
You seem to be tossing aside all the improvements that a MiTer 2 could bring for the argument of "What if it takes long to port the cores"
I guess that MiSTer is more limited by human resources than by hardware ones
.... despite the De-25 being quite similar to the de-10
It's getting quite limited by the hardware resorces too
Whether it can even do CPS3 is still up there
Better HW does not mean better cores
Lacking hardware means you can't get the core to run at all though
It's not magic that just happens
Obviously? Not sure why are you evne arguing that, of course it also needs a talented developer, but a talented developer can only do so much if the hardware is holding themn back
But you cannot have both.
It's a tradeoff
? Of course you can, it's not a tradeoff. You raalize that porting, especially to similar artiteftures, is much easier than developing from scratch right?
How many thigns has doom been ported to at this point?
Porting the N64 core to a mister2 would be less work than creating a gamecom core
There will always be a limit. People are writing cores. I cannot have PS4, but I would have Dragon Saber
You're going to quite an extreme there, just because we can't have PS4 does not mean we should not want more accurate cores for gen 5 and earlier
FPGA ps4 would be pointless anyway, that thign is basically a pc
Human resources are the limit. I am just saying that. And we have a wonderful platform that so so many people agree on. We risk to split resources and lose that common ground for just a little gain
People will try sell new stuff to you. Just resist
Appreciate what you have
..... by that logic we would all still be on the Atari 2600
Things improve, that's just how it goes, you can't stay on the same thing forever
Your Mister1 isn't going to get thanos snapped just because a mister2 arrived
Some people love the Atari 2600. We are here for retro after all
Few people here though would say that the NES, SNES, Genesis, N64, PSX, Saturn, Neo-Geo, etc should nto have been developed and we should have just made 2600 games forever
he didn’t say no one loves the atari lol
But the people writing cores ATM will start to port existing cores instead
his argument is technology marches forward. improvements are made. times change etc. stronger fpgas leading to more cores in the future etc
Not all, some will port, some will focus on mister 1, and the ones that DO port, there isn't really much left to develop on the de-10 FOR those cores
perfectly natural progression
Mister1 isn't going to drop all support to jump to only developing on mister2
Why not start playing the Steam games of 2025?
... what does that even mean?
The MiSTer exists because it's an improved version of the MiST
It's basically a MiST 2
i agree with you akuma. a new mister platform will come along. what exists will get ported. new things will be developed. projects will still be made on mister 1 and then ported to mister 2
mister 2 projects won’t come to mister 1
i don’t know what the other person is on about
but they’re welcome to their opinion
Yeah, if someone does make a gamecom or virtualboy core for example during the mister2, I would imagine the core would be on both, but something like a 100% cycle accurate n64 core will likely be 2 only
(Not sure how you would handle the touchscreen of a gamecom though)
The current N64 core relies on pre-patching several N64 games to get them to work, including big ones like Conker, it's just done autoamtically when you load the game now, but it harkens to the earlier HLE days of emulation which we are trying to move past, and there are romhacks that run on real hardware but break horribly on mister. Robert said there isn't much more he can do with the limits of the DE-10
I remember when about 3-4 years ago everyone was saying gen5 would be impossible
We've pushed the DE-10 more than past it's limits at this point
The limit is reverse engineering newer chips than 1993
I don't see the people doing that
That's litearlly what gen5 is
Yes. N64 will not become as perfect as Neo Geo. Or Genesis, NES
Because it will not be fully REd
IIRC Robert has made a fully accurate core, it just can't fit on the DE-10
Also the Genesis core uses the entire FPGA, we can't add CD or 32X to it, those cores are using the older less accurate one that had many issues
Accuracy is a relative term
What is the accurate core?
A large chunk of accuracy can be quantified, a.k.a. AccuracyCoin
which is what sparked a large revival in this channel
I just said, the n64
The new GBA accuracy?
Random tests that test random behaviour
That's just buzzwords at this point
What are the buzzwords?
"accuracy is realative" "random tests that test random behavior" these aren't actually saying anything or meaning anything, they are just replies
Well, let's agree to just disagree. I liked that you kept the discussion civil 😉
I am well past being an angsty teen arguing on the intenret like I was 20 years ago XD
not me!
And sorry Kitrinx for spamming your channel so hard
There is nothing to be gained form just insulting each other
Well that's a given 😛
lol I am trying to get better, promise
you don’t need to patch Conker to run
it kind of does. Not implicitly but in the case of mister it does since we have some cores where the accuracy is limited by hardware
some of them the speed is limited
etc
there's definitely hardware limits being hit by some cores
I thought there is a chance of it freezing due to memory access otherwise?
are they super important ones? not really
Not for a very long time. There was an incredibly brief window where the patch was needed, but the core was fixed shortly after
There are still games which do get patched though right?
Maybe the list I saw was outdated, I recall there was a few big ones on there
But comparing the N64 core to HLE is lol
Also I think it's still patching Knife Edge?
Robert had to do some workarounds, but it’s a long way from that
Yes, I think so
I meant those patches, not the core in general
even in the case of stuff like NES, I wouldn't be so bitchy about adding junky mappers if the hardware had a little more breathing room
Knife Edge is so weird, as is the desync in DK64, so picky, nothing gets it right
Is the NES core taking up that much room now?
Your views on junky mappers are why I’m here 🥺
Saving us from ourselves

nothing is stopping you from playing atari 8000-games-in-1 garbage on a software emu for the 45 seconds you play it before forgetting it forever
So no Former Dawn on the De-10? 😉
Heh, my old 128-in-1 was a large chunk of my NES years, but it contained nothing special
Unless you count nonsense like Mario's sprite replacing the ship's sprite in a SHMUP as special
... Huh. Just for the hell of it I tried to see if I can find that old 128-in-1 I had, and I didn't find the right one but, never seen an emulator do THIS before
Weird
Did it have BattleCity
Yes, also I was wrong, it was 168-in-1, not 128
I remember that weird contra start screen and the menu music now
I was able to beat the entire game without changing a thing. Guess the crash was just a fluke? Or maybe the game itself has a rare crash and I just happened to encounter it?
Also fuck this part hard:
battletoads snake section easy version
Makes me want to play more of Power Blade NES.
Whoa, great skills
These NES tests are useful. However, it really needs to test all the mappers also.
Which means you have to rewrite the code to run IN the mapper.
I had to help someone privately earlier who was complaining about bugs with the French translations of several games (Bio Miracle Upa & Cowboy Kid).
It turned out the patches were poorly implemented, and the ROMs were old with iNES 1.0 headers.
I just corrected & retested them quickly, and everything works perfectly now.
So, in the future, if you have to provide support, remember that translation patches can also be problematic when you're trying to help a user who's stuck.
This scenario is the reason why I make sure to mention that in the pins for several channels - #1091056042667937944 message
I may make that line more pronounced. It’s important to assume with mature cores that if you’re playing a patched game that has a bug, it is more than likely an issue with the patch itself and you must cross check with an unpatched game that’s been acquired from a trusted rom pack.
I think the repo readme should also be updated with instructions on header checks. it mentions nothing about it but the core strictly relies on it, unlike emulators
How would you test that on real hardware though? You would need dozens of carts with the actual different mapper chips on them and then remove whatever game ROM is on the cart and swap it with your test program
"Hey! This N64 romhack that explicably says I need to run it in a specific emulator with overclocked settings and even gives a warning on boot that I appear to be playing it on real hardware and the hack wasn't meant for that isn't running properly on the N64 core!"
Where do people post romhacks now? I have one for Wizardry 1 (Famicom) I need to share.
There are sevearl sites now, and some people even have their own sites to self-host
Personally not a fan of the ones where the dev makes a site that tells you to provide a rom and the site would patch it for you, would rather download the patch and apply it myself
I just want to put the hack somewhere other people can find it. All I did was get help on nesdev discord converting it from the NES version to the famicom version.
Well, the three big ones people tend to use to upload their patches are RHDN, RHDC, and RomhackPlaza
This is just a patch and not the full rom right?
That's true, but you could test real MMC1/3 vs Everdrive, etc.
That assumes that the everdrive has a perfect implementation. The AccuracyCoin tests will already fail on an everdrive if you load the test rom the normal way because of differences, and that's without a mapper in the way
Hasn't rhdn been dead for a while?
I keep hearing and seeing mixed signals on that.
I did't figure it did. Just good enough to run the games.
Seems like it's sorta silently still going and accepting new hacks?
You get a random one occasionally but it's drastically down from when everyone used it
It's getting new hack pages, but the files are hosted from other sites.
Yeah that's one of the reasons I stopped updating there since I don't want to make another random account somewhere else just so I can link it there.
mapper tests exist for some of the more popular mappers
they dont need huge batteries of tests because most mappers only do a few things
only a handful of mappers have so much nuance they really need a lot of testing, like mmc5 and fds
emulators rely on headers too, just a lot of them now have internal databases for popular games to keep them from being annoyed, and frankly, I think this has been counterproductive because it allows roms with borken headers to proliferate. It wont help you with uncommon romhacks.
mister is also more strict. we follow hardware more closely than many (almost all) emulators, which means things like ram write protection and stuff is enforced
i'm not saying that's a bad thing - not at all. just a simple instruction in the readme would be nice imo
MiSTer's strictness has been a boon for making people finally clean up their romsets.
And making people look up what all the terms around roms actually mean.
Yeah I really appreciate kits rejection of idiocy. It's much appreciated.
As long as you don't take it personally.
it reminds me of that splatterworld game
they said it only worked on FCEUX, it turns out it only worked on that emulator because they set the header wrong and that one was so inaccurate that it ran it anyway by not respecting it correctly
Yeah, I am not a fan of that approach either. The emulator should not try to "correct" a bad dump, it just lets bad dumps spread and can cause problems if someone is intentionally modifying the rom for whatever reason.
Also not the first I heard of an emulator allowing a game to run simply beacause it's so broken it's bypassing stuff that trips up others
Not entirely related but I remember early versions of CEMU allowing you to get a chest in Breath of the Wild that is actually impossible to get on real hardware because it's both buried and underwater, you can't use the tool to unbury it in water.... but early versions of CEMU did not render the water correctly yet so you could just walk there like it was land XD
the emulator could throw an error about the header and point you to a correction tool
You could have the emulator look it up in its internal database, then tell the user "header doesn't match autodetect, to use different header, run emulator with command line option --mapper 199". If you do that it will run it, but people will get tired of using the option every time so they will fix the header.
And also fixed software emulators like MAME.
In theory, a movie on the NES could look something like this. This sample is 256x144px, but ideally we would have 256x128px at 12fps.
︀︀
︀︀The problem is data storage. Without using aftermarket hardware, 90s mappers would support no more than a few seconds of video, maybe 30 at most.
maybe we shouldnt fucking have video on NES
"gosh we could play 12fps black and white videos cd's on NES if we just had more storage"
30 seconds of video is all I need.
Perfect for porting Space Ace to the NES! 
lol, I have a troll rom that rick rolls you on SNES core. it just plays never gonna give you up, along with something that looks like the videoclip, with huge pixels. it's awesome
Not as crazy for SNES, Rise of the Robots had several very short FMVs on it in the SNES verson
I remember that game shocking me twice when I rented it on SNES
First time it shocked me was said FMVs on a freaking SNES game
.... second time it shocked me was how abhorrently terrible the game was XD
Also I have seen that Rick Roll thing on NES too, but without the FMV
here's a cool video I like (it's played on a real nes) https://www.youtube.com/watch?v=ar9WRwCiSr0&t=615s
The video begins in a strange way and gets stranger, but then, ideally, you understand why.
See the "making of" video for more technical information: https://youtu.be/hTlNVUmBA28
the longer this video goes on the higher my eyebrows are going
yeah figured you'd break out in hives if you watched it 🙂
his best video is about making a program to try to learn how to play nes games, it's pretty good if you haven't saw it
he has another where he turns games 3d
What even IS "Reverse emulating"?
I think it's just a joke about playing a snes game on a nes which shouldn't be possible due to the limitations of the nes
Forget your naughty 4 hours VHS tapes. 40 years in the future you can watch 30sec clips, in full digital. FULL DIGITAL! On your NES!!
I remember when the TASBOT segment at GDQ did an exploit in Super Mario World to then stream video to the SNES through it's controller ports to make it show a speedrun video of Mario64 and Portal
... then do a Skype call
The SNES wasn't able to handle video and audio a the same time though so they also used two NESes exploited with Megaman 1 and Mario 3 for the two audio channels to stream audio through teh controller ports XD
TASBOT rhymes with Shazbot
I can virtually see a young Steve Ballmer shouting that in an 80s TV ad.
sounds like some setup 👍
But that’s why I got into science
Beat Contra legitimately. Don't let your dreams be dreams.
I have never dreamed of contra, but that's quite an achievement
Had to use one continue in the last stage.
But no Konami code.
The game gives you extra lives as well so there's room for sloppiness
I think I have gotten as far as BASE2 with 3 lives before at best, many times barly make it to waterfall
I imagine though the Hangar and Snowfield would be the ones where I would lose the most lives if I could get there with 3
Nice going! That's a tough game for sure. One thing I will say, don't dream of finishing Ghosts n Goblins... Its not worth the stress
Doesn't count || unless you do it twice ||
I learned that the hard way and said screw it 😂
with or without the konami code? (still legit if you ask me)
Without. Had to use one continue at the last level though.
gg. thats hard
I think the big thing with Contra is knowing when to move and when to sit still. After playing through it a few times, I don't think it's all that bad!
im still working on my branch, but it's super hard on breaking down the timing into sub-cycle accuracy which is needed for alignment differences
Kind of wild to say "The NES is one of the most exciting cores on the MiSTer right now" but here we are. Welcome to 2025
NES has always been one of the most exciting cores on mister
90% of the playtime is probably on like 5 cores
nes, snes, genesis, ps1, and like, a handheld of some sort
Sorry, I meant development wise. NES is one of the reasons I bought a mister. But it's always just been there, you know? The idea that it's getting better, in the year of our lord 2025, is wild.
like you just assumed there was no more work to do. But i guess, what I'm learning is, there is always more work to do
it's more "is the work worth doing"
I bought my mister for nes and snes originally. Boy, did that spiral out of control.
now all you do is play visual novels. a real fall from grace story
part of the reason i even bought a mister was because i didn't want to shell out for an RGB-modded famicom lol
best decision ever
lol same, was looking into modding out my PS1 and that was several hundred while a de10-nano was cheaper and the PS1 core was recently announced. No brainer decision and I got a superior way to play PS1.
Same here, was looking into RGB mod a NES, also wanted a Neo Geo AES and a Turbo Grafx, The DE10-nano got all this covered and many more.
the neogeo core is already better than real AES or MVS hardware due to the lack of good flash cart options for the system
you'd think with a library as prolific and expensive as the neo, there'd be flash carts out the wazoo for it, but really the only options are the terraonion neoSD and backbit platinum (and the former is basically a meme now)
well, to be fair, if you dont like fighting games or shooting games, it's not that huge a system, but it is a good one to have
NEO GEO is amazing
I love me some Neo Turf Masters.
almost as good as Famicom
You forgot to say that it isn't great first!
I can't do that to the GOAT
it's definitely true that the neo is a fighting gamer's dream, but there's still a lot to love even if you're not into that
not a lot
metal slug is okay
the genre's I love are rpgs, adventure games, and metroidvanias
the genres I hate are sports games, fighting games, and shoot em ups
platformers are either or
yeah, if those are your least favorite genres, i can see why you might not be compelled to play it :p
not really any RPGs on the neo outside of that samurai shodown game that was finally translated a while back
i like puzzlers but the only ones i consistently return to are puyo and tetris
I know that's weird for a girl, but puzzle games just seem pointless to me
eh i find that it doesn't really satisfy the same parts of the brain as, say, a platformer does
so i get it
do you like beat-'em-ups? i assume not since fighting games are a no-no
all that said, there's still a decent chunk of neo geo games that don't fall into the above categories, though whether you'd enjoy them or not is up to personal preference
-Blue's Journey
-Crossed Swords
-Cyber-Lip
-Eight Man
-Ganryu
-Magician Lord
-NAM-1975
-Neo Bomberman
-Ninja Commando
-Over Top
-Shock Troopers
-Top Hunter: Roddy & Cathy
are some examples of games that aren't sports games, fighters or shmups, but still a great time
i'll play them with other people as a social thing
puzzle bobble is a game my wife proudly beats me at (and brags..), but thats on neogeo
Spinmaster on Neo Geo is one I don’t hear a lot of people talk about that is pretty awesome
I have always loved Blue's Journey, it was called "el hojitas" on the local arcade where I lived (here in Spain)
this sounds suspiciously unlike NES discussion
Quick, before the cops get here. Kit, you should try map randos for super Metroid if you dig metroidvanias. It’s like playing a new version of the best Metroidvania every time https://maprando.com
don’t tell the cops I mentioned that here though. It’s an snes game 🤫
After planet Zebes exploded, Mother Brain put it back together again but arranged it differently this time.
What about PuyoPuyoTetris?
ironically i've never played it lol
So how about that Neo Geo
Neo-Geo is great, but what about 3DO?
3D uh-oh
My understanding is most decent games were ported to the Saturn and PS1, the remaining exclusives are... Eh
that's the impression i was under lol
It's a little bit like the Dreamcast in a way
Umm.... it's version of Gex is the original and only one that supports saving?
Every other port used passwords... even the PC PORT for some reason
did the saturn/ps1 version really not have save functionality lol
Nope, despite the PS1's obvious avability of memory cards and the Saturn having both memory cards AND internal storage, they used passwords
Even the PC version used passwords.... the PC version that required Windows 95 so it's not like there was any chance you was booting that game on a system with no HDD
Didn't the 3DO version have crappy scrolling though?
(Apparnetly the save screen graphics still exist on the PS1 disk, likely saturn and PC too, but are unused)
No idea
I think the Game Sack video mentioned it. Shame they were still at 30fps at that time.
What? You mean this NES game isn't running at 60FPS? https://youtu.be/9kIM8GOg2Ag?t=39
A playthrough of a prototype for the unreleased NES game Hard Drivin'. The game was to be published by Tengen, presumably in 1990.
In this video, I start off with a drive around the speed course. Then, at 4:20, I reset and take a couple of laps on the stunt course. Don't worry, I did wreck so that you can see the smashed windshield.
If you've...
XD
peak gaming
The funny thing is that unreleased NES prototype runs better than the released SNES version, even the game boy version runs better than the SNES version
A playthrough of THQ's 1992 racing game for the SNES, Race Drivin'.
In this video I win the championship trophy on all three tracks, each with different cars. Then, at 18:17, I show a funny glitch that I stumbled upon. If you put the car into reverse as you're flying through the air, the car will fly. Who would've thought that the SNES hosted s...
A playthrough of THQ's 1993 racing game for the Nintendo Game Boy, Race Drivin'.
In this video I win the championship on all three tracks.
This version of Race Drivin' came about a year after the SNES conversion, releasing on the same day as the Genesis cart. Despite wearing the THQ badge of shame, Race Drivin' is one of the most impressive ga...
That's a fair limit 🤣
32 bits? in 1993? How does it feel to be brand new and already outdated 
You just made @split mauve pout.
im sure it was adoorable
So tiger electronics are fine, right?
Only the cool kids get 3DO
Using Tiger's electrohics would be more like BDSM anyway
... that was also by Tiger
Shoot! You're right.
I heard this was the new 3do channel
Oh now I'm reading up and see that it is no longer the 3do channel.
As a reminder, this new build dropped yesterday. Would be cool to get more eyes on it if anyone has time.
I’ll have to look what games use Mapper 30 and MMC3.
Ah, Mapper 30 is NES UNROM-512 - https://www.nesdev.org/wiki/UNROM_512
UNROM 512 is a discrete-logic board made by RetroUSB as an extension of UNROM with up to 512kB of PRG ROM, bankable CHR RAM, an option for mapper-controlled single-screen nametables, as well as a self-flashable configuration for rewriting PRG. Since its initial creation InfiniteNESLives has replicated its design and also added an optional four-s...
And here are MMC3 games - https://datacrystal.tcrf.net/wiki/Category:NES_games_using_the_Nintendo_MMC3_mapper
Mapper 30 is the one for modern homebrew using flashrom right?
Yeah, very cool
There's an SA1 hack that make the SNES Race Drivin' run better. IIRC, not even the Hard Drivin' arcade games ran at 60 FPS.
Yeah, not saying it was a 60FPS game, but the SNES one is laughably bad
Even genesis ran better
yeah. It's amazing how much the hack improves it (SNES version).
I just changed one detail in mapper 30 to make sure the game is executing a write in the flash write state, I missed that. now it's complete for the next stable release
unless somebody finds a saving regression ofc but I didnt find anything on my end
Remember this banger?
An old 80s tv commercial for a Nintendo NES game, "Duct Hunt". It features kids playing a nintendo on an old CRT in the 80s, and the video game has 8 bit graphics and sound/music. In the game the main character searches around for ducts in a building. The kids are really into it with them pointing out tips like, "look in the ceiling!"
A narr...
Still not as bad as the Zelda rap
yep lol
I did a remix where it fixed it more or less
the ducts are out there
I can't believe people are down voting such a classic
I gave you an upvote amigo
You're wonderful SALLAD man
Check the technique, those kids are hypertapping!
yeah that was one of the few games that used the tate button configuration
Stop posting AI slop, it's just gross
Anyone else ever tried the mapperless tech demo on the NES core? I am having some weirdness where a scene with a twisting column and text has the text somtimes flicker, but it's not consistant
Feels like the current unstable does it more often than the stable but it seems random if it will happen or not
you're going to have to be a bit more specific with what software you're talking about
most demos are mapperless
yes I see it too, I think that is sprite overload
Odd how I can't get it to happen consistently though, and apparently it's not supposed to happen according to a video of it running on real Hardware
its not sprite overload, extra sprites has no effect
hm, that youtube video does not have that glitch. the description says its recorded on a famicom
its this screen where I see parts of the letters of natt disappear
this is on mister
checked in mesen, those letters are sprites
On my run it happens on name of person for GFX but name of CODE person is ok
interesting
there is something fishy happening with the sprites in this rom
still there is a very good chance that this is accurate, that video does not mention whether it is real hw or not
Famicom/NES NTSC + NROM it says
can't be both famicom + NES after all
It was inconsistent for me. I run the demo, sometimes the letters don't flicker at all, I reboot and try again, and it sometimes then flickers
inconsistency points to ram state
because nothing else is random
this is interesting
im trying to think if that's a vram address/scroll thing or an oam evaluation thing
this is probably oam corruption again
im gonna have to disable that til I figure out why it's being overzealous
i'll raise a github ticket for this
done. @cursive sable good catch it seems!
Thanks, I wasn't initially sure if this was an issue to open a ticket at first
yeah, I get that. no real hw around to test 😄
isnt it already disabled? I see a wire corrupting_write = 0; in the ppu
Wait, someone has found a bug on the NES core???? 
if I understand correctly, it's a famicom ppu bug
so now the bug is that the ppu is not showing the same bug or something
which means it's basically bugception 😄
it is a demo bug 😅
it's not exactly a bug
it's oam corruption, sort of a hardware bug in the NES. It's the same thing that was messing with that other demo and that zelda hack
it's happening a little more than it probably should right now
it only happens when something is turning rendering on and off at inappropriate times, which only happened in one retail game with any consistency, which was battletoads
i think it’s supposed to have the best home port of super street fighter 2 turbo
and i always get it confused with cdi but if it has burn cycle and mega race (also available on pc) those are worth playing
it was definitely the best console port of the time, but it's made almost entirely irrelevant thanks to the saturn and dreamcast versions
the only unique aspect of the 3DO port was the arranged soundtrack, which was just lifted from the FM towns version. it's also selectable in hyper street fighter II via the PS2 anniversary collection
Yeah, 3DO Super Turbo was incredible at the time. It was our go–to version of the game for several years. My older brother even used to have some of his friends drop by just to play it, which was something he almost never did back then.
it was very impressive for both the time and the hardware. the send-away 6-button controller is actually relatively comfortable too, despite it's appearance
Yeah, I ordered one of the 6 button controllers. My friends had to suffer with the default 3DO pad. 
The Game Sack episode showed a picture of the 6 button controller
Not sure what it was called. It looked weird though.
Yeah and much cheaper on those consoles
can someone actually TRY that demo on a real NES
like a few times
it seems like it's turning off rendering mid-screen which actually should cause corruption under some alignments
Tried it on my unmodded Twin Famicom for over half an hour, resetting whenever I went past the text shown above.
This is the closest I could get it, one of the letters does have a sprite that disappears but it's not the same one flickering on the core. Seems like something is subtly different.
This is from an NES toploader.
Interesting! Thanks for posting
That looks very close to the current core
Like the same, basically
not identical but close, probably alignment dependant
so yeah its not a bug, just happening a little too often because there's only one alignment
thanks you two for testing that for me
early famicoms didnt get OAM corruption, but instead got Palette RAM corruption, they made a change later on that swapped it
All good in NES core land. Core is still perfect! 
No problem
fiskbit and I worked on this a bit
seems it's actually accurate behavior for this nes, moreso than you will probably find on any emulators
the demo leaves the OAM2 address dirty by drawing the bubbles in that region so it corrupts OAM1
so, I guess the moral is please test things on real hardware before opening tickets
MiSTer wins again! 
As MiSTer is wont to do.

I guess the core is at a point where if you can’t test it on real hardware then don’t report the bug?
And even then, can’t flashcarts introduce discrepancies?
Yep! Core has reached a state now that when an issue happens on it but not in real hardware, then real hardware is borked!! 
but what about my wood man stage trees?
the bubble pattern is based on initial ram values
in case you're wondering
to be clear it's possible there is bugs
but they are probably going to be really isoteric
With the NES core reaching perfection, maybe we can finally get jail bars
the only jail bars you're going to see is... that's too cliche sorry
We all thought it
you just said four random nouns in a row I don't know if that's proper english
all I want for christmas is a dog rock car pencil
you should feel blessed that you do not know about the trees
true bliss
your brainworms can rest
are they borked?
||#general-banter message|| you are about to step foot into a larger world
I guess I had heard about that but I'm not sure what you want "fixed" lol
Nothing. There is nothing to fix. I just know that bringing up brings kit nothing but joy
what are you talking about? the fidelity loss distortion?
it comes from losing and poorly seperating color data
it's just random distortion your brain is trying very hard to justify as intentional
My brain loves me
The last bit on OG seemed to have some interference patterns playing on my screen so it looked extra shitty
Yeah, IIRC some of the tests in AccuracyCoin will fail if you just load the rom normally on an everdrive, yuo either need to flashit to load the rom directly or burn your own roms to make a real cart for it
I want AV artifacts in MiSTer... please, don't hit me !
I would love a 'make it like a bad crt/random artefacts/distortion' option!
OK my RT4K I do everything I can to make the image 'worse' but turning up the horizontal blur, scanlines, outputting at 1080p to soften it a bit, etc.
Having an option that makes it feel 'authentic' when you don't have an average crt to play on is the dream for me.
But I also 100% appreciate and want the perfectly sharp, accurate as possible, etc outputs for preservation purposes
Can it emulate my old 80s Zenith TV that would have diagonal green lines that I have to smack the set to get them to go away?
I would love it one day if we could have random 'broken stuff' like this on the Mister (or mister 2). I assume there is an emulator out there somewhere that you can do random things like this
Eh, I was joking about that. Only ones I am seriously interested in are replicating effects that games relied on for things like transparencies or extra colors
I appreciate that, but I'd love to try and replicate the whole 'feeling' of playing as a kid, when not having older screen tech too 🙂
the "Faded Tube" preset is pretty gnarly. but it does pair well with the 2600 core
Hell yeah brother. Smudge that shit up!
Here’s to hoping that support for these newer Atari games get added to that 7800 core. That 7800+ sucks
what are you talking about?
are they real 7800 games?
do they use some new mapper or something?
aren't all of those games able to run on a stock 7800 without co-processors
i think the only game that has missing functions on the 7800 core is rikki & vikki; the music doesn't work
it used a microcontroller for the music
the chip they used is an FPGA of it's own, right? or am i misremembering
microcontroller, the fpga part is implemented
since osmund open sourced the fpga code I could just drop it in
I know they are able to but on AtariAge, they mentioned using a new chip or something to that effect.
Man. I want to make an Atari game with an on-cart NES processor to enhance it. That’ll confuse all the nerds! 
You mean like that add-on that Intellivision released for their console to play Atari2600 games?
Nah I mean an Atari 2600 cart that houses an NES processor which the game utilizes to do enhanced stuff. So it’s a self contained 2600 cart you can use on any 2600 system.
That would be my genius idea.
That's how Doom """""on""""" NES works
Houses a RapberryPi in the cart and just runs a full PC on that, outputting video to the nes
Yes but the genius of my idea lies in using another console’s processor. Is it a 2600 game because it plays on that system or is it an NES game because it uses that processor to function? Endless debates, hahaha!
So like many SNES games that had enhancement chips?

nes and 2600 use the same processor
6502 (6507 on atari technically)
Uhhhhhh I knew that, was just testing you
Yes
Did they add more?
MiSTer wins again! 
yes
Is this like a cat and mouse game with the author of that testing software? He keeps devising new tests and you outsmart him every time.
well, his last few things have been stuff that I discovered with fiskbit
yes but kitrinx is a massive lion and accuracycoin is a tiny little baby rat
wait you're HELPING him?
You're like the Gmork in Neverending Story!
I will not die easily, I am a warrior
well if everything you add is in response to a new test, you'll always be behind, the right move is the write the answers before the questions
Kitrinx, more like 4DChessrinx
Rolls off the tongue
robby two points if you know what PAL is an acronym for
no googling
bzzzzt
Phase Alternating Line
As a European who grew up with it I can confirm it stands for pain, agony and "LOL can you actually believe our kids play video games like that?!".
you really did have it rough out there. First world war 2, and then PAL video
Did? We still have no Wendy's! 😭
Given the current state of Wendy's that's not the loss you think it is
But VGE keeps telling me about "handys behind the Wendy's". 
Yeah their burgers are made from real hand meat. You can find the remains out back.
Phase Alternating Line
You did good Robby. You did good. 💪

Bet even Kit got that one wrong. Good job, Robby!
🥺
He took me to a Leafs game
SECAM best format
magazines used to make fun of NTSC calling it Never Twice the Same Color
but yeah once I saw games at 60hz, it blew my mind that, in Europe, some companies would just let their game run much slower...
I always seen as "never the same color". It was terrible for air broadcast.
Let's be honest, neither format was great, especially for video. The move to 1080p/24 for films was such a game changer. You no longer had films running 4% fast and at a noticeably higher pitch in PAL Land, and in NTSC Ville you didn't have everyone moving like a jerky robot with the NTSC jitter as it tried to turn 24 into 60.
Yeah but as a matter of fact most games at the time were made in Japan and the US, so they were designed to run with ntsc at 60hz. The PAL conversations were the worst of the bunch and I'm in therapy to this day because of that. 
Sonetimes... Very very rarely, the pal versions run at a more correct speed than the NTSC versions
The game I always use as an example is Zool for SNES and Megadrive. It feels incredibly twitchy on NTSC consoles but feels a lot smoother/natural using PAL. It aligns more with the speed of the original Amiga version.
Not that it makes Zool a good game by any means.
Some games were developed to run on PAL 50hz machines, those will run weird on 60hz. Some games are even harder when no optimization is done to handle the timings.
in the SECAM world there were some SCART TVs with RGB, so you could at least get a better image than composite
obviously HD and modern formats made that all moot
Hoping that new console from RetroRemake IS an NES. Especially now with all this accuracy, it’ll be better than the Analogue NT
Where is that preset?
it's one of the loadable video filter presets
in the video options
not part of the core's settings
A Mister preset so works on all cores?
yes
Awesome thanks, I haven't checked those out really as I use Tink4K for the filter look. Will look!
if you are using a 4k scaler it will probably look better than what mister can do at lower res
Well I recall him telling me specifically that it wasn't, but maybe that was SNES I dont' remember which one I guessed lol
And then there is Elite which apparently can only run on PAL NES systems
Or so that's what I generally hear
David Braben & Ian Bell coded that version in 1991.
Such an amazing piece of game dev work
.... and now it takes 200 gigs to install a Call of Duty game that looks like the last several Call of Duty games where you just shoot at things...
The mapperless In an Aliexpress Lava RGB with real CPU-PPU type G. The 400 color part behaves diferent from my other famicoms.
But the loss of sprites in letters happen. I'll try later with type E chips i have.
@idle patrol I think RGB-modded NES/FC aren't a good benchmark as they have their PPU accuracy compromised.
something is very wrong with that system
it's not doing palette writes/emphasis correctly
does indiana jones and the last crusade title screen with the sunset colors look correct? im wondering how broken it is
the loss of sprite chunks comes from a hardware bug in the ppu thats called OAM corruption. It occurs when rendering is disabled or enabled at a time when the OAM pointer is jarringly switched from OAM primary to secondary or vice versa AND the column of each isn't identical (usually 0)
in the demo on some alignments this happens when the bubbles are at the bottom of the screen, it leaves the OAM secondary address non-zero when rendering is re-enabled at the top of the screen, the OAM primary column corrupts
the bubble pattern is pseudo random based on initial ram's values
as for the color palette, it's rapidly toggling emphasis bits and writing to palette ram
it should be supported in all ppu models, though RGB ppu's like PC-10 would likely show different, weird colors because they handle emphasis differently
wow looks great for NES
which firmware do you have?
this one doesn't have firmware updates
it has no memory card slot
oh it's the lite version?
I got results similar to yours, though with an older accuracycoin
it's RGB-FC-V11G
oh you're right, those don't have updates, only the ones labeled "Lava" do
but the updates I needed were mosly for HDMI filters, if you use it on composite it's not needed
I use it by RGB
I bought because of the RGB
the results overall are perfect for me
but, it's curious the behavior
the Twin Famicom has errors on Accuracycoin too
the AV Famicom no
it can have an OAM corruption error, but sometimes yes, others no
I'm starting to think that the MiSTer core is more accurated than the real machines 🤣
With type G CPU/PPU
interestingly I don't get as good results as yours
ah wait 2 of those are due to using a non-original controller
Some tests issues are implied by the linker
it is interresting because with snac the mister core have issues
AFAIK anything NES+RGB intercepts PPU palette calls/writes and somehow reimplements part of the video chain so it's no more a reference original system implementation. I mean, that's deeply different from any "bypass RGB mod", i.e. as N64 or MegaDrive, where analog RGB was natively produced somewhere internally by the system and then intercepted, amplified and output by the mod.
Tl;Dr: you can't take anything from a RGB NES as reference
omg a “scripter of unusual size” role
oam corruption is a feature not an error, from emulation pov
if you dont have it, some games wont run
mostly Huge Insect
technically speaking it is more accurate than a lot of real machines, especially any that have rgb mods, flash carts, or third party controllers
most of the inaccuracies will be in specific mapper code at this point
any RGB ppu will have issues, or old famicoms also will be less accurate
also american NES will struggle with some famicom games, so you'd technically specifically need a late model original famicom if you want to have a setup that's close
a lot of the accuracy of course is niche stuff you'll basically never run into in the wild
well
that we know of
it's really hard to know if it might happen in some minor but difficult to detect way
Understood
@fierce estuary your NES core plays the “just released” Splatterworld translation perfectly. Meanwhile Ares has graphical corruption in the intro. Awesome job! 
What?! Its translated and released already?!
Oh yeah oops
@lost plume there you go
We try to post about new translations in #games-and-patches
nice
Thank you @clever scarab
Some insane dedication to translation, thing only leaked on Halloween. Going to check it out tomorrow
MiSTer wins again! 
there's a couple of tests that are dependent on the controller plugged in. They break if I use anything else than an original NES or FC dogbone controller
so I'd assume SNAC would have the same problem
AV Famicom 130/131
Lava FC Pro 124/131
Mesen 2.1.1 124/131
RetroUSB AVS 96/125
Hyperkin Retron 1 HD 92/126
NT Mini Noir 89/125```
these are the AccuracyCoin results I've measured with my hardware (+ Mesen)
bit shocking that a famiclone NoaC beats the NT Mini Noir in those tests 🤣
(obviously these tests are not the full story - they ignore many things including palette accuracy)
analogue loses again
"unparalleled accuracy" still baffles me the market these things go for on the second hand market. I sold my NT Mini Noir after it sat in my closet for like a year, because I was convinced the market was a bubble that was going to pop soon
the ranking might change a bit if I run with the latest test, but I don't think any of the bottom 3 will reach Mesen
I figured everyone would see "these are just closed source emulators that are just maybe decent for their time and don't ever get updated"
but that still hasn't happened lol
it's surreal
we are living amongst cattle
there is a very large crowd that mentally associates "I can use a cart" with "not emulation"
Whoa! Didn’t know the NT Mini Noir was nothing more than a crappy labubu!! 
Is Nesticle better than it? 🤔
Nesticle scores a whopping 5 out of 125 lol
but we still played it a lot... it's a testatement to how much the NES emulation has progressed over the years
now we have hardware that is more accurate than the original hardware 😅
Damn, Mesen really kicking ass
I heard the latest version passes all (or most) tests. Sour has been working with the AccuracyCoin guy too
Mesen is great though, it's super useful for PC Engine and debugging as well
I can even use breakpoints against my source code
Ohhh, should I use it over Ares?
it doesn't support the same systems as Ares
but for me, for developing homebrew, the debugger features of Mesen are second to none
the super famicom officially passes 108 tests (ok it's actually the tristar)
someone should make an FPGA version of the tristar 64 :p
I guess the question is, is Mesen now more accurate than Ares NES?
I believe that's always been the case.
I’m sorry and I want to apologize in advance if I'm asking something well known and obvious, but I'm quite out of the loop with MiSTer. I recently got my (very first) Famicom AV, all stock, connected through the AV composite cable to my PVM-20M2MDE... and I immediately noticed some weird random glitchy lines in SMB. After googling I saw it's a normal behaviour/glitch of the PPU, see
https://forums.nesdev.org/viewtopic.php?t=10104
and now I'm curious if the NES core recreates that behaviour (both with the HDMI and the Analog board).
Thank you in advance
I know the core is 101% accurate to a specific revision of the console. Not sure if that’s the one exactly. Do you still have a MiSTer to give it a try? Oh, and it’s nice to have you back @uncut wind
Yeah, but I have to update it since... I don't remember... and I'm waiting for an analog board (in order to use it on my PVM).
I think that glitch is common to many (most? all?) NES/Famicom revisions... at least by reading that thread. But I could be wrong.
If that’s a common glitch I’m pretty sure the core recreates it accurately. @fierce estuary ?
And I think it's partially bound to some PPU/CPU sync that varies upon boot/reset
Oh, that the core doesn’t support yet (random alignments I think that’s what is called?)
I mean it depends on an initial state and on some race condition during gaming (but the initial state is a prerequisite)
Right on
It should be a combination: if some random alignment occours, then the race condition may happen... but, again, I might be wrong
I think Kit was working on supporting those random initial states
The core is currently even more accurate than the real thing so yeah, technically all original consoles have issues now if compared to it 
well... semantically it's a weird statement, but I get what you mean (being concurrently accurate to various heterogenous original different reference behaviors)
on the other hand, all different OG issues are a wide range of different references... each its own reference, accurate to itself by definition
Yeah, don’t take me word by word, I tend to exaggerate a little bit on my statements (to the truth side, generally) 
Yeah, but I get what you mean 100%
and we could argue that it's a glitch users probably don't want to be faithfully recreated... but I was curious since it's something that jumped to my attention recently
it somehow reminds me the Makaimura palette glitch/screen flashing Jotego intially "corrected" thinking it was caused by aging hardware and then "uncorrected" since it's an OG behavior I can confirm (recently the OG hardware bug bit me)
https://www.patreon.com/posts/ghostsn-goblins-65466470
Well, the MiSTer core is the most accurate Famicom/NES emulator in human history so chances are good.
this is an alignment dependant glitch
right now the NES core only does the good alignment, in which SMB does not glitch, but im add other cpu/ppu alignments for the speedrunner types
Then the perfect NES
So this will be a chaotic neutral NES?
I did a highly scientific personality test at one point and this is what it returned for me
What is that?
it's a potato
🇪🇸
In real hardware, was that random for a "session" after powering up? Or random for the hardware itself (good batch, bad batch?)
It’s random for that session, until you press reset or power off/power on, then the alignment changes.
some hardware is more random than others with alignments. NES (because of CIC chip) is different than famicom too.
but it's effectively random on power up and reset
it seems like systems tend to prefer the "good" alignment more than others, usually
it's a difficult thing to research, so it's kind nebulously understood
So "alignment: [ ] random [ ] good [ ] bad" could be new advanced settings for the core? With the current core always sticking to [x] good
So the MiSTer is perfectly aligned
MiSTer wins again! 
I am wondering what with MisterFPGA now on your hand, do you really need any of those FPGA clone NES out there?
I am even wondering if you even really need the original NES, seeing as how it is broken and does not work
I am going to bring it downstairs tomorrow and enjoy an amazing retro experience.
Yup.
Original NES is now completely obsolete! 
And other FPGA clones are just labubus nowadays
If you have a clone NES that takes carts, that could be fun to keep
Espcially if it uses an unsupported mapper
there are known differences in PPU versions documented, as there were many official releases
https://www.nesdev.org/wiki/PPU_variants
if I'm not mistaken AccuracyCoin (and thus the MiSTer core) target the G variant, which was one of the American NES versions
AV Famicon uses an older one (I think it can vary). My Lava FC Pro uses G-0 which has a minor difference (and the AccuracyCoin result reflects it)
TL;DR your Famicom may be perfectly fine
Twin Famicom uses Rev. E,
AV Famicom uses Rev. H
My systems are these revisions
in the Aliexpress Famicom with RGB i have a G-0 too
the ones after G arent really much different, early famicom PPU's and CPU's have trouble playing some games, while all of them work properly on G and higher
Did some of the really early PPUs overheat?
With everdrive there is a curious behavior with savestates in Twin Famicom.
You save and all is ok, you load and greyscreen or bad colors until you change the stage or you are defeated (because you can see nothing)
It doesnt happen in AV Famicom or the Aliexpress clone.
The misteries of NES/Famicom
Which are the most tricky games that can be affected by these disalignments or other bugs in the chips ?
Was messing with unlicensed games last night and I think I found some bugs in a couple Hummer Team games. In DKC 4 it stutters like crazy when you jump and scroll the screen, no issues on console. And in Final Fight 3 the game freezes right when you start the stage. Comparisons with AV Fami and latest Unstable here https://streamable.com/t6j91p
Tried on the old core from before all the new work and they both work correctly, so something happened
Funny you mention this, I was telling a co-worker about how I played Rampage with some friends as a kid for a long time and the NES got really really hot
IIRC it was only on the really first revision Famicoms and was fixed by the time the NES came out
You were probably too good at Rampage and the NES had trouble keeping up
I dunno but it was a long game, we played for what seemed like hours, I dunno what caused it, like if the system was faulty or the cartridge or what
many twin famicom's use pre-g revision ppu's which cannot read palette ram
if you use a savestate made on a G+ console they would work on the twin fami
ill check it out
can we get a labubu emote
Please no 🙁
Furby would be better.
imagine all the shitty licensed games we would have gotten 20-30 years a go when game development costs weren't so fucked
(and a random japanese developed, surprisingly good one)
skibidi toilet for the nes by LJN
Wondering why palletes are used for NES core?
My understanding is that the colors that come out of the PPU don’t have specific RGB values, so the palettes are an approximation of what seems correct to various people.
Yeah everyone saw different colors based on their TVs, which has led to endless discussions on whether the sky in Mario 1 is blue or purple
There's some discussion of the palettes here #1091056042667937944 message
But if you want the best one, use the Kitrinx palette.
Decoded faux composite looks like ass too
PAL_saturated.pal is the palette from my childhood
you mean Larobbu?
@clever scarab we're cooked I got it to decode your hat 😅
Oh shit, that was my anti-ai hat!!!
Not any more

Robbubu
Labobo
Babaloo!
is there anything unique about these multicarts or is it just the usual pirated jank
Maxivision 30-in-1 is pretty special. Unreleased mini games. https://www.youtube.com/watch?v=r9iu6DWrjSw
This is a new transfer of the MaxiVision Power Video Challenge, an infomercial for the MaxiVision 30-in-1 unlicensed cartridge for the Nintendo Entertainment System.
Scheduled for 1992, the MaxiVision 30-in-1 would have contained thirty games from unlicensed NES developers, including Color Dreams and Sachen, and, of course, AVE. It was eventual...
What is the differences of beta and proto version ? Which version will work @tame flame ?
The 30-in-1 was the prototype version (mapper 487). I believe they changed the official release to 15-in-1 (different mapper) to save production cost.
Oh nice work! Has anyone been able to run through the games on these multicarts and check they all play fine? Be great to get these tested so it can go live
Don't all these games already work in non multicart form?
Doesn't mean they are the same versions and doesn't mean they work with the current implementation of this new Mapper, they need checked
When launching Famicom Yarou VOL01-3 on Mapper 45 using NES_mapper_45_52_200_487.rbf, sound plays but the screen crashes.@tame flame
interesting video. I thought it was just pirate cart garbage, I wonder if this is worth exploring on the core
has anyone actually played it in an emu?
no clue yet how invasive it is to get 1,5MB of chr-rom in the core
It’s somewhere between pirate cart garbage and official release, which makes it interesting. All 30 games play with the latest nes test build. Check it out 🙂
I can't remember but I think plenty of space is allocated for chr
Does it max out at 2MB prg and 1MB chr? https://github.com/MiSTer-devel/NES_MiSTer/blob/master/rtl/cart.sv#L2431
chr_aout[19:0] = {(chr_aout[19:11] & chr_mask[8:0]), chr_aout[10:0]};
that is what I saw last time as well yes, thought that 30 in 1 cart had 1.5MB chr
cool! I was considering investigating the 30 in 1 but you are quite far already 😅 is there a repo?
Yes, please see if you can fix any mistakes 🙂 https://github.com/misteraddons/NES_MiSTer/tree/mappers
The current layout limits chr to 1MB as chr-ram is at the 1MB address location. https://github.com/misteraddons/NES_MiSTer/blob/mappers/rtl/cart.sv#L14
// CHR-VRAM = 1100
Note that chr-ram is only 2KB. It is probably corrupting the 2KB there. On a multi-cart that would look like a single game having only a small part of its graphics corrupted. It can probably be moved without problem to allow the 512KB there to be used. The next used segment is the cpu ram which is also only 2KB and is at the 1.5MB boundary. https://github.com/misteraddons/NES_MiSTer/blob/mappers/rtl/cart.sv#L15
// CPU-RAM = 1110
A quick change would be to move the chr ram to 11101
chr_aout = vram_ce ? {11'b11_0000_0000_0, vram_a10, chr_ain[9:0]} : chr_aout;
11'b11_0000_0000_0 to 11'b11_1010_0000_0
That still gives each 128KB and they only need 2KB each unless one of the mappers does something weird. Not sure if anywhere else cares about the locations.
Yoooo Mario 7 in 1 works in the core?
Truly the most important multicart of all time
I was quickly browsing through it yesterday and I suspected there was not enough allocation for chr
for the 30-in-1
Well, look at that! Pesterminator intro and title screen are fixed. I haven't checked all the 30-in-1 games but the few that I did, worked.
yay, I helped 🥳
if you update your repo I can take a look if you missed anything in the chr upgrade, most effective method to prevent regressions in my book
I updated the repository
different branch? your last update was 2 days ago
Got a md5 for the proper 30-in-1 rom?
Do these recent mapper changes make the Haratyler games playable?
they do some weird stuff?
I think some protection and needs some RE
MP version even includes a chip that allows you to read MP3 files (Arduino controller).
i didn't know ok so not for MiSTer
apart from the mp3 player, the spec on nesdev for that one does not seem impossible
since its mostly mmc3 it would not take that much extra logic either I am guessing
just not sure if it's worth it for one game from one asshole dev that likes to throw hurdles for the heck of it
Those games have their own custom mapper whose only purpose seems to be for copy protection (and for one version, MP3 support)
https://www.nesdev.org/wiki/NES_2.0_Mapper_451
However, puNes can run them. Seems like that emulator's goal is to support every mapper in existance, though it's not the most accurate NES emulator
I was even able to get a 100MB Mapper 342 ROM to run on that, a homebrew mapper made just for creating your own multicarts
wondering how you all have nes setup for crt in the core
overscan to everything?
mask edge both or auto?
extra sprites?
I'm gonna guess it's personal taste
How real do you want it?
For me, I'd have overscan on everything, no extra sprites. Essentially as if it were a real life NES hooked up.
i usually leave everything as default, but i will turn on extra sprites if a particular game has a lot of flicker
dev question. is adding CARTRAM to MMC2 acceptable for supporting the playchoice-10 rom of punch out?
I am not sure if this is considered "inaccurate" or if playchoice-10 is in scope for the core
This is probably old news on here, but I just saw this vid...
Through the power of writing 15000 lines of fully commented assembly, I have created a ROM containing 125 accuracy tests, which you can find here:
https://github.com/100thCoin/AccuracyCoin
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The MiSTer / NES section starts just after the 13-minute mark.
Where it passed 110 out of 125 on his test ROM.
So I just compiled the latest NES core from github, and it passes 131 out of 131 tests.
So I guess your clever NES dev peeps have been busy, and/or he was using a really old version of the core? lol
Oh, I should have done a quick search on here before posting.
yeah that's an old vid indeed. kitrinx said challenge accepted and now it passes everything
Kitrinx shared the vid on the N64 channel in October, and somebody else posted it on share-media and Misc. Other Cores in Sept.
That's great news.
I was just a bit bored, basically, and was looking to challenge myself to try fixing at least ONE of the timing things. lol
In case anyone's wondering the (Epson laser) projector does have a splodge on it.
Previous owner also tried to "clean" the lens, but scratched it so much, and even dented the entire lens in. lol
But yeah, that was it, really. It's great to see the NES core is so accurate now, and apparently even more accurate than the NES Classic emu.
I'll get back to my PCB cave.
(the file date on my NES RBF is just today's date, btw. The "latest" core is whichever code is currently on the git repo.)
it's even more accurate than a real NES 😎
i'm not kidding btw, many original NES don't pass all those tests
you need the right model NES that the tests were made for
True.
That was also a thing on different Revs of the SNES, PS1, etc.
While it probably didn't make any noticeable difference in the games, they did have slight differences in timings, etc.
The newer PS1 revisions used a different type of VRAM (SGRAM, IIRC), and a different burst length, etc.
So when you get a core to a high level of "accuracy", some people might try the same tests and say "Well, it doesn't pass on MY NES". lol
Using an Everdrive will also make some tests fail IIRC
dev question. is adding CARTRAM to MMC2 acceptable for supporting the playchoice-10 rom of punch out?
I am not sure if this is considered "inaccurate" or if playchoice-10 is in scope for the core
(repeating the question because ash knocked my question back :D)
Would goal be to add support and have mra files for each of the games, so they load like arcade games?
That could be fun
I think you can just load the rom
right now it crashes after the glass joe fight because it wants to write to wram and the retail MTPO doesnt have that
It's a unique version of the game, it lets you put your initials in and it saves the best times which you can see in game. Regular MTPO doesn't have that. I vote yes since I want it to work, and maybe you can look into having it save like nvram since it was battery backed on the PC10 pcb.
What does the header say it uses?
I have already given my opinion on this. #1091056042667937944 message
This assumes the difference from the real mmc is defined in the header.
(Awful) die shot of the Nintendo MMC5, a mapper for the NES. Barely usable for reverse-engineering but no time to produce anything better for now.
https://t.co/8a21sZvbNu
that's good I guess
I was not even aware that there is a playchoice-10 flag in the header available
that's the perfect way to implement this it seems
thx!
the version I found has a nes 1.0 header but it does have the battery flag set
pc10 and vs both have significant extra info in 2.0 headers
indeed, I noticed that just now
apparently the last bits of a 1.0 header also has some pc10 flags but they are rarely used
says the wiki
I dont think those flags are even needed in this case because MMC2 has no other content, the battery flag will do just fine
I'm not smart, I make a mean omelette but that's about it - can anyone explain to me like I'm 5 as to how decapped chips help with FPGA development?
if the traces are clear, you can derive the transistor schematics from it and replicate it exactly in HDL
furrtek says this shot is awful so probably not clear enough
Thank you, I think having an understanding of HDL would help but I'm currently struggling enough with intermediate Microsoft Excel techniques so I don't think there's much hope for me.
You can basically see the circuitry, sort of like looking into the source code of a program
sorry, I hadn't pushed the commit. Also, Mapper 45 update. I think it's ready to commit #test-builds message
unstable nightlies wen
Once someone tests then I commit 🙂
dont commit yet
there is some chr size register in the emu module that needs an update too
i will review tomorrow
I confirmed that the games included in Famicom Yarou Vol.1 ,
can be played. Thank you!
Famicom Yarou Vol.2 ,Vol3 also passed testing.
I think I see a problem
the address update in the cart module will move chr-ram out of the way of 1,5mb chr-rom, but I think the chr-rom available is still limited by the chr masking that is happening in the loader module
https://github.com/misteraddons/NES_MiSTer/blob/5afc4480be583b88d919b9ad2a13c0a1c3b1a517/NES.sv#L764
wire [9:0] prg_mask, chr_mask;
doesnt this need an extra bit for the chr_mask now?
unless I am missing something I think this masking is still limiting it to 1MB so the 30 in 1 should still break somewhere
is it true that this new memory map limits chr-ram to 2KB? that does not sound like it is enough to me
dynamic reallocation (when this mapper is active) might make more sense
this is much more work than I anticipated, I dont have time to propose updates, test and commit it
but pretty sure the chr masking and its functions need updating, not sure if this 2kb for chr-ram is enough for all mappers, and the memory map in cart.sv was not updated
The chr mask is not being applied above 1MB. https://github.com/misteraddons/NES_MiSTer/blob/5afc4480be583b88d919b9ad2a13c0a1c3b1a517/rtl/cart.sv#L2498
if (chr_aout[21:20] == 2'b10)
Moving the chrram only limits it to 128KB instead of 512KB. And I think most (all?) mappers use a different address if they use more than the official 2KB, but I could be wrong. MMC3 for example uses the cartram space for games that have 4KB of chrram https://github.com/misteraddons/NES_MiSTer/blob/5afc4480be583b88d919b9ad2a13c0a1c3b1a517/rtl/cart.sv#L16
// CARTRAM = 1111
so I was missing something and that would have taken me a long time to find too, thank you!
this one I dont completely understand, will probably deep dive later
Before moving it occupied 11 0000... - 11 0111... aka 512KB. After the move it uses 11 1010... - 11 1011... which is 128KB. And here is MMC3 using cartram https://github.com/misteraddons/NES_MiSTer/blob/5afc4480be583b88d919b9ad2a13c0a1c3b1a517/rtl/mappers/MMC3.sv#L866 Any address that starts with 11 11 is in what the code calls "cartram" which is the 256KB at 11 1100...-11 1111...
(four_screen_mirroring & chr_ain[13])? {10'b11_1111_1100, chr_ain[11:0]} : // DxROM/TVROM 4kb NT RAM
Of course, the only reason it is done this way is because the NES core was originally ported from a system with less sdram. It could be modified to take advantage of the minimum 32MB on MiSTer sdram modules, if there is a compelling cart to support (Mapper 413 already specially handles a large file).
prg_aout[24:22] = me[413] ? prg_aoute_m413 : 3'd0;
ahaaaaa I see
thank you for explaining @mellow dawn , helps a ton getting to learn the core when you're years behind
My problem is the opposite. I sometimes forget even some of the changes I made myself after nearly 8 years working on this core on and off.
The legend of zelda redux romhack has a tendency to freeze when entering/leaving caves. I take it's the romhack as it also gets all funky with mesen.
That’s why you shouldn’t play stinky romhacks
i played this hack on real hardware a few years ago and had issues with it there too. i don't think it's very stable
shame as it's otherwise a great experience
Yeah, almost feels like a modern game with the qol improvements and the instability.
lol
Has anyone gotten the Deadpool nes romhack to work? I just get a black screen
Which is annoying as it looks like a lot of fun
Ok got it working but strangely it only appears when i boot the console first... If i try to load it via the main mister menu via games it doesn't appear in the games list?
Probably nothing to draw any new conclusions from but furrtek now has preliminary MMC5 shematics online
It’s always worked for me and I load it from MGL from the main menu
Maybe you have a funky rom patched game?
could be a header problem?
or yeah patched wrong
What the hell?
We both beat Contra for the first time on the same day, lol.
This coincidence brought to us by another coincidence, which is that opening this sub-thread brought me almost directly to your post despite it being almost a full month old.
I noticed a couple NES games have corrupted graphics:
-Honey Peach
-Q Boy
I suppose it's possible this is an issue with the mapper. Anyone else experiencing this issue?
I don't see any mention of this on Github. Should I open a ticket?
Yeah it's listed as supported on the Github page so it seems to be a bug
Q-Boy >> mapper 141
Thanks so much! Both mappers are listed as supported+save state on the GitHub page for the NES and both have this corruption so I'm going to open a ticket
The game Q-Boy, using a PCB labelled 2M-RAM-COB, replaces CHR-ROM with 8 KiB of unbanked CHR-RAM, and is usually set to mapper 141. Emulators must therefore distinguish a banked CHR-ROM variant with a CHR shift of 1, and an unbanked CHR-RAM variant, of mapper 141.
Sachen 8259
did somebody say mapper issues?
That's me!
I just opened 2 Github tickets:
https://github.com/MiSTer-devel/NES_MiSTer/issues/447
https://github.com/MiSTer-devel/NES_MiSTer/issues/446
Like the other ticket I just opened, Q Boy is listed under the 141 mapper that's both supported with save states, but has corrupted graphics. Here's more info about Q Boy if it helps: "...
Um, sorry to sound dumb but I don't know what that means. I'm just using the NES 2.0 roms. How do you check that?
a hex editor, or if you want something user friendly I suggest punes which has a built in header viewer/editor
the mapper allows chr-ram if that flag is set in the header
Thanks for the info. I downloaded punes and here's the settings for the ROM:
It works fine in the punes emulator BTW if that helps
pretty sure punes is designed to run anything, no matter how garbage it is
but yeah chr ram is set so that cant be it
what other games use mapper 141?
Normally only Q-Boy.
wiki errata: "The game Q-Boy, using a PCB labelled 2M-RAM-COB, replaces CHR-ROM with 8 KiB of unbanked CHR-RAM, and is usually set to mapper 141. Emulators must therefore distinguish a banked CHR-ROM variant with a CHR shift of 1, and an unbanked CHR-RAM variant, of mapper 141."
the mapper does not have unbanked chr-ram so it was designed for that other variant
You're the boss here.
since when 😅
Sorry, I was trying to be humorous this time. 😅
🤣
I understand that the Wiki page refers to the other games as being mapper 135.
https://mednafen.github.io/documentation/nes.html - this page refers to super cartridge version 1
probably the first time anyone has ever tried to play those
Is that Mapper 135 in your pocket or are you just trying to play a super cartridge
Yeah probably. I was also the only person who caught F1 Championship Season 2000 didn't work on GBC. It's a badge of honor to test games that no one will ever play lol
Chocolate medal.
well I had to download those, indeed mapper 141 and gave it a spin. what a rabbit hole jesus christ 😄
You're welcome lol 🙂
You have won…
Our utmost respect.
😏
those roms run fine so that is what the mapper is designed for and this q boy game seems to be an odd ball that needs unbanked chr ram apparently
in theory whoever added them tested them at least far enough to get into game, so if there's a difference it's probably something that got slightly changed or fixed along the way, like the point in time that M2 happens
Lol what's funny is I just have a simple rule to launch a game and get into gameplay so it only takes about 20 seconds to test a game and a few hours to test every Game Boy and NES game.
the chr_allow checks the chr_ram flag for some reason so that should work. but its not unbanked
this chr_ram flag works it seems, it is off in these "super cartridges"
Q Boy seems interresting 🙂
I am going to assume here that the wiki is correct and this mapper needs a config with unbanked chr ram when the flags ask for it
solely for this game
I can´t find an overview with mapper 141 games and I am not going to plough through all that sachen garbage to organise it myself 😅
I once scraped a smokemonster pack to get the mapper landscape
there's apparently 4 mapper 141 roms
Yeah, that appears to be its main feature. Pretty much supports every mapper out there, even homebrew that have stuff like copyright protection or are designed to make your own multi carts
what the fuck is this honey peach game, srsly
I don't know.
I was only here for Q-Boy. 😅

anything japanese thing talking about peaches is pretty sus tbh
ok that made me lol 😄
Looking at history, I did these Sachen mappers back in mid-2019 and it looks like nesdev was updated in late 2019 after someone properly analyzed the hardware, so nothing in the existing mapper code should be given much credence. https://github.com/MiSTer-devel/NES_MiSTer/commit/0c71ef16ca0565b08bdcc8fad7b53c36b0f56b50 In fact it said Of all the images marked as mapper 243 in GoodNES 3.1.4, Nestopia's database leaves ONLY Poker III (Sachen) [!] and Poker III (Sachen) [a1].nes as variant 374a, and refiles the rest as variant 374b (m150). And I likely only tested two games 150 - Strategist 243 - Poker III with the assumption they were the two mappers.
well I can't believe nobody took the effort to test this hidden gem that is honey peach
nes strip poker but with rock paper scissors, absolutely genius
10/10 would recommend
I feel honored in contributing to the preservation of these nes tits
The unlicensed Sachen game Q Boy seems to have a unique mapper. It is recognized by the wiki and emulators as mapper 141, while also recognizing the conflict in mapper specification and the need to...
there you go
So it's strip rock paper scissors?
uhu
Finally. Video Games
Core compilation in progress.
And with a "dejitter" option. 😏
I tried a few games and they all worked except these 2, and it makes sense why they didnt run. so your existing code is not as bad as you're making it sound 🙂